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https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-06 06:15:04 +00:00
(svn r15063) -Fix [NoAI]: starting companies now listen correctly to 'start_date' set to the AI slot (Yexo)
-Add [NoAI]: add a 'deviation' value for all settings, giving a slight deviation of the value of a setting (Yexo)
This commit is contained in:
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0a357c0ac1
commit
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@ -24,6 +24,9 @@ public:
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START_NEXT_EASY = 48,
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START_NEXT_EASY = 48,
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START_NEXT_MEDIUM = 24,
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START_NEXT_MEDIUM = 24,
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START_NEXT_HARD = 12,
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START_NEXT_HARD = 12,
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START_NEXT_MIN = 0,
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START_NEXT_MAX = 120,
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START_NEXT_DEVIATION = 2,
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};
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};
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/**
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/**
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@ -17,11 +17,17 @@ void AIConfig::ChangeAI(const char *name, int version)
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this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version);
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this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version);
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this->version = (info == NULL) ? -1 : info->GetVersion();
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this->version = (info == NULL) ? -1 : info->GetVersion();
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/* The special casing for start_date is here to ensure that the
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* start_date setting won't change even if you chose another AI. */
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int start_date = this->GetSetting("start_date");
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for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
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for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
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free((void*)(*it).first);
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free((void*)(*it).first);
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}
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}
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this->settings.clear();
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this->settings.clear();
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this->SetSetting("start_date", start_date);
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if (_game_mode == GM_NORMAL && this->info != NULL) {
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if (_game_mode == GM_NORMAL && this->info != NULL) {
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/* If we're in an existing game and the AI is changed, set all settings
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/* If we're in an existing game and the AI is changed, set all settings
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* for the AI that have the random flag to a random value. */
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* for the AI that have the random flag to a random value. */
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@ -30,6 +36,7 @@ void AIConfig::ChangeAI(const char *name, int version)
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this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
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this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
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}
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}
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}
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}
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this->AddRandomDeviation();
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}
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}
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}
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}
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@ -43,6 +50,7 @@ AIConfig::AIConfig(const AIConfig *config)
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for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
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for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
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this->settings[strdup((*it).first)] = (*it).second;
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this->settings[strdup((*it).first)] = (*it).second;
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}
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}
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this->AddRandomDeviation();
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}
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}
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AIConfig::~AIConfig()
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AIConfig::~AIConfig()
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@ -75,11 +83,19 @@ AIConfig *AIConfig::GetConfig(CompanyID company, bool forceNewgameSetting)
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int AIConfig::GetSetting(const char *name)
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int AIConfig::GetSetting(const char *name)
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{
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{
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assert(this->info != NULL);
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SettingValueList::iterator it = this->settings.find(name);
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SettingValueList::iterator it = this->settings.find(name);
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/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
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/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
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if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
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if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
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if (this->info == NULL) {
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assert(strcmp("start_date", name) == 0);
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switch ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) {
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case 0: return AI::START_NEXT_EASY;
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case 1: return AI::START_NEXT_MEDIUM;
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case 2: return AI::START_NEXT_HARD;
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case 3: return AI::START_NEXT_MEDIUM;
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default: NOT_REACHED();
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}
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}
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return this->info->GetSettingDefaultValue(name);
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return this->info->GetSettingDefaultValue(name);
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}
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}
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return (*it).second;
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return (*it).second;
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@ -88,12 +104,16 @@ int AIConfig::GetSetting(const char *name)
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void AIConfig::SetSetting(const char *name, int value)
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void AIConfig::SetSetting(const char *name, int value)
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{
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{
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/* You can only set ai specific settings if an AI is selected. */
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/* You can only set ai specific settings if an AI is selected. */
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assert(this->info != NULL);
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if (this->info == NULL && strcmp("start_date", name) != 0) return;
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const AIConfigItem *config_item = this->info->GetConfigItem(name);
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if (this->info == NULL && strcmp("start_date", name) == 0) {
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if (config_item == NULL) return;
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value = Clamp(value, AI::START_NEXT_MIN, AI::START_NEXT_MAX);
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} else {
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const AIConfigItem *config_item = this->info->GetConfigItem(name);
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if (config_item == NULL) return;
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value = Clamp(value, config_item->min_value, config_item->max_value);
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value = Clamp(value, config_item->min_value, config_item->max_value);
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}
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SettingValueList::iterator it = this->settings.find(name);
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SettingValueList::iterator it = this->settings.find(name);
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if (it != this->settings.end()) {
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if (it != this->settings.end()) {
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@ -103,6 +123,29 @@ void AIConfig::SetSetting(const char *name, int value)
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}
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}
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}
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}
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void AIConfig::AddRandomDeviation()
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{
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/* No AI configured, so fall back to some defaults */
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if (this->info == NULL) {
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int base_start_date;
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switch (_settings_game.difficulty.diff_level) {
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case 0: base_start_date = AI::START_NEXT_EASY; break;
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case 1: base_start_date = AI::START_NEXT_MEDIUM; break;
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case 2: base_start_date = AI::START_NEXT_HARD; break;
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case 3: base_start_date = AI::START_NEXT_MEDIUM; break;
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default: NOT_REACHED();
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}
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this->SetSetting("start_date", InteractiveRandomRange(AI::START_NEXT_DEVIATION * 2) - AI::START_NEXT_DEVIATION + base_start_date);
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return;
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}
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for (AIConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
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if ((*it).random_deviation != 0) {
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this->SetSetting((*it).name, InteractiveRandomRange((*it).random_deviation * 2) - (*it).random_deviation + this->GetSetting((*it).name));
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}
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}
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}
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bool AIConfig::HasAI()
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bool AIConfig::HasAI()
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{
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{
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return this->info != NULL;
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return this->info != NULL;
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@ -63,6 +63,11 @@ public:
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*/
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*/
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void SetSetting(const char *name, int value);
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void SetSetting(const char *name, int value);
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/**
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* Randomize all settings the AI requested to be randomized.
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*/
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void AddRandomDeviation();
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/**
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/**
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* Is this config attached to an AI?
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* Is this config attached to an AI?
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*/
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*/
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@ -229,20 +229,9 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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/* static */ int AI::GetStartNextTime()
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/* static */ int AI::GetStartNextTime()
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{
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{
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/* Find the first company which doesn't exist yet */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (IsValidCompanyID(c)) continue;
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if (!IsValidCompanyID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
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AIConfig *config = AIConfig::GetConfig(c);
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if (config->HasAI()) return config->GetSetting("start_date");
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/* No AI configured, so fall back to some defaults */
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switch (_settings_game.difficulty.diff_level) {
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case 0: return AI::START_NEXT_EASY;
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case 1: return AI::START_NEXT_MEDIUM;
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case 2: return AI::START_NEXT_HARD;
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case 3: return AI::START_NEXT_MEDIUM;
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default: NOT_REACHED();
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}
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}
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}
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/* Currently no AI can be started, check again in a year. */
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/* Currently no AI can be started, check again in a year. */
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@ -154,12 +154,13 @@ void AIFileInfo::CheckMethods(SQInteger *res, const char *name)
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AIConfigItem config;
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AIConfigItem config;
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config.name = strdup("start_date");
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config.name = strdup("start_date");
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config.description = strdup("The amount of months after the start of the last AI, this AI will start (give or take).");
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config.description = strdup("The amount of months after the start of the last AI, this AI will start (give or take).");
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config.min_value = 0;
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config.min_value = AI::START_NEXT_MIN;
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config.max_value = 120;
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config.max_value = AI::START_NEXT_MAX;
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config.easy_value = AI::START_NEXT_EASY;
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config.easy_value = AI::START_NEXT_EASY;
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config.medium_value = AI::START_NEXT_MEDIUM;
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config.medium_value = AI::START_NEXT_MEDIUM;
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config.hard_value = AI::START_NEXT_HARD;
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config.hard_value = AI::START_NEXT_HARD;
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config.custom_value = AI::START_NEXT_MEDIUM;
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config.custom_value = AI::START_NEXT_MEDIUM;
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config.random_deviation = AI::START_NEXT_DEVIATION;
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config.flags = AICONFIG_NONE;
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config.flags = AICONFIG_NONE;
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info->config_list.push_back(config);
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info->config_list.push_back(config);
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@ -256,6 +257,11 @@ SQInteger AIInfo::AddSetting(HSQUIRRELVM vm)
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sq_getinteger(vm, -1, &res);
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sq_getinteger(vm, -1, &res);
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config.hard_value = res;
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config.hard_value = res;
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items |= 0x040;
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items |= 0x040;
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} else if (strcmp(key, "random_deviation") == 0) {
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SQInteger res;
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sq_getinteger(vm, -1, &res);
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config.random_deviation = res;
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items |= 0x200;
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} else if (strcmp(key, "custom_value") == 0) {
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} else if (strcmp(key, "custom_value") == 0) {
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SQInteger res;
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SQInteger res;
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sq_getinteger(vm, -1, &res);
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sq_getinteger(vm, -1, &res);
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@ -277,6 +283,17 @@ SQInteger AIInfo::AddSetting(HSQUIRRELVM vm)
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}
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}
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sq_pop(vm, 1);
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sq_pop(vm, 1);
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/* Don't allow both random_deviation and AICONFIG_RANDOM to
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* be set for the same config item. */
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if ((items & 0x200) != 0 && (config.flags & AICONFIG_RANDOM) != 0) {
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char error[1024];
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snprintf(error, sizeof(error), "Setting both random_deviation and AICONFIG_RANDOM is not allowed");
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this->engine->ThrowError(error);
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return SQ_ERROR;
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}
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/* Reset the bit for random_deviation as it's optional. */
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items &= ~0x200;
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/* Make sure all properties are defined */
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/* Make sure all properties are defined */
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uint mask = (config.flags & AICONFIG_BOOLEAN) ? 0x1F3 : 0x1FF;
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uint mask = (config.flags & AICONFIG_BOOLEAN) ? 0x1F3 : 0x1FF;
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if (items != mask) {
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if (items != mask) {
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@ -23,6 +23,7 @@ struct AIConfigItem {
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int easy_value; //!< The default value on easy difficulty setting.
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int easy_value; //!< The default value on easy difficulty setting.
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int medium_value; //!< The default value on medium difficulty setting.
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int medium_value; //!< The default value on medium difficulty setting.
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int hard_value; //!< The default value on hard difficulty setting.
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int hard_value; //!< The default value on hard difficulty setting.
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int random_deviation; //!< The maximum random deviation from the default value.
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AIConfigFlags flags; //!< Flags for the configuration setting.
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AIConfigFlags flags; //!< Flags for the configuration setting.
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};
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};
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@ -468,8 +468,7 @@ Company *DoStartupNewCompany(bool is_ai)
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void StartupCompanies()
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void StartupCompanies()
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{
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{
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/* The AI starts like in the setting with +2 month max */
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_next_competitor_start = 0;
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_next_competitor_start = _settings_game.difficulty.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
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}
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}
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static void MaybeStartNewCompany()
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static void MaybeStartNewCompany()
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@ -483,12 +482,7 @@ static void MaybeStartNewCompany()
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if (c->is_ai) n++;
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if (c->is_ai) n++;
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}
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}
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/* when there's a lot of computers in game, the probability that a new one starts is lower */
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if (n < (uint)_settings_game.difficulty.max_no_competitors) {
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if (n < (uint)_settings_game.difficulty.max_no_competitors &&
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n < (_network_server ?
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InteractiveRandomRange(_settings_game.difficulty.max_no_competitors + 2) :
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RandomRange(_settings_game.difficulty.max_no_competitors + 2)
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)) {
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/* Send a command to all clients to start up a new AI.
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/* Send a command to all clients to start up a new AI.
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* Works fine for Multiplayer and Singleplayer */
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* Works fine for Multiplayer and Singleplayer */
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DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
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DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
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@ -511,10 +505,14 @@ void OnTick_Companies()
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if (IsValidCompanyID((CompanyID)_cur_company_tick_index)) {
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if (IsValidCompanyID((CompanyID)_cur_company_tick_index)) {
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Company *c = GetCompany((CompanyID)_cur_company_tick_index);
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Company *c = GetCompany((CompanyID)_cur_company_tick_index);
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if (c->name_1 != 0) GenerateCompanyName(c);
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if (c->name_1 != 0) GenerateCompanyName(c);
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}
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if (AI::CanStartNew() && _game_mode != GM_MENU && !--_next_competitor_start) {
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if (_next_competitor_start == 0) {
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MaybeStartNewCompany();
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_next_competitor_start = AI::GetStartNextTime() * 30 * DAY_TICKS;
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}
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}
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if (AI::CanStartNew() && _game_mode != GM_MENU && --_next_competitor_start == 0) {
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MaybeStartNewCompany();
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}
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}
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_cur_company_tick_index = (_cur_company_tick_index + 1) % MAX_COMPANIES;
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_cur_company_tick_index = (_cur_company_tick_index + 1) % MAX_COMPANIES;
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