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https://github.com/OpenTTD/OpenTTD.git
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Change: Store running AI config inside Company (#12003)
This commit is contained in:
parent
466e6bb524
commit
977aba73be
@ -27,9 +27,9 @@ public:
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/**
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* Start a new AI company.
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* @param company At which slot the AI company should start.
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* @param rerandomise_ai Whether to rerandomise the configured AI.
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* @param deviate Whether to apply random deviation to the configured AI.
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*/
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static void StartNew(CompanyID company, bool rerandomise_ai = true);
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static void StartNew(CompanyID company, bool deviate = true);
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/**
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* Called every game-tick to let AIs do something.
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@ -8,6 +8,7 @@
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/** @file ai_config.cpp Implementation of AIConfig. */
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#include "../stdafx.h"
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#include "../company_base.h"
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#include "../settings_type.h"
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#include "../string_func.h"
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#include "ai.hpp"
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@ -24,6 +25,10 @@
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if (source == SSS_FORCE_NEWGAME || (source == SSS_DEFAULT && _game_mode == GM_MENU)) {
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config = &_settings_newgame.ai_config[company];
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} else {
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if (source != SSS_FORCE_GAME) {
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Company *c = Company::GetIfValid(company);
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if (c != nullptr && c->ai_config != nullptr) return c->ai_config.get();
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}
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config = &_settings_game.ai_config[company];
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}
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if (*config == nullptr) *config = new AIConfig();
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@ -33,27 +33,32 @@
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return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
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}
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/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
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/* static */ void AI::StartNew(CompanyID company, bool deviate)
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{
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assert(Company::IsValidID(company));
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/* Clients shouldn't start AIs */
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if (_networking && !_network_server) return;
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AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
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Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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Company *c = Company::Get(company);
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AIConfig *config = c->ai_config.get();
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if (config == nullptr) {
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c->ai_config = std::make_unique<AIConfig>(AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME));
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config = c->ai_config.get();
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}
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AIInfo *info = config->GetInfo();
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if (info == nullptr || (rerandomise_ai && config->IsRandom())) {
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if (info == nullptr) {
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info = AI::scanner_info->SelectRandomAI();
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assert(info != nullptr);
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/* Load default data and store the name in the settings */
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config->Change(info->GetName(), -1, false, true);
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config->Change(info->GetName(), -1, false);
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}
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if (rerandomise_ai) config->AddRandomDeviation();
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if (deviate) config->AddRandomDeviation();
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config->AnchorUnchangeableSettings();
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Backup<CompanyID> cur_company(_current_company, company, FILE_LINE);
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Company *c = Company::Get(company);
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c->ai_info = info;
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assert(c->ai_instance == nullptr);
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c->ai_instance = new AIInstance();
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@ -111,11 +116,11 @@
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delete c->ai_instance;
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c->ai_instance = nullptr;
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c->ai_info = nullptr;
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c->ai_config.reset();
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cur_company.Restore();
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InvalidateWindowClassesData(WC_SCRIPT_DEBUG, -1);
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CloseWindowById(WC_SCRIPT_SETTINGS, company);
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}
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/* static */ void AI::Pause(CompanyID company)
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@ -66,7 +66,7 @@ void AIInstance::Died()
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ShowScriptDebugWindow(_current_company);
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const AIInfo *info = AIConfig::GetConfig(_current_company, AIConfig::SSS_FORCE_GAME)->GetInfo();
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const AIInfo *info = AIConfig::GetConfig(_current_company)->GetInfo();
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if (info != nullptr) {
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ShowErrorMessage(STR_ERROR_AI_PLEASE_REPORT_CRASH, INVALID_STRING_ID, WL_WARNING);
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@ -122,6 +122,7 @@ struct Company : CompanyProperties, CompanyPool::PoolItem<&_company_pool> {
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class AIInstance *ai_instance;
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class AIInfo *ai_info;
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std::unique_ptr<class AIConfig> ai_config;
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GroupStatistics group_all[VEH_COMPANY_END]; ///< NOSAVE: Statistics for the ALL_GROUP group.
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GroupStatistics group_default[VEH_COMPANY_END]; ///< NOSAVE: Statistics for the DEFAULT_GROUP group.
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@ -20,6 +20,7 @@
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#include "network/network_base.h"
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#include "network/network_admin.h"
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#include "ai/ai.hpp"
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#include "ai/ai_config.hpp"
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#include "company_manager_face.h"
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#include "window_func.h"
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#include "strings_func.h"
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@ -31,9 +31,9 @@ public:
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/**
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* Start up a new GameScript.
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* @param randomise Whether to randomise the configured GameScript.
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* @param deviate Whether to apply random deviation to the configured GameScript.
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*/
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static void StartNew(bool randomise = true);
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static void StartNew(bool deviate = true);
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/**
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* Uninitialize the Game system.
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@ -69,7 +69,7 @@
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}
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}
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/* static */ void Game::StartNew(bool randomise)
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/* static */ void Game::StartNew(bool deviate)
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{
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if (Game::instance != nullptr) return;
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@ -83,7 +83,7 @@
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GameInfo *info = config->GetInfo();
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if (info == nullptr) return;
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if (randomise) config->AddRandomDeviation();
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if (deviate) config->AddRandomDeviation();
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config->AnchorUnchangeableSettings();
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Backup<CompanyID> cur_company(_current_company, FILE_LINE);
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@ -32,13 +32,19 @@ static const SaveLoad _ai_company_desc[] = {
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SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SLV_AI_LOCAL_CONFIG),
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};
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static const SaveLoad _ai_running_desc[] = {
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SLEG_CONDSSTR("running_name", _ai_saveload_name, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDSSTR("running_settings", _ai_saveload_settings, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDVAR("running_version", _ai_saveload_version, SLE_UINT32, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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};
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static void SaveReal_AIPL(int *index_ptr)
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{
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CompanyID index = (CompanyID)*index_ptr;
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AIConfig *config = AIConfig::GetConfig(index);
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (config->HasScript()) {
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_ai_saveload_name = config->GetName();
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@ -49,12 +55,21 @@ static void SaveReal_AIPL(int *index_ptr)
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_ai_saveload_version = -1;
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}
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_ai_saveload_is_random = config->IsRandom();
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_company_desc);
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if (!Company::IsValidAiID(index)) return;
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/* If the AI was active, store its data too */
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if (Company::IsValidAiID(index)) AI::Save(index);
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config = AIConfig::GetConfig(index);
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_ai_saveload_name = config->GetName();
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_ai_saveload_version = config->GetVersion();
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_running_desc);
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AI::Save(index);
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}
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struct AIPLChunkHandler : ChunkHandler {
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@ -78,42 +93,66 @@ struct AIPLChunkHandler : ChunkHandler {
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SlObject(nullptr, slt);
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if (_game_mode == GM_MENU || (_networking && !_network_server)) {
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if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
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if (Company::IsValidAiID(index)) {
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SlObject(nullptr, _ai_running_desc);
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AIInstance::LoadEmpty();
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}
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continue;
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}
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (_ai_saveload_name.empty()) {
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if (_ai_saveload_name.empty() || _ai_saveload_is_random) {
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/* A random AI. */
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config->Change(std::nullopt, -1, false, true);
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config->Change(std::nullopt, -1, false);
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} else {
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config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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/* No version of the AI available. Try to configure the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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Debug(script, 0, "Configuration switched to Random AI.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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Debug(script, 0, "The latest version of that AI has been configured instead");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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}
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config->StringToSettings(_ai_saveload_settings);
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if (!Company::IsValidAiID(index)) continue;
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/* Load the AI saved data */
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if (Company::IsValidAiID(index)) config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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SlObject(nullptr, _ai_running_desc);
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Company::Get(index)->ai_config = std::make_unique<AIConfig>();
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config = Company::Get(index)->ai_config.get();
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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config->StringToSettings(_ai_saveload_settings);
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config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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}
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}
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@ -17,7 +17,7 @@ const SaveLoadCompat _game_script_sl_compat[] = {
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SLC_VAR("name"),
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SLC_VAR("settings"),
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SLC_VAR("version"),
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SLC_VAR("is_random"),
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SLC_NULL(1, SL_MIN_VERSION, SLV_AI_LOCAL_CONFIG),
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};
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/** Original field order for SlGameLanguageString. */
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@ -25,13 +25,11 @@
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static std::string _game_saveload_name;
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static int _game_saveload_version;
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static std::string _game_saveload_settings;
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static bool _game_saveload_is_random;
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static const SaveLoad _game_script_desc[] = {
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SLEG_SSTR("name", _game_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _game_saveload_settings, SLE_STR),
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SLEG_VAR("version", _game_saveload_version, SLE_UINT32),
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SLEG_VAR("is_random", _game_saveload_is_random, SLE_BOOL),
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};
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static void SaveReal_GSDT(int *)
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@ -47,7 +45,6 @@ static void SaveReal_GSDT(int *)
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_game_saveload_version = -1;
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}
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_game_saveload_is_random = config->IsRandom();
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_game_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _game_script_desc);
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@ -77,11 +74,11 @@ struct GSDTChunkHandler : ChunkHandler {
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GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
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if (!_game_saveload_name.empty()) {
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config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
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config->Change(_game_saveload_name, _game_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the GameScript available that can load the data. Try to load the
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* latest version of the GameScript instead. */
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config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
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config->Change(_game_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_game_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
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@ -375,6 +375,7 @@ enum SaveLoadVersion : uint16_t {
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SLV_MAX_LOAN_FOR_COMPANY, ///< 330 PR#11224 Separate max loan for each company.
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SLV_DEPOT_UNBUNCHING, ///< 331 PR#11945 Allow unbunching shared order vehicles at a depot.
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SLV_AI_LOCAL_CONFIG, ///< 332 PR#12003 Config of running AI is stored inside Company.
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SL_MAX_VERSION, ///< Highest possible saveload version
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};
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@ -18,7 +18,7 @@
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#include "../safeguards.h"
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void ScriptConfig::Change(std::optional<const std::string> name, int version, bool force_exact_match, bool is_random)
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void ScriptConfig::Change(std::optional<const std::string> name, int version, bool force_exact_match)
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{
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if (name.has_value()) {
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this->name = std::move(name.value());
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@ -27,7 +27,6 @@ void ScriptConfig::Change(std::optional<const std::string> name, int version, bo
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this->info = nullptr;
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}
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this->version = (info == nullptr) ? -1 : info->GetVersion();
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this->is_random = is_random;
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this->config_list.reset();
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this->to_load_data.reset();
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@ -39,7 +38,6 @@ ScriptConfig::ScriptConfig(const ScriptConfig *config)
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this->name = config->name;
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this->info = config->info;
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this->version = config->version;
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this->is_random = config->is_random;
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this->to_load_data.reset();
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for (const auto &item : config->settings) {
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@ -139,11 +137,6 @@ bool ScriptConfig::HasScript() const
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return this->info != nullptr;
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}
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bool ScriptConfig::IsRandom() const
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{
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return this->is_random;
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}
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const std::string &ScriptConfig::GetName() const
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{
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return this->name;
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@ -56,7 +56,6 @@ public:
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ScriptConfig() :
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version(-1),
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info(nullptr),
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is_random(false),
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to_load_data(nullptr)
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{}
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@ -77,7 +76,7 @@ public:
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* as specified. If false any compatible version is ok.
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* @param is_random Is the Script chosen randomly?
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*/
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void Change(std::optional<const std::string> name, int version = -1, bool force_exact_match = false, bool is_random = false);
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void Change(std::optional<const std::string> name, int version = -1, bool force_exact_match = false);
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/**
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* Get the ScriptInfo linked to this ScriptConfig.
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@ -144,11 +143,6 @@ public:
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*/
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bool HasScript() const;
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/**
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* Is the current Script a randomly chosen Script?
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*/
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bool IsRandom() const;
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/**
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* Get the name of the Script.
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*/
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@ -188,7 +182,6 @@ protected:
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class ScriptInfo *info; ///< ScriptInfo object for related to this Script version
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SettingValueList settings; ///< List with all setting=>value pairs that are configure for this Script
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std::unique_ptr<ScriptConfigItemList> config_list; ///< List with all settings defined by this Script
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bool is_random; ///< True if the AI in this slot was randomly chosen.
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std::unique_ptr<ScriptInstance::ScriptData> to_load_data; ///< Data to load after the Script start.
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/**
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@ -307,13 +307,11 @@ struct ScriptSettingsWindow : public Window {
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clicked_dropdown(false),
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closing_dropdown(false)
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{
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this->script_config = GetConfig(slot);
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this->CreateNestedTree();
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this->vscroll = this->GetScrollbar(WID_SCRS_SCROLLBAR);
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this->FinishInitNested(slot); // Initializes 'this->line_height' as side effect.
|
||||
|
||||
this->RebuildVisibleSettings();
|
||||
this->OnInvalidateData();
|
||||
}
|
||||
|
||||
/**
|
||||
@ -591,6 +589,8 @@ struct ScriptSettingsWindow : public Window {
|
||||
*/
|
||||
void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override
|
||||
{
|
||||
this->script_config = GetConfig(this->slot);
|
||||
if (this->script_config->GetConfigList()->empty()) this->Close();
|
||||
this->RebuildVisibleSettings();
|
||||
this->CloseChildWindows(WC_DROPDOWN_MENU);
|
||||
this->CloseChildWindows(WC_QUERY_STRING);
|
||||
@ -1206,7 +1206,8 @@ struct ScriptDebugWindow : public Window {
|
||||
this->SetWidgetLoweredState(WID_SCRD_BREAK_STR_ON_OFF_BTN, this->filter.break_check_enabled);
|
||||
this->SetWidgetLoweredState(WID_SCRD_MATCH_CASE_BTN, this->filter.case_sensitive_break_check);
|
||||
|
||||
this->SetWidgetDisabledState(WID_SCRD_SETTINGS, this->filter.script_debug_company == INVALID_COMPANY);
|
||||
this->SetWidgetDisabledState(WID_SCRD_SETTINGS, this->filter.script_debug_company == INVALID_COMPANY ||
|
||||
GetConfig(this->filter.script_debug_company)->GetConfigList()->empty());
|
||||
extern CompanyID _local_company;
|
||||
this->SetWidgetDisabledState(WID_SCRD_RELOAD_TOGGLE,
|
||||
this->filter.script_debug_company == INVALID_COMPANY ||
|
||||
|
Loading…
Reference in New Issue
Block a user