changeset 14212:01a43782fec9 draft

(svn r18763) -Feature [FS#3095]: rerandomise AIs on reloading (via the debug window) when they were randomly chosen
author rubidium <rubidium@openttd.org>
date Sat, 09 Jan 2010 14:41:22 +0000
parents 399fc82bd809
children 41b2e7bf03da
files src/ai/ai.hpp src/ai/ai_config.cpp src/ai/ai_config.hpp src/ai/ai_core.cpp src/saveload/ai_sl.cpp
diffstat 5 files changed, 36 insertions(+), 16 deletions(-) [+]
line wrap: on
line diff
--- a/src/ai/ai.hpp
+++ b/src/ai/ai.hpp
@@ -45,8 +45,9 @@
 	/**
 	 * Start a new AI company.
 	 * @param company At which slot the AI company should start.
+	 * @param rerandomise_ai Whether to rerandomise the configured AI.
 	 */
-	static void StartNew(CompanyID company);
+	static void StartNew(CompanyID company, bool rerandomise_ai = true);
 
 	/**
 	 * Called every game-tick to let AIs do something.
--- a/src/ai/ai_config.cpp
+++ b/src/ai/ai_config.cpp
@@ -16,12 +16,13 @@
 #include "ai.hpp"
 #include "ai_config.hpp"
 
-void AIConfig::ChangeAI(const char *name, int version)
+void AIConfig::ChangeAI(const char *name, int version, bool is_random_ai)
 {
 	free((void *)this->name);
 	this->name = (name == NULL) ? NULL : strdup(name);
 	this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version);
 	this->version = (info == NULL) ? -1 : info->GetVersion();
+	this->is_random_ai = is_random_ai;
 	if (this->config_list != NULL) delete this->config_list;
 	this->config_list = (info == NULL) ? NULL : new AIConfigItemList();
 	if (this->config_list != NULL) this->config_list->push_back(_start_date_config);
@@ -56,6 +57,7 @@
 	this->info = config->info;
 	this->version = config->version;
 	this->config_list = NULL;
+	this->is_random_ai = config->is_random_ai;
 
 	for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
 		this->settings[strdup((*it).first)] = (*it).second;
@@ -167,6 +169,11 @@
 	return this->info != NULL;
 }
 
+bool AIConfig::IsRandomAI() const
+{
+	return this->is_random_ai;
+}
+
 const char *AIConfig::GetName() const
 {
 	return this->name;
--- a/src/ai/ai_config.hpp
+++ b/src/ai/ai_config.hpp
@@ -25,7 +25,8 @@
 		name(NULL),
 		version(-1),
 		info(NULL),
-		config_list(NULL)
+		config_list(NULL),
+		is_random_ai(false)
 	{}
 	AIConfig(const AIConfig *config);
 	~AIConfig();
@@ -34,8 +35,9 @@
 	 * Set another AI to be loaded in this slot.
 	 * @param name The name of the AI.
 	 * @param version The version of the AI to load, or -1 of latest.
+	 * @param is_random Is the AI chosen randomly?
 	 */
-	void ChangeAI(const char *name, int version = -1);
+	void ChangeAI(const char *name, int version = -1, bool is_random = false);
 
 	/**
 	 * When ever the AI Scanner is reloaded, all infos become invalid. This
@@ -90,6 +92,11 @@
 	bool HasAI() const;
 
 	/**
+	 * Is the current AI a randomly chosen AI?
+	 */
+	bool IsRandomAI() const;
+
+	/**
 	 * Get the name of the AI.
 	 */
 	const char *GetName() const;
@@ -117,6 +124,7 @@
 	class AIInfo *info;
 	SettingValueList settings;
 	AIConfigItemList *config_list;
+	bool is_random_ai;
 };
 
 #endif /* AI_CONFIG_HPP */
--- a/src/ai/ai_core.cpp
+++ b/src/ai/ai_core.cpp
@@ -32,19 +32,20 @@
 	return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
 }
 
-/* static */ void AI::StartNew(CompanyID company)
+/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
 {
 	assert(Company::IsValidID(company));
 
 	/* Clients shouldn't start AIs */
 	if (_networking && !_network_server) return;
 
-	AIInfo *info = AIConfig::GetConfig(company)->GetInfo();
-	if (info == NULL) {
+	AIConfig *config = AIConfig::GetConfig(company);
+	AIInfo *info = config->GetInfo();
+	if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
 		info = AI::ai_scanner->SelectRandomAI();
 		assert(info != NULL);
 		/* Load default data and store the name in the settings */
-		AIConfig::GetConfig(company)->ChangeAI(info->GetName());
+		config->ChangeAI(info->GetName(), -1, true);
 	}
 
 	_current_company = company;
--- a/src/saveload/ai_sl.cpp
+++ b/src/saveload/ai_sl.cpp
@@ -22,12 +22,14 @@
 static char _ai_saveload_name[64];
 static int  _ai_saveload_version;
 static char _ai_saveload_settings[1024];
+static bool _ai_saveload_is_random;
 
 static const SaveLoad _ai_company[] = {
-	SLEG_STR(_ai_saveload_name,        SLE_STRB),
-	SLEG_STR(_ai_saveload_settings,    SLE_STRB),
-	SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
-	SLE_END()
+	    SLEG_STR(_ai_saveload_name,        SLE_STRB),
+	    SLEG_STR(_ai_saveload_settings,    SLE_STRB),
+	SLEG_CONDVAR(_ai_saveload_version,   SLE_UINT32, 108, SL_MAX_VERSION),
+	SLEG_CONDVAR(_ai_saveload_is_random,   SLE_BOOL, 136, SL_MAX_VERSION),
+	     SLE_END()
 };
 
 static void SaveReal_AIPL(int *index_ptr)
@@ -44,6 +46,7 @@
 		_ai_saveload_version = -1;
 	}
 
+	_ai_saveload_is_random = config->IsRandomAI();
 	_ai_saveload_settings[0] = '\0';
 	config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
 
@@ -72,13 +75,13 @@
 		AIConfig *config = AIConfig::GetConfig(index);
 		if (StrEmpty(_ai_saveload_name)) {
 			/* A random AI. */
-			config->ChangeAI(NULL);
+			config->ChangeAI(NULL, -1, true);
 		} else {
-			config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
+			config->ChangeAI(_ai_saveload_name, _ai_saveload_version, _ai_saveload_is_random);
 			if (!config->HasAI()) {
 				/* No version of the AI available that can load the data. Try to load the
 				 * latest version of the AI instead. */
-				config->ChangeAI(_ai_saveload_name, -1);
+				config->ChangeAI(_ai_saveload_name, -1, _ai_saveload_is_random);
 				if (!config->HasAI()) {
 					if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
 						DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
@@ -101,7 +104,7 @@
 
 		/* Start the AI directly if it was active in the savegame */
 		if (Company::IsValidAiID(index)) {
-			AI::StartNew(index);
+			AI::StartNew(index, false);
 			AI::Load(index, _ai_saveload_version);
 		}
 	}