Mercurial > hg > openttd
changeset 19147:b9d6e1525d99 draft
(svn r24008) -Cleanup/doc: try not to mention (No)AI in script APIs
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--- a/src/script/api/script_accounting.hpp +++ b/src/script/api/script_accounting.hpp @@ -7,7 +7,7 @@ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ -/** @file script_accounting.hpp Everything to handle AI accounting things. */ +/** @file script_accounting.hpp Everything to handle script accounting things. */ #ifndef SCRIPT_ACCOUNTING_HPP #define SCRIPT_ACCOUNTING_HPP
--- a/src/script/api/script_base.hpp +++ b/src/script/api/script_base.hpp @@ -20,7 +20,7 @@ * * @note The random functions are not called Random and RandomRange, because * RANDOM_DEBUG does some tricky stuff, which messes with those names. - * @note In MP we cannot use Random because that will cause desyncs (AIs are + * @note In MP we cannot use Random because that will cause desyncs (scripts are * ran on the server only, not on all clients). This means that * we use InteractiveRandom in MP. Rand() takes care of this for you. */
--- a/src/script/api/script_bridge.cpp +++ b/src/script/api/script_bridge.cpp @@ -36,7 +36,7 @@ /** * Helper function to connect a just built bridge to nearby roads. - * @param instance The AI we have to built the road for. + * @param instance The script instance we have to built the road for. */ static void _DoCommandReturnBuildBridge2(class ScriptInstance *instance) { @@ -52,7 +52,7 @@ /** * Helper function to connect a just built bridge to nearby roads. - * @param instance The AI we have to built the road for. + * @param instance The script instance we have to built the road for. */ static void _DoCommandReturnBuildBridge1(class ScriptInstance *instance) {
--- a/src/script/api/script_controller.cpp +++ b/src/script/api/script_controller.cpp @@ -7,7 +7,7 @@ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ -/** @file script_controller.cpp Implementation of AIControler. */ +/** @file script_controller.cpp Implementation of ScriptControler. */ #include "../../stdafx.h" #include "../../string_func.h"
--- a/src/script/api/script_controller.hpp +++ b/src/script/api/script_controller.hpp @@ -7,7 +7,7 @@ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ -/** @file script_controller.hpp The controller of the AI. */ +/** @file script_controller.hpp The controller of the script. */ #ifndef SCRIPT_CONTROLLER_HPP #define SCRIPT_CONTROLLER_HPP @@ -39,21 +39,21 @@ ~ScriptController(); /** - * This function is called to start your AI. Your AI starts here. If you - * return from this function, your AI dies, so make sure that doesn't + * This function is called to start your script. Your script starts here. If you + * return from this function, your script dies, so make sure that doesn't * happen. - * @note Cannot be called from within your AI. + * @note Cannot be called from within your script. */ void Start(); /** - * Find at which tick your AI currently is. + * Find at which tick your script currently is. * @return returns the current tick. */ static uint GetTick(); /** - * Get the number of operations the AI may still execute this tick. + * Get the number of operations the script may still execute this tick. * @return The amount of operations left to execute. * @note This number can go negative when certain uninteruptable * operations are executed. The amount of operations that you go @@ -82,21 +82,21 @@ static uint GetVersion(); /** - * Change the minimum amount of time the AI should be put in suspend mode + * Change the minimum amount of time the script should be put in suspend mode * when you execute a command. Normally in SP this is 1, and in MP it is * what ever delay the server has been programmed to delay commands - * (normally between 1 and 5). To give a more 'real' effect to your AI, + * (normally between 1 and 5). To give a more 'real' effect to your script, * you can control that number here. * @param ticks The minimum amount of ticks to wait. - * @pre Ticks should be positive. Too big values will influence performance of the AI. + * @pre Ticks should be positive. Too big values will influence performance of the script. * @note If the number is lower than the MP setting, the MP setting wins. */ static void SetCommandDelay(int ticks); /** - * Sleep for X ticks. The code continues after this line when the X AI ticks - * are passed. Mind that an AI tick is different from in-game ticks and - * differ per AI speed. + * Sleep for X ticks. The code continues after this line when the X script ticks + * are passed. Mind that an script tick is different from in-game ticks and + * differ per script speed. * @param ticks the ticks to wait * @pre ticks > 0. * @post the value of GetTick() will be changed exactly 'ticks' in value after @@ -131,7 +131,7 @@ int loaded_library_count; ///< The amount of libraries. /** - * Register all classes that are known inside the NoAI API. + * Register all classes that are known inside the script API. */ void RegisterClasses(); };
--- a/src/script/api/script_error.hpp +++ b/src/script/api/script_error.hpp @@ -16,7 +16,7 @@ #include <map> /** - * Helper to write precondition enforcers for the AI API in an abbreviated manner. + * Helper to write precondition enforcers for the script API in an abbreviated manner. * @param returnval The value to return on failure. * @param condition The condition that must be obeyed. */ @@ -27,7 +27,7 @@ } /** - * Helper to write precondition enforcers for the AI API in an abbreviated manner. + * Helper to write precondition enforcers for the script API in an abbreviated manner. * @param returnval The value to return on failure. * @param condition The condition that must be obeyed. * @param error_code The error code passed to ScriptObject::SetLastError. @@ -83,7 +83,7 @@ ERR_PRECONDITION_STRING_TOO_LONG, // [] /** The company you use is invalid */ ERR_PRECONDITION_INVALID_COMPANY, // [] - /** An error returned by a NewGRF. No possibility to get the exact error in an AI readable format */ + /** An error returned by a NewGRF. No possibility to get the exact error in an script readable format */ ERR_NEWGRF_SUPPLIED_ERROR, // [] /** Base for general errors */ @@ -149,31 +149,31 @@ * Get the error based on the OpenTTD StringID. * @api -all * @param internal_string_id The string to convert. - * @return The NoAI equivalent error message. + * @return The script equivalent error message. */ static ScriptErrorType StringToError(StringID internal_string_id); /** - * Map an internal OpenTTD error message to its NoAI equivalent. + * Map an internal OpenTTD error message to its script equivalent. * @api -all * @param internal_string_id The OpenTTD StringID used for an error. - * @param ai_error_msg The NoAI equivalent error message. + * @param ai_error_msg The script equivalent error message. */ static void RegisterErrorMap(StringID internal_string_id, ScriptErrorType ai_error_msg); /** - * Map an internal OpenTTD error message to its NoAI equivalent. + * Map an internal OpenTTD error message to its script equivalent. * @api -all - * @param ai_error_msg The NoAI error message representation. + * @param ai_error_msg The script error message representation. * @param message The string representation of this error message, used for debug purposes. */ static void RegisterErrorMapString(ScriptErrorType ai_error_msg, const char *message); private: - typedef std::map<StringID, ScriptErrorType> ScriptErrorMap; ///< The type for mapping between error (internal OpenTTD) StringID to the AI error type. + typedef std::map<StringID, ScriptErrorType> ScriptErrorMap; ///< The type for mapping between error (internal OpenTTD) StringID to the script error type. typedef std::map<ScriptErrorType, const char *> ScriptErrorMapString; ///< The type for mapping between error type and textual representation. - static ScriptErrorMap error_map; ///< The mapping between error (internal OpenTTD) StringID to the AI error type. + static ScriptErrorMap error_map; ///< The mapping between error (internal OpenTTD) StringID to the script error type. static ScriptErrorMapString error_map_string; ///< The mapping between error type and textual representation. };
--- a/src/script/api/script_event.cpp +++ b/src/script/api/script_event.cpp @@ -14,7 +14,7 @@ #include <queue> -/** The queue of events for an AI. */ +/** The queue of events for a script. */ struct ScriptEventData { std::queue<ScriptEvent *> stack; ///< The actual queue. };
--- a/src/script/api/script_event.hpp +++ b/src/script/api/script_event.hpp @@ -79,7 +79,7 @@ * Class that handles all event related functions. * @api ai game * @note it is not needed to create an instance of ScriptEvent to access it, as - * all members are static, and all data is stored AI-wide. + * all members are static, and all data is stored script instance-wide. */ class ScriptEventController : public ScriptObject { public:
--- a/src/script/api/script_execmode.cpp +++ b/src/script/api/script_execmode.cpp @@ -31,9 +31,9 @@ ScriptExecMode::~ScriptExecMode() { if (this->GetDoCommandModeInstance() != this) { - /* Ignore this error if the AI already died. */ + /* Ignore this error if the script already died. */ if (!ScriptObject::GetActiveInstance()->IsDead()) { - throw Script_FatalError("ScriptExecMode object was removed while it was not the latest AI*Mode object created."); + throw Script_FatalError("ScriptExecMode object was removed while it was not the latest *Mode object created."); } } this->SetDoCommandMode(this->last_mode, this->last_instance);
--- a/src/script/api/script_execmode.hpp +++ b/src/script/api/script_execmode.hpp @@ -7,7 +7,7 @@ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ -/** @file script_execmode.hpp Switch the AI to Execute Mode. */ +/** @file script_execmode.hpp Switch the script to Execute Mode. */ #ifndef SCRIPT_EXECMODE_HPP #define SCRIPT_EXECMODE_HPP
--- a/src/script/api/script_gamesettings.hpp +++ b/src/script/api/script_gamesettings.hpp @@ -30,9 +30,9 @@ * @note The names of the setting for ScriptGameSettings::IsValid and * ScriptGameSettings::GetValue are the same ones as those that are shown by * the list_settings command in the in-game console. Settings that are - * string based are NOT supported and AIGAmeSettings::IsValid will return + * string based are NOT supported and GameSettings::IsValid will return * false for them. These settings will not be supported either because - * they have no relevance for the AI (default client names, server IPs, + * they have no relevance for the script (default client names, server IPs, * etc.). */ class ScriptGameSettings : public ScriptObject { @@ -73,7 +73,7 @@ static bool SetValue(const char *setting, int value); /** - * Checks whether the given vehicle-type is disabled for AIs. + * Checks whether the given vehicle-type is disabled for companies. * @param vehicle_type The vehicle-type to check. * @return True if the vehicle-type is disabled. * @api -game
--- a/src/script/api/script_list.cpp +++ b/src/script/api/script_list.cpp @@ -64,8 +64,8 @@ class ScriptListSorterValueAscending : public ScriptListSorter { private: ScriptList::ScriptListBucket::iterator bucket_iter; ///< The iterator over the list to find the buckets. - ScriptList::AIItemList *bucket_list; ///< The current bucket list we're iterator over. - ScriptList::AIItemList::iterator bucket_list_iter; ///< The iterator over the bucket list. + ScriptList::ScriptItemList *bucket_list; ///< The current bucket list we're iterator over. + ScriptList::ScriptItemList::iterator bucket_list_iter; ///< The iterator over the bucket list. public: /** @@ -150,8 +150,8 @@ class ScriptListSorterValueDescending : public ScriptListSorter { private: ScriptList::ScriptListBucket::iterator bucket_iter; ///< The iterator over the list to find the buckets. - ScriptList::AIItemList *bucket_list; ///< The current bucket list we're iterator over. - ScriptList::AIItemList::iterator bucket_list_iter; ///< The iterator over the bucket list. + ScriptList::ScriptItemList *bucket_list; ///< The current bucket list we're iterator over. + ScriptList::ScriptItemList::iterator bucket_list_iter; ///< The iterator over the bucket list. public: /** @@ -593,9 +593,9 @@ default: NOT_REACHED(); case SORT_BY_VALUE: for (ScriptListBucket::iterator iter = this->buckets.begin(); iter != this->buckets.end(); iter = this->buckets.begin()) { - AIItemList *items = &(*iter).second; + ScriptItemList *items = &(*iter).second; size_t size = items->size(); - for (AIItemList::iterator iter = items->begin(); iter != items->end(); iter = items->begin()) { + for (ScriptItemList::iterator iter = items->begin(); iter != items->end(); iter = items->begin()) { if (--count < 0) return; this->RemoveItem(*iter); /* When the last item is removed from the bucket, the bucket itself is removed. @@ -630,9 +630,9 @@ default: NOT_REACHED(); case SORT_BY_VALUE: for (ScriptListBucket::reverse_iterator iter = this->buckets.rbegin(); iter != this->buckets.rend(); iter = this->buckets.rbegin()) { - AIItemList *items = &(*iter).second; + ScriptItemList *items = &(*iter).second; size_t size = items->size(); - for (AIItemList::reverse_iterator iter = items->rbegin(); iter != items->rend(); iter = items->rbegin()) { + for (ScriptItemList::reverse_iterator iter = items->rbegin(); iter != items->rend(); iter = items->rbegin()) { if (--count < 0) return; this->RemoveItem(*iter); /* When the last item is removed from the bucket, the bucket itself is removed.
--- a/src/script/api/script_list.hpp +++ b/src/script/api/script_list.hpp @@ -44,9 +44,9 @@ int modifications; ///< Number of modification that has been done. To prevent changing data while valuating. public: - typedef std::set<int32> AIItemList; ///< The list of items inside the bucket - typedef std::map<int32, AIItemList> ScriptListBucket; ///< The bucket list per value - typedef std::map<int32, int32> ScriptListMap; ///< List per item + typedef std::set<int32> ScriptItemList; ///< The list of items inside the bucket + typedef std::map<int32, ScriptItemList> ScriptListBucket; ///< The bucket list per value + typedef std::map<int32, int32> ScriptListMap; ///< List per item ScriptListMap items; ///< The items in the list ScriptListBucket buckets; ///< The items in the list, sorted by value
--- a/src/script/api/script_log.hpp +++ b/src/script/api/script_log.hpp @@ -20,13 +20,13 @@ */ class ScriptLog : public ScriptObject { /* ScriptController needs access to Enum and Log, in order to keep the flow from - * OpenTTD core to NoAI API clear and simple. */ + * OpenTTD core to script API clear and simple. */ friend class ScriptController; public: /** * Log levels; The value is also feed to DEBUG() lvl. - * This has no use for you, as AI writer. + * This has no use for you, as script writer. * @api -all */ enum ScriptLogType { @@ -38,8 +38,8 @@ }; /** - * Internal representation of the log-data inside the AI. - * This has no use for you, as AI writer. + * Internal representation of the log-data inside the script. + * This has no use for you, as script writer. * @api -all */ struct LogData {
--- a/src/script/api/script_object.cpp +++ b/src/script/api/script_object.cpp @@ -303,13 +303,13 @@ if (callback != NULL) callback(GetActiveInstance()); return true; } else if (_networking) { - /* Suspend the AI till the command is really executed. */ + /* Suspend the script till the command is really executed. */ throw Script_Suspend(-(int)GetDoCommandDelay(), callback); } else { IncreaseDoCommandCosts(res.GetCost()); - /* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This - * both avoids confusion when a developer launched his AI in a + /* Suspend the script player for 1+ ticks, so it simulates multiplayer. This + * both avoids confusion when a developer launched his script in a * multiplayer game, but also gives time for the GUI and human player * to interact with the game. */ throw Script_Suspend(GetDoCommandDelay(), callback);
--- a/src/script/api/script_object.hpp +++ b/src/script/api/script_object.hpp @@ -67,7 +67,7 @@ protected: /** - * Executes a raw DoCommand for the AI. + * Executes a raw DoCommand for the script. */ static bool DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text = NULL, Script_SuspendCallbackProc *callback = NULL); @@ -117,17 +117,17 @@ static RailType GetRailType(); /** - * Set the current mode of your AI to this proc. + * Set the current mode of your script to this proc. */ static void SetDoCommandMode(ScriptModeProc *proc, ScriptObject *instance); /** - * Get the current mode your AI is currently under. + * Get the current mode your script is currently under. */ static ScriptModeProc *GetDoCommandMode(); /** - * Get the instance of the current mode your AI is currently under. + * Get the instance of the current mode your script is currently under. */ static ScriptObject *GetDoCommandModeInstance(); @@ -223,7 +223,7 @@ static int GetCallbackVariable(int index); /** - * Can we suspend the AI at this moment? + * Can we suspend the script at this moment? */ static bool CanSuspend();
--- a/src/script/api/script_order.cpp +++ b/src/script/api/script_order.cpp @@ -544,7 +544,7 @@ * command has completed before we know the next bits to change we need to * call the function multiple times. Each time it'll reduce the difference * between the wanted and the current order. - * @param instance The AI we are doing the callback for. + * @param instance The script instance we are doing the callback for. */ static void _DoCommandReturnSetOrderFlags(class ScriptInstance *instance) {
--- a/src/script/api/script_order.hpp +++ b/src/script/api/script_order.hpp @@ -123,7 +123,7 @@ * Index in the list of orders for a vehicle. The first order has index 0, the second * order index 1, etc. The current order can be queried by using ORDER_CURRENT. Do not * use ORDER_INVALID yourself, it's used as return value by for example ResolveOrderPosition. - * @note Automatic orders are hidden from AIs, so OrderPosition 0 will always be the first + * @note Automatic orders are hidden from scripts, so OrderPosition 0 will always be the first * manual order. */ enum OrderPosition { @@ -510,7 +510,7 @@ * @param order_flags The new flags given to the order. * @pre IsValidVehicleOrder(vehicle_id, order_position). * @pre AreOrderFlagsValid(GetOrderDestination(vehicle_id, order_position), order_flags). - * @pre (order_flags & AIOF_GOTO_NEAREST_DEPOT) == (GetOrderFlags(vehicle_id, order_position) & AIOF_GOTO_NEAREST_DEPOT). + * @pre (order_flags & OF_GOTO_NEAREST_DEPOT) == (GetOrderFlags(vehicle_id, order_position) & OF_GOTO_NEAREST_DEPOT). * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @return True if and only if the order was changed. * @api -game
--- a/src/script/api/script_testmode.cpp +++ b/src/script/api/script_testmode.cpp @@ -31,9 +31,9 @@ ScriptTestMode::~ScriptTestMode() { if (this->GetDoCommandModeInstance() != this) { - /* Ignore this error if the AI already died. */ + /* Ignore this error if the script already died. */ if (!ScriptObject::GetActiveInstance()->IsDead()) { - throw Script_FatalError("AITestmode object was removed while it was not the latest AI*Mode object created."); + throw Script_FatalError("Testmode object was removed while it was not the latest *Mode object created."); } } this->SetDoCommandMode(this->last_mode, this->last_instance);
--- a/src/script/api/script_testmode.hpp +++ b/src/script/api/script_testmode.hpp @@ -7,7 +7,7 @@ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ -/** @file script_testmode.hpp Switch the AI to Test Mode. */ +/** @file script_testmode.hpp Switch the script instance to Test Mode. */ #ifndef SCRIPT_TESTMODE_HPP #define SCRIPT_TESTMODE_HPP
--- a/src/script/api/script_tunnel.cpp +++ b/src/script/api/script_tunnel.cpp @@ -47,7 +47,7 @@ /** * Helper function to connect a just built tunnel to nearby roads. - * @param instance The AI we have to built the road for. + * @param instance The script instance we have to built the road for. */ static void _DoCommandReturnBuildTunnel2(class ScriptInstance *instance) { @@ -63,7 +63,7 @@ /** * Helper function to connect a just built tunnel to nearby roads. - * @param instance The AI we have to built the road for. + * @param instance The script instance we have to built the road for. */ static void _DoCommandReturnBuildTunnel1(class ScriptInstance *instance) {
--- a/src/script/api/script_types.hpp +++ b/src/script/api/script_types.hpp @@ -95,7 +95,7 @@ typedef uint16 GroupID; ///< The ID of a group. typedef uint16 IndustryID; ///< The ID of an industry. typedef uint8 IndustryType; ///< The ID of an industry-type. -typedef OverflowSafeInt64 Money; ///< Money, stored in a 32bit/64bit safe way. For AIs money is always in pounds. +typedef OverflowSafeInt64 Money; ///< Money, stored in a 32bit/64bit safe way. For scripts money is always in pounds. typedef uint16 SignID; ///< The ID of a sign. typedef uint16 StationID; ///< The ID of a station. typedef uint16 StringID; ///< The ID of a string. @@ -105,7 +105,7 @@ typedef uint32 VehicleID; ///< The ID of a vehicle. /* Types we defined ourself, as the OpenTTD core doesn't have them (yet) */ -typedef uint ScriptErrorType; ///< The types of errors inside the NoAI framework. +typedef uint ScriptErrorType;///< The types of errors inside the script framework. typedef BridgeType BridgeID; ///< The ID of a bridge. #endif /* SCRIPT_TYPES_HPP */