(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)
pull/155/head
truebrain 16 years ago
parent 638411c087
commit 39cec4c65f

@ -24,6 +24,9 @@ public:
START_NEXT_EASY = 48,
START_NEXT_MEDIUM = 24,
START_NEXT_HARD = 12,
START_NEXT_MIN = 0,
START_NEXT_MAX = 120,
START_NEXT_DEVIATION = 2,
};
/**

@ -17,11 +17,17 @@ void AIConfig::ChangeAI(const char *name, int version)
this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version);
this->version = (info == NULL) ? -1 : info->GetVersion();
/* The special casing for start_date is here to ensure that the
* start_date setting won't change even if you chose another AI. */
int start_date = this->GetSetting("start_date");
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
free((void*)(*it).first);
}
this->settings.clear();
this->SetSetting("start_date", start_date);
if (_game_mode == GM_NORMAL && this->info != NULL) {
/* If we're in an existing game and the AI is changed, set all settings
* for the AI that have the random flag to a random value. */
@ -30,6 +36,7 @@ void AIConfig::ChangeAI(const char *name, int version)
this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
}
}
this->AddRandomDeviation();
}
}
@ -43,6 +50,7 @@ AIConfig::AIConfig(const AIConfig *config)
for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
this->settings[strdup((*it).first)] = (*it).second;
}
this->AddRandomDeviation();
}
AIConfig::~AIConfig()
@ -75,11 +83,19 @@ AIConfig *AIConfig::GetConfig(CompanyID company, bool forceNewgameSetting)
int AIConfig::GetSetting(const char *name)
{
assert(this->info != NULL);
SettingValueList::iterator it = this->settings.find(name);
/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
if (this->info == NULL) {
assert(strcmp("start_date", name) == 0);
switch ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) {
case 0: return AI::START_NEXT_EASY;
case 1: return AI::START_NEXT_MEDIUM;
case 2: return AI::START_NEXT_HARD;
case 3: return AI::START_NEXT_MEDIUM;
default: NOT_REACHED();
}
}
return this->info->GetSettingDefaultValue(name);
}
return (*it).second;
@ -88,12 +104,16 @@ int AIConfig::GetSetting(const char *name)
void AIConfig::SetSetting(const char *name, int value)
{
/* You can only set ai specific settings if an AI is selected. */
assert(this->info != NULL);
if (this->info == NULL && strcmp("start_date", name) != 0) return;
const AIConfigItem *config_item = this->info->GetConfigItem(name);
if (config_item == NULL) return;
if (this->info == NULL && strcmp("start_date", name) == 0) {
value = Clamp(value, AI::START_NEXT_MIN, AI::START_NEXT_MAX);
} else {
const AIConfigItem *config_item = this->info->GetConfigItem(name);
if (config_item == NULL) return;
value = Clamp(value, config_item->min_value, config_item->max_value);
value = Clamp(value, config_item->min_value, config_item->max_value);
}
SettingValueList::iterator it = this->settings.find(name);
if (it != this->settings.end()) {
@ -103,6 +123,29 @@ void AIConfig::SetSetting(const char *name, int value)
}
}
void AIConfig::AddRandomDeviation()
{
/* No AI configured, so fall back to some defaults */
if (this->info == NULL) {
int base_start_date;
switch (_settings_game.difficulty.diff_level) {
case 0: base_start_date = AI::START_NEXT_EASY; break;
case 1: base_start_date = AI::START_NEXT_MEDIUM; break;
case 2: base_start_date = AI::START_NEXT_HARD; break;
case 3: base_start_date = AI::START_NEXT_MEDIUM; break;
default: NOT_REACHED();
}
this->SetSetting("start_date", InteractiveRandomRange(AI::START_NEXT_DEVIATION * 2) - AI::START_NEXT_DEVIATION + base_start_date);
return;
}
for (AIConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
if ((*it).random_deviation != 0) {
this->SetSetting((*it).name, InteractiveRandomRange((*it).random_deviation * 2) - (*it).random_deviation + this->GetSetting((*it).name));
}
}
}
bool AIConfig::HasAI()
{
return this->info != NULL;

@ -63,6 +63,11 @@ public:
*/
void SetSetting(const char *name, int value);
/**
* Randomize all settings the AI requested to be randomized.
*/
void AddRandomDeviation();
/**
* Is this config attached to an AI?
*/

@ -229,20 +229,9 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
/* static */ int AI::GetStartNextTime()
{
/* Find the first company which doesn't exist yet */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (IsValidCompanyID(c)) continue;
AIConfig *config = AIConfig::GetConfig(c);
if (config->HasAI()) return config->GetSetting("start_date");
/* No AI configured, so fall back to some defaults */
switch (_settings_game.difficulty.diff_level) {
case 0: return AI::START_NEXT_EASY;
case 1: return AI::START_NEXT_MEDIUM;
case 2: return AI::START_NEXT_HARD;
case 3: return AI::START_NEXT_MEDIUM;
default: NOT_REACHED();
}
if (!IsValidCompanyID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
}
/* Currently no AI can be started, check again in a year. */

@ -154,12 +154,13 @@ void AIFileInfo::CheckMethods(SQInteger *res, const char *name)
AIConfigItem config;
config.name = strdup("start_date");
config.description = strdup("The amount of months after the start of the last AI, this AI will start (give or take).");
config.min_value = 0;
config.max_value = 120;
config.min_value = AI::START_NEXT_MIN;
config.max_value = AI::START_NEXT_MAX;
config.easy_value = AI::START_NEXT_EASY;
config.medium_value = AI::START_NEXT_MEDIUM;
config.hard_value = AI::START_NEXT_HARD;
config.custom_value = AI::START_NEXT_MEDIUM;
config.random_deviation = AI::START_NEXT_DEVIATION;
config.flags = AICONFIG_NONE;
info->config_list.push_back(config);
@ -256,6 +257,11 @@ SQInteger AIInfo::AddSetting(HSQUIRRELVM vm)
sq_getinteger(vm, -1, &res);
config.hard_value = res;
items |= 0x040;
} else if (strcmp(key, "random_deviation") == 0) {
SQInteger res;
sq_getinteger(vm, -1, &res);
config.random_deviation = res;
items |= 0x200;
} else if (strcmp(key, "custom_value") == 0) {
SQInteger res;
sq_getinteger(vm, -1, &res);
@ -277,6 +283,17 @@ SQInteger AIInfo::AddSetting(HSQUIRRELVM vm)
}
sq_pop(vm, 1);
/* Don't allow both random_deviation and AICONFIG_RANDOM to
* be set for the same config item. */
if ((items & 0x200) != 0 && (config.flags & AICONFIG_RANDOM) != 0) {
char error[1024];
snprintf(error, sizeof(error), "Setting both random_deviation and AICONFIG_RANDOM is not allowed");
this->engine->ThrowError(error);
return SQ_ERROR;
}
/* Reset the bit for random_deviation as it's optional. */
items &= ~0x200;
/* Make sure all properties are defined */
uint mask = (config.flags & AICONFIG_BOOLEAN) ? 0x1F3 : 0x1FF;
if (items != mask) {

@ -23,6 +23,7 @@ struct AIConfigItem {
int easy_value; //!< The default value on easy difficulty setting.
int medium_value; //!< The default value on medium difficulty setting.
int hard_value; //!< The default value on hard difficulty setting.
int random_deviation; //!< The maximum random deviation from the default value.
AIConfigFlags flags; //!< Flags for the configuration setting.
};

@ -468,8 +468,7 @@ Company *DoStartupNewCompany(bool is_ai)
void StartupCompanies()
{
/* The AI starts like in the setting with +2 month max */
_next_competitor_start = _settings_game.difficulty.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
_next_competitor_start = 0;
}
static void MaybeStartNewCompany()
@ -483,12 +482,7 @@ static void MaybeStartNewCompany()
if (c->is_ai) n++;
}
/* when there's a lot of computers in game, the probability that a new one starts is lower */
if (n < (uint)_settings_game.difficulty.max_no_competitors &&
n < (_network_server ?
InteractiveRandomRange(_settings_game.difficulty.max_no_competitors + 2) :
RandomRange(_settings_game.difficulty.max_no_competitors + 2)
)) {
if (n < (uint)_settings_game.difficulty.max_no_competitors) {
/* Send a command to all clients to start up a new AI.
* Works fine for Multiplayer and Singleplayer */
DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
@ -511,10 +505,14 @@ void OnTick_Companies()
if (IsValidCompanyID((CompanyID)_cur_company_tick_index)) {
Company *c = GetCompany((CompanyID)_cur_company_tick_index);
if (c->name_1 != 0) GenerateCompanyName(c);
}
if (AI::CanStartNew() && _game_mode != GM_MENU && !--_next_competitor_start) {
MaybeStartNewCompany();
}
if (_next_competitor_start == 0) {
_next_competitor_start = AI::GetStartNextTime() * 30 * DAY_TICKS;
}
if (AI::CanStartNew() && _game_mode != GM_MENU && --_next_competitor_start == 0) {
MaybeStartNewCompany();
}
_cur_company_tick_index = (_cur_company_tick_index + 1) % MAX_COMPANIES;

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