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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->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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free((void*)(*it).first);
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}
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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 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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@ -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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}
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}
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this->AddRandomDeviation();
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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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this->settings[strdup((*it).first)] = (*it).second;
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}
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this->AddRandomDeviation();
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}
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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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{
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assert(this->info != NULL);
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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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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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}
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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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{
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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 (config_item == NULL) return;
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if (this->info == NULL && strcmp("start_date", name) == 0) {
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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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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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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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{
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return this->info != NULL;
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