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authortruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
committertruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
commita3dd7506d377b1434f913bd65c019eed52b64b6e (patch)
treeced1a262eb143ad6e64ec02f4a4c89835c0c32fd /src/ai/api/ai_gamesettings.hpp
parent9294f9616866b9778c22076c19b5a32b4f85f788 (diff)
downloadopenttd-a3dd7506d377b1434f913bd65c019eed52b64b6e.tar.xz
(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
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+/* $Id$ */
+
+/** @file ai_gamesettings.hpp Everything to read game settings. */
+
+#ifndef AI_GAMESETTINGS_HPP
+#define AI_GAMESETTINGS_HPP
+
+#include "ai_object.hpp"
+#include "ai_vehicle.hpp"
+
+/**
+ * Class that handles all game settings related functions.
+ *
+ * @note AIGameSettings::IsValid and AIGameSettings::GetValue are functions
+ * that rely on the settings as OpenTTD stores them in savegame and
+ * openttd.cfg. No guarantees can be given on the long term validity,
+ * consistency and stability of the names, values and value ranges.
+ * Using these settings can be dangerous and could cause issues in
+ * future versions. To make sure that a setting still exists in the
+ * current version you have to run AIGameSettings::IsValid before
+ * accessing it.
+ *
+ * @note The names of the setting for AIGameSettings::IsValid and
+ * AIGameSettings::GetValue are the same ones as those that are shown by
+ * the list_patches command in the in-game console. Settings that are
+ * string based are NOT supported and AIGAmeSettings::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,
+ * etc.).
+ */
+class AIGameSettings : public AIObject {
+public:
+ static const char *GetClassName() { return "AIGameSettings"; }
+
+ /**
+ * Is the given game setting a valid setting for this instance of OpenTTD?
+ * @param setting The setting to check for existence.
+ * @warning Results of this function are not governed by the API. This means
+ * that a setting that previously existed can be gone or has
+ * changed it's name.
+ * @note Results achieved in the past offer no gurantee for the future.
+ * @return True if and only if the setting is valid.
+ */
+ static bool IsValid(const char *setting);
+
+ /**
+ * Gets the value of the game setting.
+ * @param setting The setting to get the value of.
+ * @pre IsValid(setting).
+ * @warning Results of this function are not governed by the API. This means
+ * that the value of settings may be out of the expected range. It
+ * also means that a setting that previously existed can be gone or
+ * has changed it's name/characteristics.
+ * @note Results achieved in the past offer no gurantee for the future.
+ * @return The value for the setting.
+ */
+ static int32 GetValue(const char *setting);
+
+ /**
+ * Checks whether the given vehicle-type is disabled for AIs.
+ * @param vehicle_type The vehicle-type to check.
+ * @return True if the vehicle-type is disabled.
+ */
+ static bool IsDisabledVehicleType(AIVehicle::VehicleType vehicle_type);
+};
+
+#endif /* AI_GAMESETTINGS_HPP */