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author | zuu <zuu@openttd.org> | 2012-09-21 19:58:18 +0000 |
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committer | zuu <zuu@openttd.org> | 2012-09-21 19:58:18 +0000 |
commit | f3f4c562ff0625df99782af09725391d0f1c0a8a (patch) | |
tree | 6c456062b1bf0217a16fc19e4e21f9d505baabec /src/ai | |
parent | 2e1936b11cfb64f08b43e454a402b6ada276a67a (diff) | |
download | openttd-f3f4c562ff0625df99782af09725391d0f1c0a8a.tar.xz |
(svn r24537) -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts.
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/ai.hpp | 27 | ||||
-rw-r--r-- | src/ai/ai_core.cpp | 27 | ||||
-rw-r--r-- | src/ai/ai_gui.cpp | 68 |
3 files changed, 102 insertions, 20 deletions
diff --git a/src/ai/ai.hpp b/src/ai/ai.hpp index abe3f48ae..d3381fb8a 100644 --- a/src/ai/ai.hpp +++ b/src/ai/ai.hpp @@ -68,13 +68,30 @@ public: static void Stop(CompanyID company); /** - * Suspend an AI for the reminder of the current tick. If the AI is - * in a state when it cannot be suspended, it will continue to run - * until it can be suspended. - * @param company The company for which the AI should be suspended. + * Suspend the AI and then pause execution of the script. The script + * will not be resumed from its suspended state until the script has + * been unpaused. + * @param company The company for which the AI should be paused. * @pre Company::IsValidAiID(company) */ - static void Suspend(CompanyID company); + static void Pause(CompanyID company); + + /** + * Resume execution of the AI. This function will not actually execute + * the script, but set a flag so that the script is executed my the usual + * mechanism that executes the script. + * @param company The company for which the AI should be unpaused. + * @pre Company::IsValidAiID(company) + */ + static void Unpause(CompanyID company); + + /** + * Checks if the AI is paused. + * @param company The company for which to check if the AI is paused. + * @pre Company::IsValidAiID(company) + * @return true if the AI is paused, otherwise false. + */ + static bool IsPaused(CompanyID company); /** * Kill any and all AIs we manage. diff --git a/src/ai/ai_core.cpp b/src/ai/ai_core.cpp index e2f04622b..ab8510f09 100644 --- a/src/ai/ai_core.cpp +++ b/src/ai/ai_core.cpp @@ -112,14 +112,35 @@ DeleteWindowById(WC_AI_SETTINGS, company); } -/* static */ void AI::Suspend(CompanyID company) +/* static */ void AI::Pause(CompanyID company) { - if (_networking && !_network_server) return; + /* The reason why dedicated servers are forbidden to execute this + * command is not because it is unsafe, but because there is no way + * for the server owner to unpause the script again. */ + if (_network_dedicated) return; + + Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE); + Company::Get(company)->ai_instance->Pause(); + + cur_company.Restore(); +} + +/* static */ void AI::Unpause(CompanyID company) +{ + Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE); + Company::Get(company)->ai_instance->Unpause(); + cur_company.Restore(); +} + +/* static */ bool AI::IsPaused(CompanyID company) +{ Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE); - Company::Get(company)->ai_instance->Suspend(); + bool paused = Company::Get(company)->ai_instance->IsPaused(); cur_company.Restore(); + + return paused; } /* static */ void AI::KillAll() diff --git a/src/ai/ai_gui.cpp b/src/ai/ai_gui.cpp index 6f591038d..2eea88eec 100644 --- a/src/ai/ai_gui.cpp +++ b/src/ai/ai_gui.cpp @@ -961,11 +961,15 @@ void ShowAIConfigWindow() * state of the script. (dead or alive) * @param button the button to update. * @param dead true if the script is dead, otherwise false. + * @param paused true if the script is paused, otherwise false. * @return true if the colour was changed and the window need to be marked as dirty. */ -static bool SetScriptButtonColour(NWidgetCore &button, bool dead) +static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused) { - Colours colour = dead ? COLOUR_RED : COLOUR_GREY; + /* Dead scripts are indicated with red background and + * paused scripts are indicated with yellow background. */ + Colours colour = dead ? COLOUR_RED : + (paused ? COLOUR_YELLOW : COLOUR_GREY); if (button.colour != colour) { button.colour = colour; return true; @@ -1035,8 +1039,10 @@ struct AIDebugWindow : public QueryStringBaseWindow { /* Restore button state from static class variables */ if (ai_debug_company == OWNER_DEITY) { this->LowerWidget(WID_AID_SCRIPT_GAME); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused()); } else if (ai_debug_company != INVALID_COMPANY) { this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company)); } this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled); this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check); @@ -1107,11 +1113,12 @@ struct AIDebugWindow : public QueryStringBaseWindow { dirty = true; } - /* Mark dead AIs by red background. */ + /* Mark dead/paused AIs by setting the background colour. */ bool dead = valid && Company::Get(i)->ai_instance->IsDead(); + bool paused = valid && Company::Get(i)->ai_instance->IsPaused(); /* Re-paint if the button was updated. * (note that it is intentional that SetScriptButtonColour is always called) */ - dirty = SetScriptButtonColour(*button, dead) || dirty; + dirty = SetScriptButtonColour(*button, dead, paused) || dirty; /* Do we need a repaint? */ if (dirty) this->SetDirty(); @@ -1125,8 +1132,9 @@ struct AIDebugWindow : public QueryStringBaseWindow { /* Set button colour for Game Script. */ GameInstance *game = Game::GetInstance(); bool dead = game != NULL && game->IsDead(); + bool paused = game != NULL && game->IsPaused(); NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME); - if (SetScriptButtonColour(*button, dead)) { + if (SetScriptButtonColour(*button, dead, paused)) { /* Re-paint if the button was updated. */ this->SetWidgetDirty(WID_AID_SCRIPT_GAME); } @@ -1243,10 +1251,13 @@ struct AIDebugWindow : public QueryStringBaseWindow { if (ai_debug_company == OWNER_DEITY) { this->LowerWidget(WID_AID_SCRIPT_GAME); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused()); } else { this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company)); } + this->highlight_row = -1; // The highlight of one AI make little sense for another AI. this->autoscroll = true; this->last_vscroll_pos = this->vscroll->GetPosition(); this->SetDirty(); @@ -1292,8 +1303,35 @@ struct AIDebugWindow : public QueryStringBaseWindow { break; case WID_AID_CONTINUE_BTN: - /* Unpause */ - DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); + /* Unpause current AI / game script and mark the corresponding script button dirty. */ + if (ai_debug_company == OWNER_DEITY) { + Game::Unpause(); + this->SetWidgetDirty(WID_AID_SCRIPT_GAME); + } else { + AI::Unpause(ai_debug_company); + this->SetWidgetDirty(WID_AID_COMPANY_BUTTON_START + ai_debug_company); + } + + /* If the last AI/Game Script is unpaused, unpause the game too. */ + if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) { + bool all_unpaused = !Game::IsPaused(); + if (all_unpaused) { + Company *c; + FOR_ALL_COMPANIES(c) { + if (c->is_ai && AI::IsPaused(c->index)) { + all_unpaused = false; + break; + } + } + if (all_unpaused) { + /* All scripts have been unpaused => unpause the game. */ + DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); + } + } + } + + this->highlight_row = -1; + this->SetWidgetDirty(WID_AID_LOG_PANEL); this->DisableWidget(WID_AID_CONTINUE_BTN); this->RaiseWidget(WID_AID_CONTINUE_BTN); // Disabled widgets don't raise themself break; @@ -1334,9 +1372,8 @@ struct AIDebugWindow : public QueryStringBaseWindow { if (gui_scope && data == -2) { /* The continue button should be disabled when the game is unpaused and - * it was previously paused by the break string ( = a line in the log - * was highlighted )*/ - if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && this->highlight_row != -1) { + * it was previously paused. */ + if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && !this->IsWidgetDisabled(WID_AID_CONTINUE_BTN)) { this->DisableWidget(WID_AID_CONTINUE_BTN); this->SetWidgetDirty(WID_AID_CONTINUE_BTN); this->SetWidgetDirty(WID_AID_LOG_PANEL); @@ -1346,7 +1383,7 @@ struct AIDebugWindow : public QueryStringBaseWindow { /* If the log message is related to the active company tab, check the break string. * This needs to be done in gameloop-scope, so the AI is suspended immediately. */ - if (ai_debug_company != OWNER_DEITY && !gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) { + if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) { /* Get the log instance of the active company */ ScriptLog::LogData *log = this->GetLogPointer(); @@ -1354,7 +1391,14 @@ struct AIDebugWindow : public QueryStringBaseWindow { this->break_string_filter.ResetState(); this->break_string_filter.AddLine(log->lines[log->pos]); if (this->break_string_filter.GetState()) { - AI::Suspend(ai_debug_company); + /* Pause execution of script. */ + if (ai_debug_company == OWNER_DEITY) { + Game::Pause(); + } else { + AI::Pause(ai_debug_company); + } + + /* Pause the game. */ if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) { DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); } |