diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/ai/ai.hpp | 3 | ||||
-rw-r--r-- | src/ai/ai_config.cpp | 9 | ||||
-rw-r--r-- | src/ai/ai_config.hpp | 12 | ||||
-rw-r--r-- | src/ai/ai_core.cpp | 9 | ||||
-rw-r--r-- | src/saveload/ai_sl.cpp | 19 |
5 files changed, 36 insertions, 16 deletions
diff --git a/src/ai/ai.hpp b/src/ai/ai.hpp index 7d1b0673c..a23c411af 100644 --- a/src/ai/ai.hpp +++ b/src/ai/ai.hpp @@ -45,8 +45,9 @@ public: /** * Start a new AI company. * @param company At which slot the AI company should start. + * @param rerandomise_ai Whether to rerandomise the configured AI. */ - static void StartNew(CompanyID company); + static void StartNew(CompanyID company, bool rerandomise_ai = true); /** * Called every game-tick to let AIs do something. diff --git a/src/ai/ai_config.cpp b/src/ai/ai_config.cpp index aec2760d5..4b725728a 100644 --- a/src/ai/ai_config.cpp +++ b/src/ai/ai_config.cpp @@ -16,12 +16,13 @@ #include "ai.hpp" #include "ai_config.hpp" -void AIConfig::ChangeAI(const char *name, int version) +void AIConfig::ChangeAI(const char *name, int version, bool is_random_ai) { free((void *)this->name); this->name = (name == NULL) ? NULL : strdup(name); this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version); this->version = (info == NULL) ? -1 : info->GetVersion(); + this->is_random_ai = is_random_ai; if (this->config_list != NULL) delete this->config_list; this->config_list = (info == NULL) ? NULL : new AIConfigItemList(); if (this->config_list != NULL) this->config_list->push_back(_start_date_config); @@ -56,6 +57,7 @@ AIConfig::AIConfig(const AIConfig *config) this->info = config->info; this->version = config->version; this->config_list = NULL; + this->is_random_ai = config->is_random_ai; for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) { this->settings[strdup((*it).first)] = (*it).second; @@ -167,6 +169,11 @@ bool AIConfig::HasAI() const return this->info != NULL; } +bool AIConfig::IsRandomAI() const +{ + return this->is_random_ai; +} + const char *AIConfig::GetName() const { return this->name; diff --git a/src/ai/ai_config.hpp b/src/ai/ai_config.hpp index 5008b3a3e..fb53b725b 100644 --- a/src/ai/ai_config.hpp +++ b/src/ai/ai_config.hpp @@ -25,7 +25,8 @@ public: name(NULL), version(-1), info(NULL), - config_list(NULL) + config_list(NULL), + is_random_ai(false) {} AIConfig(const AIConfig *config); ~AIConfig(); @@ -34,8 +35,9 @@ public: * Set another AI to be loaded in this slot. * @param name The name of the AI. * @param version The version of the AI to load, or -1 of latest. + * @param is_random Is the AI chosen randomly? */ - void ChangeAI(const char *name, int version = -1); + void ChangeAI(const char *name, int version = -1, bool is_random = false); /** * When ever the AI Scanner is reloaded, all infos become invalid. This @@ -90,6 +92,11 @@ public: bool HasAI() const; /** + * Is the current AI a randomly chosen AI? + */ + bool IsRandomAI() const; + + /** * Get the name of the AI. */ const char *GetName() const; @@ -117,6 +124,7 @@ private: class AIInfo *info; SettingValueList settings; AIConfigItemList *config_list; + bool is_random_ai; }; #endif /* AI_CONFIG_HPP */ diff --git a/src/ai/ai_core.cpp b/src/ai/ai_core.cpp index a8e96085b..baf738920 100644 --- a/src/ai/ai_core.cpp +++ b/src/ai/ai_core.cpp @@ -32,19 +32,20 @@ return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer); } -/* static */ void AI::StartNew(CompanyID company) +/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai) { assert(Company::IsValidID(company)); /* Clients shouldn't start AIs */ if (_networking && !_network_server) return; - AIInfo *info = AIConfig::GetConfig(company)->GetInfo(); - if (info == NULL) { + AIConfig *config = AIConfig::GetConfig(company); + AIInfo *info = config->GetInfo(); + if (info == NULL || (rerandomise_ai && config->IsRandomAI())) { info = AI::ai_scanner->SelectRandomAI(); assert(info != NULL); /* Load default data and store the name in the settings */ - AIConfig::GetConfig(company)->ChangeAI(info->GetName()); + config->ChangeAI(info->GetName(), -1, true); } _current_company = company; diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp index 95fd95575..a69f3da60 100644 --- a/src/saveload/ai_sl.cpp +++ b/src/saveload/ai_sl.cpp @@ -22,12 +22,14 @@ static char _ai_saveload_name[64]; static int _ai_saveload_version; static char _ai_saveload_settings[1024]; +static bool _ai_saveload_is_random; static const SaveLoad _ai_company[] = { - SLEG_STR(_ai_saveload_name, SLE_STRB), - SLEG_STR(_ai_saveload_settings, SLE_STRB), - SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION), - SLE_END() + SLEG_STR(_ai_saveload_name, SLE_STRB), + SLEG_STR(_ai_saveload_settings, SLE_STRB), + SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION), + SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, 136, SL_MAX_VERSION), + SLE_END() }; static void SaveReal_AIPL(int *index_ptr) @@ -44,6 +46,7 @@ static void SaveReal_AIPL(int *index_ptr) _ai_saveload_version = -1; } + _ai_saveload_is_random = config->IsRandomAI(); _ai_saveload_settings[0] = '\0'; config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings)); @@ -72,13 +75,13 @@ static void Load_AIPL() AIConfig *config = AIConfig::GetConfig(index); if (StrEmpty(_ai_saveload_name)) { /* A random AI. */ - config->ChangeAI(NULL); + config->ChangeAI(NULL, -1, true); } else { - config->ChangeAI(_ai_saveload_name, _ai_saveload_version); + config->ChangeAI(_ai_saveload_name, _ai_saveload_version, _ai_saveload_is_random); if (!config->HasAI()) { /* No version of the AI available that can load the data. Try to load the * latest version of the AI instead. */ - config->ChangeAI(_ai_saveload_name, -1); + config->ChangeAI(_ai_saveload_name, -1, _ai_saveload_is_random); if (!config->HasAI()) { if (strcmp(_ai_saveload_name, "%_dummy") != 0) { DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version); @@ -101,7 +104,7 @@ static void Load_AIPL() /* Start the AI directly if it was active in the savegame */ if (Company::IsValidAiID(index)) { - AI::StartNew(index); + AI::StartNew(index, false); AI::Load(index, _ai_saveload_version); } } |