/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file ai_gui.cpp %Window for configuring the AIs */ #include "../stdafx.h" #include "../table/sprites.h" #include "../error.h" #include "../settings_gui.h" #include "../querystring_gui.h" #include "../stringfilter_type.h" #include "../company_base.h" #include "../company_gui.h" #include "../strings_func.h" #include "../window_func.h" #include "../gfx_func.h" #include "../command_func.h" #include "../network/network.h" #include "../settings_func.h" #include "../network/network_content.h" #include "../textfile_gui.h" #include "../widgets/dropdown_type.h" #include "../widgets/dropdown_func.h" #include "../hotkeys.h" #include "ai.hpp" #include "../script/api/script_log.hpp" #include "ai_config.hpp" #include "ai_info.hpp" #include "ai_instance.hpp" #include "../game/game.hpp" #include "../game/game_config.hpp" #include "../game/game_info.hpp" #include "../game/game_instance.hpp" #include "table/strings.h" #include static ScriptConfig *GetConfig(CompanyID slot) { if (slot == OWNER_DEITY) return GameConfig::GetConfig(); return AIConfig::GetConfig(slot); } /** * Window that let you choose an available AI. */ struct AIListWindow : public Window { const ScriptInfoList *info_list; ///< The list of Scripts. int selected; ///< The currently selected Script. CompanyID slot; ///< The company we're selecting a new Script for. int line_height; ///< Height of a row in the matrix widget. Scrollbar *vscroll; ///< Cache of the vertical scrollbar. /** * Constructor for the window. * @param desc The description of the window. * @param slot The company we're changing the AI for. */ AIListWindow(const WindowDesc *desc, CompanyID slot) : Window(), slot(slot) { if (slot == OWNER_DEITY) { this->info_list = Game::GetUniqueInfoList(); } else { this->info_list = AI::GetUniqueInfoList(); } this->CreateNestedTree(desc); this->vscroll = this->GetScrollbar(WID_AIL_SCROLLBAR); this->FinishInitNested(desc); // Initializes 'this->line_height' as side effect. this->vscroll->SetCount((int)this->info_list->size() + 1); /* Try if we can find the currently selected AI */ this->selected = -1; if (GetConfig(slot)->HasScript()) { ScriptInfo *info = GetConfig(slot)->GetInfo(); int i = 0; for (ScriptInfoList::const_iterator it = this->info_list->begin(); it != this->info_list->end(); it++, i++) { if ((*it).second == info) { this->selected = i; break; } } } } virtual void SetStringParameters(int widget) const { switch (widget) { case WID_AIL_CAPTION: SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_LIST_CAPTION_GAMESCRIPT : STR_AI_LIST_CAPTION_AI); break; } } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) { if (widget == WID_AIL_LIST) { this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; resize->width = 1; resize->height = this->line_height; size->height = GB(this->GetWidget(widget)->widget_data, MAT_ROW_START, MAT_ROW_BITS) * this->line_height; } } virtual void DrawWidget(const Rect &r, int widget) const { switch (widget) { case WID_AIL_LIST: { /* Draw a list of all available AIs. */ int y = this->GetWidget(WID_AIL_LIST)->pos_y; /* First AI in the list is hardcoded to random */ if (this->vscroll->IsVisible(0)) { DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_LEFT, y + WD_MATRIX_TOP, this->slot == OWNER_DEITY ? STR_AI_CONFIG_NONE : STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_ORANGE); y += this->line_height; } ScriptInfoList::const_iterator it = this->info_list->begin(); for (int i = 1; it != this->info_list->end(); i++, it++) { if (this->vscroll->IsVisible(i)) { DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y + WD_MATRIX_TOP, (*it).second->GetName(), (this->selected == i - 1) ? TC_WHITE : TC_ORANGE); y += this->line_height; } } break; } case WID_AIL_INFO_BG: { AIInfo *selected_info = NULL; ScriptInfoList::const_iterator it = this->info_list->begin(); for (int i = 1; selected_info == NULL && it != this->info_list->end(); i++, it++) { if (this->selected == i - 1) selected_info = static_cast((*it).second); } /* Some info about the currently selected AI. */ if (selected_info != NULL) { int y = r.top + WD_FRAMERECT_TOP; SetDParamStr(0, selected_info->GetAuthor()); DrawString(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, STR_AI_LIST_AUTHOR); y += FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL; SetDParam(0, selected_info->GetVersion()); DrawString(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, STR_AI_LIST_VERSION); y += FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL; if (selected_info->GetURL() != NULL) { SetDParamStr(0, selected_info->GetURL()); DrawString(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, STR_AI_LIST_URL); y += FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL; } SetDParamStr(0, selected_info->GetDescription()); DrawStringMultiLine(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, r.bottom - WD_FRAMERECT_BOTTOM, STR_JUST_RAW_STRING, TC_WHITE); } break; } } } /** * Changes the AI of the current slot. */ void ChangeAI() { if (this->selected == -1) { GetConfig(slot)->Change(NULL); } else { ScriptInfoList::const_iterator it = this->info_list->begin(); for (int i = 0; i < this->selected; i++) it++; GetConfig(slot)->Change((*it).second->GetName(), (*it).second->GetVersion()); } InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI); InvalidateWindowClassesData(WC_AI_SETTINGS); DeleteWindowByClass(WC_QUERY_STRING); } virtual void OnClick(Point pt, int widget, int click_count) { switch (widget) { case WID_AIL_LIST: { // Select one of the AIs int sel = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_AIL_LIST, 0, this->line_height) - 1; if (sel < (int)this->info_list->size()) { this->selected = sel; this->SetDirty(); if (click_count > 1) { this->ChangeAI(); delete this; } } break; } case WID_AIL_ACCEPT: { this->ChangeAI(); delete this; break; } case WID_AIL_CANCEL: delete this; break; } } virtual void OnResize() { NWidgetCore *nwi = this->GetWidget(WID_AIL_LIST); this->vscroll->SetCapacity(nwi->current_y / this->line_height); nwi->widget_data = (this->vscroll->GetCapacity() << MAT_ROW_START) + (1 << MAT_COL_START); } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) { delete this; return; } if (!gui_scope) return; this->vscroll->SetCount((int)this->info_list->size() + 1); /* selected goes from -1 .. length of ai list - 1. */ this->selected = min(this->selected, this->vscroll->GetCount() - 2); } }; /** Widgets for the AI list window. */ static const NWidgetPart _nested_ai_list_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_MAUVE), NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIL_CAPTION), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIL_LIST), SetMinimalSize(188, 112), SetFill(1, 1), SetResize(1, 1), SetDataTip(0x501, STR_AI_LIST_TOOLTIP), SetScrollbar(WID_AIL_SCROLLBAR), NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIL_SCROLLBAR), EndContainer(), NWidget(WWT_PANEL, COLOUR_MAUVE, WID_AIL_INFO_BG), SetMinimalTextLines(8, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM), SetResize(1, 0), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIL_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_ACCEPT, STR_AI_LIST_ACCEPT_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIL_CANCEL), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_CANCEL, STR_AI_LIST_CANCEL_TOOLTIP), EndContainer(), NWidget(WWT_RESIZEBOX, COLOUR_MAUVE), EndContainer(), }; /** Window definition for the ai list window. */ static const WindowDesc _ai_list_desc( WDP_CENTER, 200, 234, WC_AI_LIST, WC_NONE, 0, _nested_ai_list_widgets, lengthof(_nested_ai_list_widgets) ); /** * Open the AI list window to chose an AI for the given company slot. * @param slot The slot to change the AI of. */ static void ShowAIListWindow(CompanyID slot) { DeleteWindowByClass(WC_AI_LIST); new AIListWindow(&_ai_list_desc, slot); } /** * Window for settings the parameters of an AI. */ struct AISettingsWindow : public Window { CompanyID slot; ///< The currently show company's setting. ScriptConfig *ai_config; ///< The configuration we're modifying. int clicked_button; ///< The button we clicked. bool clicked_increase; ///< Whether we clicked the increase or decrease button. bool clicked_dropdown; ///< Whether the dropdown is open. bool closing_dropdown; ///< True, if the dropdown list is currently closing. int timeout; ///< Timeout for unclicking the button. int clicked_row; ///< The clicked row of settings. int line_height; ///< Height of a row in the matrix widget. Scrollbar *vscroll; ///< Cache of the vertical scrollbar. typedef std::vector VisibleSettingsList; VisibleSettingsList visible_settings; ///< List of visible AI settings /** * Constructor for the window. * @param desc The description of the window. * @param slot The company we're changing the settings for. */ AISettingsWindow(const WindowDesc *desc, CompanyID slot) : Window(), slot(slot), clicked_button(-1), clicked_dropdown(false), closing_dropdown(false), timeout(0) { this->ai_config = GetConfig(slot); this->RebuildVisibleSettings(); this->CreateNestedTree(desc); this->vscroll = this->GetScrollbar(WID_AIS_SCROLLBAR); this->FinishInitNested(desc, slot); // Initializes 'this->line_height' as side effect. this->SetWidgetDisabledState(WID_AIS_RESET, _game_mode != GM_MENU && Company::IsValidID(this->slot)); this->vscroll->SetCount((int)this->visible_settings.size()); } virtual void SetStringParameters(int widget) const { switch (widget) { case WID_AIS_CAPTION: SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI); break; } } /** * Rebuilds the list of visible settings. AI settings with the flag * AICONFIG_AI_DEVELOPER set will only be visible if the game setting * gui.ai_developer_tools is enabled. */ void RebuildVisibleSettings() { visible_settings.clear(); ScriptConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin(); for (; it != this->ai_config->GetConfigList()->end(); it++) { bool no_hide = (it->flags & SCRIPTCONFIG_DEVELOPER) == 0; if (no_hide || _settings_client.gui.ai_developer_tools) { visible_settings.push_back(&(*it)); } } } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) { if (widget == WID_AIS_BACKGROUND) { this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; resize->width = 1; resize->height = this->line_height; size->height = GB(this->GetWidget(widget)->widget_data, MAT_ROW_START, MAT_ROW_BITS) * this->line_height; } } virtual void DrawWidget(const Rect &r, int widget) const { if (widget != WID_AIS_BACKGROUND) return; ScriptConfig *config = this->ai_config; VisibleSettingsList::const_iterator it = this->visible_settings.begin(); int i = 0; for (; !this->vscroll->IsVisible(i); i++) it++; bool rtl = _current_text_dir == TD_RTL; uint buttons_left = rtl ? r.right - SETTING_BUTTON_WIDTH - 3 : r.left + 4; uint text_left = r.left + (rtl ? WD_FRAMERECT_LEFT : SETTING_BUTTON_WIDTH + 8); uint text_right = r.right - (rtl ? SETTING_BUTTON_WIDTH + 8 : WD_FRAMERECT_RIGHT); int y = r.top; int button_y_offset = (this->line_height - SETTING_BUTTON_HEIGHT) / 2; for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) { const ScriptConfigItem &config_item = **it; int current_value = config->GetSetting((config_item).name); bool editable = _game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0; StringID str; TextColour colour; uint idx = 0; if (StrEmpty(config_item.description)) { if (!strcmp(config_item.name, "start_date")) { /* Build-in translation */ str = STR_AI_SETTINGS_START_DELAY; colour = TC_LIGHT_BLUE; } else { str = STR_JUST_STRING; colour = TC_ORANGE; } } else { str = STR_AI_SETTINGS_SETTING; colour = TC_LIGHT_BLUE; SetDParamStr(idx++, config_item.description); } if ((config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0) { DrawBoolButton(buttons_left, y + button_y_offset, current_value != 0, editable); SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON); } else { if (config_item.complete_labels) { DrawDropDownButton(buttons_left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable); } else { DrawArrowButtons(buttons_left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value); } if (config_item.labels != NULL && config_item.labels->Contains(current_value)) { SetDParam(idx++, STR_JUST_RAW_STRING); SetDParamStr(idx++, config_item.labels->Find(current_value)->second); } else { SetDParam(idx++, STR_JUST_INT); SetDParam(idx++, current_value); } } DrawString(text_left, text_right, y + WD_MATRIX_TOP, str, colour); y += this->line_height; } } /** * Check whether we modified the difficulty level or not. */ void CheckDifficultyLevel() { if (_game_mode == GM_MENU) { if (_settings_newgame.difficulty.diff_level != 3) { _settings_newgame.difficulty.diff_level = 3; ShowErrorMessage(STR_WARNING_DIFFICULTY_TO_CUSTOM, INVALID_STRING_ID, WL_WARNING); } } else if (_settings_game.difficulty.diff_level != 3) { IConsoleSetSetting("difficulty.diff_level", 3); } } virtual void OnPaint() { if (this->closing_dropdown) { this->closing_dropdown = false; this->clicked_dropdown = false; } this->DrawWidgets(); } virtual void OnClick(Point pt, int widget, int click_count) { switch (widget) { case WID_AIS_BACKGROUND: { const NWidgetBase *wid = this->GetWidget(WID_AIS_BACKGROUND); int num = (pt.y - wid->pos_y) / this->line_height + this->vscroll->GetPosition(); if (num >= (int)this->visible_settings.size()) break; VisibleSettingsList::const_iterator it = this->visible_settings.begin(); for (int i = 0; i < num; i++) it++; const ScriptConfigItem config_item = **it; if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return; if (this->clicked_row != num) { DeleteChildWindows(WC_QUERY_STRING); HideDropDownMenu(this); this->clicked_row = num; this->clicked_dropdown = false; } bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0; int x = pt.x - wid->pos_x; if (_current_text_dir == TD_RTL) x = wid->current_x - 1 - x; x -= 4; /* One of the arrows is clicked (or green/red rect in case of bool value) */ int old_val = this->ai_config->GetSetting(config_item.name); if (!bool_item && IsInsideMM(x, 0, SETTING_BUTTON_WIDTH) && config_item.complete_labels) { if (this->clicked_dropdown) { /* unclick the dropdown */ HideDropDownMenu(this); this->clicked_dropdown = false; this->closing_dropdown = false; } else { const NWidgetBase *wid = this->GetWidget(WID_AIS_BACKGROUND); int rel_y = (pt.y - (int)wid->pos_y) % this->line_height; Rect wi_rect; wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x); wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1; wi_rect.top = pt.y - rel_y + (this->line_height - SETTING_BUTTON_HEIGHT) / 2; wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1; /* For dropdowns we also have to check the y position thoroughly, the mouse may not above the just opening dropdown */ if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) { this->clicked_dropdown = true; this->closing_dropdown = false; DropDownList *list = new DropDownList(); for (int i = config_item.min_value; i <= config_item.max_value; i++) { list->push_back(new DropDownListCharStringItem(config_item.labels->Find(i)->second, i, false)); } ShowDropDownListAt(this, list, old_val, -1, wi_rect, COLOUR_ORANGE, true); } } } else if (IsInsideMM(x, 0, SETTING_BUTTON_WIDTH)) { int new_val = old_val; if (bool_item) { new_val = !new_val; } else if (x >= SETTING_BUTTON_WIDTH / 2) { /* Increase button clicked */ new_val += config_item.step_size; if (new_val > config_item.max_value) new_val = config_item.max_value; this->clicked_increase = true; } else { /* Decrease button clicked */ new_val -= config_item.step_size; if (new_val < config_item.min_value) new_val = config_item.min_value; this->clicked_increase = false; } if (new_val != old_val) { this->ai_config->SetSetting(config_item.name, new_val); this->clicked_button = num; this->timeout = 5; this->CheckDifficultyLevel(); } } else if (!bool_item && !config_item.complete_labels) { /* Display a query box so users can enter a custom value. */ SetDParam(0, old_val); ShowQueryString(STR_JUST_INT, STR_CONFIG_SETTING_QUERY_CAPTION, 10, this, CS_NUMERAL, QSF_NONE); } this->SetDirty(); break; } case WID_AIS_ACCEPT: delete this; break; case WID_AIS_RESET: if (_game_mode == GM_MENU || !Company::IsValidID(this->slot)) { this->ai_config->ResetSettings(); this->SetDirty(); } break; } } virtual void OnQueryTextFinished(char *str) { if (StrEmpty(str)) return; ScriptConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin(); for (int i = 0; i < this->clicked_row; i++) it++; if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (it->flags & SCRIPTCONFIG_INGAME) == 0) return; int32 value = atoi(str); this->ai_config->SetSetting((*it).name, value); this->CheckDifficultyLevel(); this->SetDirty(); } virtual void OnDropdownSelect(int widget, int index) { assert(this->clicked_dropdown); ScriptConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin(); for (int i = 0; i < this->clicked_row; i++) it++; if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (it->flags & SCRIPTCONFIG_INGAME) == 0) return; this->ai_config->SetSetting((*it).name, index); this->CheckDifficultyLevel(); this->SetDirty(); } virtual void OnDropdownClose(Point pt, int widget, int index, bool instant_close) { /* We cannot raise the dropdown button just yet. OnClick needs some hint, whether * the same dropdown button was clicked again, and then not open the dropdown again. * So, we only remember that it was closed, and process it on the next OnPaint, which is * after OnClick. */ assert(this->clicked_dropdown); this->closing_dropdown = true; this->SetDirty(); } virtual void OnResize() { NWidgetCore *nwi = this->GetWidget(WID_AIS_BACKGROUND); this->vscroll->SetCapacity(nwi->current_y / this->line_height); nwi->widget_data = (this->vscroll->GetCapacity() << MAT_ROW_START) + (1 << MAT_COL_START); } virtual void OnTick() { if (--this->timeout == 0) { this->clicked_button = -1; this->SetDirty(); } } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { this->RebuildVisibleSettings(); } }; /** Widgets for the AI settings window. */ static const NWidgetPart _nested_ai_settings_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_MAUVE), NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIS_BACKGROUND), SetMinimalSize(188, 182), SetResize(1, 1), SetFill(1, 0), SetDataTip(0x501, STR_NULL), SetScrollbar(WID_AIS_SCROLLBAR), NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIS_SCROLLBAR), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIS_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIS_RESET), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_RESET, STR_NULL), EndContainer(), NWidget(WWT_RESIZEBOX, COLOUR_MAUVE), EndContainer(), }; /** Window definition for the AI settings window. */ static const WindowDesc _ai_settings_desc( WDP_CENTER, 500, 208, WC_AI_SETTINGS, WC_NONE, 0, _nested_ai_settings_widgets, lengthof(_nested_ai_settings_widgets) ); /** * Open the AI settings window to change the AI settings for an AI. * @param slot The CompanyID of the AI to change the settings. */ static void ShowAISettingsWindow(CompanyID slot) { DeleteWindowByClass(WC_AI_LIST); DeleteWindowByClass(WC_AI_SETTINGS); new AISettingsWindow(&_ai_settings_desc, slot); } /** Window for displaying the textfile of a AI. */ struct ScriptTextfileWindow : public TextfileWindow { CompanyID slot; ///< View the textfile of this CompanyID slot. ScriptTextfileWindow(TextfileType file_type, CompanyID slot) : TextfileWindow(file_type), slot(slot) { const char *textfile = GetConfig(slot)->GetTextfile(file_type, slot); this->LoadTextfile(textfile, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR); } /* virtual */ void SetStringParameters(int widget) const { if (widget == WID_TF_CAPTION) { SetDParam(0, (slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI); SetDParamStr(1, GetConfig(slot)->GetName()); } } }; /** * Open the AI version of the textfile window. * @param file_type The type of textfile to display. * @param slot The slot the Script is using. */ void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot) { DeleteWindowByClass(WC_TEXTFILE); new ScriptTextfileWindow(file_type, slot); } /** Widgets for the configure AI window. */ static const NWidgetPart _nested_ai_config_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_MAUVE), NWidget(WWT_CAPTION, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), EndContainer(), NWidget(WWT_PANEL, COLOUR_MAUVE, WID_AIC_BACKGROUND), NWidget(NWID_VERTICAL), SetPIP(4, 4, 4), NWidget(NWID_HORIZONTAL), SetPIP(7, 0, 7), NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_AIC_DECREASE), SetFill(0, 1), SetDataTip(AWV_DECREASE, STR_NULL), NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_AIC_INCREASE), SetFill(0, 1), SetDataTip(AWV_INCREASE, STR_NULL), NWidget(NWID_SPACER), SetMinimalSize(6, 0), NWidget(WWT_TEXT, COLOUR_MAUVE, WID_AIC_NUMBER), SetDataTip(STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS, STR_NULL), SetFill(1, 0), SetPadding(1, 0, 0, 0), EndContainer(), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_MOVE_UP), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_CONFIG_MOVE_UP, STR_AI_CONFIG_MOVE_UP_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_MOVE_DOWN), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_CONFIG_MOVE_DOWN, STR_AI_CONFIG_MOVE_DOWN_TOOLTIP), EndContainer(), EndContainer(), NWidget(WWT_FRAME, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_AI, STR_NULL), SetPadding(0, 5, 0, 5), NWidget(NWID_HORIZONTAL), NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_LIST), SetMinimalSize(288, 112), SetFill(1, 0), SetDataTip(0x801, STR_AI_CONFIG_AILIST_TOOLTIP), SetScrollbar(WID_AIC_SCROLLBAR), NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIC_SCROLLBAR), EndContainer(), EndContainer(), NWidget(NWID_SPACER), SetMinimalSize(0, 9), NWidget(WWT_FRAME, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_GAMESCRIPT, STR_NULL), SetPadding(0, 5, 4, 5), NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_GAMELIST), SetMinimalSize(288, 14), SetFill(1, 0), SetDataTip(0x101, STR_AI_CONFIG_GAMELIST_TOOLTIP), EndContainer(), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CHANGE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_CONFIG_CHANGE, STR_AI_CONFIG_CHANGE_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONFIGURE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_CONFIG_CONFIGURE, STR_AI_CONFIG_CONFIGURE_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CLOSE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL), EndContainer(), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_README), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_README, STR_NULL), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_CHANGELOG), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_CHANGELOG, STR_NULL), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_LICENSE), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_LICENCE, STR_NULL), EndContainer(), NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONTENT_DOWNLOAD), SetFill(1, 0), SetMinimalSize(279, 12), SetPadding(0, 7, 9, 7), SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT), EndContainer(), }; /** Window definition for the configure AI window. */ static const WindowDesc _ai_config_desc( WDP_CENTER, 0, 0, WC_GAME_OPTIONS, WC_NONE, 0, _nested_ai_config_widgets, lengthof(_nested_ai_config_widgets) ); /** * Window to configure which AIs will start. */ struct AIConfigWindow : public Window { CompanyID selected_slot; ///< The currently selected AI slot or \c INVALID_COMPANY. int line_height; ///< Height of a single AI-name line. Scrollbar *vscroll; ///< Cache of the vertical scrollbar. AIConfigWindow() : Window() { this->InitNested(&_ai_config_desc, WN_GAME_OPTIONS_AI); // Initializes 'this->line_height' as a side effect. this->vscroll = this->GetScrollbar(WID_AIC_SCROLLBAR); this->selected_slot = INVALID_COMPANY; NWidgetCore *nwi = this->GetWidget(WID_AIC_LIST); this->vscroll->SetCapacity(nwi->current_y / this->line_height); this->vscroll->SetCount(MAX_COMPANIES); nwi->widget_data = (this->vscroll->GetCapacity() << MAT_ROW_START) + (1 << MAT_COL_START); this->OnInvalidateData(0); } ~AIConfigWindow() { DeleteWindowByClass(WC_AI_LIST); DeleteWindowByClass(WC_AI_SETTINGS); } virtual void SetStringParameters(int widget) const { switch (widget) { case WID_AIC_NUMBER: SetDParam(0, GetGameSettings().difficulty.max_no_competitors); break; case WID_AIC_CHANGE: switch (selected_slot) { case OWNER_DEITY: SetDParam(0, STR_AI_CONFIG_CHANGE_GAMESCRIPT); break; case INVALID_COMPANY: SetDParam(0, STR_AI_CONFIG_CHANGE_NONE); break; default: SetDParam(0, STR_AI_CONFIG_CHANGE_AI); break; } break; } } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) { switch (widget) { case WID_AIC_GAMELIST: case WID_AIC_LIST: this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; size->height = GB(this->GetWidget(widget)->widget_data, MAT_ROW_START, MAT_ROW_BITS) * this->line_height; break; } } /** * Can the AI config in the given company slot be edited? * @param slot The slot to query. * @return True if and only if the given AI Config slot can e edited. */ static bool IsEditable(CompanyID slot) { if (slot == OWNER_DEITY) return _game_mode != GM_NORMAL; if (_game_mode != GM_NORMAL) { return slot > 0 && slot <= GetGameSettings().difficulty.max_no_competitors; } if (Company::IsValidID(slot) || slot < 0) return false; int max_slot = GetGameSettings().difficulty.max_no_competitors; for (CompanyID cid = COMPANY_FIRST; cid < (CompanyID)max_slot && cid < MAX_COMPANIES; cid++) { if (Company::IsValidHumanID(cid)) max_slot++; } return slot < max_slot; } virtual void DrawWidget(const Rect &r, int widget) const { switch (widget) { case WID_AIC_GAMELIST: { StringID text = STR_AI_CONFIG_NONE; if (GameConfig::GetConfig()->GetInfo() != NULL) { SetDParamStr(0, GameConfig::GetConfig()->GetInfo()->GetName()); text = STR_JUST_RAW_STRING; } DrawString(r.left + 10, r.right - 10, r.top + WD_MATRIX_TOP, text, (this->selected_slot == OWNER_DEITY) ? TC_WHITE : (IsEditable(OWNER_DEITY) ? TC_ORANGE : TC_SILVER)); break; } case WID_AIC_LIST: { int y = r.top; for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < MAX_COMPANIES; i++) { StringID text; if ((_game_mode != GM_NORMAL && i == 0) || (_game_mode == GM_NORMAL && Company::IsValidHumanID(i))) { text = STR_AI_CONFIG_HUMAN_PLAYER; } else if (AIConfig::GetConfig((CompanyID)i)->GetInfo() != NULL) { SetDParamStr(0, AIConfig::GetConfig((CompanyID)i)->GetInfo()->GetName()); text = STR_JUST_RAW_STRING; } else { text = STR_AI_CONFIG_RANDOM_AI; } DrawString(r.left + 10, r.right - 10, y + WD_MATRIX_TOP, text, (this->selected_slot == i) ? TC_WHITE : (IsEditable((CompanyID)i) ? TC_ORANGE : TC_SILVER)); y += this->line_height; } break; } } } virtual void OnClick(Point pt, int widget, int click_count) { if (widget >= WID_AIC_TEXTFILE && widget < WID_AIC_TEXTFILE + TFT_END) { if (this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot) == NULL) return; ShowScriptTextfileWindow((TextfileType)(widget - WID_AIC_TEXTFILE), this->selected_slot); return; } switch (widget) { case WID_AIC_DECREASE: case WID_AIC_INCREASE: { int new_value; if (widget == WID_AIC_DECREASE) { new_value = max(0, GetGameSettings().difficulty.max_no_competitors - 1); } else { new_value = min(MAX_COMPANIES - 1, GetGameSettings().difficulty.max_no_competitors + 1); } IConsoleSetSetting("difficulty.max_no_competitors", new_value); this->InvalidateData(); break; } case WID_AIC_GAMELIST: { this->selected_slot = OWNER_DEITY; this->InvalidateData(); if (click_count > 1 && this->selected_slot != INVALID_COMPANY) ShowAIListWindow((CompanyID)this->selected_slot); break; } case WID_AIC_LIST: { // Select a slot this->selected_slot = (CompanyID)this->vscroll->GetScrolledRowFromWidget(pt.y, this, widget, 0, this->line_height); this->InvalidateData(); if (click_count > 1 && this->selected_slot != INVALID_COMPANY) ShowAIListWindow((CompanyID)this->selected_slot); break; } case WID_AIC_MOVE_UP: if (IsEditable(this->selected_slot) && IsEditable((CompanyID)(this->selected_slot - 1))) { Swap(GetGameSettings().ai_config[this->selected_slot], GetGameSettings().ai_config[this->selected_slot - 1]); this->selected_slot--; this->vscroll->ScrollTowards(this->selected_slot); this->InvalidateData(); } break; case WID_AIC_MOVE_DOWN: if (IsEditable(this->selected_slot) && IsEditable((CompanyID)(this->selected_slot + 1))) { Swap(GetGameSettings().ai_config[this->selected_slot], GetGameSettings().ai_config[this->selected_slot + 1]); this->selected_slot++; this->vscroll->ScrollTowards(this->selected_slot); this->InvalidateData(); } break; case WID_AIC_CHANGE: // choose other AI ShowAIListWindow((CompanyID)this->selected_slot); break; case WID_AIC_CONFIGURE: // change the settings for an AI ShowAISettingsWindow((CompanyID)this->selected_slot); break; case WID_AIC_CLOSE: delete this; break; case WID_AIC_CONTENT_DOWNLOAD: if (!_network_available) { ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR); } else { #if defined(ENABLE_NETWORK) ShowNetworkContentListWindow(NULL, CONTENT_TYPE_AI); _network_content_client.RequestContentList(CONTENT_TYPE_GAME); #endif } break; } } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { if (!IsEditable(this->selected_slot)) { this->selected_slot = INVALID_COMPANY; } if (!gui_scope) return; this->SetWidgetDisabledState(WID_AIC_DECREASE, GetGameSettings().difficulty.max_no_competitors == 0); this->SetWidgetDisabledState(WID_AIC_INCREASE, GetGameSettings().difficulty.max_no_competitors == MAX_COMPANIES - 1); this->SetWidgetDisabledState(WID_AIC_CHANGE, this->selected_slot == INVALID_COMPANY); this->SetWidgetDisabledState(WID_AIC_CONFIGURE, this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot)->GetConfigList()->size() == 0); this->SetWidgetDisabledState(WID_AIC_MOVE_UP, this->selected_slot == OWNER_DEITY || this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot - 1))); this->SetWidgetDisabledState(WID_AIC_MOVE_DOWN, this->selected_slot == OWNER_DEITY || this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot + 1))); for (TextfileType tft = TFT_BEGIN; tft < TFT_END; tft++) { this->SetWidgetDisabledState(WID_AIC_TEXTFILE + tft, this->selected_slot == INVALID_COMPANY || (GetConfig(this->selected_slot)->GetTextfile(tft, this->selected_slot) == NULL)); } } }; /** Open the AI config window. */ void ShowAIConfigWindow() { DeleteWindowByClass(WC_GAME_OPTIONS); new AIConfigWindow(); } /** * Set the widget colour of a button based on the * 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, bool paused) { /* 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; } return false; } /** * Window with everything an AI prints via ScriptLog. */ struct AIDebugWindow : public QueryStringBaseWindow { static const int top_offset; ///< Offset of the text at the top of the WID_AID_LOG_PANEL. static const int bottom_offset; ///< Offset of the text at the bottom of the WID_AID_LOG_PANEL. static const unsigned int MAX_BREAK_STR_STRING_LENGTH = 256; ///< Maximum length of the break string. static CompanyID ai_debug_company; ///< The AI that is (was last) being debugged. int redraw_timer; ///< Timer for redrawing the window, otherwise it'll happen every tick. int last_vscroll_pos; ///< Last position of the scrolling. bool autoscroll; ///< Whether automatically scrolling should be enabled or not. bool show_break_box; ///< Whether the break/debug box is visible. static bool break_check_enabled; ///< Stop an AI when it prints a matching string static char break_string[MAX_BREAK_STR_STRING_LENGTH]; ///< The string to match to the AI output static StringFilter break_string_filter; ///< Log filter for break. static bool case_sensitive_break_check; ///< Is the matching done case-sensitive int highlight_row; ///< The output row that matches the given string, or -1 Scrollbar *vscroll; ///< Cache of the vertical scrollbar. ScriptLog::LogData *GetLogPointer() const { if (ai_debug_company == OWNER_DEITY) return (ScriptLog::LogData *)Game::GetInstance()->GetLogPointer(); return (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer(); } /** * Constructor for the window. * @param desc The description of the window. * @param number The window number (actually unused). */ AIDebugWindow(const WindowDesc *desc, WindowNumber number) : QueryStringBaseWindow(MAX_BREAK_STR_STRING_LENGTH) { this->CreateNestedTree(desc); this->vscroll = this->GetScrollbar(WID_AID_SCROLLBAR); this->show_break_box = _settings_client.gui.ai_developer_tools; this->GetWidget(WID_AID_BREAK_STRING_WIDGETS)->SetDisplayedPlane(this->show_break_box ? 0 : SZSP_HORIZONTAL); this->FinishInitNested(desc, number); if (!this->show_break_box) break_check_enabled = false; /* Disable the companies who are not active or not an AI */ for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i)); } this->EnableWidget(WID_AID_SCRIPT_GAME); this->DisableWidget(WID_AID_RELOAD_TOGGLE); this->DisableWidget(WID_AID_SETTINGS); this->DisableWidget(WID_AID_CONTINUE_BTN); this->last_vscroll_pos = 0; this->autoscroll = true; this->highlight_row = -1; this->text.Initialize(this->edit_str_buf, this->edit_str_size, MAX_BREAK_STR_STRING_LENGTH); /* Restore the break string value from static variable */ strecpy(this->edit_str_buf, this->break_string, this->edit_str_buf + MAX_BREAK_STR_STRING_LENGTH); this->text.UpdateSize(); /* 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); } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) { if (widget == WID_AID_LOG_PANEL) { resize->height = FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL; size->height = 14 * resize->height + this->top_offset + this->bottom_offset; } } virtual void OnPaint() { /* Check if the currently selected company is still active. */ if (ai_debug_company == INVALID_COMPANY || (ai_debug_company != OWNER_DEITY && !Company::IsValidAiID(ai_debug_company))) { if (ai_debug_company != INVALID_COMPANY) { /* Raise the widget for the previous selection. */ this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); ai_debug_company = INVALID_COMPANY; } const Company *c; FOR_ALL_COMPANIES(c) { if (c->is_ai) { /* Lower the widget corresponding to this company. */ this->LowerWidget(c->index + WID_AID_COMPANY_BUTTON_START); ai_debug_company = c->index; break; } } /* If no AI is available, see if there is a game script. */ if (ai_debug_company == INVALID_COMPANY && Game::GetInstance() != NULL) { /* Lower the widget corresponding to the game script. */ this->LowerWidget(WID_AID_SCRIPT_GAME); ai_debug_company = OWNER_DEITY; } } /* Update "Reload AI" and "AI settings" buttons */ this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY); this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY); this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL); /* Draw standard stuff */ this->DrawWidgets(); if (this->IsShaded()) return; // Don't draw anything when the window is shaded. /* Paint the company icons */ for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { NWidgetCore *button = this->GetWidget(i + WID_AID_COMPANY_BUTTON_START); bool dirty = false; bool valid = Company::IsValidAiID(i); bool disabled = !valid; if (button->IsDisabled() != disabled) { /* Invalid/non-AI companies have button disabled */ button->SetDisabled(disabled); dirty = true; } /* 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, paused) || dirty; /* Do we need a repaint? */ if (dirty) this->SetDirty(); /* Draw company icon only for valid AI companies */ if (!valid) continue; byte offset = (i == ai_debug_company) ? 1 : 0; DrawCompanyIcon(i, button->pos_x + button->current_x / 2 - 7 + offset, this->GetWidget(WID_AID_COMPANY_BUTTON_START + i)->pos_y + 2 + offset); } /* 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(WID_AID_SCRIPT_GAME); if (SetScriptButtonColour(*button, dead, paused)) { /* Re-paint if the button was updated. */ this->SetWidgetDirty(WID_AID_SCRIPT_GAME); } /* If there are no active companies, don't display anything else. */ if (ai_debug_company == INVALID_COMPANY) return; ScriptLog::LogData *log = this->GetLogPointer(); int scroll_count = (log == NULL) ? 0 : log->used; if (this->vscroll->GetCount() != scroll_count) { this->vscroll->SetCount(scroll_count); /* We need a repaint */ this->SetWidgetDirty(WID_AID_SCROLLBAR); } if (log == NULL) return; /* Detect when the user scrolls the window. Enable autoscroll when the * bottom-most line becomes visible. */ if (this->last_vscroll_pos != this->vscroll->GetPosition()) { this->autoscroll = this->vscroll->GetPosition() >= log->used - this->vscroll->GetCapacity(); } if (this->autoscroll) { int scroll_pos = max(0, log->used - this->vscroll->GetCapacity()); if (scroll_pos != this->vscroll->GetPosition()) { this->vscroll->SetPosition(scroll_pos); /* We need a repaint */ this->SetWidgetDirty(WID_AID_SCROLLBAR); this->SetWidgetDirty(WID_AID_LOG_PANEL); } } this->last_vscroll_pos = this->vscroll->GetPosition(); } virtual void SetStringParameters(int widget) const { switch (widget) { case WID_AID_NAME_TEXT: if (ai_debug_company == OWNER_DEITY) { const GameInfo *info = Game::GetInfo(); assert(info != NULL); SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION); SetDParamStr(1, info->GetName()); SetDParam(2, info->GetVersion()); } else if (ai_debug_company == INVALID_COMPANY || !Company::IsValidAiID(ai_debug_company)) { SetDParam(0, STR_EMPTY); } else { const AIInfo *info = Company::Get(ai_debug_company)->ai_info; assert(info != NULL); SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION); SetDParamStr(1, info->GetName()); SetDParam(2, info->GetVersion()); } break; } } virtual void DrawWidget(const Rect &r, int widget) const { if (ai_debug_company == INVALID_COMPANY) return; switch (widget) { case WID_AID_LOG_PANEL: { ScriptLog::LogData *log = this->GetLogPointer(); if (log == NULL) return; int y = this->top_offset; for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < log->used; i++) { int pos = (i + log->pos + 1 - log->used + log->count) % log->count; if (log->lines[pos] == NULL) break; TextColour colour; switch (log->type[pos]) { case ScriptLog::LOG_SQ_INFO: colour = TC_BLACK; break; case ScriptLog::LOG_SQ_ERROR: colour = TC_RED; break; case ScriptLog::LOG_INFO: colour = TC_BLACK; break; case ScriptLog::LOG_WARNING: colour = TC_YELLOW; break; case ScriptLog::LOG_ERROR: colour = TC_RED; break; default: colour = TC_BLACK; break; } /* Check if the current line should be highlighted */ if (pos == this->highlight_row) { GfxFillRect(r.left + 1, r.top + y, r.right - 1, r.top + y + this->resize.step_height - WD_PAR_VSEP_NORMAL, PC_BLACK); if (colour == TC_BLACK) colour = TC_WHITE; // Make black text readable by inverting it to white. } DrawString(r.left + 7, r.right - 7, r.top + y, log->lines[pos], colour, SA_LEFT | SA_FORCE); y += this->resize.step_height; } break; } } } /** * Change all settings to select another AI. * @param show_ai The new AI to show. */ void ChangeToAI(CompanyID show_ai) { if (ai_debug_company == OWNER_DEITY) { this->RaiseWidget(WID_AID_SCRIPT_GAME); } else { this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); } ai_debug_company = show_ai; ScriptLog::LogData *log = this->GetLogPointer(); this->vscroll->SetCount((log == NULL) ? 0 : log->used); 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(); /* Close AI settings window to prevent confusion */ DeleteWindowByClass(WC_AI_SETTINGS); } virtual void OnClick(Point pt, int widget, int click_count) { /* Also called for hotkeys, so check for disabledness */ if (this->IsWidgetDisabled(widget)) return; /* Check which button is clicked */ if (IsInsideMM(widget, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END + 1)) { ChangeToAI((CompanyID)(widget - WID_AID_COMPANY_BUTTON_START)); } switch (widget) { case WID_AID_SCRIPT_GAME: ChangeToAI(OWNER_DEITY); break; case WID_AID_RELOAD_TOGGLE: if (ai_debug_company == OWNER_DEITY) break; /* First kill the company of the AI, then start a new one. This should start the current AI again */ DoCommandP(0, 2 | ai_debug_company << 16, CRR_MANUAL, CMD_COMPANY_CTRL); DoCommandP(0, 1 | ai_debug_company << 16, 0, CMD_COMPANY_CTRL); break; case WID_AID_SETTINGS: ShowAISettingsWindow(ai_debug_company); break; case WID_AID_BREAK_STR_ON_OFF_BTN: this->break_check_enabled = !this->break_check_enabled; this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled); this->SetWidgetDirty(WID_AID_BREAK_STR_ON_OFF_BTN); break; case WID_AID_MATCH_CASE_BTN: this->case_sensitive_break_check = !this->case_sensitive_break_check; this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check); this->SetWidgetDirty(WID_AID_MATCH_CASE_BTN); break; case WID_AID_CONTINUE_BTN: /* 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); break; } } virtual EventState OnKeyPress(uint16 key, uint16 keycode) { EventState state = ES_NOT_HANDLED; switch (this->HandleEditBoxKey(WID_AID_BREAK_STR_EDIT_BOX, key, keycode, state)) { case HEBR_EDITING: /* Save the current string to static member so it can be restored next time the window is opened. */ strecpy(this->break_string, this->edit_str_buf, lastof(this->break_string)); break_string_filter.SetFilterTerm(this->break_string); break; case HEBR_CANCEL: /* Unfocus the text box. */ this->UnfocusFocusedWidget(); break; case HEBR_NOT_FOCUSED: { /* Edit boxs is not globally foused => handle hotkeys of AI Debug window. */ int num = CheckHotkeyMatch(aidebug_hotkeys, keycode, this); if (num == -1) return ES_NOT_HANDLED; if (this->show_break_box && num == WID_AID_BREAK_STR_EDIT_BOX) { this->SetFocusedWidget(WID_AID_BREAK_STR_EDIT_BOX); SetFocusedWindow(this); state = ES_HANDLED; } else if (this->show_break_box || num < WID_AID_BREAK_STRING_WIDGETS) { this->OnClick(Point(), num, 1); state = ES_HANDLED; } break; } default: break; } return state; } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { if (data == -1 || ai_debug_company == data) this->SetDirty(); /* 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 (!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(); if (log != NULL) { this->break_string_filter.ResetState(); this->break_string_filter.AddLine(log->lines[log->pos]); if (this->break_string_filter.GetState()) { /* 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); } /* Make it possible to click on the continue button */ this->EnableWidget(WID_AID_CONTINUE_BTN); this->SetWidgetDirty(WID_AID_CONTINUE_BTN); /* Highlight row that matched */ this->highlight_row = log->pos; } } } } virtual void OnResize() { this->vscroll->SetCapacityFromWidget(this, WID_AID_LOG_PANEL); } static Hotkey aidebug_hotkeys[]; }; const int AIDebugWindow::top_offset = WD_FRAMERECT_TOP + 2; const int AIDebugWindow::bottom_offset = WD_FRAMERECT_BOTTOM; CompanyID AIDebugWindow::ai_debug_company = INVALID_COMPANY; char AIDebugWindow::break_string[MAX_BREAK_STR_STRING_LENGTH] = ""; bool AIDebugWindow::break_check_enabled = true; bool AIDebugWindow::case_sensitive_break_check = false; StringFilter AIDebugWindow::break_string_filter(&AIDebugWindow::case_sensitive_break_check); /** Make a number of rows with buttons for each company for the AI debug window. */ NWidgetBase *MakeCompanyButtonRowsAIDebug(int *biggest_index) { return MakeCompanyButtonRows(biggest_index, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP); } Hotkey AIDebugWindow::aidebug_hotkeys[] = { Hotkey('1', "company_1", WID_AID_COMPANY_BUTTON_START), Hotkey('2', "company_2", WID_AID_COMPANY_BUTTON_START + 1), Hotkey('3', "company_3", WID_AID_COMPANY_BUTTON_START + 2), Hotkey('4', "company_4", WID_AID_COMPANY_BUTTON_START + 3), Hotkey('5', "company_5", WID_AID_COMPANY_BUTTON_START + 4), Hotkey('6', "company_6", WID_AID_COMPANY_BUTTON_START + 5), Hotkey('7', "company_7", WID_AID_COMPANY_BUTTON_START + 6), Hotkey('8', "company_8", WID_AID_COMPANY_BUTTON_START + 7), Hotkey('9', "company_9", WID_AID_COMPANY_BUTTON_START + 8), Hotkey((uint16)0, "company_10", WID_AID_COMPANY_BUTTON_START + 9), Hotkey((uint16)0, "company_11", WID_AID_COMPANY_BUTTON_START + 10), Hotkey((uint16)0, "company_12", WID_AID_COMPANY_BUTTON_START + 11), Hotkey((uint16)0, "company_13", WID_AID_COMPANY_BUTTON_START + 12), Hotkey((uint16)0, "company_14", WID_AID_COMPANY_BUTTON_START + 13), Hotkey((uint16)0, "company_15", WID_AID_COMPANY_BUTTON_START + 14), Hotkey('S', "settings", WID_AID_SETTINGS), Hotkey('0', "game_script", WID_AID_SCRIPT_GAME), Hotkey((uint16)0, "reload", WID_AID_RELOAD_TOGGLE), Hotkey('B', "break_toggle", WID_AID_BREAK_STR_ON_OFF_BTN), Hotkey('F', "break_string", WID_AID_BREAK_STR_EDIT_BOX), Hotkey('C', "match_case", WID_AID_MATCH_CASE_BTN), Hotkey(WKC_RETURN, "continue", WID_AID_CONTINUE_BTN), HOTKEY_LIST_END(AIDebugWindow) }; Hotkey *_aidebug_hotkeys = AIDebugWindow::aidebug_hotkeys; /** Widgets for the AI debug window. */ static const NWidgetPart _nested_ai_debug_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_GREY), NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_AI_DEBUG, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_SHADEBOX, COLOUR_GREY), NWidget(WWT_STICKYBOX, COLOUR_GREY), EndContainer(), NWidget(WWT_PANEL, COLOUR_GREY, WID_AID_VIEW), NWidgetFunction(MakeCompanyButtonRowsAIDebug), SetPadding(0, 2, 1, 2), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_SCRIPT_GAME), SetMinimalSize(100, 20), SetResize(1, 0), SetDataTip(STR_AI_GAME_SCRIPT, STR_AI_GAME_SCRIPT_TOOLTIP), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_NAME_TEXT), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_JUST_STRING, STR_AI_DEBUG_NAME_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_SETTINGS), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_SETTINGS, STR_AI_DEBUG_SETTINGS_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_RELOAD_TOGGLE), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_RELOAD, STR_AI_DEBUG_RELOAD_TOOLTIP), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_VERTICAL), /* Log panel */ NWidget(WWT_PANEL, COLOUR_GREY, WID_AID_LOG_PANEL), SetMinimalSize(287, 180), SetResize(1, 1), SetScrollbar(WID_AID_SCROLLBAR), EndContainer(), /* Break string widgets */ NWidget(NWID_SELECTION, INVALID_COLOUR, WID_AID_BREAK_STRING_WIDGETS), NWidget(NWID_HORIZONTAL), NWidget(WWT_IMGBTN_2, COLOUR_GREY, WID_AID_BREAK_STR_ON_OFF_BTN), SetFill(0, 1), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP), NWidget(WWT_PANEL, COLOUR_GREY), NWidget(NWID_HORIZONTAL), NWidget(WWT_LABEL, COLOUR_GREY), SetPadding(2, 2, 2, 4), SetDataTip(STR_AI_DEBUG_BREAK_ON_LABEL, 0x0), NWidget(WWT_EDITBOX, COLOUR_WHITE, WID_AID_BREAK_STR_EDIT_BOX), SetFill(1, 1), SetResize(1, 0), SetPadding(2, 2, 2, 2), SetDataTip(STR_AI_DEBUG_BREAK_STR_OSKTITLE, STR_AI_DEBUG_BREAK_STR_TOOLTIP), EndContainer(), EndContainer(), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_MATCH_CASE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_MATCH_CASE, STR_AI_DEBUG_MATCH_CASE_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_CONTINUE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_CONTINUE, STR_AI_DEBUG_CONTINUE_TOOLTIP), EndContainer(), EndContainer(), EndContainer(), NWidget(NWID_VERTICAL), NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_AID_SCROLLBAR), NWidget(WWT_RESIZEBOX, COLOUR_GREY), EndContainer(), EndContainer(), }; /** Window definition for the AI debug window. */ static const WindowDesc _ai_debug_desc( WDP_AUTO, 600, 450, WC_AI_DEBUG, WC_NONE, 0, _nested_ai_debug_widgets, lengthof(_nested_ai_debug_widgets) ); /** * Open the AI debug window and select the given company. * @param show_company Display debug information about this AI company. */ Window *ShowAIDebugWindow(CompanyID show_company) { if (!_networking || _network_server) { AIDebugWindow *w = (AIDebugWindow *)BringWindowToFrontById(WC_AI_DEBUG, 0); if (w == NULL) w = new AIDebugWindow(&_ai_debug_desc, 0); if (show_company != INVALID_COMPANY) w->ChangeToAI(show_company); return w; } else { ShowErrorMessage(STR_ERROR_AI_DEBUG_SERVER_ONLY, INVALID_STRING_ID, WL_INFO); } return NULL; } /** * Handler for global AI debug window hotkeys. */ EventState AIDebugGlobalHotkeys(uint16 key, uint16 keycode) { int num = CheckHotkeyMatch(_aidebug_hotkeys, keycode, NULL, true); if (num == -1) return ES_NOT_HANDLED; Window *w = ShowAIDebugWindow(INVALID_COMPANY); if (w == NULL) return ES_NOT_HANDLED; return w->OnKeyPress(key, keycode); } /** * Reset the AI windows to their initial state. */ void InitializeAIGui() { AIDebugWindow::ai_debug_company = INVALID_COMPANY; } /** Open the AI debug window if one of the AI scripts has crashed. */ void ShowAIDebugWindowIfAIError() { /* Network clients can't debug AIs. */ if (_networking && !_network_server) return; Company *c; FOR_ALL_COMPANIES(c) { if (c->is_ai && c->ai_instance->IsDead()) { ShowAIDebugWindow(c->index); break; } } GameInstance *g = Game::GetGameInstance(); if (g != NULL && g->IsDead()) { ShowAIDebugWindow(OWNER_DEITY); } }