/* $Id$ */ /* * 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_info_docs.hpp Description of the functions an AI can/must provide in AIInfo. */ /* This file exists purely for doxygen purposes. */ #ifdef DOXYGEN_SKIP /** * 'Abstract' class of the class AIs/AI libraries use to register themselves. * * @note This class is not part of the API. It is purely to document what * AIs must or can implemented to provide information to OpenTTD to * base configuring/starting/loading the AI on. * * @note The required functions are also needed for AI Libraries. As such * the information here can be used for libraries, but the information * will not be shown in the GUI except for error/debug messages. */ class AIInfo { public: /** * Gets the author name to be shown in the 'Available AIs' window. * * @return The author name of the AI. * @note This function is required. */ string GetAuthor(); /** * Gets the AIs name. This is shown in the 'Available AIs' window * and at all other places where the AI is mentioned, like the debug * window or OpenTTD's help message. The name is used to uniquely * identify an AI within OpenTTD and this name is used in savegames * and the configuration file. * * @return The name of the AI. * @note This function is required. */ string GetName(); /** * Gets a 4 ASCII character short name of the AI to uniquely * identify it from other AIs. The short name is primarily * used as unique identifier for the content system. * The content system uses besides the short name also the * MD5 checksum of all the source files to uniquely identify * a specific version of the AI. * * The short name must consist of precisely four ASCII * characters, or more precisely four non-zero bytes. * * @return The name of the AI. * @note This function is required. */ string GetShortName(); /** * Gets the description to be shown in the 'Available AIs' window. * * @return The description for the AI. * @note This function is required. */ string GetDescription(); /** * Gets the version of the AI. This is a number to (in theory) * uniquely identify the versions of an AI. Generally the * 'instance' of an AI with the highest version is chosen to * be loaded. * * When OpenTTD finds, during starting, a duplicate AI with the * same version number one is randomly chosen. So it is * important that this number is regularly updated/incremented. * * @return The version number of the AI. * @note This function is required. */ int GetVersion(); /** * Gets the lowest version of the AI that OpenTTD can still load * the savegame of. In other words, from which version until this * version can the AI load the savegames. * * If this function does not exist OpenTTD assumes it can only * load savegames of this version. As such it will not upgrade * to this version upon load. * * @return The lowest version number we load the savegame data. * @note This function is optional. */ int MinVersionToLoad(); /** * Gets the development/release date of the AI. * * The intention of this is to give the user an idea how old the * AI is and whether there might be a newer version. * * @return The development/release date for the AI. * @note This function is required. */ string GetDate(); /** * Can this AI be used as random AI? * * The idea behind this function is to 'forbid' highly * competitive or other special AIs from running in games unless * the user explicitly selects the AI to be loaded. This to * try to prevent users from complaining that the AI is too * aggressive or does not build profitable routes. * * If this function does not exist OpenTTD assumes the AI can * be used as random AI. As such it will be randomly chosen. * * @return True if the AI can be used as random AI. * @note This function is optional. */ bool UseAsRandomAI(); /** * Gets the name of main class of the AI so OpenTTD knows * what class to instantiate. * * @return The class name of the AI. * @note This function is required. */ string CreateInstance(); /** * Gets the API version this AI is written for. If this function * does not exist API compatability with version 0.7 is assumed. * If the function returns something OpenTTD does not understand, * for example a newer version or a string that is not a version, * the AI will not be loaded. * * Although in the future we might need to make a separate * compatability 'wrapper' for a specific version of OpenTTD, for * example '0.7.1', we will use only the major and minor number * and not the bugfix number as valid return for this function. * * Valid return values are: * - "0.7" * - "1.0" * * @return The version this AI is compatible with. * @note This function is optional. */ string GetAPIVersion(); /** * Gets the URL to be shown in the 'this AI has crashed' message * and in the 'Available AIs' window. If this function does not * exist no URL will be shown. * * This function purely exists to redirect users of the AI to the * right place on the internet to discuss the AI and report bugs * of this AI. * * @return The URL to show. * @note This function is optional. */ string GetURL(); /** * Gets the settings that OpenTTD shows in the "AI Parameters" window * so the user can customize the AI. This is a special function that * doesn't need to return anything. Instead you can call AddSetting * and AddLabels here. * * @note This function is optional. */ void GetSettings(); /** Miscellaneous flags for AI settings. */ enum AIConfigFlags { AICONFIG_NONE, //!< Normal setting. AICONFIG_RANDOM, //!< When randomizing the AI, pick any value between min_value and max_value. AICONFIG_BOOLEAN, //!< This value is a boolean (either 0 (false) or 1 (true) ). }; /** * Add a user configurable setting for this AI. You can call this * as many times as you have settings. * @param setting_description A table with all information about a * single setting. The table should have the following name/value pairs: * - name The name of the setting, this is used in openttd.cfg to * store the current configuration of AIs. Required. * - description A single line describing the setting. Required. * - min_value The minimum value of this setting. Required for integer * settings and not allowed for boolean settings. * - max_value The maximum value of this setting. Required for integer * settings and not allowed for boolean settings. * - easy_value The default value if the easy difficulty level * is selected. Required. * - medium_value The default value if the medium difficulty level * is selected. Required. * - hard_value The default value if the hard difficulty level * is selected. Required. * - custom_value The default value if the custom difficulty level * is selected. Required. * - random_deviation If this property has a nonzero value, then the * actual value of the setting in game will be * user_configured_value + random(-random_deviation, random_deviation). * Not allowed if the AICONFIG_RANDOM flag is set, otherwise optional. * - step_size The increase/decrease of the value every time the user * clicks one of the up/down arrow buttons. Optional, default is 1. * - flags Bitmask of some flags, see AIConfigFlags. Required. * * @note This is a function provided by OpenTTD, you don't have to * include it in your AI but should just call it from GetSettings. */ void AddSetting(table setting_description); /** * Add labels for the values of a setting. Instead of a number the * user will see the corresponding name. * @param setting_name The name of the setting. * @param value_names A table that maps values to names. The first * character of every identifier is ignored and the rest should * be the an integer of the value you define a name for. The value * is a short description of that value. * To define labels for a setting named "competition_level" you could * for example call it like this: * AddLabels("competition_level", {_0 = "no competition", _1 = "some competition", * _2 = "a lot of competition"}); * * @note This is a function provided by OpenTTD, you don't have to * include it in your AI but should just call it from GetSettings. */ void AddLabels(const char *setting_name, table value_names); }; #endif