summaryrefslogtreecommitdiff
path: root/src/ai/ai_config.cpp
blob: c0ae018480df42051b986b6a26e1ff35461230f5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
/* $Id$ */

/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @file ai_config.cpp Implementation of AIConfig. */

#include "../stdafx.h"
#include "../openttd.h"
#include "../settings_type.h"
#include "../core/random_func.hpp"
#include "ai.hpp"
#include "ai_config.hpp"

void AIConfig::ChangeAI(const char *name, int version, bool force_exact_match, 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, force_exact_match);
	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);

	/* The special casing for start_date is here to ensure that the
	 *  start_date setting won't change even if you chose another AI. */
	int start_date = this->GetSetting("start_date");

	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		free((void*)(*it).first);
	}
	this->settings.clear();

	this->SetSetting("start_date", start_date);

	if (_game_mode == GM_NORMAL && this->info != NULL) {
		/* If we're in an existing game and the AI is changed, set all settings
		 *  for the AI that have the random flag to a random value. */
		for (AIConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
			if ((*it).flags & AICONFIG_RANDOM) {
				this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
			}
		}
		this->AddRandomDeviation();
	}

}

AIConfig::AIConfig(const AIConfig *config)
{
	this->name = (config->name == NULL) ? NULL : strdup(config->name);
	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;
	}
	this->AddRandomDeviation();
}

AIConfig::~AIConfig()
{
	free((void *)this->name);
	this->ResetSettings();
	if (this->config_list != NULL) delete this->config_list;
}

AIInfo *AIConfig::GetInfo() const
{
	return this->info;
}

bool AIConfig::ResetInfo()
{
	this->info = AI::FindInfo(this->name, -1, false);
	return this->info != NULL;
}

const AIConfigItemList *AIConfig::GetConfigList()
{
	if (this->info != NULL) return this->info->GetConfigList();
	if (this->config_list == NULL) {
		this->config_list = new AIConfigItemList();
		this->config_list->push_back(_start_date_config);
	}
	return this->config_list;
}

AIConfig *AIConfig::GetConfig(CompanyID company, bool forceNewgameSetting)
{
	AIConfig **config;
	if (!forceNewgameSetting) {
		config = (_game_mode == GM_MENU) ? &_settings_newgame.ai_config[company] : &_settings_game.ai_config[company];
	} else {
		config = &_settings_newgame.ai_config[company];
	}
	if (*config == NULL) *config = new AIConfig();
	return *config;
}

int AIConfig::GetSetting(const char *name) const
{
	SettingValueList::const_iterator it = this->settings.find(name);
	/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
	if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
		if (this->info == NULL) {
			assert(strcmp("start_date", name) == 0);
			switch ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) {
				case 0: return AI::START_NEXT_EASY;
				case 1: return AI::START_NEXT_MEDIUM;
				case 2: return AI::START_NEXT_HARD;
				case 3: return AI::START_NEXT_MEDIUM;
				default: NOT_REACHED();
			}
		}
		return this->info->GetSettingDefaultValue(name);
	}
	return (*it).second;
}

void AIConfig::SetSetting(const char *name, int value)
{
	/* You can only set ai specific settings if an AI is selected. */
	if (this->info == NULL && strcmp("start_date", name) != 0) return;

	if (this->info == NULL && strcmp("start_date", name) == 0) {
		value = Clamp(value, AI::START_NEXT_MIN, AI::START_NEXT_MAX);
	} else {
		const AIConfigItem *config_item = this->info->GetConfigItem(name);
		if (config_item == NULL) return;

		value = Clamp(value, config_item->min_value, config_item->max_value);
	}

	SettingValueList::iterator it = this->settings.find(name);
	if (it != this->settings.end()) {
		(*it).second = value;
	} else {
		this->settings[strdup(name)] = value;
	}
}

void AIConfig::ResetSettings()
{
	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		free((void*)(*it).first);
	}
	this->settings.clear();
}

void AIConfig::AddRandomDeviation()
{
	for (AIConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
		if ((*it).random_deviation != 0) {
			this->SetSetting((*it).name, InteractiveRandomRange((*it).random_deviation * 2) - (*it).random_deviation + this->GetSetting((*it).name));
		}
	}
}

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;
}

int AIConfig::GetVersion() const
{
	return this->version;
}

void AIConfig::StringToSettings(const char *value)
{
	char *value_copy = strdup(value);
	char *s = value_copy;

	while (s != NULL) {
		/* Analyze the string ('name=value,name=value\0') */
		char *item_name = s;
		s = strchr(s, '=');
		if (s == NULL) break;
		if (*s == '\0') break;
		*s = '\0';
		s++;

		char *item_value = s;
		s = strchr(s, ',');
		if (s != NULL) {
			*s = '\0';
			s++;
		}

		this->SetSetting(item_name, atoi(item_value));
	}
	free(value_copy);
}

void AIConfig::SettingsToString(char *string, size_t size) const
{
	string[0] = '\0';
	for (SettingValueList::const_iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		char no[10];
		snprintf(no, sizeof(no), "%d", (*it).second);

		/* Check if the string would fit in the destination */
		size_t needed_size = strlen((*it).first) + 1 + strlen(no) + 1;
		/* If it doesn't fit, skip the next settings */
		if (size <= needed_size) break;
		size -= needed_size;

		strcat(string, (*it).first);
		strcat(string, "=");
		strcat(string, no);
		strcat(string, ",");
	}
	/* Remove the last ',', but only if at least one setting was saved. */
	size_t len = strlen(string);
	if (len > 0) string[len - 1] = '\0';
}