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/* $Id$ */
/*
* 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_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"
* - "1.1"
*
* @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) ).
AICONFIG_INGAME, ///< This setting can be changed while the AI is running.
};
/**
* 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
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