Merge branch 'master' into jgrpp
# Conflicts: # src/3rdparty/fmt/core.h # src/command_type.h # src/console_cmds.cpp # src/core/overflowsafe_type.hpp # src/landscape.cpp # src/network/network.cpp # src/newgrf_object.h # src/object_cmd.cpp # src/order_gui.cpp # src/saveload/vehicle_sl.cpp # src/script/api/script_industrytype.cpp # src/script/api/script_object.hpp # src/script/api/script_town.cpp # src/table/object_land.h # src/timetable_cmd.cpp # src/tree_cmd.cpp # src/vehicle_gui.cpp # src/window.cpp
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@@ -13,6 +13,7 @@
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#include "../../misc/countedptr.hpp"
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#include "../../road_type.h"
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#include "../../rail_type.h"
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#include "../../core/random_func.hpp"
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#include "script_types.hpp"
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#include "../script_suspend.hpp"
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@@ -67,6 +68,18 @@ public:
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*/
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static class ScriptInstance *GetActiveInstance();
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/**
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* Get a reference of the randomizer that brings this script random values.
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* @param owner The owner/script to get the randomizer for. This defaults to ScriptObject::GetRootCompany()
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*/
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static Randomizer &GetRandomizer(Owner owner = ScriptObject::GetRootCompany());
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/**
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* Initialize/reset the script random states. The state of the scripts are
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* based on the current _random seed, but _random does not get changed.
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*/
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static void InitializeRandomizers();
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protected:
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/**
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* Executes a raw DoCommand for the script.
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@@ -315,6 +328,8 @@ private:
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* @param story_page_id The new StoryPageID.
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*/
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static void SetNewStoryPageElementID(StoryPageElementID story_page_element_id);
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static Randomizer random_states[OWNER_END]; ///< Random states for each of the scripts (game script uses OWNER_DEITY)
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};
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#endif /* SCRIPT_OBJECT_HPP */
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