Change: Store running AI config inside Company (#12003)
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@@ -32,13 +32,19 @@ static const SaveLoad _ai_company_desc[] = {
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SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SLV_AI_LOCAL_CONFIG),
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};
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static const SaveLoad _ai_running_desc[] = {
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SLEG_CONDSSTR("running_name", _ai_saveload_name, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDSSTR("running_settings", _ai_saveload_settings, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDVAR("running_version", _ai_saveload_version, SLE_UINT32, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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};
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static void SaveReal_AIPL(int *index_ptr)
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{
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CompanyID index = (CompanyID)*index_ptr;
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AIConfig *config = AIConfig::GetConfig(index);
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (config->HasScript()) {
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_ai_saveload_name = config->GetName();
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@@ -49,12 +55,21 @@ static void SaveReal_AIPL(int *index_ptr)
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_ai_saveload_version = -1;
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}
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_ai_saveload_is_random = config->IsRandom();
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_company_desc);
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if (!Company::IsValidAiID(index)) return;
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/* If the AI was active, store its data too */
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if (Company::IsValidAiID(index)) AI::Save(index);
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config = AIConfig::GetConfig(index);
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_ai_saveload_name = config->GetName();
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_ai_saveload_version = config->GetVersion();
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_running_desc);
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AI::Save(index);
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}
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struct AIPLChunkHandler : ChunkHandler {
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@@ -78,42 +93,66 @@ struct AIPLChunkHandler : ChunkHandler {
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SlObject(nullptr, slt);
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if (_game_mode == GM_MENU || (_networking && !_network_server)) {
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if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
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if (Company::IsValidAiID(index)) {
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SlObject(nullptr, _ai_running_desc);
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AIInstance::LoadEmpty();
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}
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continue;
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}
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (_ai_saveload_name.empty()) {
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if (_ai_saveload_name.empty() || _ai_saveload_is_random) {
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/* A random AI. */
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config->Change(std::nullopt, -1, false, true);
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config->Change(std::nullopt, -1, false);
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} else {
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config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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/* No version of the AI available. Try to configure the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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Debug(script, 0, "Configuration switched to Random AI.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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Debug(script, 0, "The latest version of that AI has been configured instead");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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}
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config->StringToSettings(_ai_saveload_settings);
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if (!Company::IsValidAiID(index)) continue;
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/* Load the AI saved data */
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if (Company::IsValidAiID(index)) config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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SlObject(nullptr, _ai_running_desc);
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Company::Get(index)->ai_config = std::make_unique<AIConfig>();
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config = Company::Get(index)->ai_config.get();
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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config->StringToSettings(_ai_saveload_settings);
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config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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}
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}
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