Codechange: move windows common to AI and GS out of ai_gui
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@@ -13,10 +13,6 @@
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#include "../script/api/script_event_types.hpp"
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#include "../core/string_compare_type.hpp"
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#include "ai_scanner.hpp"
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#include <map>
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/** A list that maps AI names to their AIInfo object. */
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typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
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/**
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* Main AI class. Contains all functions needed to start, stop, save and load AIs.
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@@ -62,7 +62,7 @@
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cur_company.Restore();
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InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1);
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return;
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}
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@@ -113,8 +113,8 @@
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cur_company.Restore();
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InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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CloseWindowById(WC_AI_SETTINGS, company);
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InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1);
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CloseWindowById(WC_SCRIPT_SETTINGS, company);
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}
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/* static */ void AI::Pause(CompanyID company)
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@@ -338,9 +338,9 @@
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AI::scanner_library->RescanDir();
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ResetConfig();
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InvalidateWindowData(WC_AI_LIST, 0, 1);
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SetWindowClassesDirty(WC_AI_DEBUG);
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InvalidateWindowClassesData(WC_AI_SETTINGS);
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InvalidateWindowData(WC_SCRIPT_LIST, 0, 1);
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SetWindowClassesDirty(WC_SCRIPT_DEBUG);
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InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
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}
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/**
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1264
src/ai/ai_gui.cpp
1264
src/ai/ai_gui.cpp
File diff suppressed because it is too large
Load Diff
@@ -10,13 +10,6 @@
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#ifndef AI_GUI_HPP
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#define AI_GUI_HPP
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#include "../company_type.h"
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void ShowAIListWindow(CompanyID slot);
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Window* ShowAIDebugWindow(CompanyID show_company = INVALID_COMPANY);
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void ShowAIConfigWindow();
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void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot);
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void ShowAIDebugWindowIfAIError();
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void InitializeAIGui();
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#endif /* AI_GUI_HPP */
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@@ -14,11 +14,11 @@
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#include "../script/squirrel_class.hpp"
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#include "ai_config.hpp"
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#include "ai_gui.hpp"
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#include "ai.hpp"
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#include "../script/script_storage.hpp"
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#include "../script/script_cmd.h"
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#include "../script/script_gui.h"
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#include "ai_info.hpp"
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#include "ai_instance.hpp"
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@@ -64,7 +64,7 @@ void AIInstance::Died()
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/* Intro is not supposed to use AI, but it may have 'dummy' AI which instant dies. */
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if (_game_mode == GM_MENU) return;
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ShowAIDebugWindow(_current_company);
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ShowScriptDebugWindow(_current_company);
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const AIInfo *info = AIConfig::GetConfig(_current_company, AIConfig::SSS_FORCE_GAME)->GetInfo();
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if (info != nullptr) {
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