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mirror of https://github.com/OpenTTD/OpenTTD synced 2026-01-22 19:54:06 +01:00
Files
OpenTTD/src/ai/ai_gui.cpp
Peter Nelson 2a0365b3d9 Cleanup: Remove unnecessary parameter of GetScrolledRowFromWidget()
Line height defaults to the resize height of the relevant widget, which is
set in all cases. Therefore it is not necessary to specify this value every time.

Additionally fixes scrolled padding for the framerate window.
2021-04-21 23:12:10 +02:00

1576 lines
58 KiB
C++

/*
* 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_gui.cpp %Window for configuring the AIs */
#include "../stdafx.h"
#include "../table/sprites.h"
#include "../error.h"
#include "../settings_gui.h"
#include "../querystring_gui.h"
#include "../stringfilter_type.h"
#include "../company_base.h"
#include "../company_gui.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../gfx_func.h"
#include "../command_func.h"
#include "../network/network.h"
#include "../settings_func.h"
#include "../network/network_content.h"
#include "../textfile_gui.h"
#include "../widgets/dropdown_type.h"
#include "../widgets/dropdown_func.h"
#include "../hotkeys.h"
#include "../core/geometry_func.hpp"
#include "../guitimer_func.h"
#include "ai.hpp"
#include "ai_gui.hpp"
#include "../script/api/script_log.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai_instance.hpp"
#include "../game/game.hpp"
#include "../game/game_config.hpp"
#include "../game/game_info.hpp"
#include "../game/game_instance.hpp"
#include "table/strings.h"
#include <vector>
#include "../safeguards.h"
static ScriptConfig *GetConfig(CompanyID slot)
{
if (slot == OWNER_DEITY) return GameConfig::GetConfig();
return AIConfig::GetConfig(slot);
}
/**
* Window that let you choose an available AI.
*/
struct AIListWindow : public Window {
const ScriptInfoList *info_list; ///< The list of Scripts.
int selected; ///< The currently selected Script.
CompanyID slot; ///< The company we're selecting a new Script for.
int line_height; ///< Height of a row in the matrix widget.
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
/**
* Constructor for the window.
* @param desc The description of the window.
* @param slot The company we're changing the AI for.
*/
AIListWindow(WindowDesc *desc, CompanyID slot) : Window(desc),
slot(slot)
{
if (slot == OWNER_DEITY) {
this->info_list = Game::GetUniqueInfoList();
} else {
this->info_list = AI::GetUniqueInfoList();
}
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_AIL_SCROLLBAR);
this->FinishInitNested(); // Initializes 'this->line_height' as side effect.
this->vscroll->SetCount((int)this->info_list->size() + 1);
/* Try if we can find the currently selected AI */
this->selected = -1;
if (GetConfig(slot)->HasScript()) {
ScriptInfo *info = GetConfig(slot)->GetInfo();
int i = 0;
for (const auto &item : *this->info_list) {
if (item.second == info) {
this->selected = i;
break;
}
i++;
}
}
}
void SetStringParameters(int widget) const override
{
switch (widget) {
case WID_AIL_CAPTION:
SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_LIST_CAPTION_GAMESCRIPT : STR_AI_LIST_CAPTION_AI);
break;
}
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
{
if (widget == WID_AIL_LIST) {
this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM;
resize->width = 1;
resize->height = this->line_height;
size->height = 5 * this->line_height;
}
}
void DrawWidget(const Rect &r, int widget) const override
{
switch (widget) {
case WID_AIL_LIST: {
/* Draw a list of all available AIs. */
int y = this->GetWidget<NWidgetBase>(WID_AIL_LIST)->pos_y;
/* First AI in the list is hardcoded to random */
if (this->vscroll->IsVisible(0)) {
DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_LEFT, y + WD_MATRIX_TOP, this->slot == OWNER_DEITY ? STR_AI_CONFIG_NONE : STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_ORANGE);
y += this->line_height;
}
int i = 0;
for (const auto &item : *this->info_list) {
i++;
if (this->vscroll->IsVisible(i)) {
DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y + WD_MATRIX_TOP, item.second->GetName(), (this->selected == i - 1) ? TC_WHITE : TC_ORANGE);
y += this->line_height;
}
}
break;
}
case WID_AIL_INFO_BG: {
AIInfo *selected_info = nullptr;
int i = 0;
for (const auto &item : *this->info_list) {
i++;
if (this->selected == i - 1) selected_info = static_cast<AIInfo *>(item.second);
}
/* Some info about the currently selected AI. */
if (selected_info != nullptr) {
int y = r.top + WD_FRAMERECT_TOP;
SetDParamStr(0, selected_info->GetAuthor());
DrawString(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, STR_AI_LIST_AUTHOR);
y += FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL;
SetDParam(0, selected_info->GetVersion());
DrawString(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, STR_AI_LIST_VERSION);
y += FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL;
if (selected_info->GetURL() != nullptr) {
SetDParamStr(0, selected_info->GetURL());
DrawString(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, STR_AI_LIST_URL);
y += FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL;
}
SetDParamStr(0, selected_info->GetDescription());
DrawStringMultiLine(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, y, r.bottom - WD_FRAMERECT_BOTTOM, STR_JUST_RAW_STRING, TC_WHITE);
}
break;
}
}
}
/**
* Changes the AI of the current slot.
*/
void ChangeAI()
{
if (this->selected == -1) {
GetConfig(slot)->Change(nullptr);
} else {
ScriptInfoList::const_iterator it = this->info_list->begin();
for (int i = 0; i < this->selected; i++) it++;
GetConfig(slot)->Change((*it).second->GetName(), (*it).second->GetVersion());
}
InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI);
InvalidateWindowClassesData(WC_AI_SETTINGS);
DeleteWindowByClass(WC_QUERY_STRING);
InvalidateWindowClassesData(WC_TEXTFILE);
}
void OnClick(Point pt, int widget, int click_count) override
{
switch (widget) {
case WID_AIL_LIST: { // Select one of the AIs
int sel = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_AIL_LIST) - 1;
if (sel < (int)this->info_list->size()) {
this->selected = sel;
this->SetDirty();
if (click_count > 1) {
this->ChangeAI();
delete this;
}
}
break;
}
case WID_AIL_ACCEPT: {
this->ChangeAI();
delete this;
break;
}
case WID_AIL_CANCEL:
delete this;
break;
}
}
void OnResize() override
{
this->vscroll->SetCapacityFromWidget(this, WID_AIL_LIST);
}
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
*/
void OnInvalidateData(int data = 0, bool gui_scope = true) override
{
if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) {
delete this;
return;
}
if (!gui_scope) return;
this->vscroll->SetCount((int)this->info_list->size() + 1);
/* selected goes from -1 .. length of ai list - 1. */
this->selected = std::min(this->selected, this->vscroll->GetCount() - 2);
}
};
/** Widgets for the AI list window. */
static const NWidgetPart _nested_ai_list_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIL_CAPTION), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIL_LIST), SetMinimalSize(188, 112), SetFill(1, 1), SetResize(1, 1), SetMatrixDataTip(1, 0, STR_AI_LIST_TOOLTIP), SetScrollbar(WID_AIL_SCROLLBAR),
NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIL_SCROLLBAR),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_MAUVE, WID_AIL_INFO_BG), SetMinimalTextLines(8, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM), SetResize(1, 0),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIL_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_ACCEPT, STR_AI_LIST_ACCEPT_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIL_CANCEL), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_CANCEL, STR_AI_LIST_CANCEL_TOOLTIP),
EndContainer(),
NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
EndContainer(),
};
/** Window definition for the ai list window. */
static WindowDesc _ai_list_desc(
WDP_CENTER, "settings_script_list", 200, 234,
WC_AI_LIST, WC_NONE,
0,
_nested_ai_list_widgets, lengthof(_nested_ai_list_widgets)
);
/**
* Open the AI list window to chose an AI for the given company slot.
* @param slot The slot to change the AI of.
*/
static void ShowAIListWindow(CompanyID slot)
{
DeleteWindowByClass(WC_AI_LIST);
new AIListWindow(&_ai_list_desc, slot);
}
/**
* Window for settings the parameters of an AI.
*/
struct AISettingsWindow : public Window {
CompanyID slot; ///< The currently show company's setting.
ScriptConfig *ai_config; ///< The configuration we're modifying.
int clicked_button; ///< The button we clicked.
bool clicked_increase; ///< Whether we clicked the increase or decrease button.
bool clicked_dropdown; ///< Whether the dropdown is open.
bool closing_dropdown; ///< True, if the dropdown list is currently closing.
GUITimer timeout; ///< Timeout for unclicking the button.
int clicked_row; ///< The clicked row of settings.
int line_height; ///< Height of a row in the matrix widget.
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
typedef std::vector<const ScriptConfigItem *> VisibleSettingsList;
VisibleSettingsList visible_settings; ///< List of visible AI settings
/**
* Constructor for the window.
* @param desc The description of the window.
* @param slot The company we're changing the settings for.
*/
AISettingsWindow(WindowDesc *desc, CompanyID slot) : Window(desc),
slot(slot),
clicked_button(-1),
clicked_dropdown(false),
closing_dropdown(false),
timeout(0)
{
this->ai_config = GetConfig(slot);
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_AIS_SCROLLBAR);
this->FinishInitNested(slot); // Initializes 'this->line_height' as side effect.
this->RebuildVisibleSettings();
}
void SetStringParameters(int widget) const override
{
switch (widget) {
case WID_AIS_CAPTION:
SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI);
break;
}
}
/**
* Rebuilds the list of visible settings. AI settings with the flag
* AICONFIG_AI_DEVELOPER set will only be visible if the game setting
* gui.ai_developer_tools is enabled.
*/
void RebuildVisibleSettings()
{
visible_settings.clear();
for (const auto &item : *this->ai_config->GetConfigList()) {
bool no_hide = (item.flags & SCRIPTCONFIG_DEVELOPER) == 0;
if (no_hide || _settings_client.gui.ai_developer_tools) {
visible_settings.push_back(&item);
}
}
this->vscroll->SetCount((int)this->visible_settings.size());
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
{
if (widget == WID_AIS_BACKGROUND) {
this->line_height = std::max(SETTING_BUTTON_HEIGHT, FONT_HEIGHT_NORMAL) + WD_MATRIX_TOP + WD_MATRIX_BOTTOM;
resize->width = 1;
resize->height = this->line_height;
size->height = 5 * this->line_height;
}
}
void DrawWidget(const Rect &r, int widget) const override
{
if (widget != WID_AIS_BACKGROUND) return;
ScriptConfig *config = this->ai_config;
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
int i = 0;
for (; !this->vscroll->IsVisible(i); i++) it++;
bool rtl = _current_text_dir == TD_RTL;
uint buttons_left = rtl ? r.right - SETTING_BUTTON_WIDTH - 3 : r.left + 4;
uint text_left = r.left + (rtl ? WD_FRAMERECT_LEFT : SETTING_BUTTON_WIDTH + 8);
uint text_right = r.right - (rtl ? SETTING_BUTTON_WIDTH + 8 : WD_FRAMERECT_RIGHT);
int y = r.top;
int button_y_offset = (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
int text_y_offset = (this->line_height - FONT_HEIGHT_NORMAL) / 2;
for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) {
const ScriptConfigItem &config_item = **it;
int current_value = config->GetSetting((config_item).name);
bool editable = this->IsEditableItem(config_item);
StringID str;
TextColour colour;
uint idx = 0;
if (StrEmpty(config_item.description)) {
if (!strcmp(config_item.name, "start_date")) {
/* Build-in translation */
str = STR_AI_SETTINGS_START_DELAY;
colour = TC_LIGHT_BLUE;
} else {
str = STR_JUST_STRING;
colour = TC_ORANGE;
}
} else {
str = STR_AI_SETTINGS_SETTING;
colour = TC_LIGHT_BLUE;
SetDParamStr(idx++, config_item.description);
}
if ((config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0) {
DrawBoolButton(buttons_left, y + button_y_offset, current_value != 0, editable);
SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON);
} else {
if (config_item.complete_labels) {
DrawDropDownButton(buttons_left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable);
} else {
DrawArrowButtons(buttons_left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value);
}
if (config_item.labels != nullptr && config_item.labels->Contains(current_value)) {
SetDParam(idx++, STR_JUST_RAW_STRING);
SetDParamStr(idx++, config_item.labels->Find(current_value)->second);
} else {
SetDParam(idx++, STR_JUST_INT);
SetDParam(idx++, current_value);
}
}
DrawString(text_left, text_right, y + text_y_offset, str, colour);
y += this->line_height;
}
}
void OnPaint() override
{
if (this->closing_dropdown) {
this->closing_dropdown = false;
this->clicked_dropdown = false;
}
this->DrawWidgets();
}
void OnClick(Point pt, int widget, int click_count) override
{
switch (widget) {
case WID_AIS_BACKGROUND: {
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_AIS_BACKGROUND);
int num = (pt.y - wid->pos_y) / this->line_height + this->vscroll->GetPosition();
if (num >= (int)this->visible_settings.size()) break;
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
for (int i = 0; i < num; i++) it++;
const ScriptConfigItem config_item = **it;
if (!this->IsEditableItem(config_item)) return;
if (this->clicked_row != num) {
DeleteChildWindows(WC_QUERY_STRING);
HideDropDownMenu(this);
this->clicked_row = num;
this->clicked_dropdown = false;
}
bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0;
int x = pt.x - wid->pos_x;
if (_current_text_dir == TD_RTL) x = wid->current_x - 1 - x;
x -= 4;
/* One of the arrows is clicked (or green/red rect in case of bool value) */
int old_val = this->ai_config->GetSetting(config_item.name);
if (!bool_item && IsInsideMM(x, 0, SETTING_BUTTON_WIDTH) && config_item.complete_labels) {
if (this->clicked_dropdown) {
/* unclick the dropdown */
HideDropDownMenu(this);
this->clicked_dropdown = false;
this->closing_dropdown = false;
} else {
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_AIS_BACKGROUND);
int rel_y = (pt.y - (int)wid->pos_y) % this->line_height;
Rect wi_rect;
wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x);
wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1;
wi_rect.top = pt.y - rel_y + (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1;
/* For dropdowns we also have to check the y position thoroughly, the mouse may not above the just opening dropdown */
if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) {
this->clicked_dropdown = true;
this->closing_dropdown = false;
DropDownList list;
for (int i = config_item.min_value; i <= config_item.max_value; i++) {
list.emplace_back(new DropDownListCharStringItem(config_item.labels->Find(i)->second, i, false));
}
ShowDropDownListAt(this, std::move(list), old_val, -1, wi_rect, COLOUR_ORANGE, true);
}
}
} else if (IsInsideMM(x, 0, SETTING_BUTTON_WIDTH)) {
int new_val = old_val;
if (bool_item) {
new_val = !new_val;
} else if (x >= SETTING_BUTTON_WIDTH / 2) {
/* Increase button clicked */
new_val += config_item.step_size;
if (new_val > config_item.max_value) new_val = config_item.max_value;
this->clicked_increase = true;
} else {
/* Decrease button clicked */
new_val -= config_item.step_size;
if (new_val < config_item.min_value) new_val = config_item.min_value;
this->clicked_increase = false;
}
if (new_val != old_val) {
this->ai_config->SetSetting(config_item.name, new_val);
this->clicked_button = num;
this->timeout.SetInterval(150);
}
} else if (!bool_item && !config_item.complete_labels) {
/* Display a query box so users can enter a custom value. */
SetDParam(0, old_val);
ShowQueryString(STR_JUST_INT, STR_CONFIG_SETTING_QUERY_CAPTION, 10, this, CS_NUMERAL, QSF_NONE);
}
this->SetDirty();
break;
}
case WID_AIS_ACCEPT:
delete this;
break;
case WID_AIS_RESET:
this->ai_config->ResetEditableSettings(_game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)));
this->SetDirty();
break;
}
}
void OnQueryTextFinished(char *str) override
{
if (StrEmpty(str)) return;
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
for (int i = 0; i < this->clicked_row; i++) it++;
const ScriptConfigItem config_item = **it;
if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
int32 value = atoi(str);
this->ai_config->SetSetting(config_item.name, value);
this->SetDirty();
}
void OnDropdownSelect(int widget, int index) override
{
assert(this->clicked_dropdown);
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
for (int i = 0; i < this->clicked_row; i++) it++;
const ScriptConfigItem config_item = **it;
if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
this->ai_config->SetSetting(config_item.name, index);
this->SetDirty();
}
void OnDropdownClose(Point pt, int widget, int index, bool instant_close) override
{
/* We cannot raise the dropdown button just yet. OnClick needs some hint, whether
* the same dropdown button was clicked again, and then not open the dropdown again.
* So, we only remember that it was closed, and process it on the next OnPaint, which is
* after OnClick. */
assert(this->clicked_dropdown);
this->closing_dropdown = true;
this->SetDirty();
}
void OnResize() override
{
this->vscroll->SetCapacityFromWidget(this, WID_AIS_BACKGROUND);
}
void OnRealtimeTick(uint delta_ms) override
{
if (this->timeout.Elapsed(delta_ms)) {
this->clicked_button = -1;
this->SetDirty();
}
}
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
*/
void OnInvalidateData(int data = 0, bool gui_scope = true) override
{
this->RebuildVisibleSettings();
HideDropDownMenu(this);
DeleteChildWindows(WC_QUERY_STRING);
}
private:
bool IsEditableItem(const ScriptConfigItem &config_item) const
{
return _game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0;
}
};
/** Widgets for the AI settings window. */
static const NWidgetPart _nested_ai_settings_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIS_BACKGROUND), SetMinimalSize(188, 182), SetResize(1, 1), SetFill(1, 0), SetMatrixDataTip(1, 0, STR_NULL), SetScrollbar(WID_AIS_SCROLLBAR),
NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIS_SCROLLBAR),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIS_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIS_RESET), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_RESET, STR_NULL),
EndContainer(),
NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
EndContainer(),
};
/** Window definition for the AI settings window. */
static WindowDesc _ai_settings_desc(
WDP_CENTER, "settings_script", 500, 208,
WC_AI_SETTINGS, WC_NONE,
0,
_nested_ai_settings_widgets, lengthof(_nested_ai_settings_widgets)
);
/**
* Open the AI settings window to change the AI settings for an AI.
* @param slot The CompanyID of the AI to change the settings.
*/
static void ShowAISettingsWindow(CompanyID slot)
{
DeleteWindowByClass(WC_AI_LIST);
DeleteWindowByClass(WC_AI_SETTINGS);
new AISettingsWindow(&_ai_settings_desc, slot);
}
/** Window for displaying the textfile of a AI. */
struct ScriptTextfileWindow : public TextfileWindow {
CompanyID slot; ///< View the textfile of this CompanyID slot.
ScriptTextfileWindow(TextfileType file_type, CompanyID slot) : TextfileWindow(file_type), slot(slot)
{
this->OnInvalidateData();
}
void SetStringParameters(int widget) const override
{
if (widget == WID_TF_CAPTION) {
SetDParam(0, (slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI);
SetDParamStr(1, GetConfig(slot)->GetInfo()->GetName());
}
}
void OnInvalidateData(int data = 0, bool gui_scope = true) override
{
const char *textfile = GetConfig(slot)->GetTextfile(file_type, slot);
if (textfile == nullptr) {
delete this;
} else {
this->LoadTextfile(textfile, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR);
}
}
};
/**
* Open the AI version of the textfile window.
* @param file_type The type of textfile to display.
* @param slot The slot the Script is using.
*/
void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot)
{
DeleteWindowById(WC_TEXTFILE, file_type);
new ScriptTextfileWindow(file_type, slot);
}
/** Widgets for the configure AI window. */
static const NWidgetPart _nested_ai_config_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
NWidget(WWT_CAPTION, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_MAUVE, WID_AIC_BACKGROUND),
NWidget(NWID_VERTICAL), SetPIP(4, 4, 4),
NWidget(NWID_HORIZONTAL), SetPIP(7, 0, 7),
NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_AIC_DECREASE), SetFill(0, 1), SetDataTip(AWV_DECREASE, STR_NULL),
NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_AIC_INCREASE), SetFill(0, 1), SetDataTip(AWV_INCREASE, STR_NULL),
NWidget(NWID_SPACER), SetMinimalSize(6, 0),
NWidget(WWT_TEXT, COLOUR_MAUVE, WID_AIC_NUMBER), SetDataTip(STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS, STR_NULL), SetFill(1, 0), SetPadding(1, 0, 0, 0),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_MOVE_UP), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_CONFIG_MOVE_UP, STR_AI_CONFIG_MOVE_UP_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_MOVE_DOWN), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_CONFIG_MOVE_DOWN, STR_AI_CONFIG_MOVE_DOWN_TOOLTIP),
EndContainer(),
EndContainer(),
NWidget(WWT_FRAME, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_AI, STR_NULL), SetPadding(0, 5, 0, 5),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_LIST), SetMinimalSize(288, 112), SetFill(1, 0), SetMatrixDataTip(1, 8, STR_AI_CONFIG_AILIST_TOOLTIP), SetScrollbar(WID_AIC_SCROLLBAR),
NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIC_SCROLLBAR),
EndContainer(),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 9),
NWidget(WWT_FRAME, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_GAMESCRIPT, STR_NULL), SetPadding(0, 5, 4, 5),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_GAMELIST), SetMinimalSize(288, 14), SetFill(1, 0), SetMatrixDataTip(1, 1, STR_AI_CONFIG_GAMELIST_TOOLTIP),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CHANGE), SetFill(1, 0), SetMinimalSize(93, 0), SetDataTip(STR_AI_CONFIG_CHANGE, STR_AI_CONFIG_CHANGE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONFIGURE), SetFill(1, 0), SetMinimalSize(93, 0), SetDataTip(STR_AI_CONFIG_CONFIGURE, STR_AI_CONFIG_CONFIGURE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CLOSE), SetFill(1, 0), SetMinimalSize(93, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_README), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_README, STR_NULL),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_CHANGELOG), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_CHANGELOG, STR_NULL),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_LICENSE), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_LICENCE, STR_NULL),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONTENT_DOWNLOAD), SetFill(1, 0), SetMinimalSize(279, 0), SetPadding(0, 7, 9, 7), SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT),
EndContainer(),
};
/** Window definition for the configure AI window. */
static WindowDesc _ai_config_desc(
WDP_CENTER, "settings_script_config", 0, 0,
WC_GAME_OPTIONS, WC_NONE,
0,
_nested_ai_config_widgets, lengthof(_nested_ai_config_widgets)
);
/**
* Window to configure which AIs will start.
*/
struct AIConfigWindow : public Window {
CompanyID selected_slot; ///< The currently selected AI slot or \c INVALID_COMPANY.
int line_height; ///< Height of a single AI-name line.
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
AIConfigWindow() : Window(&_ai_config_desc)
{
this->InitNested(WN_GAME_OPTIONS_AI); // Initializes 'this->line_height' as a side effect.
this->vscroll = this->GetScrollbar(WID_AIC_SCROLLBAR);
this->selected_slot = INVALID_COMPANY;
NWidgetCore *nwi = this->GetWidget<NWidgetCore>(WID_AIC_LIST);
this->vscroll->SetCapacity(nwi->current_y / this->line_height);
this->vscroll->SetCount(MAX_COMPANIES);
this->OnInvalidateData(0);
}
~AIConfigWindow()
{
DeleteWindowByClass(WC_AI_LIST);
DeleteWindowByClass(WC_AI_SETTINGS);
}
void SetStringParameters(int widget) const override
{
switch (widget) {
case WID_AIC_NUMBER:
SetDParam(0, GetGameSettings().difficulty.max_no_competitors);
break;
case WID_AIC_CHANGE:
switch (selected_slot) {
case OWNER_DEITY:
SetDParam(0, STR_AI_CONFIG_CHANGE_GAMESCRIPT);
break;
case INVALID_COMPANY:
SetDParam(0, STR_AI_CONFIG_CHANGE_NONE);
break;
default:
SetDParam(0, STR_AI_CONFIG_CHANGE_AI);
break;
}
break;
}
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
{
switch (widget) {
case WID_AIC_GAMELIST:
this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM;
size->height = 1 * this->line_height;
break;
case WID_AIC_LIST:
this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM;
resize->height = this->line_height;
size->height = 8 * this->line_height;
break;
case WID_AIC_CHANGE: {
SetDParam(0, STR_AI_CONFIG_CHANGE_GAMESCRIPT);
Dimension dim = GetStringBoundingBox(STR_AI_CONFIG_CHANGE);
SetDParam(0, STR_AI_CONFIG_CHANGE_NONE);
dim = maxdim(dim, GetStringBoundingBox(STR_AI_CONFIG_CHANGE));
SetDParam(0, STR_AI_CONFIG_CHANGE_AI);
dim = maxdim(dim, GetStringBoundingBox(STR_AI_CONFIG_CHANGE));
dim.width += padding.width;
dim.height += padding.height;
*size = maxdim(*size, dim);
break;
}
}
}
/**
* Can the AI config in the given company slot be edited?
* @param slot The slot to query.
* @return True if and only if the given AI Config slot can e edited.
*/
static bool IsEditable(CompanyID slot)
{
if (slot == OWNER_DEITY) return _game_mode != GM_NORMAL || Game::GetInstance() != nullptr;
if (_game_mode != GM_NORMAL) {
return slot > 0 && slot <= GetGameSettings().difficulty.max_no_competitors;
}
if (Company::IsValidID(slot)) return false;
int max_slot = GetGameSettings().difficulty.max_no_competitors;
for (CompanyID cid = COMPANY_FIRST; cid < (CompanyID)max_slot && cid < MAX_COMPANIES; cid++) {
if (Company::IsValidHumanID(cid)) max_slot++;
}
return slot < max_slot;
}
void DrawWidget(const Rect &r, int widget) const override
{
switch (widget) {
case WID_AIC_GAMELIST: {
StringID text = STR_AI_CONFIG_NONE;
if (GameConfig::GetConfig()->GetInfo() != nullptr) {
SetDParamStr(0, GameConfig::GetConfig()->GetInfo()->GetName());
text = STR_JUST_RAW_STRING;
}
DrawString(r.left + 10, r.right - 10, r.top + WD_MATRIX_TOP, text,
(this->selected_slot == OWNER_DEITY) ? TC_WHITE : (IsEditable(OWNER_DEITY) ? TC_ORANGE : TC_SILVER));
break;
}
case WID_AIC_LIST: {
int y = r.top;
for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < MAX_COMPANIES; i++) {
StringID text;
if ((_game_mode != GM_NORMAL && i == 0) || (_game_mode == GM_NORMAL && Company::IsValidHumanID(i))) {
text = STR_AI_CONFIG_HUMAN_PLAYER;
} else if (AIConfig::GetConfig((CompanyID)i)->GetInfo() != nullptr) {
SetDParamStr(0, AIConfig::GetConfig((CompanyID)i)->GetInfo()->GetName());
text = STR_JUST_RAW_STRING;
} else {
text = STR_AI_CONFIG_RANDOM_AI;
}
DrawString(r.left + 10, r.right - 10, y + WD_MATRIX_TOP, text,
(this->selected_slot == i) ? TC_WHITE : (IsEditable((CompanyID)i) ? TC_ORANGE : TC_SILVER));
y += this->line_height;
}
break;
}
}
}
void OnClick(Point pt, int widget, int click_count) override
{
if (widget >= WID_AIC_TEXTFILE && widget < WID_AIC_TEXTFILE + TFT_END) {
if (this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot) == nullptr) return;
ShowScriptTextfileWindow((TextfileType)(widget - WID_AIC_TEXTFILE), this->selected_slot);
return;
}
switch (widget) {
case WID_AIC_DECREASE:
case WID_AIC_INCREASE: {
int new_value;
if (widget == WID_AIC_DECREASE) {
new_value = std::max(0, GetGameSettings().difficulty.max_no_competitors - 1);
} else {
new_value = std::min(MAX_COMPANIES - 1, GetGameSettings().difficulty.max_no_competitors + 1);
}
IConsoleSetSetting("difficulty.max_no_competitors", new_value);
break;
}
case WID_AIC_GAMELIST: {
this->selected_slot = OWNER_DEITY;
this->InvalidateData();
if (click_count > 1 && this->selected_slot != INVALID_COMPANY && _game_mode != GM_NORMAL) ShowAIListWindow((CompanyID)this->selected_slot);
break;
}
case WID_AIC_LIST: { // Select a slot
this->selected_slot = (CompanyID)this->vscroll->GetScrolledRowFromWidget(pt.y, this, widget);
this->InvalidateData();
if (click_count > 1 && this->selected_slot != INVALID_COMPANY) ShowAIListWindow((CompanyID)this->selected_slot);
break;
}
case WID_AIC_MOVE_UP:
if (IsEditable(this->selected_slot) && IsEditable((CompanyID)(this->selected_slot - 1))) {
Swap(GetGameSettings().ai_config[this->selected_slot], GetGameSettings().ai_config[this->selected_slot - 1]);
this->selected_slot--;
this->vscroll->ScrollTowards(this->selected_slot);
this->InvalidateData();
}
break;
case WID_AIC_MOVE_DOWN:
if (IsEditable(this->selected_slot) && IsEditable((CompanyID)(this->selected_slot + 1))) {
Swap(GetGameSettings().ai_config[this->selected_slot], GetGameSettings().ai_config[this->selected_slot + 1]);
this->selected_slot++;
this->vscroll->ScrollTowards(this->selected_slot);
this->InvalidateData();
}
break;
case WID_AIC_CHANGE: // choose other AI
ShowAIListWindow((CompanyID)this->selected_slot);
break;
case WID_AIC_CONFIGURE: // change the settings for an AI
ShowAISettingsWindow((CompanyID)this->selected_slot);
break;
case WID_AIC_CLOSE:
delete this;
break;
case WID_AIC_CONTENT_DOWNLOAD:
if (!_network_available) {
ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR);
} else {
ShowNetworkContentListWindow(nullptr, CONTENT_TYPE_AI, CONTENT_TYPE_GAME);
}
break;
}
}
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
*/
void OnInvalidateData(int data = 0, bool gui_scope = true) override
{
if (!IsEditable(this->selected_slot)) {
this->selected_slot = INVALID_COMPANY;
}
if (!gui_scope) return;
this->SetWidgetDisabledState(WID_AIC_DECREASE, GetGameSettings().difficulty.max_no_competitors == 0);
this->SetWidgetDisabledState(WID_AIC_INCREASE, GetGameSettings().difficulty.max_no_competitors == MAX_COMPANIES - 1);
this->SetWidgetDisabledState(WID_AIC_CHANGE, (this->selected_slot == OWNER_DEITY && _game_mode == GM_NORMAL) || this->selected_slot == INVALID_COMPANY);
this->SetWidgetDisabledState(WID_AIC_CONFIGURE, this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot)->GetConfigList()->size() == 0);
this->SetWidgetDisabledState(WID_AIC_MOVE_UP, this->selected_slot == OWNER_DEITY || this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot - 1)));
this->SetWidgetDisabledState(WID_AIC_MOVE_DOWN, this->selected_slot == OWNER_DEITY || this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot + 1)));
for (TextfileType tft = TFT_BEGIN; tft < TFT_END; tft++) {
this->SetWidgetDisabledState(WID_AIC_TEXTFILE + tft, this->selected_slot == INVALID_COMPANY || (GetConfig(this->selected_slot)->GetTextfile(tft, this->selected_slot) == nullptr));
}
}
};
/** Open the AI config window. */
void ShowAIConfigWindow()
{
DeleteWindowByClass(WC_GAME_OPTIONS);
new AIConfigWindow();
}
/**
* Set the widget colour of a button based on the
* state of the script. (dead or alive)
* @param button the button to update.
* @param dead true if the script is dead, otherwise false.
* @param paused true if the script is paused, otherwise false.
* @return true if the colour was changed and the window need to be marked as dirty.
*/
static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused)
{
/* Dead scripts are indicated with red background and
* paused scripts are indicated with yellow background. */
Colours colour = dead ? COLOUR_RED :
(paused ? COLOUR_YELLOW : COLOUR_GREY);
if (button.colour != colour) {
button.colour = colour;
return true;
}
return false;
}
/**
* Window with everything an AI prints via ScriptLog.
*/
struct AIDebugWindow : public Window {
static const int top_offset; ///< Offset of the text at the top of the WID_AID_LOG_PANEL.
static const int bottom_offset; ///< Offset of the text at the bottom of the WID_AID_LOG_PANEL.
static const uint MAX_BREAK_STR_STRING_LENGTH = 256; ///< Maximum length of the break string.
static CompanyID ai_debug_company; ///< The AI that is (was last) being debugged.
int redraw_timer; ///< Timer for redrawing the window, otherwise it'll happen every tick.
int last_vscroll_pos; ///< Last position of the scrolling.
bool autoscroll; ///< Whether automatically scrolling should be enabled or not.
bool show_break_box; ///< Whether the break/debug box is visible.
static bool break_check_enabled; ///< Stop an AI when it prints a matching string
static char break_string[MAX_BREAK_STR_STRING_LENGTH]; ///< The string to match to the AI output
QueryString break_editbox; ///< Break editbox
static StringFilter break_string_filter; ///< Log filter for break.
static bool case_sensitive_break_check; ///< Is the matching done case-sensitive
int highlight_row; ///< The output row that matches the given string, or -1
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
ScriptLog::LogData *GetLogPointer() const
{
if (ai_debug_company == OWNER_DEITY) return (ScriptLog::LogData *)Game::GetInstance()->GetLogPointer();
return (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer();
}
/**
* Check whether the currently selected AI/GS is dead.
* @return true if dead.
*/
bool IsDead() const
{
if (ai_debug_company == OWNER_DEITY) {
GameInstance *game = Game::GetInstance();
return game == nullptr || game->IsDead();
}
return !Company::IsValidAiID(ai_debug_company) || Company::Get(ai_debug_company)->ai_instance->IsDead();
}
/**
* Check whether a company is a valid AI company or GS.
* @param company Company to check for validity.
* @return true if company is valid for debugging.
*/
bool IsValidDebugCompany(CompanyID company) const
{
switch (company) {
case INVALID_COMPANY: return false;
case OWNER_DEITY: return Game::GetInstance() != nullptr;
default: return Company::IsValidAiID(company);
}
}
/**
* Ensure that \c ai_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY.
* If no valid company is selected, it selects the first valid AI or GS if any.
*/
void SelectValidDebugCompany()
{
/* Check if the currently selected company is still active. */
if (this->IsValidDebugCompany(ai_debug_company)) return;
ai_debug_company = INVALID_COMPANY;
for (const Company *c : Company::Iterate()) {
if (c->is_ai) {
ChangeToAI(c->index);
return;
}
}
/* If no AI is available, see if there is a game script. */
if (Game::GetInstance() != nullptr) ChangeToAI(OWNER_DEITY);
}
/**
* Constructor for the window.
* @param desc The description of the window.
* @param number The window number (actually unused).
*/
AIDebugWindow(WindowDesc *desc, WindowNumber number) : Window(desc), break_editbox(MAX_BREAK_STR_STRING_LENGTH)
{
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_AID_SCROLLBAR);
this->show_break_box = _settings_client.gui.ai_developer_tools;
this->GetWidget<NWidgetStacked>(WID_AID_BREAK_STRING_WIDGETS)->SetDisplayedPlane(this->show_break_box ? 0 : SZSP_HORIZONTAL);
this->FinishInitNested(number);
if (!this->show_break_box) break_check_enabled = false;
this->last_vscroll_pos = 0;
this->autoscroll = true;
this->highlight_row = -1;
this->querystrings[WID_AID_BREAK_STR_EDIT_BOX] = &this->break_editbox;
SetWidgetsDisabledState(!this->show_break_box, WID_AID_BREAK_STR_ON_OFF_BTN, WID_AID_BREAK_STR_EDIT_BOX, WID_AID_MATCH_CASE_BTN, WIDGET_LIST_END);
/* Restore the break string value from static variable */
this->break_editbox.text.Assign(this->break_string);
this->SelectValidDebugCompany();
this->InvalidateData(-1);
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
{
if (widget == WID_AID_LOG_PANEL) {
resize->height = FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL;
size->height = 14 * resize->height + this->top_offset + this->bottom_offset;
}
}
void OnPaint() override
{
this->SelectValidDebugCompany();
/* Draw standard stuff */
this->DrawWidgets();
if (this->IsShaded()) return; // Don't draw anything when the window is shaded.
bool dirty = false;
/* Paint the company icons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_AID_COMPANY_BUTTON_START);
bool valid = Company::IsValidAiID(i);
/* Check whether the validity of the company changed */
dirty |= (button->IsDisabled() == valid);
/* Mark dead/paused AIs by setting the background colour. */
bool dead = valid && Company::Get(i)->ai_instance->IsDead();
bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
/* Re-paint if the button was updated.
* (note that it is intentional that SetScriptButtonColour is always called) */
dirty |= SetScriptButtonColour(*button, dead, paused);
/* Draw company icon only for valid AI companies */
if (!valid) continue;
byte offset = (i == ai_debug_company) ? 1 : 0;
DrawCompanyIcon(i, button->pos_x + button->current_x / 2 - 7 + offset, this->GetWidget<NWidgetBase>(WID_AID_COMPANY_BUTTON_START + i)->pos_y + 2 + offset);
}
/* Set button colour for Game Script. */
GameInstance *game = Game::GetInstance();
bool valid = game != nullptr;
bool dead = valid && game->IsDead();
bool paused = valid && game->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME);
dirty |= (button->IsDisabled() == valid) || SetScriptButtonColour(*button, dead, paused);
if (dirty) this->InvalidateData(-1);
/* If there are no active companies, don't display anything else. */
if (ai_debug_company == INVALID_COMPANY) return;
ScriptLog::LogData *log = this->GetLogPointer();
int scroll_count = (log == nullptr) ? 0 : log->used;
if (this->vscroll->GetCount() != scroll_count) {
this->vscroll->SetCount(scroll_count);
/* We need a repaint */
this->SetWidgetDirty(WID_AID_SCROLLBAR);
}
if (log == nullptr) return;
/* Detect when the user scrolls the window. Enable autoscroll when the
* bottom-most line becomes visible. */
if (this->last_vscroll_pos != this->vscroll->GetPosition()) {
this->autoscroll = this->vscroll->GetPosition() >= log->used - this->vscroll->GetCapacity();
}
if (this->autoscroll) {
int scroll_pos = std::max(0, log->used - this->vscroll->GetCapacity());
if (scroll_pos != this->vscroll->GetPosition()) {
this->vscroll->SetPosition(scroll_pos);
/* We need a repaint */
this->SetWidgetDirty(WID_AID_SCROLLBAR);
this->SetWidgetDirty(WID_AID_LOG_PANEL);
}
}
this->last_vscroll_pos = this->vscroll->GetPosition();
}
void SetStringParameters(int widget) const override
{
switch (widget) {
case WID_AID_NAME_TEXT:
if (ai_debug_company == OWNER_DEITY) {
const GameInfo *info = Game::GetInfo();
assert(info != nullptr);
SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
SetDParamStr(1, info->GetName());
SetDParam(2, info->GetVersion());
} else if (ai_debug_company == INVALID_COMPANY || !Company::IsValidAiID(ai_debug_company)) {
SetDParam(0, STR_EMPTY);
} else {
const AIInfo *info = Company::Get(ai_debug_company)->ai_info;
assert(info != nullptr);
SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
SetDParamStr(1, info->GetName());
SetDParam(2, info->GetVersion());
}
break;
}
}
void DrawWidget(const Rect &r, int widget) const override
{
if (ai_debug_company == INVALID_COMPANY) return;
switch (widget) {
case WID_AID_LOG_PANEL: {
ScriptLog::LogData *log = this->GetLogPointer();
if (log == nullptr) return;
int y = this->top_offset;
for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < log->used; i++) {
int pos = (i + log->pos + 1 - log->used + log->count) % log->count;
if (log->lines[pos] == nullptr) break;
TextColour colour;
switch (log->type[pos]) {
case ScriptLog::LOG_SQ_INFO: colour = TC_BLACK; break;
case ScriptLog::LOG_SQ_ERROR: colour = TC_RED; break;
case ScriptLog::LOG_INFO: colour = TC_BLACK; break;
case ScriptLog::LOG_WARNING: colour = TC_YELLOW; break;
case ScriptLog::LOG_ERROR: colour = TC_RED; break;
default: colour = TC_BLACK; break;
}
/* Check if the current line should be highlighted */
if (pos == this->highlight_row) {
GfxFillRect(r.left + 1, r.top + y, r.right - 1, r.top + y + this->resize.step_height - WD_PAR_VSEP_NORMAL, PC_BLACK);
if (colour == TC_BLACK) colour = TC_WHITE; // Make black text readable by inverting it to white.
}
DrawString(r.left + 7, r.right - 7, r.top + y, log->lines[pos], colour, SA_LEFT | SA_FORCE);
y += this->resize.step_height;
}
break;
}
}
}
/**
* Change all settings to select another AI.
* @param show_ai The new AI to show.
*/
void ChangeToAI(CompanyID show_ai)
{
if (!this->IsValidDebugCompany(show_ai)) return;
ai_debug_company = show_ai;
this->highlight_row = -1; // The highlight of one AI make little sense for another AI.
/* Close AI settings window to prevent confusion */
DeleteWindowByClass(WC_AI_SETTINGS);
this->InvalidateData(-1);
this->autoscroll = true;
this->last_vscroll_pos = this->vscroll->GetPosition();
}
void OnClick(Point pt, int widget, int click_count) override
{
/* Also called for hotkeys, so check for disabledness */
if (this->IsWidgetDisabled(widget)) return;
/* Check which button is clicked */
if (IsInsideMM(widget, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END + 1)) {
ChangeToAI((CompanyID)(widget - WID_AID_COMPANY_BUTTON_START));
}
switch (widget) {
case WID_AID_SCRIPT_GAME:
ChangeToAI(OWNER_DEITY);
break;
case WID_AID_RELOAD_TOGGLE:
if (ai_debug_company == OWNER_DEITY) break;
/* First kill the company of the AI, then start a new one. This should start the current AI again */
DoCommandP(0, CCA_DELETE | ai_debug_company << 16 | CRR_MANUAL << 24, 0, CMD_COMPANY_CTRL);
DoCommandP(0, CCA_NEW_AI | ai_debug_company << 16, 0, CMD_COMPANY_CTRL);
break;
case WID_AID_SETTINGS:
ShowAISettingsWindow(ai_debug_company);
break;
case WID_AID_BREAK_STR_ON_OFF_BTN:
this->break_check_enabled = !this->break_check_enabled;
this->InvalidateData(-1);
break;
case WID_AID_MATCH_CASE_BTN:
this->case_sensitive_break_check = !this->case_sensitive_break_check;
this->InvalidateData(-1);
break;
case WID_AID_CONTINUE_BTN:
/* Unpause current AI / game script and mark the corresponding script button dirty. */
if (!this->IsDead()) {
if (ai_debug_company == OWNER_DEITY) {
Game::Unpause();
} else {
AI::Unpause(ai_debug_company);
}
}
/* If the last AI/Game Script is unpaused, unpause the game too. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
bool all_unpaused = !Game::IsPaused();
if (all_unpaused) {
for (const Company *c : Company::Iterate()) {
if (c->is_ai && AI::IsPaused(c->index)) {
all_unpaused = false;
break;
}
}
if (all_unpaused) {
/* All scripts have been unpaused => unpause the game. */
DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
}
}
}
this->highlight_row = -1;
this->InvalidateData(-1);
break;
}
}
void OnEditboxChanged(int wid) override
{
if (wid == WID_AID_BREAK_STR_EDIT_BOX) {
/* Save the current string to static member so it can be restored next time the window is opened. */
strecpy(this->break_string, this->break_editbox.text.buf, lastof(this->break_string));
break_string_filter.SetFilterTerm(this->break_string);
}
}
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases.
* @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
*/
void OnInvalidateData(int data = 0, bool gui_scope = true) override
{
/* If the log message is related to the active company tab, check the break string.
* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
if (!gui_scope && data == ai_debug_company && this->IsValidDebugCompany(ai_debug_company) && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
/* Get the log instance of the active company */
ScriptLog::LogData *log = this->GetLogPointer();
if (log != nullptr) {
this->break_string_filter.ResetState();
this->break_string_filter.AddLine(log->lines[log->pos]);
if (this->break_string_filter.GetState()) {
/* Pause execution of script. */
if (!this->IsDead()) {
if (ai_debug_company == OWNER_DEITY) {
Game::Pause();
} else {
AI::Pause(ai_debug_company);
}
}
/* Pause the game. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
}
/* Highlight row that matched */
this->highlight_row = log->pos;
}
}
}
if (!gui_scope) return;
this->SelectValidDebugCompany();
ScriptLog::LogData *log = ai_debug_company != INVALID_COMPANY ? this->GetLogPointer() : nullptr;
this->vscroll->SetCount((log == nullptr) ? 0 : log->used);
/* Update company buttons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
this->SetWidgetLoweredState(i + WID_AID_COMPANY_BUTTON_START, ai_debug_company == i);
}
this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == nullptr);
this->SetWidgetLoweredState(WID_AID_SCRIPT_GAME, ai_debug_company == OWNER_DEITY);
this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
extern CompanyID _local_company;
this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY || ai_debug_company == _local_company);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, ai_debug_company == INVALID_COMPANY ||
(ai_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(ai_debug_company)));
}
void OnResize() override
{
this->vscroll->SetCapacityFromWidget(this, WID_AID_LOG_PANEL);
}
static HotkeyList hotkeys;
};
const int AIDebugWindow::top_offset = WD_FRAMERECT_TOP + 2;
const int AIDebugWindow::bottom_offset = WD_FRAMERECT_BOTTOM;
CompanyID AIDebugWindow::ai_debug_company = INVALID_COMPANY;
char AIDebugWindow::break_string[MAX_BREAK_STR_STRING_LENGTH] = "";
bool AIDebugWindow::break_check_enabled = true;
bool AIDebugWindow::case_sensitive_break_check = false;
StringFilter AIDebugWindow::break_string_filter(&AIDebugWindow::case_sensitive_break_check);
/** Make a number of rows with buttons for each company for the AI debug window. */
NWidgetBase *MakeCompanyButtonRowsAIDebug(int *biggest_index)
{
return MakeCompanyButtonRows(biggest_index, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END, COLOUR_GREY, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP);
}
/**
* Handler for global hotkeys of the AIDebugWindow.
* @param hotkey Hotkey
* @return ES_HANDLED if hotkey was accepted.
*/
static EventState AIDebugGlobalHotkeys(int hotkey)
{
if (_game_mode != GM_NORMAL) return ES_NOT_HANDLED;
Window *w = ShowAIDebugWindow(INVALID_COMPANY);
if (w == nullptr) return ES_NOT_HANDLED;
return w->OnHotkey(hotkey);
}
static Hotkey aidebug_hotkeys[] = {
Hotkey('1', "company_1", WID_AID_COMPANY_BUTTON_START),
Hotkey('2', "company_2", WID_AID_COMPANY_BUTTON_START + 1),
Hotkey('3', "company_3", WID_AID_COMPANY_BUTTON_START + 2),
Hotkey('4', "company_4", WID_AID_COMPANY_BUTTON_START + 3),
Hotkey('5', "company_5", WID_AID_COMPANY_BUTTON_START + 4),
Hotkey('6', "company_6", WID_AID_COMPANY_BUTTON_START + 5),
Hotkey('7', "company_7", WID_AID_COMPANY_BUTTON_START + 6),
Hotkey('8', "company_8", WID_AID_COMPANY_BUTTON_START + 7),
Hotkey('9', "company_9", WID_AID_COMPANY_BUTTON_START + 8),
Hotkey((uint16)0, "company_10", WID_AID_COMPANY_BUTTON_START + 9),
Hotkey((uint16)0, "company_11", WID_AID_COMPANY_BUTTON_START + 10),
Hotkey((uint16)0, "company_12", WID_AID_COMPANY_BUTTON_START + 11),
Hotkey((uint16)0, "company_13", WID_AID_COMPANY_BUTTON_START + 12),
Hotkey((uint16)0, "company_14", WID_AID_COMPANY_BUTTON_START + 13),
Hotkey((uint16)0, "company_15", WID_AID_COMPANY_BUTTON_START + 14),
Hotkey('S', "settings", WID_AID_SETTINGS),
Hotkey('0', "game_script", WID_AID_SCRIPT_GAME),
Hotkey((uint16)0, "reload", WID_AID_RELOAD_TOGGLE),
Hotkey('B', "break_toggle", WID_AID_BREAK_STR_ON_OFF_BTN),
Hotkey('F', "break_string", WID_AID_BREAK_STR_EDIT_BOX),
Hotkey('C', "match_case", WID_AID_MATCH_CASE_BTN),
Hotkey(WKC_RETURN, "continue", WID_AID_CONTINUE_BTN),
HOTKEY_LIST_END
};
HotkeyList AIDebugWindow::hotkeys("aidebug", aidebug_hotkeys, AIDebugGlobalHotkeys);
/** Widgets for the AI debug window. */
static const NWidgetPart _nested_ai_debug_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_GREY),
NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_AI_DEBUG, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_SHADEBOX, COLOUR_GREY),
NWidget(WWT_DEFSIZEBOX, COLOUR_GREY),
NWidget(WWT_STICKYBOX, COLOUR_GREY),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_GREY, WID_AID_VIEW),
NWidgetFunction(MakeCompanyButtonRowsAIDebug), SetPadding(0, 2, 1, 2),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_SCRIPT_GAME), SetMinimalSize(100, 20), SetResize(1, 0), SetDataTip(STR_AI_GAME_SCRIPT, STR_AI_GAME_SCRIPT_TOOLTIP),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_NAME_TEXT), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_JUST_STRING, STR_AI_DEBUG_NAME_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_SETTINGS), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_SETTINGS, STR_AI_DEBUG_SETTINGS_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_RELOAD_TOGGLE), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_RELOAD, STR_AI_DEBUG_RELOAD_TOOLTIP),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_VERTICAL),
/* Log panel */
NWidget(WWT_PANEL, COLOUR_GREY, WID_AID_LOG_PANEL), SetMinimalSize(287, 180), SetResize(1, 1), SetScrollbar(WID_AID_SCROLLBAR),
EndContainer(),
/* Break string widgets */
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_AID_BREAK_STRING_WIDGETS),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_IMGBTN_2, COLOUR_GREY, WID_AID_BREAK_STR_ON_OFF_BTN), SetFill(0, 1), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP),
NWidget(WWT_PANEL, COLOUR_GREY),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_LABEL, COLOUR_GREY), SetPadding(2, 2, 2, 4), SetDataTip(STR_AI_DEBUG_BREAK_ON_LABEL, 0x0),
NWidget(WWT_EDITBOX, COLOUR_GREY, WID_AID_BREAK_STR_EDIT_BOX), SetFill(1, 1), SetResize(1, 0), SetPadding(2, 2, 2, 2), SetDataTip(STR_AI_DEBUG_BREAK_STR_OSKTITLE, STR_AI_DEBUG_BREAK_STR_TOOLTIP),
EndContainer(),
EndContainer(),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_MATCH_CASE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_MATCH_CASE, STR_AI_DEBUG_MATCH_CASE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_CONTINUE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_CONTINUE, STR_AI_DEBUG_CONTINUE_TOOLTIP),
EndContainer(),
EndContainer(),
EndContainer(),
NWidget(NWID_VERTICAL),
NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_AID_SCROLLBAR),
NWidget(WWT_RESIZEBOX, COLOUR_GREY),
EndContainer(),
EndContainer(),
};
/** Window definition for the AI debug window. */
static WindowDesc _ai_debug_desc(
WDP_AUTO, "script_debug", 600, 450,
WC_AI_DEBUG, WC_NONE,
0,
_nested_ai_debug_widgets, lengthof(_nested_ai_debug_widgets),
&AIDebugWindow::hotkeys
);
/**
* Open the AI debug window and select the given company.
* @param show_company Display debug information about this AI company.
*/
Window *ShowAIDebugWindow(CompanyID show_company)
{
if (!_networking || _network_server) {
AIDebugWindow *w = (AIDebugWindow *)BringWindowToFrontById(WC_AI_DEBUG, 0);
if (w == nullptr) w = new AIDebugWindow(&_ai_debug_desc, 0);
if (show_company != INVALID_COMPANY) w->ChangeToAI(show_company);
return w;
} else {
ShowErrorMessage(STR_ERROR_AI_DEBUG_SERVER_ONLY, INVALID_STRING_ID, WL_INFO);
}
return nullptr;
}
/**
* Reset the AI windows to their initial state.
*/
void InitializeAIGui()
{
AIDebugWindow::ai_debug_company = INVALID_COMPANY;
}
/** Open the AI debug window if one of the AI scripts has crashed. */
void ShowAIDebugWindowIfAIError()
{
/* Network clients can't debug AIs. */
if (_networking && !_network_server) return;
for (const Company *c : Company::Iterate()) {
if (c->is_ai && c->ai_instance->IsDead()) {
ShowAIDebugWindow(c->index);
break;
}
}
GameInstance *g = Game::GetGameInstance();
if (g != nullptr && g->IsDead()) {
ShowAIDebugWindow(OWNER_DEITY);
}
}