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author | pasky <pasky@openttd.org> | 2005-03-11 22:27:49 +0000 |
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committer | pasky <pasky@openttd.org> | 2005-03-11 22:27:49 +0000 |
commit | 89d1c60c3f30fe52721bdddfb9abe161724491e8 (patch) | |
tree | d3c313730787956232b94f559cf95abb61400dd2 | |
parent | f820aa3f6050a569352142d7a1aed872f8067644 (diff) | |
download | openttd-89d1c60c3f30fe52721bdddfb9abe161724491e8.tar.xz |
(svn r1994) Fix: 1159456 - hopefully prevent the new AI to get stuck in an infinite loop forlorny trying to build its haven. Unintentionally bundled with trivial tidyup.
-rw-r--r-- | ai_new.c | 14 |
1 files changed, 8 insertions, 6 deletions
@@ -9,6 +9,8 @@ // TODO: als er iets in path komt, bouwt AI gewoon verder :( // TODO: mail routes +// FIXME: This code is horrible. Indisputably from the style POV, at least. --pasky + /* * End of Dutch part */ @@ -84,15 +86,15 @@ static void AiNew_State_Nothing(Player *p) { // - Check route // - Build HQ static void AiNew_State_WakeUp(Player *p) { - int32 money; - int c; - assert(p->ainew.state == AI_STATE_WAKE_UP); + int32 money; + int c; + assert(p->ainew.state == AI_STATE_WAKE_UP); // First, check if we have a HQ if (p->location_of_house == 0) { // We have no HQ yet, build one on a random place // Random till we found a place for it! // TODO: this should not be on a random place.. - while (!AiNew_Build_CompanyHQ(p, Random() % MapSize())) { } + AiNew_Build_CompanyHQ(p, Random() % MapSize()); // Enough for now, but we want to come back here the next time // so we do not change any status return; @@ -181,8 +183,8 @@ static void AiNew_State_WakeUp(Player *p) { } static void AiNew_State_ActionDone(Player *p) { - p->ainew.action = AI_ACTION_NONE; - p->ainew.state = AI_STATE_NOTHING; + p->ainew.action = AI_ACTION_NONE; + p->ainew.state = AI_STATE_NOTHING; } // Check if a city or industry is good enough to start a route there |