diff options
author | truelight <truelight@openttd.org> | 2005-11-22 15:55:38 +0000 |
---|---|---|
committer | truelight <truelight@openttd.org> | 2005-11-22 15:55:38 +0000 |
commit | e4cb8ed4570f53fc26367371e8d680882f0e70e6 (patch) | |
tree | 6702beccddba7217fe3ad311ffda9285b6719e5d /ai | |
parent | 28df667ceb7fa74a1146a2bede0a908bc9dd3eb4 (diff) | |
download | openttd-e4cb8ed4570f53fc26367371e8d680882f0e70e6.tar.xz |
(svn r3226) -Fix: GPMI implementation had minor glitches
-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
Diffstat (limited to 'ai')
-rw-r--r-- | ai/ai.c | 15 | ||||
-rw-r--r-- | ai/ai.h | 2 | ||||
-rw-r--r-- | ai/default/default.c | 18 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 28 |
4 files changed, 13 insertions, 50 deletions
@@ -87,7 +87,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc) /* First, do a test-run to see if we can do this */ res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc); /* The command failed, or you didn't want to execute, or you are quering, return */ - if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) + if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) return res; /* If we did a DC_EXEC, and the command did not return an error, execute it @@ -162,10 +162,10 @@ void AI_RunGameLoop(void) return; /* Check for AI-client (so joining a network with an AI) */ - if (_ai.network_client) { + if (_ai.network_client && _ai_player[_ai.network_playas].active) { /* Run the script */ - AI_DequeueCommands(_ai.network_player); - AI_RunTick(_ai.network_player); + AI_DequeueCommands(_ai.network_playas); + AI_RunTick(_ai.network_playas); } else if (!_networking || _network_server) { /* Check if we want to run AIs (server or SP only) */ Player *p; @@ -199,6 +199,9 @@ void AI_StartNewAI(PlayerID player) */ void AI_PlayerDied(PlayerID player) { + if (_ai.network_client && _ai.network_playas == player) + _ai.network_playas = OWNER_SPECTATOR; + /* Called if this AI died */ _ai_player[player].active = false; } @@ -208,9 +211,13 @@ void AI_PlayerDied(PlayerID player) */ void AI_Initialize(void) { + bool ai_network_client = _ai.network_client; + memset(&_ai, 0, sizeof(_ai)); memset(&_ai_player, 0, sizeof(_ai_player)); + _ai.network_client = ai_network_client; + _ai.network_playas = OWNER_SPECTATOR; _ai.enabled = true; } @@ -31,7 +31,7 @@ typedef struct AIStruct { /* For network-clients (a OpenTTD client who acts as an AI connected to a server) */ bool network_client; //! Are we a network_client? - uint8 network_player; //! The current network player we are connected as + uint8 network_playas; //! The current network player we are connected as } AIStruct; VARDEF AIStruct _ai; diff --git a/ai/default/default.c b/ai/default/default.c index 4f4283f1a..b8648dbe2 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -3938,24 +3938,6 @@ void AiDoGameLoop(Player *p) AiAdjustLoan(p); AiBuildCompanyHQ(p); - if (_opt.diff.competitor_speed == 4) { - /* ultraspeed */ - _ai_actions[p->ai.state](p); - if (p->bankrupt_asked != 0) - return; - } else if (_opt.diff.competitor_speed != 3) { - p->ai.tick++; - if (!(p->ai.tick&1)) - return; - if (_opt.diff.competitor_speed != 2) { - if (!(p->ai.tick&2)) - return; - if (_opt.diff.competitor_speed == 0) { - if (!(p->ai.tick&4)) - return; - } - } - } #if 0 { static byte old_state = 99; diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index 21a5ee582..2ddd8fb58 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -44,7 +44,7 @@ static void AiNew_State_FirstTime(Player *p) assert(p->ainew.state == AI_STATE_FIRST_TIME); // We first have to init some things - if (_current_player == 1) { + if (_current_player == 1 || _ai.network_client) { ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0); } @@ -1347,9 +1347,6 @@ static void AiNew_OnTick(Player *p) void AiNewDoGameLoop(Player *p) { - // If it is a human player, it is not an AI, so bubye! - if (IS_HUMAN_PLAYER(_current_player)) return; - if (p->ainew.state == AI_STATE_STARTUP) { // The AI just got alive! p->ainew.state = AI_STATE_FIRST_TIME; @@ -1362,29 +1359,6 @@ void AiNewDoGameLoop(Player *p) // We keep a ticker. We use it for competitor_speed p->ainew.tick++; - // See what the speed is - switch (_opt.diff.competitor_speed) { - case 0: // Very slow - if (!(p->ainew.tick&8)) return; - break; - - case 1: // Slow - if (!(p->ainew.tick&4)) return; - break; - - case 2: - if (!(p->ainew.tick&2)) return; - break; - - case 3: - if (!(p->ainew.tick&1)) return; - break; - - case 4: // Very fast - default: // Cool, a new speed setting.. ;) VERY fast ;) - break; - } - // If we come here, we can do a tick.. do so! AiNew_OnTick(p); } |