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authorrubidium <rubidium@openttd.org>2008-05-25 19:17:03 +0000
committerrubidium <rubidium@openttd.org>2008-05-25 19:17:03 +0000
commit4625695653c3c0be16b61b640c206c557af9ec7b (patch)
treed480693e848eb121add7037faa150875d750cc98 /src/ai/trolly
parent6ea832ec7cbd572c72e96a179bb8c744834ee2e7 (diff)
downloadopenttd-4625695653c3c0be16b61b640c206c557af9ec7b.tar.xz
(svn r13251) -Codechange: rename _patches to _settings as that is more logic.
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
Diffstat (limited to 'src/ai/trolly')
-rw-r--r--src/ai/trolly/trolly.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index 9672a9664..4be9819ca 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -130,9 +130,9 @@ static void AiNew_State_WakeUp(Player *p)
// Check all vehicles once in a while
_players_ainew[p->index].action = AI_ACTION_CHECK_ALL_VEHICLES;
_players_ainew[p->index].last_vehiclecheck_date = _date;
- } else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
+ } else if (c < 100 && !_settings.ai.ai_disable_veh_roadveh) {
// Do we have any spots for road-vehicles left open?
- if (GetFreeUnitNumber(VEH_ROAD) <= _patches.max_roadveh) {
+ if (GetFreeUnitNumber(VEH_ROAD) <= _settings.vehicle.max_roadveh) {
if (c < 85) {
_players_ainew[p->index].action = AI_ACTION_TRUCK_ROUTE;
} else {
@@ -140,8 +140,8 @@ static void AiNew_State_WakeUp(Player *p)
}
}
#if 0
- } else if (c < 200 && !_patches.ai_disable_veh_train) {
- if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) {
+ } else if (c < 200 && !_settings.ai.ai_disable_veh_train) {
+ if (GetFreeUnitNumber(VEH_TRAIN) <= _settings.vehicle.max_trains) {
_players_ainew[p->index].action = AI_ACTION_TRAIN_ROUTE;
}
#endif
@@ -155,7 +155,7 @@ static void AiNew_State_WakeUp(Player *p)
return;
}
- if (_patches.ai_disable_veh_roadveh && (
+ if (_settings.ai.ai_disable_veh_roadveh && (
_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE ||
_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE
)) {
@@ -179,7 +179,7 @@ static void AiNew_State_WakeUp(Player *p)
// to build the route anyway..
if (_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE &&
money > AI_MINIMUM_BUS_ROUTE_MONEY) {
- if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
+ if (GetFreeUnitNumber(VEH_ROAD) > _settings.vehicle.max_roadveh) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
@@ -190,7 +190,7 @@ static void AiNew_State_WakeUp(Player *p)
}
if (_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE &&
money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
- if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
+ if (GetFreeUnitNumber(VEH_ROAD) > _settings.vehicle.max_roadveh) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
@@ -1035,7 +1035,7 @@ static void AiNew_State_BuildPath(Player *p)
if (_players_ainew[p->index].path_info.position == -2) {
// This means we are done building!
- if (_players_ainew[p->index].tbt == AI_TRUCK && !_patches.roadveh_queue) {
+ if (_players_ainew[p->index].tbt == AI_TRUCK && !_settings.pf.roadveh_queue) {
// If they not queue, they have to go up and down to try again at a station...
// We don't want that, so try building some road left or right of the station
DiagDirection dir1, dir2, dir3;
@@ -1186,7 +1186,7 @@ static void AiNew_State_GiveOrders(Player *p)
}
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
- if (_patches.gotodepot) {
+ if (_settings.order.gotodepot) {
idx = 0;
order.MakeGoToDepot(GetDepotByTile(_players_ainew[p->index].depot_tile)->index, ODTFB_PART_OF_ORDERS);
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER);