diff options
Diffstat (limited to 'src/ai/ai_core.cpp')
-rw-r--r-- | src/ai/ai_core.cpp | 15 |
1 files changed, 13 insertions, 2 deletions
diff --git a/src/ai/ai_core.cpp b/src/ai/ai_core.cpp index 1c7005b74..f92d511c2 100644 --- a/src/ai/ai_core.cpp +++ b/src/ai/ai_core.cpp @@ -170,13 +170,24 @@ * a random new AI on reload). */ for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) { - if (!_settings_game.ai_config[c]->ResetInfo()) { + if (!_settings_game.ai_config[c]->ResetInfo(true)) { DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName()); _settings_game.ai_config[c]->ChangeAI(NULL); + if (Company::IsValidAiID(c)) { + /* The code belonging to an already running AI was deleted. We can only do + * one thing here to keep everything sane and that is kill the AI. After + * killing the offending AI we start a random other one in it's place, just + * like what would happen if the AI was missing during loading. */ + AI::Stop(c); + AI::StartNew(c, false); + } + } else if (Company::IsValidAiID(c)) { + /* Update the reference in the Company struct. */ + Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo(); } } if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) { - if (!_settings_newgame.ai_config[c]->ResetInfo()) { + if (!_settings_newgame.ai_config[c]->ResetInfo(false)) { DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName()); _settings_newgame.ai_config[c]->ChangeAI(NULL); } |