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-rw-r--r--src/ai/ai_core.cpp13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/ai/ai_core.cpp b/src/ai/ai_core.cpp
index d6c0b7946..b314753d1 100644
--- a/src/ai/ai_core.cpp
+++ b/src/ai/ai_core.cpp
@@ -21,6 +21,7 @@
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
+#include "ai_info.hpp"
#include "ai.hpp"
#include "../script/api/script_error.hpp"
@@ -43,11 +44,11 @@
AIConfig *config = AIConfig::GetConfig(company);
AIInfo *info = config->GetInfo();
- if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
+ if (info == NULL || (rerandomise_ai && config->IsRandom())) {
info = AI::scanner_info->SelectRandomAI();
assert(info != NULL);
/* Load default data and store the name in the settings */
- config->ChangeAI(info->GetName(), -1, false, true);
+ config->Change(info->GetName(), -1, false, true);
}
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
@@ -181,10 +182,10 @@
* the AIConfig. If not, remove the AI from the list (which will assign
* 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] != NULL && _settings_game.ai_config[c]->HasScript()) {
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);
+ _settings_game.ai_config[c]->Change(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
@@ -198,10 +199,10 @@
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] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
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);
+ _settings_newgame.ai_config[c]->Change(NULL);
}
}
}