diff options
Diffstat (limited to 'src/ai/trolly/trolly.cpp')
-rw-r--r-- | src/ai/trolly/trolly.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index 7290c7b12..b739c42a8 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -280,9 +280,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // No limits on delevering stations! // Or for industry that does not give anything yet - if (indsp->produced_cargo[0] == CT_INVALID || i->total_production[0] == 0) return true; + if (indsp->produced_cargo[0] == CT_INVALID || i->last_month_production[0] == 0) return true; - if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false; + if (i->last_month_production[0] - i->last_month_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false; // Check if we have build a station in this town the last 6 months // else we don't do it. This is done, because stat updates can be slow @@ -322,7 +322,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // We are about to add one... count++; // Check if we the city can provide enough cargo for this amount of stations.. - if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false; + if (count * AI_CHECKCITY_CARGO_PER_STATION > i->last_month_production[0]) return false; // All check are okay, so we can build here! return true; @@ -468,12 +468,12 @@ static void AiNew_State_LocateRoute(Player *p) // TODO: in max_cargo, also check other cargo (beside [0]) // First we check if the from_ic produces cargo that this ic accepts - if (indsp_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) { + if (indsp_from->produced_cargo[0] != CT_INVALID && ind_from->last_month_production[0] != 0) { for (i = 0; i < lengthof(indsp_temp->accepts_cargo); i++) { if (indsp_temp->accepts_cargo[i] == CT_INVALID) break; if (indsp_from->produced_cargo[0] == indsp_temp->accepts_cargo[i]) { // Found a compatible industry - max_cargo = ind_from->total_production[0] - ind_from->total_transported[0]; + max_cargo = ind_from->last_month_production[0] - ind_from->last_month_transported[0]; found = true; p->ainew.from_deliver = true; p->ainew.to_deliver = false; @@ -481,14 +481,14 @@ static void AiNew_State_LocateRoute(Player *p) } } } - if (!found && indsp_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) { + if (!found && indsp_temp->produced_cargo[0] != CT_INVALID && ind_temp->last_month_production[0] != 0) { // If not check if the current ic produces cargo that the from_ic accepts for (i = 0; i < lengthof(indsp_from->accepts_cargo); i++) { if (indsp_from->accepts_cargo[i] == CT_INVALID) break; if (indsp_from->produced_cargo[0] == indsp_from->accepts_cargo[i]) { // Found a compatbiel industry found = true; - max_cargo = ind_temp->total_production[0] - ind_temp->total_transported[0]; + max_cargo = ind_temp->last_month_production[0] - ind_temp->last_month_transported[0]; p->ainew.from_deliver = false; p->ainew.to_deliver = true; break; @@ -898,9 +898,9 @@ static int AiNew_HowManyVehicles(Player *p) // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; if (p->ainew.from_deliver) { - max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0]; + max_cargo = GetIndustry(p->ainew.from_ic)->last_month_production[0]; } else { - max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0]; + max_cargo = GetIndustry(p->ainew.to_ic)->last_month_production[0]; } // This is because moving 60% is more than we can dream of! |