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-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 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!