diff options
Diffstat (limited to 'src/ai/trolly')
-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 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); |