diff options
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/ai.cpp | 4 | ||||
-rw-r--r-- | src/ai/default/default.cpp | 4 | ||||
-rw-r--r-- | src/ai/trolly/trolly.cpp | 4 |
3 files changed, 6 insertions, 6 deletions
diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index e48c8ef00..b72efc921 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -184,8 +184,8 @@ void AI_RunGameLoop() _ai.tick++; /* Make sure the AI follows the difficulty rule.. */ - assert(_opt.diff.competitor_speed <= 4); - if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return; + assert(_settings.difficulty.competitor_speed <= 4); + if ((_ai.tick & ((1 << (4 - _settings.difficulty.competitor_speed)) - 1)) != 0) return; /* Check for AI-client (so joining a network with an AI) */ if (!_networking || _network_server) { diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp index 70aaf2c04..14fc43392 100644 --- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -2550,7 +2550,7 @@ handle_nocash: bool is_pass = ( _players_ai[p->index].cargo_type == CT_PASSENGERS || _players_ai[p->index].cargo_type == CT_MAIL || - (_opt.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) + (_settings.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) ); Order order; @@ -3285,7 +3285,7 @@ static void AiStateBuildRoadVehicles(Player *p) bool is_pass = ( _players_ai[p->index].cargo_type == CT_PASSENGERS || _players_ai[p->index].cargo_type == CT_MAIL || - (_opt.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) + (_settings.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) ); Order order; diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index 4be9819ca..cb572e486 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -1017,7 +1017,7 @@ static void AiNew_State_BuildPath(Player *p) if (_players_ainew[p->index].temp == -1) { DEBUG(ai, 1, "Starting to build new path"); // Init the counter - _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Set the position to the startingplace (-1 because in a minute we do ++) _players_ainew[p->index].path_info.position = -1; // And don't do this again @@ -1026,7 +1026,7 @@ static void AiNew_State_BuildPath(Player *p) // Building goes very fast on normal rate, so we are going to slow it down.. // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) if (--_players_ainew[p->index].counter != 0) return; - _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Increase the building position _players_ainew[p->index].path_info.position++; |