Age | Commit message (Collapse) | Author |
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This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.
With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
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Allow multiple AIs to possibly start in the same tick.
start_date = 0 becomes a special case, where random deviation does not occur.
If start_date was not already 0, then a minimum value of 1 must apply.
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Eagle_rainbow)
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progressing, thus break-on-log now works also for Game Scripts.
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path instead of a boolean (LordAro)
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parts some compilers failed at, are integrated in other parts of the code now too
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and AIScannerLibrary
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src/script/api/script_* (Rubidium)
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the parameters for NoAI docs)
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in the output of "openttd -h"
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of recognized AI libraries (dihedral)
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AI code
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where you can input a break string (patch by Zuu)
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AI+Squirrel
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load the AI data from a savegame instead of the exact same version
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whether it succeeded or not.
-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
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window) when they were randomly chosen
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Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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half the AI api in non-noai related code.
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std::map
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game and configure them via the gui.
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(content.openttd.org) where authors can upload they NewGRFS/AI etc. This should make joining servers that use only NewGRFs that are distributed via this system easier as the players can download the NewGRFs from in the game. It should also make it easier to see whether there are updates for NewGRFs and make the necessary updates.
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and 24 months on easy. The current values were a bit .. too long waiting period ;)
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-Change: when computing daily running cost, divide by 365 (instead of 364). Since r12134, the rounding errors don't need this correction anymore
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allow it (Yexo)
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'start_date' set to the AI slot (Yexo)
-Add [NoAI]: add a 'deviation' value for all settings, giving a slight deviation of the value of a setting (Yexo)
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an AI should start next
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a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version'
-Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame
-Codechange [NoAI]: various of function renames to make things more sane
-Add [NoAI]: push the 'version' of the AI through various of layers
-Codechange [NoAI]: various of code cleanups
-Add [NoAI]: store the version of the AI in the savegame too
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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