mirror of https://github.com/OpenTTD/OpenTTD
(svn r1994) Fix: 1159456 - hopefully prevent the new AI to get stuck in an infinite loop forlorny trying to build its haven. Unintentionally bundled with trivial tidyup.
parent
f820aa3f60
commit
89d1c60c3f
14
ai_new.c
14
ai_new.c
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@ -9,6 +9,8 @@
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// TODO: als er iets in path komt, bouwt AI gewoon verder :(
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// TODO: mail routes
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// FIXME: This code is horrible. Indisputably from the style POV, at least. --pasky
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/*
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* End of Dutch part
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*/
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@ -84,15 +86,15 @@ static void AiNew_State_Nothing(Player *p) {
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// - Check route
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// - Build HQ
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static void AiNew_State_WakeUp(Player *p) {
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int32 money;
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int c;
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assert(p->ainew.state == AI_STATE_WAKE_UP);
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int32 money;
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int c;
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assert(p->ainew.state == AI_STATE_WAKE_UP);
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// First, check if we have a HQ
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if (p->location_of_house == 0) {
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// We have no HQ yet, build one on a random place
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// Random till we found a place for it!
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// TODO: this should not be on a random place..
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while (!AiNew_Build_CompanyHQ(p, Random() % MapSize())) { }
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AiNew_Build_CompanyHQ(p, Random() % MapSize());
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// Enough for now, but we want to come back here the next time
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// so we do not change any status
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return;
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@ -181,8 +183,8 @@ static void AiNew_State_WakeUp(Player *p) {
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}
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static void AiNew_State_ActionDone(Player *p) {
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p->ainew.action = AI_ACTION_NONE;
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p->ainew.state = AI_STATE_NOTHING;
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p->ainew.action = AI_ACTION_NONE;
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p->ainew.state = AI_STATE_NOTHING;
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}
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// Check if a city or industry is good enough to start a route there
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