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(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.

release/0.4.5
pasky 2005-03-11 22:27:49 +00:00
parent f820aa3f60
commit 89d1c60c3f
1 changed files with 8 additions and 6 deletions

View File

@ -9,6 +9,8 @@
// TODO: als er iets in path komt, bouwt AI gewoon verder :(
// TODO: mail routes
// FIXME: This code is horrible. Indisputably from the style POV, at least. --pasky
/*
* End of Dutch part
*/
@ -84,15 +86,15 @@ static void AiNew_State_Nothing(Player *p) {
// - Check route
// - Build HQ
static void AiNew_State_WakeUp(Player *p) {
int32 money;
int c;
assert(p->ainew.state == AI_STATE_WAKE_UP);
int32 money;
int c;
assert(p->ainew.state == AI_STATE_WAKE_UP);
// First, check if we have a HQ
if (p->location_of_house == 0) {
// We have no HQ yet, build one on a random place
// Random till we found a place for it!
// TODO: this should not be on a random place..
while (!AiNew_Build_CompanyHQ(p, Random() % MapSize())) { }
AiNew_Build_CompanyHQ(p, Random() % MapSize());
// Enough for now, but we want to come back here the next time
// so we do not change any status
return;
@ -181,8 +183,8 @@ static void AiNew_State_WakeUp(Player *p) {
}
static void AiNew_State_ActionDone(Player *p) {
p->ainew.action = AI_ACTION_NONE;
p->ainew.state = AI_STATE_NOTHING;
p->ainew.action = AI_ACTION_NONE;
p->ainew.state = AI_STATE_NOTHING;
}
// Check if a city or industry is good enough to start a route there