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(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to 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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@@ -16,7 +16,6 @@
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#include "../command_func.h"
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#include "../console_func.h"
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#include "../variables.h"
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#include "../ai/ai.h"
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#include "../core/alloc_func.hpp"
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#include "../fileio_func.h"
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#include "../md5.h"
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@@ -26,6 +25,7 @@
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#include "../company_func.h"
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#include "../company_base.h"
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#include "../company_gui.h"
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#include "../settings_type.h"
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#include "../rev.h"
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#include "table/strings.h"
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@@ -1170,8 +1170,8 @@ struct NetworkLobbyWindow : public Window {
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const NetworkGameInfo *gi = &this->server->info;
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int y = NET_PRC__OFFSET_TOP_WIDGET_COMPANY, pos;
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/* Join button is disabled when no company is selected */
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this->SetWidgetDisabledState(NLWW_JOIN, this->company == INVALID_COMPANY);
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/* Join button is disabled when no company is selected and for AI companies*/
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this->SetWidgetDisabledState(NLWW_JOIN, this->company == INVALID_COMPANY || GetLobbyCompanyInfo(this->company)->ai);
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/* Cannot start new company if there are too many */
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this->SetWidgetDisabledState(NLWW_NEW, gi->companies_on >= gi->companies_max);
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/* Cannot spectate if there are too many spectators */
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@@ -664,7 +664,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
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}
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break;
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default: /* Join another company (companies 1-8 (index 0-7)) */
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if (!IsValidCompanyID(playas)) {
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if (!IsValidCompanyID(playas) || !IsHumanCompany(playas)) {
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SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
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return;
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}
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@@ -48,6 +48,7 @@ typedef uint8 ClientIndex;
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struct NetworkCompanyStats {
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; ///< How many vehicles are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; ///< How many stations are there of this type?
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bool ai; ///< Is this company an AI
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};
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/** Some state information of a company, especially for servers */
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