(svn r3260) -Add: add events for AIs to check if a command execution failed or succeeded

This commit is contained in:
truelight
2005-12-05 12:27:58 +00:00
parent 2946f3c1f9
commit 0f2a0df165
4 changed files with 107 additions and 5 deletions

View File

@@ -10,6 +10,7 @@
#include "player.h"
#include "network.h"
#include "variables.h"
#include "ai/ai.h"
const char* _cmd_text = NULL;
@@ -476,10 +477,16 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
res = proc(x,y, flags, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
/* Trigger an event special for the AI, so it knows the build has failed
* Because the commands are always delayed, this is the only way. */
AI_CommandResult(cmd, p1, p2, tile, false);
goto show_error;
}
// no money? Only check if notest is off
if (!notest && res != 0 && !CheckPlayerHasMoney(res)) goto show_error;
if (!notest && res != 0 && !CheckPlayerHasMoney(res)) {
AI_CommandResult(cmd, p1, p2, tile, false);
goto show_error;
}
}
#ifdef ENABLE_NETWORK
@@ -514,10 +521,13 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
} else {
if (CmdFailed(res2)) {
if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
AI_CommandResult(cmd, p1, p2, tile, false);
goto show_error;
}
}
AI_CommandResult(cmd, p1, p2, tile, true);
SubtractMoneyFromPlayer(res2);
if (IsLocalPlayer() && _game_mode != GM_EDITOR) {