(svn r5092) -Fix: There was a gross race condition in the AI code which made it pretty random if the AI could give a new vehicle its orders

This commit is contained in:
tron
2006-06-04 09:10:24 +00:00
parent 3e5ef7319e
commit 36e31fa41f
6 changed files with 41 additions and 19 deletions

View File

@@ -7,6 +7,7 @@
#include "../../map.h"
#include "../../road_map.h"
#include "../../tile.h"
#include "../../vehicle.h"
#include "../../command.h"
#include "trolly.h"
#include "../../engine.h"
@@ -249,6 +250,20 @@ EngineID AiNew_PickVehicle(Player *p)
}
void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
Player* p = GetPlayer(_current_player);
if (success) {
p->ainew.state = AI_STATE_GIVE_ORDERS;
p->ainew.veh_id = _new_vehicle_id;
} else {
/* XXX this should be handled more gracefully */
p->ainew.state = AI_STATE_NOTHING;
}
}
// Builds the best vehicle possible
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
{
@@ -257,7 +272,11 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
if (i == INVALID_ENGINE) return CMD_ERROR;
if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
if (flag & DC_EXEC) {
return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
} else {
return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}
}
int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)