Merge branch 'master' into jgrpp
# Conflicts: # config.lib # projects/openttd_vs140.vcxproj # projects/openttd_vs140.vcxproj.filters # projects/openttd_vs141.vcxproj # projects/openttd_vs141.vcxproj.filters # projects/openttd_vs142.vcxproj # projects/openttd_vs142.vcxproj.filters # src/aircraft_cmd.cpp # src/base_station_base.h # src/core/pool_type.hpp # src/disaster_vehicle.cpp # src/economy.cpp # src/engine.cpp # src/group.h # src/group_cmd.cpp # src/group_gui.cpp # src/lang/english.txt # src/lang/german.txt # src/linkgraph/linkgraph_gui.cpp # src/network/network_command.cpp # src/network/network_server.cpp # src/openttd.cpp # src/order_cmd.cpp # src/road_cmd.cpp # src/saveload/afterload.cpp # src/saveload/cargopacket_sl.cpp # src/saveload/linkgraph_sl.cpp # src/saveload/order_sl.cpp # src/saveload/station_sl.cpp # src/saveload/town_sl.cpp # src/saveload/vehicle_sl.cpp # src/screenshot.cpp # src/screenshot.h # src/settings_gui.cpp # src/settings_type.h # src/smallmap_gui.cpp # src/station.cpp # src/station_cmd.cpp # src/table/settings.ini # src/toolbar_gui.cpp # src/town_cmd.cpp # src/train.h # src/train_cmd.cpp # src/train_gui.cpp # src/vehicle.cpp # src/vehicle_base.h # src/vehiclelist.cpp # src/window_type.h
This commit is contained in:
@@ -77,8 +77,7 @@
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if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
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Backup<CompanyID> cur_company(_current_company, FILE_LINE);
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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for (const Company *c : Company::Iterate()) {
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if (c->is_ai) {
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SCOPE_INFO_FMT([&], "AI::GameLoop: %i: %s (v%d)\n", (int)c->index, c->ai_info->GetName(), c->ai_info->GetVersion());
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PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
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@@ -157,8 +156,7 @@
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/* It might happen there are no companies .. than we have nothing to loop */
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if (Company::GetPoolSize() == 0) return;
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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for (const Company *c : Company::Iterate()) {
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if (c->is_ai) AI::Stop(c->index);
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}
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}
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@@ -1052,8 +1052,7 @@ struct AIDebugWindow : public Window {
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ai_debug_company = INVALID_COMPANY;
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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for (const Company *c : Company::Iterate()) {
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if (c->is_ai) {
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ChangeToAI(c->index);
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return;
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@@ -1312,8 +1311,7 @@ struct AIDebugWindow : public Window {
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if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
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bool all_unpaused = !Game::IsPaused();
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if (all_unpaused) {
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Company *c;
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FOR_ALL_COMPANIES(c) {
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for (const Company *c : Company::Iterate()) {
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if (c->is_ai && AI::IsPaused(c->index)) {
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all_unpaused = false;
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break;
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@@ -1552,8 +1550,7 @@ void ShowAIDebugWindowIfAIError()
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/* Network clients can't debug AIs. */
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if (_networking && !_network_server) return;
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Company *c;
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FOR_ALL_COMPANIES(c) {
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for (const Company *c : Company::Iterate()) {
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if (c->is_ai && c->ai_instance->IsDead()) {
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ShowAIDebugWindow(c->index);
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break;
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