(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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src/ai/api/ai_execmode.cpp
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26
src/ai/api/ai_execmode.cpp
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/* $Id$ */
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/** @file ai_execmode.cpp Implementation of AIExecMode. */
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#include "ai_execmode.hpp"
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#include "../../command_type.h"
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bool AIExecMode::ModeProc(TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCost costs)
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{
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/* In execution mode we only return 'true', telling the DoCommand it
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* should continue with the real execution of the command. */
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return true;
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}
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AIExecMode::AIExecMode()
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{
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this->last_mode = this->GetDoCommandMode();
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this->last_instance = this->GetDoCommandModeInstance();
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this->SetDoCommandMode(&AIExecMode::ModeProc, this);
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}
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AIExecMode::~AIExecMode()
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{
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assert(this->GetDoCommandModeInstance() == this);
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this->SetDoCommandMode(this->last_mode, this->last_instance);
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}
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