(svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch
settings, off by defaut). An other step to AIScripts.
WARNING: this is still highly experimental and has known bugs!
This commit is contained in:
32
ai/ai.h
32
ai/ai.h
@@ -2,6 +2,7 @@
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#define AI_H
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#include "../functions.h"
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#include "../network.h"
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/* How DoCommands look like for an AI */
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typedef struct AICommand {
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@@ -44,6 +45,37 @@ void AI_Initialize(void);
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void AI_Uninitialize(void);
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int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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/** Is it allowed to start a new AI.
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* This function checks some boundries to see if we should launch a new AI.
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* @return True if we can start a new AI.
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*/
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static inline bool AI_AllowNewAI(void)
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{
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/* If disabled, no AI */
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if (!_ai.enabled)
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return false;
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/* If in network, but no server, no AI */
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if (_networking && !_network_server)
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return false;
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/* If in network, and server, possible AI */
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if (_networking && _network_server) {
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/* Do we want AIs in multiplayer? */
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if (!_patches.ai_in_multiplayer)
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return false;
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/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
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* system, because all commands are delayed by at least 1 tick, which causes
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* a big problem, because it uses variables that are only set AFTER the command
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* is really executed... */
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if (!_patches.ainew_active)
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return false;
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}
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return true;
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}
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#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b))
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#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
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