(svn r6780) -Codechange: Remove GPMI leftovers (-b impersonisation of AI in MP).
This commit is contained in:
22
ai/ai.c
22
ai/ai.c
@@ -170,12 +170,8 @@ void AI_RunGameLoop(void)
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/* Don't do anything if ai is disabled */
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if (!_ai.enabled) return;
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/* Don't do anything if we are a network-client
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* (too bad when a client joins, he thinks the AIs are real, so it wants to control
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* them.. this avoids that, while loading a network game in singleplayer, does make
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* the AIs to continue ;))
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*/
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if (_networking && !_network_server && !_ai.network_client) return;
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/* Don't do anything if we are a network-client */
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if (_networking && !_network_server) return;
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/* New tick */
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_ai.tick++;
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@@ -185,11 +181,7 @@ void AI_RunGameLoop(void)
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if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return;
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/* Check for AI-client (so joining a network with an AI) */
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if (_ai.network_client && _ai_player[_ai.network_playas].active) {
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/* Run the script */
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AI_DequeueCommands(_ai.network_playas);
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AI_RunTick(_ai.network_playas);
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} else if (!_networking || _network_server) {
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if (!_networking || _network_server) {
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/* Check if we want to run AIs (server or SP only) */
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const Player* p;
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@@ -224,10 +216,6 @@ void AI_StartNewAI(PlayerID player)
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*/
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void AI_PlayerDied(PlayerID player)
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{
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if (_ai.network_client && _ai.network_playas == player) {
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_ai.network_playas = PLAYER_SPECTATOR;
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}
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/* Called if this AI died */
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_ai_player[player].active = false;
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}
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@@ -237,16 +225,12 @@ void AI_PlayerDied(PlayerID player)
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*/
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void AI_Initialize(void)
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{
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bool ai_network_client = _ai.network_client;
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/* First, make sure all AIs are DEAD! */
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AI_Uninitialize();
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memset(&_ai, 0, sizeof(_ai));
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memset(&_ai_player, 0, sizeof(_ai_player));
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_ai.network_client = ai_network_client;
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_ai.network_playas = PLAYER_SPECTATOR;
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_ai.enabled = true;
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}
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4
ai/ai.h
4
ai/ai.h
@@ -32,10 +32,6 @@ typedef struct AIStruct {
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/* General */
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bool enabled; ///< Is AI enabled?
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uint tick; ///< The current tick (something like _frame_counter, only for AIs)
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/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
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bool network_client; ///< Are we a network_client?
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uint8 network_playas; ///< The current network player we are connected as
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} AIStruct;
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VARDEF AIStruct _ai;
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@@ -48,9 +48,7 @@ static void AiNew_State_FirstTime(Player *p)
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assert(p->ainew.state == AI_STATE_FIRST_TIME);
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// We first have to init some things
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if (_current_player == 1 || _ai.network_client) {
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ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
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}
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if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
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// The PathFinder (AyStar)
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// TODO: Maybe when an AI goes bankrupt, this is de-init
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