(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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@@ -9,6 +9,7 @@
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#include "town_type.h"
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#include "transport_type.h"
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#include "network/core/config.h"
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#include "company_type.h"
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/** Settings related to the difficulty of the game */
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struct DifficultySettings {
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@@ -170,12 +171,12 @@ struct ConstructionSettings {
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/** Settings related to the AI. */
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struct AISettings {
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bool ainew_active; ///< is the new AI active?
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bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
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bool ai_disable_veh_train; ///< disable types for AI
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bool ai_disable_veh_roadveh; ///< disable types for AI
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bool ai_disable_veh_aircraft; ///< disable types for AI
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bool ai_disable_veh_ship; ///< disable types for AI
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uint32 ai_max_opcode_till_suspend; ///< max opcode calls till AI will suspend
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};
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/** Settings related to the old pathfinder. */
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@@ -339,6 +340,7 @@ struct GameSettings {
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GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
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ConstructionSettings construction; ///< construction of things in-game
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AISettings ai; ///< what may the AI do?
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class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
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PathfinderSettings pf; ///< settings for all pathfinders
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OrderSettings order; ///< settings related to orders
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VehicleSettings vehicle; ///< options for vehicles
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