(svn r3226) -Fix: GPMI implementation had minor glitches

-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
This commit is contained in:
truelight
2005-11-22 15:55:38 +00:00
parent 28df667ceb
commit e4cb8ed457
8 changed files with 64 additions and 57 deletions

15
ai/ai.c
View File

@@ -87,7 +87,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
/* First, do a test-run to see if we can do this */
res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
/* The command failed, or you didn't want to execute, or you are quering, return */
if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
return res;
/* If we did a DC_EXEC, and the command did not return an error, execute it
@@ -162,10 +162,10 @@ void AI_RunGameLoop(void)
return;
/* Check for AI-client (so joining a network with an AI) */
if (_ai.network_client) {
if (_ai.network_client && _ai_player[_ai.network_playas].active) {
/* Run the script */
AI_DequeueCommands(_ai.network_player);
AI_RunTick(_ai.network_player);
AI_DequeueCommands(_ai.network_playas);
AI_RunTick(_ai.network_playas);
} else if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
Player *p;
@@ -199,6 +199,9 @@ void AI_StartNewAI(PlayerID player)
*/
void AI_PlayerDied(PlayerID player)
{
if (_ai.network_client && _ai.network_playas == player)
_ai.network_playas = OWNER_SPECTATOR;
/* Called if this AI died */
_ai_player[player].active = false;
}
@@ -208,9 +211,13 @@ void AI_PlayerDied(PlayerID player)
*/
void AI_Initialize(void)
{
bool ai_network_client = _ai.network_client;
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
_ai.network_client = ai_network_client;
_ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
}

View File

@@ -31,7 +31,7 @@ typedef struct AIStruct {
/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
bool network_client; //! Are we a network_client?
uint8 network_player; //! The current network player we are connected as
uint8 network_playas; //! The current network player we are connected as
} AIStruct;
VARDEF AIStruct _ai;

View File

@@ -3938,24 +3938,6 @@ void AiDoGameLoop(Player *p)
AiAdjustLoan(p);
AiBuildCompanyHQ(p);
if (_opt.diff.competitor_speed == 4) {
/* ultraspeed */
_ai_actions[p->ai.state](p);
if (p->bankrupt_asked != 0)
return;
} else if (_opt.diff.competitor_speed != 3) {
p->ai.tick++;
if (!(p->ai.tick&1))
return;
if (_opt.diff.competitor_speed != 2) {
if (!(p->ai.tick&2))
return;
if (_opt.diff.competitor_speed == 0) {
if (!(p->ai.tick&4))
return;
}
}
}
#if 0
{
static byte old_state = 99;

View File

@@ -44,7 +44,7 @@ static void AiNew_State_FirstTime(Player *p)
assert(p->ainew.state == AI_STATE_FIRST_TIME);
// We first have to init some things
if (_current_player == 1) {
if (_current_player == 1 || _ai.network_client) {
ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
}
@@ -1347,9 +1347,6 @@ static void AiNew_OnTick(Player *p)
void AiNewDoGameLoop(Player *p)
{
// If it is a human player, it is not an AI, so bubye!
if (IS_HUMAN_PLAYER(_current_player)) return;
if (p->ainew.state == AI_STATE_STARTUP) {
// The AI just got alive!
p->ainew.state = AI_STATE_FIRST_TIME;
@@ -1362,29 +1359,6 @@ void AiNewDoGameLoop(Player *p)
// We keep a ticker. We use it for competitor_speed
p->ainew.tick++;
// See what the speed is
switch (_opt.diff.competitor_speed) {
case 0: // Very slow
if (!(p->ainew.tick&8)) return;
break;
case 1: // Slow
if (!(p->ainew.tick&4)) return;
break;
case 2:
if (!(p->ainew.tick&2)) return;
break;
case 3:
if (!(p->ainew.tick&1)) return;
break;
case 4: // Very fast
default: // Cool, a new speed setting.. ;) VERY fast ;)
break;
}
// If we come here, we can do a tick.. do so!
AiNew_OnTick(p);
}