(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:
15
ai/ai.c
15
ai/ai.c
@@ -87,7 +87,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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/* First, do a test-run to see if we can do this */
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res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
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/* The command failed, or you didn't want to execute, or you are quering, return */
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if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
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if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
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return res;
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/* If we did a DC_EXEC, and the command did not return an error, execute it
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@@ -162,10 +162,10 @@ void AI_RunGameLoop(void)
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return;
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/* Check for AI-client (so joining a network with an AI) */
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if (_ai.network_client) {
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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_player);
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AI_RunTick(_ai.network_player);
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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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/* Check if we want to run AIs (server or SP only) */
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Player *p;
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@@ -199,6 +199,9 @@ 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 = OWNER_SPECTATOR;
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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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@@ -208,9 +211,13 @@ 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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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 = OWNER_SPECTATOR;
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_ai.enabled = true;
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}
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