(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

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;