(svn r3304) -Add: allow AI-events to see the UID of the command

-Fix: improved the logic of the UID code for AIs
This commit is contained in:
truelight
2005-12-14 14:38:23 +00:00
parent f6330faead
commit f94da63a8d
4 changed files with 34 additions and 11 deletions

28
ai/ai.c
View File

@@ -156,7 +156,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
AICommand *new;
uint unique_id = uids[_current_player];
uint unique_id = uids[_current_player] + 1; // + 1, because 0 is reserved
int32 res;
res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
@@ -192,13 +192,16 @@ int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint pr
}
/**
* A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
* an event.Z
* Find the right UID for this command.
*/
void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded)
void AI_GetCommandUID(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile)
{
AICommand *command = command_uid[_current_player];
/* Reset to 0, meaning no UID. Then we start detecting if we have an UID for this command */
_ai_current_uid = 0;
_ai_current_tile = INVALID_TILE;
if (command == NULL)
return;
@@ -217,14 +220,29 @@ void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool suc
return;
}
/* Remove this command from the list */
command_uid[_current_player] = command_uid[_current_player]->next;
if (command_uid[_current_player] == NULL)
command_uid_tail[_current_player] = NULL;
ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, tile, command->uid);
/* Broadcast our current UID and tile */
_ai_current_uid = command->uid;
_ai_current_tile = tile;
free(command);
}
/**
* A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
* an event.
*/
void AI_CommandResult(bool succeeded)
{
if (_ai_current_uid == 0)
return;
ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, _ai_current_tile);
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/