AIVehicle::
-GetRailType
-GetPlaneType
Reason: can't getting these through AIEngine, when the engine is no longer buildable.

Moderator: OpenTTD Developers
I need that as well (plane type). I'm not sure if there are more things that are only available in the engine that you would want to check after the engine has disappeared. Maybe it is a better solution to make all engines valid always (or at least after they are no longer buildable) and then have a separate check function for if the engine can be built or not.fanioz wrote:I would like to request (again).
AIVehicle::
-GetRailType
-GetPlaneType
Reason: can't getting these through AIEngine, when the engine is no longer buildable.
Some kind of promised compatibility layer would be awesome. This would mean that you can more extensively check for settings without the fear of them changing in future.API doc wrote:AIGameSettings::IsValid and AIGameSettings::GetValue are functions that rely on the settings as OpenTTD stores them in savegame and openttd.cfg. No guarantees can be given on the long term validity, consistency and stability of the names, values and value ranges. Using these settings can be dangerous and could cause issues in future versions. To make sure that a setting still exists in the current version you have to run AIGameSettings::IsValid before accessing it.
Needs some more fundamental changes to the servicing system, will probably have to wait until after 1.0Yexo wrote:[*]AIVehicle::ChangeServicingInterval
=> not planned for 1.0[*]Check vehicles/stations belonging to other companies (FS#2776) - not planned for 0.8
Implemented[*]Load latest version of AI that can load the data, don't load exact same version first. (FS#3232)
Implemented[*]Keep is-random-ai flag when an AI is started, so don't start the same AI every time for a random slot. (FS#3095)
Work in progress, expect this soon[*]AIGameSettings::GetBaseCost(price_index) with a list of valid price indexes.
Still thinking about this one.fanioz wrote:request for AIEventVehicleHasVoidOrder.
Not implemented, but the AIEngine functions now work even if the engine is no longer buildablefanioz wrote:I would like to request (again).
AIVehicle::
-GetRailType
-GetPlaneType
Reason: can't getting these through AIEngine, when the engine is no longer buildable.
AIVehicleList_Station also works for waypoints (in 1.0, not in 0.7).Zuu wrote:I would be happy to see the possibility to supply vehicle types to eg. AIVehicleList_Station to have that filtered already. If that is added it should probably also be added to the other AIVehicleList_*. I notice that there is no AIVehicleList_Waypoint while there is a AIWaypointList_Vehicle (corresponding to the AIStationList_Vehicle).
Implemented[*] Make some AI settings configurable in-game (eg. place debug signs) - faster than having to traverse a long list of signs for "enable_signs" every time you want to place/update a sign
Patch by Zuu on flyspray.[*] In the AI Debug window, add a text box where you can input a break string. Each AILog message is matched against this break string and if there is a match, the game pauses. (just simply check if the typed string is a sub string of the log string)
Yup, this would be only an equal notifier for AI that human player had.Yexo wrote:Still thinking about this one.fanioz wrote:request for AIEventVehicleHasVoidOrder.
........
AIEventVehicleHasVoidOrder (not sure if this is really needed)
Excellent !Yexo wrote:Just giving a status update:
Openttd doesn't have that information for industries defined by newgrfs.Kogut wrote:AIIndustry.IsStrangeIndustry(industry_type_id)
- is it industry interacting in weird way with environment - for example: tropical lumber mill
- that exclude stocpiling
Openttd doesn't have that information for industries defined by newgrfs.- AIIndustry.WhatCargoIsNeededToProceedBeforeThatCargo(industry_type_id, cargo_id) (return - cargo list)
- for example ECS machine works require steel to proceed glass
- tourist centre require tourists to proceed goods
Is this information in any way available to human players? Other then by looking at their competitors vehicles? If not, then it's a duplicate of FS#2776-AIIndustry.IsIndustrySuppliedWithCargo(industry_id, cargo_id)
That is possible, but only if a newgrf supported that. Currently there is no way for a newgrf to provide that information, it'd need an extension of specs, and even then it wouldn't be complete in all cases.Kogut wrote:1) And it is impossible/very hard to do to "ask" newgrf about industry properties? And return it through noai api?
Then your AI wouldn't work if an updated grf had another grfid. This has been suggested and denied before.2) So is it possible to check for added newgrf?
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