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Paste #ppazmhk0d

  1. /** Start new competitor companies if possible. */
  2. void MaybeStartNewCompany()
  3. {
  4.     /* Count number of total existing companies. */
  5.     uint current_companies = (uint)Company::GetNumItems();

Paste #pefzfn0mf

  1. void MaybeStartNewCompany() {
  2.     uint current_companies = (uint)Company::GetNumItems();
  3.  
  4.     /* Count number of existing AI only companies. */
  5.     uint current_ais = 0;

Paste #pbwqwybj8

  1. OpenTTD-website.andythenorth(2019-update-content)$ git co master
  2. Switched to branch 'master'
  3. Your branch is up to date with 'origin/master'.
  4. OpenTTD-website.andythenorth(master)$ git fetch upstream
  5. remote: Enumerating objects: 28, done.

Paste #phiasxlfi

  1. *** OpenTTD Crash Report ***
  2.  
  3. Crash at: Fri Apr  5 01:50:18 2019
  4. In game date: 1976-12-14 (72)

Paste #paqjqngdc

  1. SuperBobGoals GS
  2.  
  3. SuperBobGoals is a GameScript which challenges you to transport a certain amount of 3 cargos in a certain timespan.  SuperBobGoals also adjusts town growth, so that towns won't grow unless specific cargos are delivered.  SuperBobGoals also controls the closure of industries.  SuperBobGoals also controls the placement of industries when the map is generated.  SuperBobGoals also introduces a tech ladder for vehicles.  SuperBobGoals requires the FIRS industry newgrf, and the Iron Horse, AV9, Road Hog and Unsinkable Sam vehicle newgrfs.

Paste #pzw5wpafl

  1. SuperBobGoals GS
  2.  
  3. SuperBobGoals is a GameScript which challenges you to transport a certain amount of 3 cargos in a certain timespan.  SuperBobGoals also adjusts town growth, so that towns won't grow unless specific cargos are delivered.  SuperBobGoals also controls the closure of industries.  SuperBobGoals also controls the placement of industries when the map is generated.  SuperBobGoals also introduces a tech ladder for vehicles.  SuperBobGoals requires the FIRS industry newgrf, and the Iron Horse, AV9, Road Hog and Unsinkable Sam vehicle newgrfs.

Paste #pgvyt0l3p

  1.     if (this->elem >= PFE_AI0 && this->elem <= PFE_AI14) {
  2.         uint active_ais = 0;
  3.         Company *c;
  4.         FOR_ALL_COMPANIES(c) {
  5.             if (Company::IsValidAiID(c->index) && Company::Get(c->index)->ai_instance != NULL && !Company::Get(c->index)->ai_instance->IsDead()) {

Paste #porntptfs

  1. /* static */ uint AI::max_opcodes[MAX_COMPANIES] = { _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_opcode_till_suspend, _settings_game.script.script_max_

Paste #pdct3fzq9

  1. *Industry Satisfaction CB*
  2.  
  3. Called by town when evaluating whether to grow.
  4.  
  5. Called for every industry in the town catchment that handles the callback.

Paste #pynizppqk

  1. Regions?
  2.  
  3. As an example, FIRS Steeltown would have
  4.  
  5. - coal

Paste #pwvjchy87

  1. local noise = AIAirport.GetNoiseLevelIncrease(tile, type);
  2. local allowed_noise = AITown.GetAllowedNoise(AIAirport.GetNearestTown(tile, type));
  3. local old_result = (noise != -1 && allowed_noise != -1 && noise <= allowed_noise);
  4. assert(old_result == AIAirport.IsNoiseLevelIncreaseAllowed(tile, type));

Paste #pvklpnahq

  1.  
  2. * andythenorth_ hat die Verbindung getrennt (Remote host closed the connection).
  3. <Alberth> they do make your life complicated with precise placement, or would that also happen with say, default industries ?
  4. <planetmaker> basically what alberth said: a too complex industry newgrf is not well suitable for interaction with anything outside it
  5. <_dp_> btw, all cb gamescripts currently sum all cargo delivered to a town regardless of specific industry first and only then make decisions

Paste #p0j4ujpqq

  1. // script_airport.hpp
  2.     /**
  3.      * Checks whether the noise that will be added to the nearest town if an airport would be
  4.      *  built at this tile is allowed.
  5.      * @param tile The tile to check.

Paste #pyujgn54c

  1. /* static */ bool ScriptAirport::IsNoiseLevelAllowed(TileIndex tile, AirportType type)
  2. {
  3.     extern Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it, uint &mindist);
  4.     extern uint8 GetAirportNoiseLevelForDistance(const AirportSpec *as, uint distance);

Paste #pow6gd4ao

  1. switch (FEAT_OBJECTS, SELF, object_decide_tilepos, relative_coord(relative_x,relative_y)) {
  2.     relative_coord(0,0): graphics_object_tile_00;
  3.     relative_coord(1,0): graphics_object_tile_10;
  4. }