diff --git a/ai.h b/ai.h --- a/ai.h +++ b/ai.h @@ -134,7 +134,7 @@ #define AI_CHECK_MAX_VEHICLE_PER_STATION 10 // How many thick between building 2 vehicles -#define AI_BUILD_VEHICLE_TIME_BETWEEN 74 +#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS // How many days must there between vehicle checks // The more often, the less non-money-making lines there will be diff --git a/ai_new.c b/ai_new.c --- a/ai_new.c +++ b/ai_new.c @@ -65,8 +65,7 @@ static void AiNew_State_FirstTime(Player static void AiNew_State_Nothing(Player *p) { assert(p->ainew.state == AI_STATE_NOTHING); // If we are done idling, start over again - // There go 74 ticks in a day - if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74; + if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS; if (--p->ainew.idle == 0) { // We are done idling.. what you say? Let's do something! // I mean.. the next tick ;) @@ -831,7 +830,7 @@ static int AiNew_HowManyVehicles(Player length = p->ainew.path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0 - tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16; + tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * DAY_TICKS / 256 / 16; // We want a vehicle in a station once a month at least, so, calculate it! // (the * 2 is because we have 2 stations ;)) amount = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2; @@ -847,7 +846,7 @@ static int AiNew_HowManyVehicles(Player length = p->ainew.path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0 - tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16; + tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * DAY_TICKS / 256 / 16; if (p->ainew.from_deliver) max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0]; else diff --git a/graph_gui.c b/graph_gui.c --- a/graph_gui.c +++ b/graph_gui.c @@ -667,7 +667,7 @@ static void PerformanceRatingDetailWndPr if (p2->is_active) UpdateCompanyRatingAndValue(p2, false); - w->custom[0] = 74; + w->custom[0] = DAY_TICKS; w->custom[1] = 5; w->click_state = 1 << 13; @@ -679,7 +679,7 @@ static void PerformanceRatingDetailWndPr { // Update the player score every 5 days if (--w->custom[0] == 0) { - w->custom[0] = 74; + w->custom[0] = DAY_TICKS; if (--w->custom[1] == 0) { Player *p2; w->custom[1] = 5; diff --git a/players.c b/players.c --- a/players.c +++ b/players.c @@ -494,7 +494,7 @@ Player *DoStartupNewPlayer(bool is_ai) void StartupPlayers() { // The AI starts like in the setting with +2 month max - _next_competitor_start = _opt.diff.competitor_start_time * 90 * 74 + RandomRange(60 * 74) + 1; + _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1; } static void MaybeStartNewPlayer() @@ -513,7 +513,7 @@ static void MaybeStartNewPlayer() DoStartupNewPlayer(true); // The next AI starts like the difficulty setting said, with +2 month max - _next_competitor_start = _opt.diff.competitor_start_time * 90 * 74 + RandomRange(60 * 74) + 1; + _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1; } void InitializePlayers()