@@ -600,12 +600,12 @@ TimeoutTimer<TimerGameTick> _new_competi
if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) return;
/* count number of competitors */
uint n = 0;
uint8_t n = 0;
for (const Company *c : Company::Iterate()) {
if (c->is_ai) n++;
}
if (n >= (uint)_settings_game.difficulty.max_no_competitors) return;
if (n >= _settings_game.difficulty.max_no_competitors) return;
/* Send a command to all clients to start up a new AI.
* Works fine for Multiplayer and Singleplayer */
@@ -720,8 +720,15 @@ void OnTick_Companies()
int32_t timeout = _settings_game.difficulty.competitors_interval * 60 * TICKS_PER_SECOND;
/* If the interval is zero, start as many competitors as needed then check every ~10 minutes if a company went bankrupt and needs replacing. */
if (timeout == 0) {
for (const Company *cc : Company::Iterate()) {
if (cc->is_ai) n++;
for (auto i = 0; i < _settings_game.difficulty.max_no_competitors; i++) {
if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) break;
if (n++ >= _settings_game.difficulty.max_no_competitors) break;
Command<CMD_COMPANY_CTRL>::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
timeout = 10 * 60 * TICKS_PER_SECOND;
Status change: