diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -44,7 +44,7 @@ static void AiNew_State_FirstTime(Player assert(p->ainew.state == AI_STATE_FIRST_TIME); // We first have to init some things - if (_current_player == 1) { + if (_current_player == 1 || _ai.network_client) { ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0); } @@ -1347,9 +1347,6 @@ static void AiNew_OnTick(Player *p) void AiNewDoGameLoop(Player *p) { - // If it is a human player, it is not an AI, so bubye! - if (IS_HUMAN_PLAYER(_current_player)) return; - if (p->ainew.state == AI_STATE_STARTUP) { // The AI just got alive! p->ainew.state = AI_STATE_FIRST_TIME; @@ -1362,29 +1359,6 @@ void AiNewDoGameLoop(Player *p) // We keep a ticker. We use it for competitor_speed p->ainew.tick++; - // See what the speed is - switch (_opt.diff.competitor_speed) { - case 0: // Very slow - if (!(p->ainew.tick&8)) return; - break; - - case 1: // Slow - if (!(p->ainew.tick&4)) return; - break; - - case 2: - if (!(p->ainew.tick&2)) return; - break; - - case 3: - if (!(p->ainew.tick&1)) return; - break; - - case 4: // Very fast - default: // Cool, a new speed setting.. ;) VERY fast ;) - break; - } - // If we come here, we can do a tick.. do so! AiNew_OnTick(p); }