diff --git a/players.c b/players.c --- a/players.c +++ b/players.c @@ -528,12 +528,13 @@ static void MaybeStartNewPlayer(void) // when there's a lot of computers in game, the probability that a new one starts is lower if (n < (uint)_opt.diff.max_no_competitors) - if (n < (!_network_server ? RandomRange(_opt.diff.max_no_competitors + 2) : InteractiveRandomRange(_opt.diff.max_no_competitors + 2)) ) - DoStartupNewPlayer(true); + if (n < (_network_server ? InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : RandomRange(_opt.diff.max_no_competitors + 2)) ) + /* Send a command to all clients to start up a new AI. Works fine for Multiplayer and Singleplayer */ + DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL); // The next AI starts like the difficulty setting said, with +2 month max _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1; - _next_competitor_start += (!_network_server) ? RandomRange(60 * DAY_TICKS) : InteractiveRandomRange(60 * DAY_TICKS); + _next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS); } void InitializePlayers(void) @@ -556,9 +557,7 @@ void OnTick_Players(void) _cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS; if (p->name_1 != 0) GenerateCompanyName(p); - /* XXX -- For now, multiplayer AIs still aren't working, WIP! */ - //if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start) - if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start) + if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start) MaybeStartNewPlayer(); }