/**
	Think actions like any other structure would have.
**/
void cAbstractStructure::think() {
	// AI
    if (iPlayer > 0) {
    	aiplayer[iPlayer].think_repair_structure(this);
    }

    // Other
    think_damage();
    think_repair();

	// die when out of hp
	if (iHitPoints < 1) {
		die();
	}
}
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//--------- Begin of function Firm::process_common_ai --------//
//
// AI processing functions common for all firm types.
//
void Firm::process_common_ai()
{
	if( info.game_date%30==firm_recno%30 )
		think_repair();

	//------ think about closing this firm ------//

	if( !should_close_flag )
	{
		if( ai_should_close() )
		{
			should_close_flag = 1;
			nation_array[nation_recno]->firm_should_close_array[firm_id-1]++;
		}
	}
}