182 byte drag_signals_density; // many signals density |
182 byte drag_signals_density; // many signals density |
183 bool ainew_active; // Is the new AI active? |
183 bool ainew_active; // Is the new AI active? |
184 bool ai_in_multiplayer; // Do we allow AIs in multiplayer |
184 bool ai_in_multiplayer; // Do we allow AIs in multiplayer |
185 |
185 |
186 /* |
186 /* |
187 * New Path Finding |
187 * New Path Finding |
188 */ |
188 */ |
189 bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */ |
189 bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */ |
190 |
190 |
191 /** |
191 /** |
192 * The maximum amount of search nodes a single NPF run should take. This |
192 * The maximum amount of search nodes a single NPF run should take. This |
193 * limit should make sure performance stays at acceptable levels at the cost |
193 * limit should make sure performance stays at acceptable levels at the cost |
194 * of not being perfect anymore. This will probably be fixed in a more |
194 * of not being perfect anymore. This will probably be fixed in a more |
195 * sophisticated way sometime soon |
195 * sophisticated way sometime soon |
196 */ |
196 */ |
197 uint32 npf_max_search_nodes; |
197 uint32 npf_max_search_nodes; |
198 |
198 |
199 uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */ |
199 uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */ |
200 uint32 npf_rail_firstred_exit_penalty; /* The penalty for when the first signal is red (and it is an exit or combo signal) */ |
200 uint32 npf_rail_firstred_exit_penalty; /* The penalty for when the first signal is red (and it is an exit or combo signal) */ |
201 uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */ |
201 uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */ |