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[Idea/Concept from earlier, #608]: Comparison orders I think is what I should have called it #682

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NicholasRB opened this issue Apr 2, 2024 · 0 comments

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@NicholasRB
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NicholasRB commented Apr 2, 2024

Version of OpenTTD

0.58.2

Expected result

See my idea is that the manifest I have in our savegame goes to whatever station it is needed at depending on how full one vs the other is.

The idea would be weighted comparison orders, more or less: Jump to order 5 if Metal in Station 1 is greater then Chemicals in Station 2 and if Chemicals in Station 2 is greater then Metal in Station 1 Jump to order 8 and if no statements are true (I.E. both stations are out of products somehow) Jump to order 1 (Train Depot)

Stringing as many as desired onto the end that single statement so it is all in 1 "thought" vs separate ones. That is what I was thinking of in #608 but could not figure out how to properly word/express the idea. Right now if a 1st statement is true in a list of Jump to ones, it doesn't care about the rest of the orders in the list.

The other thing would be wanting to set thresholds: Jump to order 5 if Metal in Station 1 is greater then or equal to 100 and greater then Chemicals in Station 2 and if Chemicals in Station 2 is greater then or equal to 100 and greater then Metal in Station 1 Jump to order 8 and if no statements are true (I.E. both stations are out of products or below min amount specified) Jump to order 1 (Train Depot)

I know that sort of logic for this game would be incredibly complex with how the AI in it is. I'm not expecting it to be added either, but it just came to me today in my thinking and testing with version 0.58.2 (love the new features btw).

Actual result

N/A

Steps to reproduce

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