ai_build.c
author Darkvater
Sat, 02 Apr 2005 23:05:09 +0000
changeset 1632 10c391e108b7
parent 1299 39c06aba09aa
child 1713 659ca3025cc5
permissions -rw-r--r--
(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario editor (D,Q,W,E,R,T,Y,U fltr)
- Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one
- Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator
- CodeChange: moved around some of the draggable tools, demystifying them
- CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor)
- CodeChange: add some more enums to sprites.
- TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
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#include "stdafx.h"
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#include "ttd.h"
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#include "debug.h"
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#include "map.h"
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#include "tile.h"
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#include "command.h"
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#include "ai.h"
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#include "engine.h"
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#include "station.h"
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// Build HQ
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//  Params:
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//    tile : tile where HQ is going to be build
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bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
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	if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
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		return false;
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	DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
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	return true;
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}
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// Build station
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//  Params:
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//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
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//    tile : tile where station is going to be build
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//    length : in case of AI_TRAIN: length of station
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//    numtracks : in case of AI_TRAIN: tracks of station
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//    direction : the direction of the station
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//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
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int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
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	if (type == AI_TRAIN)
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		return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
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	else if (type == AI_BUS)
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		return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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	else
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		return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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}
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// Builds a brdige. The second best out of the ones available for this player
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//  Params:
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//   tile_a : starting point
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//   tile_b : end point
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//   flag : flag passed to DoCommand
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int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
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	int bridge_type, bridge_len, type, type2;
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	// Find a good bridgetype (the best money can buy)
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	bridge_len = GetBridgeLength(tile_a, tile_b);
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	type = type2 = 0;
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	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
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		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
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			type2 = type;
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			type = bridge_type;
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			// We found two bridges, exit
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			if (type2 != 0)
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				break;
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		}
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	}
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	// There is only one bridge that can be build..
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	if (type2 == 0 && type != 0) type2 = type;
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	// Now, simply, build the bridge!
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	if (p->ainew.tbt == AI_TRAIN)
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		return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	else
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		return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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// Build the route part by part
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// Basicly what this function do, is build that amount of parts of the route
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//  that go in the same direction. It sets 'part' to the last part of the route builded.
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//  The return value is the cost for the builded parts
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//
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//  Params:
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//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
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//   part : Which part we need to build
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//
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// TODO: skip already builded road-pieces (e.g.: cityroad)
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
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    int part = PathFinderInfo->position;
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	byte *route_extra = PathFinderInfo->route_extra;
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	TileIndex *route = PathFinderInfo->route;
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	int dir;
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	int old_dir = -1;
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	int cost = 0;
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	int res;
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	// We need to calculate the direction with the parent of the parent.. so we skip
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	//  the first pieces and the last piece
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	if (part < 1) part = 1;
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	// When we are done, stop it
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	if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
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0a7025304867 (svn r194) -Codechange: stripping trailing-spaces. Please keep this that way!
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	if (PathFinderInfo->rail_or_road) {
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		// Tunnel code
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     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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     		cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
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     		PathFinderInfo->position++;
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     		// TODO: problems!
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     		if (cost == CMD_ERROR) {
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     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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				return 0;
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     		}
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     		return cost;
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     	}
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     	// Bridge code
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     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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     		cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
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     		PathFinderInfo->position++;
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     		// TODO: problems!
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     		if (cost == CMD_ERROR) {
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     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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				return 0;
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     		}
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     		return cost;
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     	}
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   118
     	// Build normal rail
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   119
     	// Keep it doing till we go an other way
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   120
     	if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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   121
     		while (route_extra[part] == 0) {
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   122
	     		// Get the current direction
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   123
	     		dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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   124
	     		// Is it the same as the last one?
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   125
	     		if (old_dir != -1 && old_dir != dir) break;
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   126
	     		old_dir = dir;
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   127
	     		// Build the tile
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   128
	     		res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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   129
	     		if (res == CMD_ERROR) {
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   130
	     			// Problem.. let's just abort it all!
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   131
	     			p->ainew.state = AI_STATE_NOTHING;
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   132
	     			return 0;
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   133
	     		}
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   134
	     		cost += res;
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   135
	     		// Go to the next tile
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   136
	     		part++;
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   137
	     		// Check if it is still in range..
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   138
	     		if (part >= PathFinderInfo->route_length - 1) break;
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   139
	     	}
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	     	part--;
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   141
	    }
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   142
     	// We want to return the last position, so we go back one
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   143
     	PathFinderInfo->position = part;
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   144
    } else {
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   145
		// Tunnel code
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   146
     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   147
     		cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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   148
     		PathFinderInfo->position++;
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   149
     		// TODO: problems!
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   150
     		if (cost == CMD_ERROR) {
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   151
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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   152
				return 0;
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   153
     		}
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   154
     		return cost;
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   155
     	}
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   156
     	// Bridge code
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   157
     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   158
     		cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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   159
     		PathFinderInfo->position++;
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   160
     		// TODO: problems!
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   161
     		if (cost == CMD_ERROR) {
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   162
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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   163
				return 0;
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   164
     		}
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   165
     		return cost;
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     	}
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   167
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     	// Build normal road
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   169
     	// Keep it doing till we go an other way
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   170
     	// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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   171
     	//  it will wait till the vehicle is gone..
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     	if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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     		while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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	     		// Get the current direction
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	     		dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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   176
	     		// Is it the same as the last one?
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	     		if (old_dir != -1 && old_dir != dir) break;
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	     		old_dir = dir;
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   179
	     		// There is already some road, and it is a bridge.. don't build!!!
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	     		if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
110
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   181
	     			// Build the tile
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	     			res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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   183
	     			// Currently, we ignore CMD_ERRORs!
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   184
	     			if (res == CMD_ERROR && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
110
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   185
     					// Problem.. let's just abort it all!
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   186
     					DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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    	     			p->ainew.state = AI_STATE_NOTHING;
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   188
    	     			return 0;
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   189
    	     		} else {
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   190
    	     			if (res != CMD_ERROR)
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   191
    	     				cost += res;
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   192
    	     		}
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   193
		     	}
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   194
	     		// Go to the next tile
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   195
	     		part++;
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   196
	     		// Check if it is still in range..
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   197
	     		if (part >= PathFinderInfo->route_length - 1) break;
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   198
	     	}
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   199
	     	part--;
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   200
	     	// We want to return the last position, so we go back one
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   201
	    }
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   202
	    if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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   203
     	PathFinderInfo->position = part;
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   204
    }
193
0a7025304867 (svn r194) -Codechange: stripping trailing-spaces. Please keep this that way!
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   205
110
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   206
    return cost;
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   207
}
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   208
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   209
// This functions tries to find the best vehicle for this type of cargo
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   210
// It returns vehicle_id or -1 if not found
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   211
int AiNew_PickVehicle(Player *p) {
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   212
    if (p->ainew.tbt == AI_TRAIN) {
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   213
        // Not supported yet
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   214
        return -1;
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   215
    } else {
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   216
        int start, count, i, r = CMD_ERROR;
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   217
        start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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   218
        count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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   219
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   220
        // Let's check it backwards.. we simply want to best engine available..
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   221
        for (i=start+count-1;i>=start;i--) {
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   222
        	// Is it availiable?
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   223
        	// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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   224
        	if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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   225
        	// Can we build it?
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   226
        	r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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        	if (r != CMD_ERROR) break;
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   228
       	}
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   229
       	// We did not find a vehicle :(
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   230
       	if (r == CMD_ERROR) { return -1; }
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   231
       	return i;
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   232
    }
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   233
}
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   234
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   235
// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
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	int i = AiNew_PickVehicle(p);
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	if (i == -1) return CMD_ERROR;
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110
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	if (p->ainew.tbt == AI_TRAIN) {
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		return CMD_ERROR;
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	} else {
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		return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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	}
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}
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int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
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	static const byte _roadbits_by_dir[4] = {2,1,8,4};
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	int r, r2;
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    if (p->ainew.tbt == AI_TRAIN) {
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    	return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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    } else {
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    	r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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    	if (r == CMD_ERROR) return r;
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    	// Try to build the road from the depot
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    	r2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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    	// If it fails, ignore it..
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    	if (r2 == CMD_ERROR) return r;
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    	return r + r2;
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    }
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}