ai_build.c
author Darkvater
Sat, 28 May 2005 16:59:51 +0000
changeset 1866 87ae212e7eda
parent 1713 659ca3025cc5
child 1891 862800791170
permissions -rw-r--r--
(svn r2372) - Fix (console): update the example scripts in the scripts/ directory to reflect the new console functionality
- Fix (console): any line starting with a '#' is a comment so ignore it
- Fix (console): The special variables whose value can only be set by a custom process should, also print out their newly set value there, instead of relying on the default printout which is slightly confusing. Eg after you change the value it still printed out 'current value for...' instead of 'XXX changed to...'
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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 (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
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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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	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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	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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	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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	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 (CmdFailed(cost)) {
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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 (CmdFailed(cost)) {
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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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   115
     		}
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   116
     		return cost;
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   117
     	}
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   118
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   119
     	// Build normal rail
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   120
     	// Keep it doing till we go an other way
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   121
     	if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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   122
     		while (route_extra[part] == 0) {
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   123
	     		// Get the current direction
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   124
	     		dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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   125
	     		// Is it the same as the last one?
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   126
	     		if (old_dir != -1 && old_dir != dir) break;
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   127
	     		old_dir = dir;
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   128
	     		// Build the tile
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   129
	     		res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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   130
	     		if (CmdFailed(res)) {
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   131
	     			// Problem.. let's just abort it all!
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   132
	     			p->ainew.state = AI_STATE_NOTHING;
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   133
	     			return 0;
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   134
	     		}
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   135
	     		cost += res;
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   136
	     		// Go to the next tile
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   137
	     		part++;
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   138
	     		// Check if it is still in range..
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   139
	     		if (part >= PathFinderInfo->route_length - 1) break;
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   140
	     	}
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   141
	     	part--;
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   142
	    }
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   143
     	// We want to return the last position, so we go back one
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   144
     	PathFinderInfo->position = part;
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   145
    } else {
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   146
		// Tunnel code
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   147
     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   148
     		cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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   149
     		PathFinderInfo->position++;
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   150
     		// TODO: problems!
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   151
     		if (CmdFailed(cost)) {
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   152
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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   153
				return 0;
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   154
     		}
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   155
     		return cost;
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   156
     	}
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   157
     	// Bridge code
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   158
     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   159
     		cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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   160
     		PathFinderInfo->position++;
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   161
     		// TODO: problems!
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   162
     		if (CmdFailed(cost)) {
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   163
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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   164
				return 0;
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   165
     		}
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   166
     		return cost;
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   167
     	}
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   168
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   169
     	// Build normal road
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   170
     	// Keep it doing till we go an other way
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   171
     	// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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   172
     	//  it will wait till the vehicle is gone..
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   173
     	if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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   174
     		while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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   175
	     		// Get the current direction
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   176
	     		dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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   177
	     		// Is it the same as the last one?
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	     		if (old_dir != -1 && old_dir != dir) break;
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   179
	     		old_dir = dir;
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   180
	     		// There is already some road, and it is a bridge.. don't build!!!
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   181
	     		if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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   182
	     			// Build the tile
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   183
	     			res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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   184
	     			// Currently, we ignore CMD_ERRORs!
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   185
						if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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   186
							// Problem.. let's just abort it all!
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   187
							DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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   188
							p->ainew.state = AI_STATE_NOTHING;
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   189
							return 0;
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   190
						}
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   191
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   192
    	     	if (!CmdFailed(res)) cost += res;
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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, ret = CMD_ERROR;
110
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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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        	ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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        	if (!CmdFailed(ret)) break;
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       	}
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       	// We did not find a vehicle :(
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       	if (CmdFailed(ret)) { return -1; }
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       	return i;
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    }
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}
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// 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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	if (p->ainew.tbt == AI_TRAIN)
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		return CMD_ERROR;
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	return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag)
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{
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	static const byte _roadbits_by_dir[4] = {2,1,8,4};
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	int ret, ret2;
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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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		ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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		if (CmdFailed(ret)) return ret;
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		// Try to build the road from the depot
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		ret2 = 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 (CmdFailed(ret2)) return ret;
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		return ret + ret2;
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}