ai_build.c
author pasky
Fri, 26 Nov 2004 21:14:42 +0000
changeset 513 a6eaa0d97d8d
parent 193 0a7025304867
child 679 04ca2cd69420
permissions -rw-r--r--
(svn r828) Everyone welcome table/sprites.h in trunk - so far not in use besides enum AnimCursors migrated from viewport.h and tiny fragment of enum Sprites migrated from ttd.h (we should slowly convert trunk to use the symbolic names instead of sprite numbers too to reduce the delta to map). Ported from the map branch, where the work was done by Darkvater, Celestar and Tron.
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#include "stdafx.h"
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#include "ttd.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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// 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, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
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	else
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		return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
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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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     	// Build normal rail
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     	// Keep it doing till we go an other way
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     	if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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     		while (route_extra[part] == 0) {
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	     		// Get the current direction
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	     		dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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   120
	     		// Is it the same as the last one?
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   121
	     		if (old_dir != -1 && old_dir != dir) break;
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   122
	     		old_dir = dir;
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   123
	     		// Build the tile
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	     		res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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   125
	     		if (res == CMD_ERROR) {
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   126
	     			// Problem.. let's just abort it all!
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   127
	     			p->ainew.state = AI_STATE_NOTHING;
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   128
	     			return 0;
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   129
	     		}
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	     		cost += res;
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   131
	     		// Go to the next tile
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	     		part++;
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   133
	     		// Check if it is still in range..
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	     		if (part >= PathFinderInfo->route_length - 1) break;
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   135
	     	}
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	     	part--;
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   137
	    }
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   138
     	// We want to return the last position, so we go back one
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     	PathFinderInfo->position = part;
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   140
    } else {
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   141
		// Tunnel code
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     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   143
     		cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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     		PathFinderInfo->position++;
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   145
     		// TODO: problems!
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   146
     		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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   149
     		}
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     		return cost;
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   151
     	}
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     	// Bridge code
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     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   154
     		cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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   155
     		PathFinderInfo->position++;
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   156
     		// TODO: problems!
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     		if (cost == CMD_ERROR) {
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   158
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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   159
				return 0;
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   160
     		}
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     		return cost;
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     	}
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   163
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     	// Build normal road
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   165
     	// Keep it doing till we go an other way
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   166
     	// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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     	//  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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   172
	     		// 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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	     		// There is already some road, and it is a bridge.. don't build!!!
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	     		if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) {
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	     			// Build the tile
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	     			res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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   179
	     			// Currently, we ignore CMD_ERRORs!
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   180
	     			if (res == CMD_ERROR && flag == DC_EXEC && !IS_TILETYPE(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
110
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   181
     					// Problem.. let's just abort it all!
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   182
     					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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    	     			return 0;
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    	     		} else {
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    	     			if (res != CMD_ERROR)
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   187
    	     				cost += res;
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   188
    	     		}
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   189
		     	}
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	     		// Go to the next tile
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   191
	     		part++;
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   192
	     		// Check if it is still in range..
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   193
	     		if (part >= PathFinderInfo->route_length - 1) break;
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   194
	     	}
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   195
	     	part--;
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	     	// We want to return the last position, so we go back one
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   197
	    }
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	    if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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     	PathFinderInfo->position = part;
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   200
    }
193
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   201
110
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   202
    return cost;
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   203
}
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   204
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   205
// This functions tries to find the best vehicle for this type of cargo
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   206
// It returns vehicle_id or -1 if not found
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   207
int AiNew_PickVehicle(Player *p) {
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   208
    if (p->ainew.tbt == AI_TRAIN) {
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        // Not supported yet
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        return -1;
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   211
    } else {
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        int start, count, i, r = CMD_ERROR;
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        start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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        count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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   215
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   216
        // Let's check it backwards.. we simply want to best engine available..
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   217
        for (i=start+count-1;i>=start;i--) {
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   218
        	// Is it availiable?
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        	// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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        	if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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   221
        	// Can we build it?
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   222
        	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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   224
       	}
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   225
       	// We did not find a vehicle :(
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   226
       	if (r == CMD_ERROR) { return -1; }
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   227
       	return i;
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   228
    }
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   229
}
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   230
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   231
// Builds the best vehicle possible
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   232
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
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   233
	int i = AiNew_PickVehicle(p);
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   234
	if (i == -1) return CMD_ERROR;
193
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   235
110
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	if (p->ainew.tbt == AI_TRAIN) {
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		return CMD_ERROR;
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   238
	} 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 + _tileoffs_by_dir[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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}