src/ai/trolly/build.cpp
author peter1138
Wed, 23 Jan 2008 13:20:51 +0000
changeset 8389 b1e7f7ae2b32
parent 8388 8a66dea7f16b
child 8398 1e181e2e4e15
permissions -rw-r--r--
(svn r11959) -Codechange: Use macro to loop for specific engine types instead of using specific indexes each time.
-Codechange: Minor scope changes in said loops.
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/* $Id$ */
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#include "../../stdafx.h"
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#include "../../openttd.h"
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#include "../../debug.h"
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#include "../../road_map.h"
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#include "../../command_func.h"
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#include "trolly.h"
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#include "../../engine.h"
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#include "../../station.h"
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#include "../../variables.h"
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#include "../../bridge.h"
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#include "../../vehicle_func.h"
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#include "../../vehicle_base.h"
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#include "../../player_base.h"
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#include "../../player_func.h"
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#include "../ai.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, TileIndex tile)
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{
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	if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
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		return false;
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	AI_DoCommand(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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CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
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{
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	if (type == AI_TRAIN)
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		return AI_DoCommand(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 AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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	return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::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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CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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{
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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) break;
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		}
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	}
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	// There is only one bridge that can be built
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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 (_players_ainew[p->index].tbt == AI_TRAIN) {
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		return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	} else {
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		return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	}
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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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    85
//  that go in the same direction. It sets 'part' to the last part of the route builded.
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    86
//  The return value is the cost for the builded parts
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    87
//
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    88
//  Params:
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    89
//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
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    90
//   part : Which part we need to build
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    91
//
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    92
// TODO: skip already builded road-pieces (e.g.: cityroad)
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    93
CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
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    94
{
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    95
	int part = PathFinderInfo->position;
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    96
	byte *route_extra = PathFinderInfo->route_extra;
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    97
	TileIndex *route = PathFinderInfo->route;
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    98
	int dir;
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    99
	int old_dir = -1;
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   100
	CommandCost cost;
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   101
	CommandCost res;
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   102
	// We need to calculate the direction with the parent of the parent.. so we skip
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   103
	//  the first pieces and the last piece
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   104
	if (part < 1) part = 1;
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   105
	// When we are done, stop it
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   106
	if (part >= PathFinderInfo->route_length - 1) {
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   107
		PathFinderInfo->position = -2;
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   108
		return CommandCost();
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   109
	}
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   110
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   111
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   112
	if (PathFinderInfo->rail_or_road) {
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   113
		// Tunnel code
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   114
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   115
			cost.AddCost(AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL));
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   116
			PathFinderInfo->position++;
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   117
			// TODO: problems!
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   118
			if (CmdFailed(cost)) {
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   119
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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   120
				return CommandCost();
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   121
			}
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   122
			return cost;
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   123
		}
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   124
		// Bridge code
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   125
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   126
			cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part - 1], flag));
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   127
			PathFinderInfo->position++;
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   128
			// TODO: problems!
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   129
			if (CmdFailed(cost)) {
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   130
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
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   131
				return CommandCost();
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   132
			}
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   133
			return cost;
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   134
		}
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   135
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   136
		// Build normal rail
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   137
		// Keep it doing till we go an other way
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   138
		if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
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   139
			while (route_extra[part] == 0) {
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   140
				// Get the current direction
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   141
				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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   142
				// Is it the same as the last one?
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   143
				if (old_dir != -1 && old_dir != dir) break;
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   144
				old_dir = dir;
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   145
				// Build the tile
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   146
				res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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   147
				if (CmdFailed(res)) {
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   148
					// Problem.. let's just abort it all!
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   149
					_players_ainew[p->index].state = AI_STATE_NOTHING;
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   150
					return CommandCost();
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   151
				}
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   152
				cost.AddCost(res);
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   153
				// Go to the next tile
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   154
				part++;
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   155
				// Check if it is still in range..
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   156
				if (part >= PathFinderInfo->route_length - 1) break;
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   157
			}
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   158
			part--;
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   159
		}
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   160
		// We want to return the last position, so we go back one
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   161
		PathFinderInfo->position = part;
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   162
	} else {
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   163
		// Tunnel code
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   164
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   165
			cost.AddCost(AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL));
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   166
			PathFinderInfo->position++;
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   167
			// TODO: problems!
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   168
			if (CmdFailed(cost)) {
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   169
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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   170
				return CommandCost();
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   171
			}
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   172
			return cost;
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   173
		}
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   174
		// Bridge code
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   175
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   176
			cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part + 1], flag));
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   177
			PathFinderInfo->position++;
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   178
			// TODO: problems!
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   179
			if (CmdFailed(cost)) {
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   180
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
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   181
				return CommandCost();
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   182
			}
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   183
			return cost;
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   184
		}
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   185
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   186
		// Build normal road
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   187
		// Keep it doing till we go an other way
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17ad53748c7b (svn r11303) -Fix: EnsureNoVehicle and EnsureNoVehicleOnGround were both used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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   188
		// EnsureNoVehicleOnGround makes sure we don't build on a tile where a vehicle is. This way
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   189
		//  it will wait till the vehicle is gone..
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17ad53748c7b (svn r11303) -Fix: EnsureNoVehicle and EnsureNoVehicleOnGround were both used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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   190
		if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
17ad53748c7b (svn r11303) -Fix: EnsureNoVehicle and EnsureNoVehicleOnGround were both used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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   191
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
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   192
				// Get the current direction
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   193
				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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   194
				// Is it the same as the last one?
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   195
				if (old_dir != -1 && old_dir != dir) break;
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   196
				old_dir = dir;
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   197
				// There is already some road, and it is a bridge.. don't build!!!
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   198
				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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   199
					// Build the tile
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7fa4b202b9f0 (svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch
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   200
					res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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   201
					// Currently, we ignore CMD_ERRORs!
7758
17ad53748c7b (svn r11303) -Fix: EnsureNoVehicle and EnsureNoVehicleOnGround were both used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
rubidium
parents: 7370
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   202
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
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   203
						// Problem.. let's just abort it all!
5380
8ea58542b6e0 (svn r7565) -Codechange: Rework DEBUG functionality. Look for appropiate debugging levels to
Darkvater
parents: 5032
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   204
						DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
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rubidium
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   205
						_players_ainew[p->index].state = AI_STATE_NOTHING;
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14ecb0acdfb4 (svn r10205) -Codechange: refactor returning of cost, so it can be more easily modified.
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   206
						return CommandCost();
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   207
					}
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   208
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   209
					if (CmdSucceeded(res)) cost.AddCost(res);
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   210
				}
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   211
				// Go to the next tile
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   212
				part++;
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   213
				// Check if it is still in range..
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   214
				if (part >= PathFinderInfo->route_length - 1) break;
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   215
			}
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   216
			part--;
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   217
			// We want to return the last position, so we go back one
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   218
		}
7758
17ad53748c7b (svn r11303) -Fix: EnsureNoVehicle and EnsureNoVehicleOnGround were both used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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parents: 7370
diff changeset
   219
		if (!EnsureNoVehicleOnGround(route[part]) && flag == DC_EXEC) part--;
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   220
		PathFinderInfo->position = part;
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   221
	}
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   222
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   223
	return cost;
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   224
}
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   225
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   226
9a5ed6c0a2e6 (svn r2907) -Codechange: splitted the AIs to their own directory. AINew becomes 'trolly', AIOld becomes 'default', both in their own dir in the 'ai' dir. More AIs to come.
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   227
// This functions tries to find the best vehicle for this type of cargo
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e67faccf52f5 (svn r4941) Replace some ints and magic numbers by proper types and enums
tron
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   228
// It returns INVALID_ENGINE if not suitable engine is found
e67faccf52f5 (svn r4941) Replace some ints and magic numbers by proper types and enums
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   229
EngineID AiNew_PickVehicle(Player *p)
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   230
{
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00e7467ceeee (svn r11792) -Codechange: move some (virtually) globally included AI related structs to a place where they are only included a few times.
rubidium
parents: 8144
diff changeset
   231
	if (_players_ainew[p->index].tbt == AI_TRAIN) {
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   232
		// Not supported yet
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parents: 3359
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   233
		return INVALID_ENGINE;
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diff changeset
   234
	} else {
5029
455ac4f14c9b (svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
peter1138
parents: 5016
diff changeset
   235
		EngineID best_veh_index = INVALID_ENGINE;
455ac4f14c9b (svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
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diff changeset
   236
		int32 best_veh_rating = 0;
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e67faccf52f5 (svn r4941) Replace some ints and magic numbers by proper types and enums
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   237
		EngineID i;
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   238
5030
9eaeba327ddf (svn r7072) -Fix (r7070): Go up, not down, through the engines. And replace the comment too...
peter1138
parents: 5029
diff changeset
   239
		/* Loop through all road vehicles */
8389
b1e7f7ae2b32 (svn r11959) -Codechange: Use macro to loop for specific engine types instead of using specific indexes each time.
peter1138
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   240
		FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) {
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455ac4f14c9b (svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
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diff changeset
   241
			const RoadVehicleInfo *rvi = RoadVehInfo(i);
3887
ece644bbf459 (svn r4943) uint tile -> TileIndex tile, byte player -> PlayerID player
tron
parents: 3885
diff changeset
   242
			const Engine* e = GetEngine(i);
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e67faccf52f5 (svn r4941) Replace some ints and magic numbers by proper types and enums
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parents: 3359
diff changeset
   243
5016
abe2d67ce392 (svn r7057) -Codechange: Remove hardcoded lists of road vehicles for each cargo type in favour of just checking the cargo type of each vehicle.
peter1138
parents: 5015
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   244
			/* Skip vehicles which can't take our cargo type */
8229
00e7467ceeee (svn r11792) -Codechange: move some (virtually) globally included AI related structs to a place where they are only included a few times.
rubidium
parents: 8144
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   245
			if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue;
5016
abe2d67ce392 (svn r7057) -Codechange: Remove hardcoded lists of road vehicles for each cargo type in favour of just checking the cargo type of each vehicle.
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parents: 5015
diff changeset
   246
8388
8a66dea7f16b (svn r11958) -Fix (r11204): NewAI couldn't build any road vehicles when there were any tram grfs loaded
smatz
parents: 8254
diff changeset
   247
			/* Skip trams */
8a66dea7f16b (svn r11958) -Fix (r11204): NewAI couldn't build any road vehicles when there were any tram grfs loaded
smatz
parents: 8254
diff changeset
   248
			if (HasBit(EngInfo(i)->misc_flags, EF_ROAD_TRAM)) continue;
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diff changeset
   249
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   250
			// Is it availiable?
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   251
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
7928
63e18de69e50 (svn r11481) -Codechange: Rename the HASBIT function to fit with the naming style
skidd13
parents: 7758
diff changeset
   252
			if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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455ac4f14c9b (svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
peter1138
parents: 5016
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   253
455ac4f14c9b (svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
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   254
			/* Rate and compare the engine by speed & capacity */
8389
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   255
			int rating = rvi->max_speed * rvi->capacity;
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455ac4f14c9b (svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
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parents: 5016
diff changeset
   256
			if (rating <= best_veh_rating) continue;
455ac4f14c9b (svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
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   257
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   258
			// Can we build it?
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			CommandCost ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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			if (CmdFailed(ret)) continue;
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			best_veh_rating = rating;
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			best_veh_index = i;
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		}
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		return best_veh_index;
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	}
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}
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void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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	Player* p = GetPlayer(_current_player);
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	if (success) {
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		_players_ainew[p->index].state = AI_STATE_GIVE_ORDERS;
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		_players_ainew[p->index].veh_id = _new_vehicle_id;
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		if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) {
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			/* Cargo type doesn't match, so refit it */
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			if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
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				/* Refit failed, so sell the vehicle */
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				DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
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				_players_ainew[p->index].state = AI_STATE_NOTHING;
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			}
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		}
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	} else {
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		/* XXX this should be handled more gracefully */
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		_players_ainew[p->index].state = AI_STATE_NOTHING;
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	}
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   291
}
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   292
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   293
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// Builds the best vehicle possible
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   295
CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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   297
	EngineID i = AiNew_PickVehicle(p);
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   299
	if (i == INVALID_ENGINE) return CMD_ERROR;
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	if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR;
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   302
	if (flag & DC_EXEC) {
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		return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
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   304
	} else {
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   305
		return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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   306
	}
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   307
}
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   308
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   309
CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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{
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	CommandCost ret, ret2;
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   312
	if (_players_ainew[p->index].tbt == AI_TRAIN) {
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   313
		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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   314
	} else {
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		ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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   316
		if (CmdFailed(ret2)) return ret;
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   317
		// Try to build the road from the depot
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Darkvater
parents: 4077
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   318
		ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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   319
		// If it fails, ignore it..
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   320
		if (CmdFailed(ret2)) return ret;
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   321
		ret.AddCost(ret2);
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   322
		return ret;
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   323
	}
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   324
}