src/ai/trolly/build.cpp
author rubidium
Tue, 30 Sep 2008 20:39:50 +0000
changeset 10207 c291a21b304e
parent 10149 c855d5982951
child 10208 72c00af5c95d
permissions -rw-r--r--
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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/* $Id$ */
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/** @file build.cpp Building support for the trolly AI. */
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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_func.h"
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#include "../../engine_base.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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#include "../../tunnelbridge.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(Company *c, 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(Company *c, 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 company
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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(Company *c, 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 = GetTunnelBridgeLength(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 (_companies_ainew[c->index].tbt == AI_TRAIN) {
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		return AI_DoCommand(tile_a, tile_b, type2 | RAILTYPE_RAIL  << 8 | TRANSPORT_RAIL << 15, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	} else {
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		return AI_DoCommand(tile_a, tile_b, type2 | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	}
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}
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    86
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    87
// Build the route part by part
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    88
// Basicly what this function do, is build that amount of parts of the route
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    89
//  that go in the same direction. It sets 'part' to the last part of the route builded.
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    90
//  The return value is the cost for the builded parts
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    91
//
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    92
//  Params:
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    93
//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
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    94
//   part : Which part we need to build
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    95
//
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    96
// TODO: skip already builded road-pieces (e.g.: cityroad)
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    97
CommandCost AiNew_Build_RoutePart(Company *c, Ai_PathFinderInfo *PathFinderInfo, byte flag)
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    98
{
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    99
	int part = PathFinderInfo->position;
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   100
	byte *route_extra = PathFinderInfo->route_extra;
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   101
	TileIndex *route = PathFinderInfo->route;
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   102
	int dir;
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   103
	int old_dir = -1;
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   104
	CommandCost cost;
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   105
	CommandCost res;
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   106
	// We need to calculate the direction with the parent of the parent.. so we skip
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   107
	//  the first pieces and the last piece
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   108
	if (part < 1) part = 1;
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   109
	// When we are done, stop it
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   110
	if (part >= PathFinderInfo->route_length - 1) {
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   111
		PathFinderInfo->position = -2;
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   112
		return CommandCost();
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   113
	}
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   114
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   115
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   116
	if (PathFinderInfo->rail_or_road) {
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   117
		// Tunnel code
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   118
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   119
			cost.AddCost(AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL));
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   120
			PathFinderInfo->position++;
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   121
			// TODO: problems!
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   122
			if (CmdFailed(cost)) {
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   123
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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   124
				return CommandCost();
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   125
			}
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   126
			return cost;
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   127
		}
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   128
		// Bridge code
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   129
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   130
			cost.AddCost(AiNew_Build_Bridge(c, route[part], route[part - 1], flag));
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   131
			PathFinderInfo->position++;
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   132
			// TODO: problems!
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   133
			if (CmdFailed(cost)) {
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   134
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
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   135
				return CommandCost();
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   136
			}
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   137
			return cost;
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   138
		}
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   139
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   140
		// Build normal rail
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   141
		// Keep it doing till we go an other way
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   142
		if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
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   143
			while (route_extra[part] == 0) {
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   144
				// Get the current direction
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   145
				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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   146
				// Is it the same as the last one?
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   147
				if (old_dir != -1 && old_dir != dir) break;
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   148
				old_dir = dir;
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   149
				// Build the tile
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   150
				res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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   151
				if (CmdFailed(res)) {
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   152
					// Problem.. let's just abort it all!
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   153
					_companies_ainew[c->index].state = AI_STATE_NOTHING;
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   154
					return CommandCost();
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   155
				}
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   156
				cost.AddCost(res);
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   157
				// Go to the next tile
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   158
				part++;
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   159
				// Check if it is still in range..
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   160
				if (part >= PathFinderInfo->route_length - 1) break;
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   161
			}
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   162
			part--;
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   163
		}
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   164
		// We want to return the last position, so we go back one
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   165
		PathFinderInfo->position = part;
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   166
	} else {
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   167
		// Tunnel code
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   168
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   169
			cost.AddCost(AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL));
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   170
			PathFinderInfo->position++;
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   171
			// TODO: problems!
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   172
			if (CmdFailed(cost)) {
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   173
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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   174
				return CommandCost();
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   175
			}
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   176
			return cost;
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   177
		}
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   178
		// Bridge code
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   179
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   180
			cost.AddCost(AiNew_Build_Bridge(c, route[part], route[part + 1], flag));
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   181
			PathFinderInfo->position++;
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   182
			// TODO: problems!
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   183
			if (CmdFailed(cost)) {
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   184
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
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   185
				return CommandCost();
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   186
			}
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   187
			return cost;
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   188
		}
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   189
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   190
		// Build normal road
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   191
		// Keep it doing till we go an other way
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   192
		// EnsureNoVehicleOnGround makes sure we don't build on a tile where a vehicle is. This way
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   193
		//  it will wait till the vehicle is gone..
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   194
		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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   195
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
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   196
				// Get the current direction
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   197
				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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   198
				// Is it the same as the last one?
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   199
				if (old_dir != -1 && old_dir != dir) break;
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   200
				old_dir = dir;
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   201
				// There is already some road, and it is a bridge.. don't build!!!
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   202
				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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   203
					// 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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   204
					res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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   205
					// 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
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diff changeset
   206
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
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   207
						// Problem.. let's just abort it all!
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diff changeset
   208
						DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
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   209
						_companies_ainew[c->index].state = AI_STATE_NOTHING;
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   210
						return CommandCost();
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   211
					}
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   212
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   213
					if (CmdSucceeded(res)) cost.AddCost(res);
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   214
				}
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   215
				// Go to the next tile
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   216
				part++;
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   217
				// Check if it is still in range..
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   218
				if (part >= PathFinderInfo->route_length - 1) break;
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   219
			}
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   220
			part--;
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   221
			// We want to return the last position, so we go back one
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   222
		}
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
   223
		if (!EnsureNoVehicleOnGround(route[part]) && flag == DC_EXEC) part--;
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   224
		PathFinderInfo->position = part;
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   225
	}
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   226
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   227
	return cost;
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   228
}
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   229
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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   230
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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   231
// 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
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   232
// It returns INVALID_ENGINE if not suitable engine is found
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   233
EngineID AiNew_PickVehicle(Company *c)
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   234
{
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   235
	if (_companies_ainew[c->index].tbt == AI_TRAIN) {
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   236
		// Not supported yet
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   237
		return INVALID_ENGINE;
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   238
	} 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
   239
		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.
peter1138
parents: 5016
diff changeset
   240
		int32 best_veh_rating = 0;
9070
dd0121143eba (svn r12924) -Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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diff changeset
   241
		const Engine *e;
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diff changeset
   242
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9eaeba327ddf (svn r7072) -Fix (r7070): Go up, not down, through the engines. And replace the comment too...
peter1138
parents: 5029
diff changeset
   243
		/* Loop through all road vehicles */
9070
dd0121143eba (svn r12924) -Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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diff changeset
   244
		FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
dd0121143eba (svn r12924) -Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
peter1138
parents: 8786
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   245
			EngineID i = e->index;
dd0121143eba (svn r12924) -Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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diff changeset
   246
			const RoadVehicleInfo *rvi = &e->u.road;
3885
e67faccf52f5 (svn r4941) Replace some ints and magic numbers by proper types and enums
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parents: 3359
diff changeset
   247
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
   248
			/* Skip vehicles which can't take our cargo type */
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parents: 10149
diff changeset
   249
			if (rvi->cargo_type != _companies_ainew[c->index].cargo && !CanRefitTo(i, _companies_ainew[c->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
   250
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
   251
			/* Skip trams */
8a66dea7f16b (svn r11958) -Fix (r11204): NewAI couldn't build any road vehicles when there were any tram grfs loaded
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parents: 8254
diff changeset
   252
			if (HasBit(EngInfo(i)->misc_flags, EF_ROAD_TRAM)) continue;
8a66dea7f16b (svn r11958) -Fix (r11204): NewAI couldn't build any road vehicles when there were any tram grfs loaded
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parents: 8254
diff changeset
   253
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   254
			// Is it availiable?
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   255
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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diff changeset
   256
			if (!HasBit(e->company_avail, _current_company) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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			/* Rate and compare the engine by speed & capacity */
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			int rating = rvi->max_speed * rvi->capacity;
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			if (rating <= best_veh_rating) continue;
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			// 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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   265
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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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	Company *c = GetCompany(_current_company);
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	if (success) {
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		_companies_ainew[c->index].state = AI_STATE_GIVE_ORDERS;
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		_companies_ainew[c->index].veh_id = _new_vehicle_id;
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   282
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		if (GetVehicle(_companies_ainew[c->index].veh_id)->cargo_type != _companies_ainew[c->index].cargo) {
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			/* Cargo type doesn't match, so refit it */
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			if (CmdFailed(DoCommand(tile, _companies_ainew[c->index].veh_id, _companies_ainew[c->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
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				/* Refit failed, so sell the vehicle */
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   287
				DoCommand(tile, _companies_ainew[c->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
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				_companies_ainew[c->index].state = AI_STATE_NOTHING;
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   289
			}
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		}
3946
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   291
	} else {
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   292
		/* XXX this should be handled more gracefully */
10207
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		_companies_ainew[c->index].state = AI_STATE_NOTHING;
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   294
	}
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   295
}
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   296
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   297
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   298
// Builds the best vehicle possible
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   299
CommandCost AiNew_Build_Vehicle(Company *c, TileIndex tile, byte flag)
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{
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	EngineID i = AiNew_PickVehicle(c);
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   302
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   303
	if (i == INVALID_ENGINE) return CMD_ERROR;
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   304
	if (_companies_ainew[c->index].tbt == AI_TRAIN) return CMD_ERROR;
2381
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   305
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   306
	if (flag & DC_EXEC) {
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   307
		return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
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   308
	} else {
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   309
		return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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   310
	}
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   311
}
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   312
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diff changeset
   313
CommandCost AiNew_Build_Depot(Company *c, TileIndex tile, DiagDirection direction, byte flag)
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   314
{
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   315
	CommandCost ret, ret2;
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   316
	if (_companies_ainew[c->index].tbt == AI_TRAIN) {
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   317
		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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diff changeset
   318
	} else {
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diff changeset
   319
		ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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   320
		if (CmdFailed(ret2)) return ret;
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diff changeset
   321
		// Try to build the road from the depot
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Darkvater
parents: 4077
diff changeset
   322
		ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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   323
		// If it fails, ignore it..
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   324
		if (CmdFailed(ret2)) return ret;
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   325
		ret.AddCost(ret2);
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   326
		return ret;
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diff changeset
   327
	}
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   328
}