src/ai/trolly/build.cpp
author peter1138
Tue, 29 Apr 2008 21:31:29 +0000
changeset 9070 dd0121143eba
parent 8786 1823ff88a054
child 9111 48ce04029fe4
permissions -rw-r--r--
(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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/* $Id$ */
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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_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(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 = 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 (_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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    86
// Basicly what this function do, is build that amount of parts of the route
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    87
//  that go in the same direction. It sets 'part' to the last part of the route builded.
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    88
//  The return value is the cost for the builded parts
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    89
//
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    90
//  Params:
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    91
//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
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    92
//   part : Which part we need to build
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    93
//
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    94
// TODO: skip already builded road-pieces (e.g.: cityroad)
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    95
CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
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    96
{
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    97
	int part = PathFinderInfo->position;
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    98
	byte *route_extra = PathFinderInfo->route_extra;
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    99
	TileIndex *route = PathFinderInfo->route;
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   100
	int dir;
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   101
	int old_dir = -1;
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   102
	CommandCost cost;
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   103
	CommandCost res;
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   104
	// We need to calculate the direction with the parent of the parent.. so we skip
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   105
	//  the first pieces and the last piece
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   106
	if (part < 1) part = 1;
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   107
	// When we are done, stop it
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   108
	if (part >= PathFinderInfo->route_length - 1) {
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   109
		PathFinderInfo->position = -2;
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   110
		return CommandCost();
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   111
	}
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   112
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   113
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   114
	if (PathFinderInfo->rail_or_road) {
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   115
		// Tunnel code
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   116
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   117
			cost.AddCost(AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL));
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   118
			PathFinderInfo->position++;
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   119
			// TODO: problems!
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   120
			if (CmdFailed(cost)) {
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   121
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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   122
				return CommandCost();
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   123
			}
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   124
			return cost;
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   125
		}
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   126
		// Bridge code
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   127
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   128
			cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part - 1], flag));
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   129
			PathFinderInfo->position++;
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   130
			// TODO: problems!
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   131
			if (CmdFailed(cost)) {
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   132
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
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   133
				return CommandCost();
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   134
			}
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   135
			return cost;
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   136
		}
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   137
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   138
		// Build normal rail
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   139
		// Keep it doing till we go an other way
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   140
		if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
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   141
			while (route_extra[part] == 0) {
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   142
				// Get the current direction
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   143
				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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   144
				// Is it the same as the last one?
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   145
				if (old_dir != -1 && old_dir != dir) break;
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   146
				old_dir = dir;
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   147
				// Build the tile
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   148
				res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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   149
				if (CmdFailed(res)) {
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   150
					// Problem.. let's just abort it all!
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   151
					_players_ainew[p->index].state = AI_STATE_NOTHING;
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   152
					return CommandCost();
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   153
				}
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   154
				cost.AddCost(res);
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   155
				// Go to the next tile
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   156
				part++;
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   157
				// Check if it is still in range..
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   158
				if (part >= PathFinderInfo->route_length - 1) break;
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   159
			}
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   160
			part--;
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   161
		}
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   162
		// We want to return the last position, so we go back one
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   163
		PathFinderInfo->position = part;
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   164
	} else {
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   165
		// Tunnel code
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   166
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   167
			cost.AddCost(AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL));
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   168
			PathFinderInfo->position++;
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   169
			// TODO: problems!
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   170
			if (CmdFailed(cost)) {
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   171
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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diff changeset
   172
				return CommandCost();
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   173
			}
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   174
			return cost;
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   175
		}
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   176
		// Bridge code
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   177
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   178
			cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part + 1], flag));
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   179
			PathFinderInfo->position++;
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   180
			// TODO: problems!
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   181
			if (CmdFailed(cost)) {
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   182
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
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   183
				return CommandCost();
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   184
			}
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   185
			return cost;
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   186
		}
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   187
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   188
		// Build normal road
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   189
		// 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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   190
		// EnsureNoVehicleOnGround makes sure we don't build on a tile where a vehicle is. This way
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   191
		//  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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   192
		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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   193
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
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   194
				// Get the current direction
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   195
				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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   196
				// Is it the same as the last one?
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   197
				if (old_dir != -1 && old_dir != dir) break;
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   198
				old_dir = dir;
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   199
				// There is already some road, and it is a bridge.. don't build!!!
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   200
				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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   201
					// 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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   202
					res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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   203
					// 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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   204
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
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   205
						// Problem.. let's just abort it all!
5380
8ea58542b6e0 (svn r7565) -Codechange: Rework DEBUG functionality. Look for appropiate debugging levels to
Darkvater
parents: 5032
diff changeset
   206
						DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
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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
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   207
						_players_ainew[p->index].state = AI_STATE_NOTHING;
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   208
						return CommandCost();
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   209
					}
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   210
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rubidium
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   211
					if (CmdSucceeded(res)) cost.AddCost(res);
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   212
				}
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   213
				// Go to the next tile
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   214
				part++;
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   215
				// Check if it is still in range..
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   216
				if (part >= PathFinderInfo->route_length - 1) break;
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   217
			}
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   218
			part--;
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   219
			// We want to return the last position, so we go back one
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   220
		}
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
diff changeset
   221
		if (!EnsureNoVehicleOnGround(route[part]) && flag == DC_EXEC) part--;
2381
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   222
		PathFinderInfo->position = part;
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   223
	}
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   224
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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   225
	return cost;
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   226
}
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   227
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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   228
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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   229
// 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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   230
// 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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parents: 3359
diff changeset
   231
EngineID AiNew_PickVehicle(Player *p)
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   232
{
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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.
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   233
	if (_players_ainew[p->index].tbt == AI_TRAIN) {
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   234
		// Not supported yet
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parents: 3359
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   235
		return INVALID_ENGINE;
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diff changeset
   236
	} 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
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   237
		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
   238
		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.
peter1138
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   239
		const Engine *e;
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diff changeset
   240
5030
9eaeba327ddf (svn r7072) -Fix (r7070): Go up, not down, through the engines. And replace the comment too...
peter1138
parents: 5029
diff changeset
   241
		/* 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.
peter1138
parents: 8786
diff changeset
   242
		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
diff changeset
   243
			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.
peter1138
parents: 8786
diff changeset
   244
			const RoadVehicleInfo *rvi = &e->u.road;
3885
e67faccf52f5 (svn r4941) Replace some ints and magic numbers by proper types and enums
tron
parents: 3359
diff changeset
   245
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
diff changeset
   246
			/* 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
diff changeset
   247
			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
   248
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
   249
			/* 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
   250
			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
   251
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parents:
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   252
			// Is it availiable?
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   253
			// 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
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   254
			if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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
   255
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
   256
			/* Rate and compare the engine by speed & capacity */
8389
b1e7f7ae2b32 (svn r11959) -Codechange: Use macro to loop for specific engine types instead of using specific indexes each time.
peter1138
parents: 8388
diff changeset
   257
			int rating = rvi->max_speed * rvi->capacity;
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
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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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			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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		}
3946
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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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   292
	}
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   293
}
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   295
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   296
// Builds the best vehicle possible
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   297
CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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   298
{
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   299
	EngineID i = AiNew_PickVehicle(p);
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   300
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   301
	if (i == INVALID_ENGINE) return CMD_ERROR;
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   302
	if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR;
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   303
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   304
	if (flag & DC_EXEC) {
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   305
		return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
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   306
	} else {
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   307
		return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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   308
	}
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   309
}
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   310
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   311
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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   314
	if (_players_ainew[p->index].tbt == AI_TRAIN) {
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   315
		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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   316
	} else {
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   317
		ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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   318
		if (CmdFailed(ret2)) return ret;
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   319
		// Try to build the road from the depot
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Darkvater
parents: 4077
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   320
		ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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   321
		// If it fails, ignore it..
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   322
		if (CmdFailed(ret2)) return ret;
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rubidium
parents: 6946
diff changeset
   323
		ret.AddCost(ret2);
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   324
		return ret;
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   325
	}
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   326
}