ai/trolly/build.c
author Darkvater
Sat, 05 Aug 2006 00:16:24 +0000
changeset 4220 e3bee34c9076
parent 4077 d4d440dd8925
child 4559 aa0c13e39840
permissions -rw-r--r--
(svn r5764) - Cleanup: - Cleanup: Move the now unified FiosAlloc, compare_FiosItems, FiosFreeSavegameList, FiosMakeSavegameName, FiosDelete and FileExists to newly created file fios.c where it belongs.
- Fix: forgot to remove GetLanguageList from functions.h in previous commit
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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 "../../functions.h"
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#include "../../map.h"
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#include "../../road_map.h"
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#include "../../tile.h"
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#include "../../vehicle.h"
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#include "../../command.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 "../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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int 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, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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	return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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}
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// Builds a brdige. The second best out of the ones available for this player
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//  Params:
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//   tile_a : starting point
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//   tile_b : end point
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//   flag : flag passed to DoCommand
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int AiNew_Build_Bridge(Player *p, 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 (p->ainew.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 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	}
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}
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    83
// Build the route part by part
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    84
// 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
int 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
	int cost = 0;
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   101
	int 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
4000
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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 0;
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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 += 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)) {
4000
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   119
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
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   120
				return 0;
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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 += 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)) {
4000
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   130
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
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   131
				return 0;
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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
4000
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   138
		if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
2381
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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
					p->ainew.state = AI_STATE_NOTHING;
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   150
					return 0;
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   151
				}
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   152
				cost += 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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7fa4b202b9f0 (svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch
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   165
			cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
2381
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parents:
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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)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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   170
				return 0;
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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 += 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)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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   181
				return 0;
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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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   188
		// EnsureNoVehicle 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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   190
		if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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   191
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(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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   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!
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   202
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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   203
						// Problem.. let's just abort it all!
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   204
						DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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   205
						p->ainew.state = AI_STATE_NOTHING;
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   206
						return 0;
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   207
					}
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   208
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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   209
					if (!CmdFailed(res)) cost += 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
		}
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   219
		if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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   220
		PathFinderInfo->position = part;
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   221
	}
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   222
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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   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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   228
// It returns INVALID_ENGINE if not suitable engine is found
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   229
EngineID AiNew_PickVehicle(Player *p)
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   230
{
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   231
	if (p->ainew.tbt == AI_TRAIN) {
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   232
		// Not supported yet
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   233
		return INVALID_ENGINE;
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   234
	} else {
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   235
		EngineID start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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   236
		EngineID end = start + _cargoc.ai_roadveh_count[p->ainew.cargo];
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   237
		EngineID i;
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   238
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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   239
		// Let's check it backwards.. we simply want to best engine available..
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   240
		for (i = end - 1; i >= start; i--) {
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   241
			const Engine* e = GetEngine(i);
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   242
			int32 ret;
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   243
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   244
			// Is it availiable?
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   245
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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ece644bbf459 (svn r4943) uint tile -> TileIndex tile, byte player -> PlayerID player
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   246
			if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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   247
			// Can we build it?
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   248
			ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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   249
			if (!CmdFailed(ret)) return i;
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   250
		}
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   251
		// We did not find a vehicle :(
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		return INVALID_ENGINE;
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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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		p->ainew.state = AI_STATE_GIVE_ORDERS;
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		p->ainew.veh_id = _new_vehicle_id;
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	} else {
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		/* XXX this should be handled more gracefully */
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		p->ainew.state = AI_STATE_NOTHING;
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	}
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}
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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	EngineID i = AiNew_PickVehicle(p);
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	if (i == INVALID_ENGINE) return CMD_ERROR;
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	if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
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	if (flag & DC_EXEC) {
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		return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
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	} else {
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		return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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	}
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}
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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{
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	int ret, ret2;
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	if (p->ainew.tbt == AI_TRAIN) {
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		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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	} 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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		if (CmdFailed(ret)) return ret;
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		// Try to build the road from the depot
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		ret2 = AI_DoCommand(tile + TileOffsByDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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		// If it fails, ignore it..
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		if (CmdFailed(ret2)) return ret;
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		return ret + ret2;
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	}
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}