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1 #include "stdafx.h" |
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2 #include "ttd.h" |
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3 #include "command.h" |
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4 #include "ai.h" |
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5 #include "engine.h" |
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6 |
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7 // Build HQ |
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8 // Params: |
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9 // tile : tile where HQ is going to be build |
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10 bool AiNew_Build_CompanyHQ(Player *p, uint tile) { |
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11 if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR) |
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12 return false; |
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13 DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); |
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14 return true; |
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15 } |
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16 |
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17 // Build station |
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18 // Params: |
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19 // type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station |
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20 // tile : tile where station is going to be build |
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21 // length : in case of AI_TRAIN: length of station |
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22 // numtracks : in case of AI_TRAIN: tracks of station |
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23 // direction : the direction of the station |
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24 // flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) |
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25 int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) { |
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26 if (type == AI_TRAIN) |
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27 return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); |
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28 else if (type == AI_BUS) |
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29 return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION); |
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30 else |
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31 return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION); |
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32 } |
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33 |
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34 // Builds a brdige. The second best out of the ones available for this player |
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35 // Params: |
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36 // tile_a : starting point |
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37 // tile_b : end point |
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38 // flag : flag passed to DoCommand |
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39 int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) { |
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40 int bridge_type, bridge_len, type, type2; |
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41 |
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42 // Find a good bridgetype (the best money can buy) |
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43 bridge_len = GetBridgeLength(tile_a, tile_b); |
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44 type = type2 = 0; |
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45 for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { |
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46 if (CheckBridge_Stuff(bridge_type, bridge_len)) { |
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47 type2 = type; |
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48 type = bridge_type; |
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49 // We found two bridges, exit |
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50 if (type2 != 0) |
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51 break; |
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52 } |
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53 } |
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54 // There is only one bridge that can be build.. |
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55 if (type2 == 0 && type != 0) type2 = type; |
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56 |
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57 // Now, simply, build the bridge! |
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58 if (p->ainew.tbt == AI_TRAIN) |
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59 return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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60 else |
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61 return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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62 } |
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63 |
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64 |
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65 // Build the route part by part |
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66 // Basicly what this function do, is build that amount of parts of the route |
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67 // that go in the same direction. It sets 'part' to the last part of the route builded. |
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68 // The return value is the cost for the builded parts |
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69 // |
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70 // Params: |
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71 // PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder |
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72 // part : Which part we need to build |
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73 // |
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74 // TODO: skip already builded road-pieces (e.g.: cityroad) |
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75 int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { |
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76 int part = PathFinderInfo->position; |
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77 byte *route_extra = PathFinderInfo->route_extra; |
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78 TileIndex *route = PathFinderInfo->route; |
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79 int dir; |
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80 int old_dir = -1; |
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81 int cost = 0; |
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82 int res; |
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83 // We need to calculate the direction with the parent of the parent.. so we skip |
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84 // the first pieces and the last piece |
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85 if (part < 1) part = 1; |
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86 // When we are done, stop it |
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87 if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; } |
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88 |
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89 |
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90 if (PathFinderInfo->rail_or_road) { |
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91 // Tunnel code |
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92 if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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93 cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); |
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94 PathFinderInfo->position++; |
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95 // TODO: problems! |
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96 if (cost == CMD_ERROR) { |
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97 DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); |
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98 return 0; |
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99 } |
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100 return cost; |
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101 } |
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102 // Bridge code |
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103 if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
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104 cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); |
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105 PathFinderInfo->position++; |
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106 // TODO: problems! |
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107 if (cost == CMD_ERROR) { |
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108 DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); |
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109 return 0; |
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110 } |
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111 return cost; |
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112 } |
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113 |
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114 // Build normal rail |
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115 // Keep it doing till we go an other way |
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116 if (route_extra[part-1] == 0 && route_extra[part] == 0) { |
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117 while (route_extra[part] == 0) { |
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118 // Get the current direction |
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119 dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); |
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120 // Is it the same as the last one? |
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121 if (old_dir != -1 && old_dir != dir) break; |
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122 old_dir = dir; |
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123 // Build the tile |
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124 res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); |
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125 if (res == CMD_ERROR) { |
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126 // Problem.. let's just abort it all! |
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127 p->ainew.state = AI_STATE_NOTHING; |
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128 return 0; |
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129 } |
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130 cost += res; |
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131 // Go to the next tile |
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132 part++; |
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133 // Check if it is still in range.. |
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134 if (part >= PathFinderInfo->route_length - 1) break; |
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135 } |
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136 part--; |
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137 } |
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138 // We want to return the last position, so we go back one |
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139 PathFinderInfo->position = part; |
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140 } else { |
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141 // Tunnel code |
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142 if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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143 cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); |
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144 PathFinderInfo->position++; |
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145 // TODO: problems! |
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146 if (cost == CMD_ERROR) { |
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147 DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); |
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148 return 0; |
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149 } |
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150 return cost; |
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151 } |
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152 // Bridge code |
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153 if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
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154 cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); |
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155 PathFinderInfo->position++; |
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156 // TODO: problems! |
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157 if (cost == CMD_ERROR) { |
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158 DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); |
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159 return 0; |
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160 } |
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161 return cost; |
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162 } |
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163 |
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164 // Build normal road |
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165 // Keep it doing till we go an other way |
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166 // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way |
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167 // it will wait till the vehicle is gone.. |
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168 if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { |
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169 while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { |
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170 // Get the current direction |
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171 dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); |
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172 // Is it the same as the last one? |
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173 if (old_dir != -1 && old_dir != dir) break; |
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174 old_dir = dir; |
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175 // There is already some road, and it is a bridge.. don't build!!! |
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176 if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) { |
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177 // Build the tile |
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178 res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); |
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179 // Currently, we ignore CMD_ERRORs! |
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180 if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) { |
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181 // Problem.. let's just abort it all! |
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182 DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); |
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183 p->ainew.state = AI_STATE_NOTHING; |
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184 return 0; |
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185 } else { |
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186 if (res != CMD_ERROR) |
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187 cost += res; |
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188 } |
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189 } |
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190 // Go to the next tile |
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191 part++; |
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192 // Check if it is still in range.. |
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193 if (part >= PathFinderInfo->route_length - 1) break; |
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194 } |
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195 part--; |
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196 // We want to return the last position, so we go back one |
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197 } |
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198 if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; |
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199 PathFinderInfo->position = part; |
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200 } |
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201 |
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202 return cost; |
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203 } |
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204 |
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205 // This functions tries to find the best vehicle for this type of cargo |
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206 // It returns vehicle_id or -1 if not found |
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207 int AiNew_PickVehicle(Player *p) { |
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208 if (p->ainew.tbt == AI_TRAIN) { |
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209 // Not supported yet |
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210 return -1; |
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211 } else { |
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212 int start, count, i, r = CMD_ERROR; |
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213 start = _cargoc.ai_roadveh_start[p->ainew.cargo]; |
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214 count = _cargoc.ai_roadveh_count[p->ainew.cargo]; |
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215 |
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216 // Let's check it backwards.. we simply want to best engine available.. |
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217 for (i=start+count-1;i>=start;i--) { |
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218 // Is it availiable? |
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219 // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY |
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220 if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; |
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221 // Can we build it? |
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222 r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); |
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223 if (r != CMD_ERROR) break; |
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224 } |
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225 // We did not find a vehicle :( |
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226 if (r == CMD_ERROR) { return -1; } |
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227 return i; |
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228 } |
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229 } |
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230 |
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231 // Builds the best vehicle possible |
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232 int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) { |
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233 int i = AiNew_PickVehicle(p); |
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234 if (i == -1) return CMD_ERROR; |
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235 |
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236 if (p->ainew.tbt == AI_TRAIN) { |
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237 return CMD_ERROR; |
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238 } else { |
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239 return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); |
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240 } |
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241 } |
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242 |
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243 int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) { |
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244 static const byte _roadbits_by_dir[4] = {2,1,8,4}; |
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245 int r, r2; |
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246 if (p->ainew.tbt == AI_TRAIN) { |
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247 return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); |
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248 } else { |
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249 r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); |
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250 if (r == CMD_ERROR) return r; |
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251 // Try to build the road from the depot |
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252 r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); |
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253 // If it fails, ignore it.. |
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254 if (r2 == CMD_ERROR) return r; |
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255 return r + r2; |
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256 } |
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257 } |