(svn r13422) [NoAI] -Change [API CHANGE]: remove Stop() as part of the AIController. This means you no longer need to have a Stop() function in your AI, nor is it ever called. This because it was silly, never used, and couldn't do anything real (all Sleep/DoCommands resulted in an assert, as the game expected the company to be gone).
/* $Id$ */
/** @file ai_map.cpp Implementation of AIMap. */
#include "ai_map.hpp"
#include "../../map_func.h"
#include "../../tile_map.h"
/* static */ bool AIMap::IsValidTile(TileIndex t)
{
return ::IsValidTile(t);
}
/* static */ TileIndex AIMap::GetMapSize()
{
return ::MapSize();
}
/* static */ uint32 AIMap::GetMapSizeX()
{
return ::MapSizeX();
}
/* static */ uint32 AIMap::GetMapSizeY()
{
return ::MapSizeY();
}
/* static */ uint32 AIMap::GetTileX(TileIndex t)
{
return ::TileX(t);
}
/* static */ uint32 AIMap::GetTileY(TileIndex t)
{
return ::TileY(t);
}
/* static */ TileIndex AIMap::GetTileIndex(uint32 x, uint32 y)
{
return ::TileXY(x, y);
}
/* static */ uint32 AIMap::DistanceManhattan(TileIndex t1, TileIndex t2)
{
return ::DistanceManhattan(t1, t2);
}
/* static */ uint32 AIMap::DistanceMax(TileIndex t1, TileIndex t2)
{
return ::DistanceMax(t1, t2);
}
/* static */ uint32 AIMap::DistanceSquare(TileIndex t1, TileIndex t2)
{
return ::DistanceSquare(t1, t2);
}
/* static */ uint32 AIMap::DistanceFromEdge(TileIndex t)
{
return ::DistanceFromEdge(t);
}