(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_vehiclelist.cpp Implementation of AIVehicleList and friends. */
#include "ai_vehiclelist.hpp"
#include "ai_station.hpp"
#include "../../openttd.h"
#include "../../player_func.h"
#include "../../vehicle_base.h"
AIVehicleList::AIVehicleList()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner == _current_player && v->IsPrimaryVehicle()) this->AddItem(v->index);
}
}
AIVehicleList_Station::AIVehicleList_Station(StationID station_id)
{
if (!AIStation::IsValidStation(station_id)) return;
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner == _current_player && v->IsPrimaryVehicle()) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == station_id) {
this->AddItem(v->index);
break;
}
}
}
}
}