@@ -593,32 +593,20 @@ NPFFoundTargetData NPFRouteToDepotTrialE
* the next closest, etc. We stop when the best route we have found so
* far, is shorter than the manhattan distance. This will obviously
* always find the closest depot. It will probably be most efficient
* for ships, since the heuristic will not be to far off then. I hope.
*/
Queue depots;
TileType tiletype = 0;
int r;
NPFFoundTargetData best_result;
NPFFoundTargetData result;
NPFFindStationOrTileData target;
AyStarNode start;
Depot* current;
Depot *depot;
/* This is a little ugly, but it works :-S */
if (type == TRANSPORT_ROAD)
tiletype = MP_STREET;
else if (type == TRANSPORT_RAIL)
tiletype = MP_RAILWAY;
else if (type == TRANSPORT_WATER)
tiletype = MP_WATER;
else
assert(0);
init_InsSort(&depots);
/* Okay, let's find all depots that we can use first */
FOR_ALL_DEPOTS(depot) {
/* Check if this is really a valid depot, it is of the needed type and
* owner */
if (IsValidDepot(depot) && IsTileDepotType(depot->xy, type) && IsTileOwner(depot->xy, owner))
Status change: