Changeset - r2366:ffe2f419f881
[Not reviewed]
master
0 3 0
tron - 19 years ago 2005-08-26 20:56:48
tron@openttd.org
(svn r2892) Fix indentation
3 files changed with 180 insertions and 167 deletions:
0 comments (0 inline, 0 general)
ai_build.c
Show inline comments
 
@@ -23,6 +23,7 @@ bool AiNew_Build_CompanyHQ(Player *p, Ti
 
	return true;
 
}
 

	
 

	
 
// Build station
 
//  Params:
 
//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
 
@@ -42,6 +43,7 @@ int AiNew_Build_Station(Player *p, byte 
 
	return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 
}
 

	
 

	
 
// Builds a brdige. The second best out of the ones available for this player
 
//  Params:
 
//   tile_a : starting point
 
@@ -59,8 +61,7 @@ int AiNew_Build_Bridge(Player *p, TileIn
 
			type2 = type;
 
			type = bridge_type;
 
			// We found two bridges, exit
 
			if (type2 != 0)
 
				break;
 
			if (type2 != 0) break;
 
		}
 
	}
 
	// There is only one bridge that can be build..
 
@@ -84,8 +85,9 @@ int AiNew_Build_Bridge(Player *p, TileIn
 
//   part : Which part we need to build
 
//
 
// TODO: skip already builded road-pieces (e.g.: cityroad)
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
 
    int part = PathFinderInfo->position;
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
 
{
 
	int part = PathFinderInfo->position;
 
	byte *route_extra = PathFinderInfo->route_extra;
 
	TileIndex *route = PathFinderInfo->route;
 
	int dir;
 
@@ -101,144 +103,147 @@ int AiNew_Build_RoutePart(Player *p, Ai_
 

	
 
	if (PathFinderInfo->rail_or_road) {
 
		// Tunnel code
 
     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
     		cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
     		PathFinderInfo->position++;
 
     		// TODO: problems!
 
     		if (CmdFailed(cost)) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 
     	// Bridge code
 
     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
     		cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
 
     		PathFinderInfo->position++;
 
     		// TODO: problems!
 
     		if (CmdFailed(cost)) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
			}
 
			return cost;
 
		}
 
		// Bridge code
 
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
			cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 
			}
 
			return cost;
 
		}
 

	
 
     	// Build normal rail
 
     	// Keep it doing till we go an other way
 
     	if (route_extra[part-1] == 0 && route_extra[part] == 0) {
 
     		while (route_extra[part] == 0) {
 
	     		// Get the current direction
 
	     		dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
 
	     		// Is it the same as the last one?
 
	     		if (old_dir != -1 && old_dir != dir) break;
 
	     		old_dir = dir;
 
	     		// Build the tile
 
	     		res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
 
	     		if (CmdFailed(res)) {
 
	     			// Problem.. let's just abort it all!
 
	     			p->ainew.state = AI_STATE_NOTHING;
 
	     			return 0;
 
	     		}
 
	     		cost += res;
 
	     		// Go to the next tile
 
	     		part++;
 
	     		// Check if it is still in range..
 
	     		if (part >= PathFinderInfo->route_length - 1) break;
 
	     	}
 
	     	part--;
 
	    }
 
     	// We want to return the last position, so we go back one
 
     	PathFinderInfo->position = part;
 
    } else {
 
		// Build normal rail
 
		// Keep it doing till we go an other way
 
		if (route_extra[part-1] == 0 && route_extra[part] == 0) {
 
			while (route_extra[part] == 0) {
 
				// Get the current direction
 
				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
 
				// Is it the same as the last one?
 
				if (old_dir != -1 && old_dir != dir) break;
 
				old_dir = dir;
 
				// Build the tile
 
				res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
 
				if (CmdFailed(res)) {
 
					// Problem.. let's just abort it all!
 
					p->ainew.state = AI_STATE_NOTHING;
 
					return 0;
 
				}
 
				cost += res;
 
				// Go to the next tile
 
				part++;
 
				// Check if it is still in range..
 
				if (part >= PathFinderInfo->route_length - 1) break;
 
			}
 
			part--;
 
		}
 
		// We want to return the last position, so we go back one
 
		PathFinderInfo->position = part;
 
	} else {
 
		// Tunnel code
 
     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
     		cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
 
     		PathFinderInfo->position++;
 
     		// TODO: problems!
 
     		if (CmdFailed(cost)) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 
     	// Bridge code
 
     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
     		cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
 
     		PathFinderInfo->position++;
 
     		// TODO: problems!
 
     		if (CmdFailed(cost)) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
			}
 
			return cost;
 
		}
 
		// Bridge code
 
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
			cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 
			}
 
			return cost;
 
		}
 

	
 
     	// Build normal road
 
     	// Keep it doing till we go an other way
 
     	// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
 
     	//  it will wait till the vehicle is gone..
 
     	if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
     		while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
	     		// Get the current direction
 
	     		dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
 
	     		// Is it the same as the last one?
 
	     		if (old_dir != -1 && old_dir != dir) break;
 
	     		old_dir = dir;
 
	     		// There is already some road, and it is a bridge.. don't build!!!
 
	     		if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
 
	     			// Build the tile
 
	     			res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
 
	     			// Currently, we ignore CMD_ERRORs!
 
						if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
 
							// Problem.. let's just abort it all!
 
							DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
 
							p->ainew.state = AI_STATE_NOTHING;
 
							return 0;
 
						}
 
		// Build normal road
 
		// Keep it doing till we go an other way
 
		// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
 
		//  it will wait till the vehicle is gone..
 
		if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
				// Get the current direction
 
				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
 
				// Is it the same as the last one?
 
				if (old_dir != -1 && old_dir != dir) break;
 
				old_dir = dir;
 
				// There is already some road, and it is a bridge.. don't build!!!
 
				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
 
					// Build the tile
 
					res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
 
					// Currently, we ignore CMD_ERRORs!
 
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
 
						// Problem.. let's just abort it all!
 
						DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
 
						p->ainew.state = AI_STATE_NOTHING;
 
						return 0;
 
					}
 

	
 
    	     	if (!CmdFailed(res)) cost += res;
 
		     	}
 
	     		// Go to the next tile
 
	     		part++;
 
	     		// Check if it is still in range..
 
	     		if (part >= PathFinderInfo->route_length - 1) break;
 
	     	}
 
	     	part--;
 
	     	// We want to return the last position, so we go back one
 
	    }
 
	    if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
 
     	PathFinderInfo->position = part;
 
    }
 
					if (!CmdFailed(res)) cost += res;
 
				}
 
				// Go to the next tile
 
				part++;
 
				// Check if it is still in range..
 
				if (part >= PathFinderInfo->route_length - 1) break;
 
			}
 
			part--;
 
			// We want to return the last position, so we go back one
 
		}
 
		if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
 
		PathFinderInfo->position = part;
 
	}
 

	
 
    return cost;
 
	return cost;
 
}
 

	
 

	
 
// This functions tries to find the best vehicle for this type of cargo
 
// It returns vehicle_id or -1 if not found
 
int AiNew_PickVehicle(Player *p) {
 
    if (p->ainew.tbt == AI_TRAIN) {
 
        // Not supported yet
 
        return -1;
 
    } else {
 
        int start, count, i, ret = CMD_ERROR;
 
        start = _cargoc.ai_roadveh_start[p->ainew.cargo];
 
        count = _cargoc.ai_roadveh_count[p->ainew.cargo];
 
int AiNew_PickVehicle(Player *p)
 
{
 
	if (p->ainew.tbt == AI_TRAIN) {
 
		// Not supported yet
 
		return -1;
 
	} else {
 
		int start, count, i, ret = CMD_ERROR;
 
		start = _cargoc.ai_roadveh_start[p->ainew.cargo];
 
		count = _cargoc.ai_roadveh_count[p->ainew.cargo];
 

	
 
        // Let's check it backwards.. we simply want to best engine available..
 
        for (i=start+count-1;i>=start;i--) {
 
        	// Is it availiable?
 
        	// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
 
        	if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
 
        	// Can we build it?
 
        	ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
        	if (!CmdFailed(ret)) break;
 
       	}
 
       	// We did not find a vehicle :(
 
       	if (CmdFailed(ret)) { return -1; }
 
       	return i;
 
    }
 
		// Let's check it backwards.. we simply want to best engine available..
 
		for (i=start+count-1;i>=start;i--) {
 
			// Is it availiable?
 
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
 
			if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
 
			// Can we build it?
 
			ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
			if (!CmdFailed(ret)) break;
 
		}
 
		// We did not find a vehicle :(
 
		if (CmdFailed(ret)) { return -1; }
 
		return i;
 
	}
 
}
 

	
 

	
 
// Builds the best vehicle possible
 
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
 
{
 
@@ -246,7 +251,7 @@ int AiNew_Build_Vehicle(Player *p, TileI
 
	if (i == -1) return CMD_ERROR;
 

	
 
	if (p->ainew.tbt == AI_TRAIN)
 
		return CMD_ERROR;
 
	return CMD_ERROR;
 

	
 
	return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
 
}
 
@@ -255,14 +260,14 @@ int AiNew_Build_Depot(Player *p, TileInd
 
{
 
	static const byte _roadbits_by_dir[4] = {2,1,8,4};
 
	int ret, ret2;
 
    if (p->ainew.tbt == AI_TRAIN)
 
    	return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 
	if (p->ainew.tbt == AI_TRAIN)
 
		return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 

	
 
		ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
		if (CmdFailed(ret)) return ret;
 
		// Try to build the road from the depot
 
		ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
		// If it fails, ignore it..
 
		if (CmdFailed(ret2)) return ret;
 
		return ret + ret2;
 
	ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
	if (CmdFailed(ret)) return ret;
 
	// Try to build the road from the depot
 
	ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
	// If it fails, ignore it..
 
	if (CmdFailed(ret2)) return ret;
 
	return ret + ret2;
 
}
ai_new.h
Show inline comments
 
@@ -166,33 +166,33 @@
 

	
 
// This stops 90degrees curves
 
static const byte _illegal_curves[6] = {
 
    255, 255, // Horz and vert, don't have the effect
 
    5, // upleft and upright are not valid
 
    4, // downright and downleft are not valid
 
    2, // downleft and upleft are not valid
 
    3, // upright and downright are not valid
 
	255, 255, // Horz and vert, don't have the effect
 
	5, // upleft and upright are not valid
 
	4, // downright and downleft are not valid
 
	2, // downleft and upleft are not valid
 
	3, // upright and downright are not valid
 
};
 

	
 
enum {
 
    AI_STATE_STARTUP = 0,
 
    AI_STATE_FIRST_TIME,
 
    AI_STATE_NOTHING,
 
    AI_STATE_WAKE_UP,
 
    AI_STATE_LOCATE_ROUTE,
 
    AI_STATE_FIND_STATION,
 
    AI_STATE_FIND_PATH,
 
    AI_STATE_FIND_DEPOT,
 
    AI_STATE_VERIFY_ROUTE,
 
    AI_STATE_BUILD_STATION,
 
    AI_STATE_BUILD_PATH,
 
    AI_STATE_BUILD_DEPOT,
 
    AI_STATE_BUILD_VEHICLE,
 
    AI_STATE_GIVE_ORDERS,
 
    AI_STATE_START_VEHICLE,
 
    AI_STATE_REPAY_MONEY,
 
	AI_STATE_STARTUP = 0,
 
	AI_STATE_FIRST_TIME,
 
	AI_STATE_NOTHING,
 
	AI_STATE_WAKE_UP,
 
	AI_STATE_LOCATE_ROUTE,
 
	AI_STATE_FIND_STATION,
 
	AI_STATE_FIND_PATH,
 
	AI_STATE_FIND_DEPOT,
 
	AI_STATE_VERIFY_ROUTE,
 
	AI_STATE_BUILD_STATION,
 
	AI_STATE_BUILD_PATH,
 
	AI_STATE_BUILD_DEPOT,
 
	AI_STATE_BUILD_VEHICLE,
 
	AI_STATE_GIVE_ORDERS,
 
	AI_STATE_START_VEHICLE,
 
	AI_STATE_REPAY_MONEY,
 
	AI_STATE_CHECK_ALL_VEHICLES,
 
    AI_STATE_ACTION_DONE,
 
    AI_STATE_STOP, // Temporary function to stop the AI
 
	AI_STATE_ACTION_DONE,
 
	AI_STATE_STOP, // Temporary function to stop the AI
 
};
 

	
 
// Used for tbt (train/bus/truck)
 
@@ -212,7 +212,7 @@ enum {
 

	
 
// Used for from_type/to_type
 
enum {
 
    AI_NO_TYPE = 0,
 
	AI_NO_TYPE = 0,
 
	AI_CITY,
 
	AI_INDUSTRY,
 
};
ai_pathfinder.c
Show inline comments
 
@@ -52,6 +52,7 @@ static bool IsRoad(TileIndex tile)
 
// Checks if a tile 'a' is between the tiles 'b' and 'c'
 
#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
 

	
 

	
 
// Check if the current tile is in our end-area
 
static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
 
{
 
@@ -66,6 +67,7 @@ static int32 AyStar_AiPathFinder_EndNode
 
	return AYSTAR_DONE;
 
}
 

	
 

	
 
// Calculates the hash
 
//   Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
 
static uint AiPathFinder_Hash(uint key1, uint key2)
 
@@ -73,6 +75,7 @@ static uint AiPathFinder_Hash(uint key1,
 
	return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
 
}
 

	
 

	
 
// Clear the memory of all the things
 
static void AyStar_AiPathFinder_Free(AyStar *aystar)
 
{
 
@@ -80,11 +83,13 @@ static void AyStar_AiPathFinder_Free(AyS
 
	free(aystar);
 
}
 

	
 

	
 
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
 
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
 
static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
 
static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
 

	
 

	
 
// This creates the AiPathFinder
 
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
 
{
 
@@ -129,6 +134,7 @@ AyStar *new_AyStar_AiPathFinder(int max_
 
	return result;
 
}
 

	
 

	
 
// To reuse AyStar we sometimes have to clean all the memory
 
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
 
{
 
@@ -158,6 +164,7 @@ void clean_AyStar_AiPathFinder(AyStar *a
 
	}
 
}
 

	
 

	
 
// The h-value, simple calculation
 
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
 
{
 
@@ -177,6 +184,7 @@ static int32 AyStar_AiPathFinder_Calcula
 
	return r * AI_PATHFINDER_H_MULTIPLER;
 
}
 

	
 

	
 
// We found the end.. let's get the route back and put it in an array
 
static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
 
{
 
@@ -199,6 +207,7 @@ static void AyStar_AiPathFinder_FoundEnd
 
	DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
 
}
 

	
 

	
 
// What tiles are around us.
 
static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
 
{
 
@@ -321,7 +330,6 @@ static void AyStar_AiPathFinder_GetNeigh
 
		if (ti.tileh != 0 ||
 
				(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
 
				(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
 

	
 
			for (;;) {
 
				new_tile += TileOffsByDir(dir);
 

	
 
@@ -362,6 +370,7 @@ static void AyStar_AiPathFinder_GetNeigh
 
	}
 
}
 

	
 

	
 
extern uint GetRailFoundation(uint tileh, uint bits);
 
extern uint GetRoadFoundation(uint tileh, uint bits);
 
extern uint GetBridgeFoundation(uint tileh, byte direction);
 
@@ -383,9 +392,10 @@ static int32 AyStar_AiPathFinder_Calcula
 
	// Check if we hit the end-tile
 
	if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
 
		// We are at the end-tile, check if we had a direction or something...
 
		if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction)
 
		if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) {
 
			// We are not pointing the right way, invalid tile
 
			return AYSTAR_INVALID_NODE;
 
		}
 
		// If it was valid, drop out.. we don't build on the endtile
 
		return 0;
 
	}
 
@@ -453,10 +463,8 @@ static int32 AyStar_AiPathFinder_Calcula
 
			if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
 
				res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		}
 
		if (parent_ti.tileh == 0)
 
			res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		if (ti.tileh == 0)
 
			res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
	}
 

	
 
	//  To prevent the AI from taking the fastest way in tiles, but not the fastest way
 
@@ -464,7 +472,7 @@ static int32 AyStar_AiPathFinder_Calcula
 
	//  This way, we get almost the fastest way in tiles, and a very good speed on the track
 
	if (!PathFinderInfo->rail_or_road) {
 
		if (parent->path.parent != NULL &&
 
			AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
 
				AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
 
			// When road exists, we don't like turning, but its free, so don't be to piggy about it
 
			if (IsRoad(parent->path.node.tile))
 
				res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
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