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@@ -260,114 +260,117 @@ static void AiHandleGotoDepot(Player *p,
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return;
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}
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if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) {
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p->ai.cur_veh->current_order.type = OT_DUMMY;
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p->ai.cur_veh->current_order.flags = 0;
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InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index);
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}
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}
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static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
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{
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int i;
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for (i = 0; bak->order[i].type != OT_NOTHING; i++)
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if (CmdFailed(DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)))
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break;
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}
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static void AiHandleReplaceTrain(Player *p)
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{
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Vehicle *v = p->ai.cur_veh;
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BackuppedOrders orderbak[1];
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int veh;
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uint tile;
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// wait until the vehicle reaches the depot.
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if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
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AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT);
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return;
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}
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veh = AiChooseTrainToReplaceWith(p, v);
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if (veh != -1) {
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TileIndex tile;
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BackupVehicleOrders(v, orderbak);
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tile = v->tile;
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if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
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!CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) {
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veh = _new_train_id;
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AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
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DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
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DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
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}
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}
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}
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static void AiHandleReplaceRoadVeh(Player *p)
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{
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Vehicle *v = p->ai.cur_veh;
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BackuppedOrders orderbak[1];
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int veh;
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uint tile;
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if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
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AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT);
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return;
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}
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veh = AiChooseRoadVehToReplaceWith(p, v);
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if (veh != -1) {
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TileIndex tile;
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BackupVehicleOrders(v, orderbak);
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tile = v->tile;
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if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
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!CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
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veh = _new_roadveh_id;
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AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
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DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
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DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
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}
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}
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}
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static void AiHandleReplaceAircraft(Player *p)
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{
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Vehicle *v = p->ai.cur_veh;
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int veh;
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BackuppedOrders orderbak[1];
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uint tile;
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if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
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AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR);
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return;
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}
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veh = AiChooseAircraftToReplaceWith(p, v);
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if (veh != -1) {
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TileIndex tile;
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BackupVehicleOrders(v, orderbak);
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tile = v->tile;
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if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
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!CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) {
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veh = _new_aircraft_id;
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AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
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DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
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DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
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}
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}
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}
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static void AiHandleReplaceShip(Player *p)
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{
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error("!AiHandleReplaceShip");
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}
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typedef int CheckReplaceProc(Player *p, Vehicle *v);
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static CheckReplaceProc * const _veh_check_replace_proc[] = {
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AiChooseTrainToReplaceWith,
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AiChooseRoadVehToReplaceWith,
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@@ -1511,53 +1514,52 @@ static void AiStateWantNewRoute(Player *
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} else if (r < 0xD89B) {
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if (_patches.ai_disable_veh_aircraft) continue;
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AiWantAircraftRoute(p);
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} else {
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if (_patches.ai_disable_veh_ship) continue;
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AiWantShipRoute(p);
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}
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// got a route?
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if (p->ai.state != AIS_WANT_NEW_ROUTE)
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break;
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// time out?
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if (--i == 0) {
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if (++p->ai.state_counter == 556) p->ai.state = AIS_0;
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break;
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}
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}
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}
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static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
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{
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uint values[NUM_CARGO];
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int w,h;
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uint tile2;
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int rad;
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for(;p->mode != 4;p++) if (p->mode == 1) {
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tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
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TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
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w = ((p->attr>>1) & 7);
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h = ((p->attr>>4) & 7);
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if (p->attr&1) intswap(w, h);
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if (_patches.modified_catchment) {
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rad = CA_TRAIN;
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} else {
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rad = 4;
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}
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if (cargo & 0x80) {
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GetProductionAroundTiles(values, tile2, w, h, rad);
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return values[cargo & 0x7F] != 0;
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} else {
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GetAcceptanceAroundTiles(values, tile2, w, h, rad);
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if (!(values[cargo] & ~7))
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return false;
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if (cargo != CT_MAIL)
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return true;
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return !!((values[cargo]>>1) & ~7);
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}
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}
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@@ -1812,49 +1814,49 @@ static void AiStateBuildDefaultRailBlock
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return;
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} while (++aib,--j);
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// yep, all are done. switch state to the rail building state.
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p->ai.state = AIS_BUILD_RAIL;
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p->ai.state_mode = 255;
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}
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static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir)
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{
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const AiDefaultBlockData *p = _default_rail_track_data[rule]->data;
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while (p->mode != 3 || !((--cmd) & 0x80)) p++;
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return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr);
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}
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typedef struct AiRailPathFindData {
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TileIndex tile;
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TileIndex tile2;
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int count;
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bool flag;
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} AiRailPathFindData;
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static bool AiEnumFollowTrack(uint tile, AiRailPathFindData *a, int track, uint length, byte *state)
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static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state)
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{
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if (a->flag)
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return true;
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if (length > 20 || tile == a->tile) {
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a->flag = true;
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return true;
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}
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if (DistanceMax(tile, a->tile2) < 4)
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a->count++;
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return false;
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}
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static bool AiDoFollowTrack(Player *p)
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{
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AiRailPathFindData arpfd;
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arpfd.tile = p->ai.start_tile_a;
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arpfd.tile2 = p->ai.cur_tile_a;
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arpfd.flag = false;
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arpfd.count = 0;
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FollowTrack(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2,
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(TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd);
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@@ -2154,49 +2156,49 @@ static void AiBuildRailConstruct(Player
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} else if (arf.best_ptr[0]&0x40) {
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// tunnel
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DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
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p->ai.cur_tile_a = _build_tunnel_endtile;
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p->ai.state_counter = 0;
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} else {
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// rail
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p->ai.cur_dir_a = arf.best_ptr[1];
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DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
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DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL);
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p->ai.state_counter = 0;
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}
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if (arf.best_tile != 0) {
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for(i=0; i!=2; i++)
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AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
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}
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}
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static bool AiRemoveTileAndGoForward(Player *p)
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{
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byte b;
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int bit;
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const byte *ptr;
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uint tile = p->ai.cur_tile_a;
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TileIndex tile = p->ai.cur_tile_a;
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int offs;
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TileIndex tilenew;
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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if (!(_map5[tile] & 0x80)) {
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// Clear the tunnel and continue at the other side of it.
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if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) )
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return false;
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p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a));
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return true;
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}
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if (!(_map5[tile] & 0x40)) {
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// Check if the bridge points in the right direction.
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// This is not really needed the first place AiRemoveTileAndGoForward is called.
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if ((_map5[tile]&1) != (p->ai.cur_dir_a&1))
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return false;
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// Find other side of bridge.
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offs = TileOffsByDir(p->ai.cur_dir_a);
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do {
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tile = TILE_MASK(tile - offs);
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} while (_map5[tile] & 0x40);
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@@ -2473,49 +2475,50 @@ static void AiStateDeleteRailBlocks(Play
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DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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b++;
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}
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}
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} while (++aib,--num);
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p->ai.state = AIS_0;
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}
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static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
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{
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uint values[NUM_CARGO];
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int rad;
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if (_patches.modified_catchment) {
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rad = CA_TRUCK; //Same as CA_BUS at the moment?
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} else { //change that at some point?
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rad = 4;
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}
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for(;;p++) {
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if (p->mode == 4) {
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return true;
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} else if (p->mode == 1) {
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uint tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
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TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
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if (cargo & 0x80) {
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GetProductionAroundTiles(values, tile2, 1, 1, rad);
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return values[cargo & 0x7F] != 0;
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} else {
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GetAcceptanceAroundTiles(values, tile2, 1, 1, rad);
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return (values[cargo]&~7) != 0;
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}
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}
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}
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}
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static bool _want_road_truck_station;
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static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
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// Returns rule and cost
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static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost)
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{
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int i;
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const AiDefaultRoadBlock *p;
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_want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS;
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for(i=0; (p = _road_default_block_data[i]) != NULL; i++) {
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if (p->dir == direction) {
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@@ -2744,108 +2747,108 @@ static bool AiCheckRoadPathBetter(AiRoad
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arf->best_dist = arf->cur_best_dist;
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arf->best_dir = arf->cur_best_dir;
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arf->best_ptr = p;
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arf->best_tile = arf->cur_best_tile;
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better = true;
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}
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} else if (arf->recursive_mode > 1) {
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// Mode is 2.
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if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
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arf->best_depth = arf->cur_best_depth;
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arf->best_dist = 0;
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arf->best_ptr = p;
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arf->best_tile = 0;
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better = true;
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}
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}
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arf->recursive_mode = 0;
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arf->cur_best_dist = (uint)-1;
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arf->cur_best_depth = 0xff;
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return better;
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}
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static bool AiEnumFollowRoad(uint tile, AiRoadEnum *a, int track, uint length, byte *state)
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static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state)
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{
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uint dist = DistanceManhattan(tile, a->dest);
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uint tile2;
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if (dist <= a->best_dist) {
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tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track]));
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TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track]));
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if (IsTileType(tile2, MP_STREET) &&
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(_map5[tile2]&0xF0) == 0) {
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a->best_dist = dist;
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a->best_tile = tile;
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a->best_track = track;
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}
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}
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return false;
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}
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static const uint16 _ai_road_table_and[4] = {
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0x1009,
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0x16,
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0x520,
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0x2A00,
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};
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static bool AiCheckRoadFinished(Player *p)
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{
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AiRoadEnum are;
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uint tile;
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TileIndex tile;
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int dir = p->ai.cur_dir_a;
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uint32 bits;
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int i;
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are.dest = p->ai.cur_tile_b;
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tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir));
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bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir];
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if (bits == 0) {
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return false;
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}
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are.best_dist = (uint)-1;
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for_each_bit(i, bits) {
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FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are);
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}
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if (DistanceManhattan(tile, are.dest) <= are.best_dist)
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return false;
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if (are.best_dist == 0)
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return true;
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|
|
|
|
p->ai.cur_tile_a = are.best_tile;
|
|
|
p->ai.cur_dir_a = _dir_by_track[are.best_track];
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
|
|
|
static bool AiBuildRoadHelper(uint tile, int flags, int type)
|
|
|
static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
|
|
|
{
|
|
|
static const byte _road_bits[] = {
|
|
|
8+2,
|
|
|
1+4,
|
|
|
1+8,
|
|
|
4+2,
|
|
|
1+2,
|
|
|
8+4,
|
|
|
};
|
|
|
return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
|
|
|
}
|
|
|
|
|
|
static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
|
|
|
{
|
|
|
TileIndex tile_new;
|
|
|
bool flag;
|
|
|
|
|
|
int dir2 = p[0] & 3;
|
|
|
|
|
|
FindLandscapeHeightByTile(&arf->ti, tile);
|
|
|
if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) {
|
|
|
tile_new = tile;
|
|
|
// Allow bridges directly over bottom tiles
|
|
|
flag = arf->ti.z == 0;
|
|
@@ -2941,49 +2944,49 @@ static void AiBuildRoadRecursive(AiRoadF
|
|
|
}
|
|
|
|
|
|
// At the bottom depth?
|
|
|
if (arf->depth == 1) {
|
|
|
AiCheckRoadPathBetter(arf, p);
|
|
|
}
|
|
|
|
|
|
p += 2;
|
|
|
} while (!(p[0]&0x80));
|
|
|
}
|
|
|
|
|
|
AiCheckBuildRoadBridgeHere(arf, tile, p);
|
|
|
AiCheckBuildRoadTunnelHere(arf, tile, p+1);
|
|
|
|
|
|
arf->depth--;
|
|
|
}
|
|
|
|
|
|
int sw;
|
|
|
|
|
|
|
|
|
static void AiBuildRoadConstruct(Player *p)
|
|
|
{
|
|
|
AiRoadFinder arf;
|
|
|
int i;
|
|
|
uint tile;
|
|
|
TileIndex tile;
|
|
|
|
|
|
// Reached destination?
|
|
|
if (AiCheckRoadFinished(p)) {
|
|
|
p->ai.state_mode = 255;
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
// Setup recursive finder and call it.
|
|
|
arf.player = p;
|
|
|
arf.final_tile = p->ai.cur_tile_b;
|
|
|
arf.final_dir = p->ai.cur_dir_b;
|
|
|
arf.depth = 0;
|
|
|
arf.recursive_mode = 0;
|
|
|
arf.best_ptr = NULL;
|
|
|
arf.cur_best_dist = (uint)-1;
|
|
|
arf.cur_best_depth = 0xff;
|
|
|
arf.best_dist = (uint)-1;
|
|
|
arf.best_depth = 0xff;
|
|
|
arf.cur_best_tile = 0;
|
|
|
arf.best_tile = 0;
|
|
|
AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
|
|
|
|
|
|
// Reached destination?
|
|
|
if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
|
|
@@ -3143,49 +3146,50 @@ static void AiStateBuildRoad(Player *p)
|
|
|
// Find second edge to build to
|
|
|
aib = (&p->ai.src) + (cmd&0xF);
|
|
|
tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
|
|
|
p->ai.start_tile_b = tile;
|
|
|
p->ai.cur_tile_b = tile;
|
|
|
p->ai.start_dir_b = dir;
|
|
|
p->ai.cur_dir_b = dir;
|
|
|
|
|
|
// And setup state.
|
|
|
p->ai.state_mode = 2;
|
|
|
p->ai.state_counter = 0;
|
|
|
p->ai.banned_tile_count = 0;
|
|
|
}
|
|
|
|
|
|
static int AiGetStationIdFromRoadBlock(TileIndex tile, int id)
|
|
|
{
|
|
|
const AiDefaultBlockData *p = _road_default_block_data[id]->data;
|
|
|
while (p->mode != 1) p++;
|
|
|
return _map2[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))];
|
|
|
}
|
|
|
|
|
|
static void AiStateBuildRoadVehicles(Player *p)
|
|
|
{
|
|
|
const AiDefaultBlockData *ptr;
|
|
|
uint tile,loco_id;
|
|
|
TileIndex tile;
|
|
|
uint loco_id;
|
|
|
int veh, i;
|
|
|
|
|
|
ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
|
|
|
for(;ptr->mode != 0;ptr++) {}
|
|
|
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
|
|
|
|
|
|
veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
|
|
|
if (veh == -1) {
|
|
|
p->ai.state = AIS_0;
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
|
|
|
|
|
|
loco_id = _new_roadveh_id;
|
|
|
|
|
|
for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
|
|
|
AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
|
|
|
bool is_pass = (p->ai.cargo_type == CT_PASSENGERS ||
|
|
|
p->ai.cargo_type == CT_MAIL ||
|
|
|
(_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES));
|
|
|
Order order;
|
|
|
|
|
|
order.type = OT_GOTO_STATION;
|
|
@@ -3215,49 +3219,50 @@ static void AiStateDeleteRoadBlocks(Play
|
|
|
{
|
|
|
int num;
|
|
|
AiBuildRec *aib;
|
|
|
const AiDefaultBlockData *b;
|
|
|
|
|
|
num = p->ai.num_build_rec;
|
|
|
aib = &p->ai.src;
|
|
|
do {
|
|
|
if (aib->cur_building_rule != 255) {
|
|
|
b = _road_default_block_data[aib->cur_building_rule]->data;
|
|
|
while (b->mode != 4) {
|
|
|
if (b->mode <= 1) {
|
|
|
DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
|
}
|
|
|
b++;
|
|
|
}
|
|
|
}
|
|
|
} while (++aib,--num);
|
|
|
|
|
|
p->ai.state = AIS_0;
|
|
|
}
|
|
|
|
|
|
static bool AiCheckIfHangar(Station *st)
|
|
|
{
|
|
|
uint tile = st->airport_tile;
|
|
|
TileIndex tile = st->airport_tile;
|
|
|
|
|
|
// HANGAR of airports
|
|
|
// 0x20 - hangar large airport (32)
|
|
|
// 0x41 - hangar small airport (65)
|
|
|
return (_map5[tile] == 32 || _map5[tile] == 65);
|
|
|
}
|
|
|
|
|
|
static void AiStateAirportStuff(Player *p)
|
|
|
{
|
|
|
Station *st;
|
|
|
byte acc_planes;
|
|
|
int i;
|
|
|
AiBuildRec *aib;
|
|
|
byte rule;
|
|
|
|
|
|
// Here we look for an airport we could use instead of building a new
|
|
|
// one. If we find such an aiport for any waypoint,
|
|
|
// AiStateBuildDefaultAirportBlocks() will kindly skip that one when
|
|
|
// building the waypoints.
|
|
|
|
|
|
i = 0;
|
|
|
do {
|
|
|
// We do this all twice - once for the source (town in the case
|
|
|
// of oilrig route) and then for the destination (oilrig in the
|
|
|
// case of oilrig route).
|
|
@@ -3327,59 +3332,59 @@ static void AiStateAirportStuff(Player *
|
|
|
p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS;
|
|
|
p->ai.state_mode = 255;
|
|
|
p->ai.state_counter = 0;
|
|
|
}
|
|
|
|
|
|
static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
|
|
|
{
|
|
|
int32 total_cost = 0, ret;
|
|
|
|
|
|
for(;p->mode == 0;p++) {
|
|
|
if (!HASBIT(_avail_aircraft, p->attr))
|
|
|
return CMD_ERROR;
|
|
|
ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
|
|
|
if (CmdFailed(ret)) return CMD_ERROR;
|
|
|
total_cost += ret;
|
|
|
}
|
|
|
|
|
|
return total_cost;
|
|
|
}
|
|
|
|
|
|
static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
|
|
|
{
|
|
|
uint values[NUM_CARGO];
|
|
|
int w,h;
|
|
|
uint tile2;
|
|
|
int rad;
|
|
|
|
|
|
if (_patches.modified_catchment) {
|
|
|
rad = CA_AIR_LARGE; //I Have NFI what airport the
|
|
|
} else { //AI is going to build here
|
|
|
rad = 4;
|
|
|
}
|
|
|
|
|
|
for(;p->mode==0;p++) {
|
|
|
tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
|
|
|
TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
|
|
|
|
|
|
w = _airport_size_x[p->attr];
|
|
|
h = _airport_size_y[p->attr];
|
|
|
if (cargo & 0x80) {
|
|
|
GetProductionAroundTiles(values, tile2, w, h, rad);
|
|
|
return values[cargo & 0x7F] != 0;
|
|
|
} else {
|
|
|
GetAcceptanceAroundTiles(values, tile2, w, h, rad);
|
|
|
return values[cargo] >= 8;
|
|
|
}
|
|
|
}
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost)
|
|
|
{
|
|
|
int i;
|
|
|
const AiDefaultBlockData *p;
|
|
|
for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) {
|
|
|
// If we are doing a helicopter service, avoid building
|
|
|
// airports where they can't land.
|
|
|
if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY)
|
|
|
continue;
|
|
|
|
|
|
*cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
|
|
@@ -3460,49 +3465,49 @@ static void AiStateBuildDefaultAirportBl
|
|
|
} while (--i);
|
|
|
|
|
|
// check if we're done with all of them
|
|
|
aib = &p->ai.src;
|
|
|
j = p->ai.num_build_rec;
|
|
|
do {
|
|
|
if (aib->cur_building_rule == 255)
|
|
|
return;
|
|
|
} while (++aib,--j);
|
|
|
|
|
|
// yep, all are done. switch state.
|
|
|
p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES;
|
|
|
}
|
|
|
|
|
|
static int AiGetStationIdFromAircraftBlock(TileIndex tile, int id)
|
|
|
{
|
|
|
const AiDefaultBlockData *p = _airport_default_block_data[id];
|
|
|
while (p->mode != 1) p++;
|
|
|
return _map2[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))];
|
|
|
}
|
|
|
|
|
|
static void AiStateBuildAircraftVehicles(Player *p)
|
|
|
{
|
|
|
const AiDefaultBlockData *ptr;
|
|
|
uint tile;
|
|
|
TileIndex tile;
|
|
|
int veh;
|
|
|
int i;
|
|
|
uint loco_id;
|
|
|
|
|
|
ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
|
|
|
for(;ptr->mode!=0;ptr++) {}
|
|
|
|
|
|
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
|
|
|
|
|
|
veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0);
|
|
|
if (veh == -1) {
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
|
|
|
loco_id = _new_aircraft_id;
|
|
|
|
|
|
for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
|
|
|
AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
|
|
|
bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
|
|
|
Order order;
|
|
|
|
|
|
order.type = OT_GOTO_STATION;
|
|
|
order.flags = 0;
|