File diff r8228:c885c6f5f4a4 → r8229:4262f8715f60
src/ai/trolly/build.cpp
Show inline comments
 
@@ -70,7 +70,7 @@ CommandCost AiNew_Build_Bridge(Player *p
 
	if (type2 == 0 && type != 0) type2 = type;
 

	
 
	// Now, simply, build the bridge!
 
	if (p->ainew.tbt == AI_TRAIN) {
 
	if (_players_ainew[p->index].tbt == AI_TRAIN) {
 
		return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
	} else {
 
		return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
@@ -144,7 +144,7 @@ CommandCost AiNew_Build_RoutePart(Player
 
				res = AI_DoCommand(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;
 
					_players_ainew[p->index].state = AI_STATE_NOTHING;
 
					return CommandCost();
 
				}
 
				cost.AddCost(res);
 
@@ -200,7 +200,7 @@ CommandCost AiNew_Build_RoutePart(Player
 
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
 
						// Problem.. let's just abort it all!
 
						DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
 
						p->ainew.state = AI_STATE_NOTHING;
 
						_players_ainew[p->index].state = AI_STATE_NOTHING;
 
						return CommandCost();
 
					}
 

	
 
@@ -226,7 +226,7 @@ CommandCost AiNew_Build_RoutePart(Player
 
// It returns INVALID_ENGINE if not suitable engine is found
 
EngineID AiNew_PickVehicle(Player *p)
 
{
 
	if (p->ainew.tbt == AI_TRAIN) {
 
	if (_players_ainew[p->index].tbt == AI_TRAIN) {
 
		// Not supported yet
 
		return INVALID_ENGINE;
 
	} else {
 
@@ -244,7 +244,7 @@ EngineID AiNew_PickVehicle(Player *p)
 
			CommandCost ret;
 

	
 
			/* Skip vehicles which can't take our cargo type */
 
			if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
 
			if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue;
 

	
 
			// Is it availiable?
 
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
 
@@ -272,20 +272,20 @@ void CcAI(bool success, TileIndex tile, 
 
	Player* p = GetPlayer(_current_player);
 

	
 
	if (success) {
 
		p->ainew.state = AI_STATE_GIVE_ORDERS;
 
		p->ainew.veh_id = _new_vehicle_id;
 
		_players_ainew[p->index].state = AI_STATE_GIVE_ORDERS;
 
		_players_ainew[p->index].veh_id = _new_vehicle_id;
 

	
 
		if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
 
		if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) {
 
			/* Cargo type doesn't match, so refit it */
 
			if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
 
			if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
 
				/* Refit failed, so sell the vehicle */
 
				DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
 
				p->ainew.state = AI_STATE_NOTHING;
 
				DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
 
				_players_ainew[p->index].state = AI_STATE_NOTHING;
 
			}
 
		}
 
	} else {
 
		/* XXX this should be handled more gracefully */
 
		p->ainew.state = AI_STATE_NOTHING;
 
		_players_ainew[p->index].state = AI_STATE_NOTHING;
 
	}
 
}
 

	
 
@@ -296,7 +296,7 @@ CommandCost AiNew_Build_Vehicle(Player *
 
	EngineID i = AiNew_PickVehicle(p);
 

	
 
	if (i == INVALID_ENGINE) return CMD_ERROR;
 
	if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
 
	if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR;
 

	
 
	if (flag & DC_EXEC) {
 
		return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
 
@@ -308,7 +308,7 @@ CommandCost AiNew_Build_Vehicle(Player *
 
CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
 
{
 
	CommandCost ret, ret2;
 
	if (p->ainew.tbt == AI_TRAIN) {
 
	if (_players_ainew[p->index].tbt == AI_TRAIN) {
 
		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 
	} else {
 
		ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);