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@@ -642,7 +642,7 @@ static void AiNew_State_FindStation(Play
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if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
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uint x, y, i = 0;
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int r;
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CommandCost r;
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uint best;
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uint accepts[NUM_CARGO];
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TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
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@@ -788,7 +788,8 @@ static void AiNew_State_FindDepot(Player
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// To make the depot stand in the middle of the route, we start from the center..
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// But first we walk through the route see if we can find a depot that is ours
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// this keeps things nice ;)
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int g, i, r;
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int g, i;
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CommandCost r;
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DiagDirection j;
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TileIndex tile;
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assert(p->ainew.state == AI_STATE_FIND_DEPOT);
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@@ -984,7 +985,7 @@ static void AiNew_State_VerifyRoute(Play
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// Build the stations
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static void AiNew_State_BuildStation(Player *p)
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{
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int res = 0;
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CommandCost res = 0;
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assert(p->ainew.state == AI_STATE_BUILD_STATION);
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if (p->ainew.temp == 0) {
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if (!IsTileType(p->ainew.from_tile, MP_STATION))
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@@ -1037,8 +1038,8 @@ static void AiNew_State_BuildPath(Player
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// We don't want that, so try building some road left or right of the station
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int dir1, dir2, dir3;
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TileIndex tile;
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int i, ret;
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for (i=0;i<2;i++) {
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CommandCost ret;
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for (int i = 0; i < 2; i++) {
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if (i == 0) {
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tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
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dir1 = p->ainew.from_direction - 1;
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@@ -1102,7 +1103,7 @@ static void AiNew_State_BuildPath(Player
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// Builds the depot
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static void AiNew_State_BuildDepot(Player *p)
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{
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int res = 0;
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CommandCost res = 0;
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assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
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if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
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@@ -1137,7 +1138,7 @@ static void AiNew_State_BuildDepot(Playe
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// Build vehicles
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static void AiNew_State_BuildVehicle(Player *p)
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{
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int res;
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CommandCost res;
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assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
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// Check if we need to build a vehicle
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@@ -1277,7 +1278,7 @@ static void AiNew_CheckVehicle(Player *p
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if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
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{
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int ret = 0;
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CommandCost ret = 0;
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if (v->type == VEH_ROAD)
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ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
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// This means we can not find a depot :s
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