diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -220,9 +220,9 @@ static bool AiNew_Check_City_or_Industry // Check if the rating in a city is high enough // If not, take a chance if we want to continue - if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false; + if (t->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; - if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false; + if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1, AI_CHECKCITY_CITY_CHANCE)) return false; // Check if we have build a station in this town the last 6 months // else we don't do it. This is done, because stat updates can be slow @@ -275,7 +275,7 @@ static bool AiNew_Check_City_or_Industry int count = 0; int j = 0; - if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false; + if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; // No limits on delevering stations! // Or for industry that does not give anything yet @@ -642,8 +642,8 @@ static void AiNew_State_FindStation(Play int r; uint best; uint accepts[NUM_CARGO]; - TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; - uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; + TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4]; + uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4]; // To find a good spot we scan a range from the center, a get the point // where we get the most cargo and where it is buildable. // TODO: also check for station of myself and make sure we are not @@ -961,13 +961,13 @@ static void AiNew_State_VerifyRoute(Play // Now we can build the route, check the direction of the stations! if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]); + p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length - 1], p->ainew.path_info.route[p->ainew.path_info.route_length - 2]); } if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) { p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]); } if (p->ainew.from_tile == AI_STATION_RANGE) - p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1]; + p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length - 1]; if (p->ainew.to_tile == AI_STATION_RANGE) p->ainew.to_tile = p->ainew.path_info.route[0];