mirror of https://github.com/OpenTTD/OpenTTD
(svn r9912) -Fix: the AIs could build any road(station)s.
parent
c5a3dcb3f0
commit
3d143446ee
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@ -2600,10 +2600,10 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData
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} else if (p->mode == 1) {
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if (_want_road_truck_station) {
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// Truck station
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ret = DoCommand(c, p->attr, RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
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ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
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} else {
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// Bus station
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ret = DoCommand(c, p->attr, RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
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ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
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}
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clear_town_stuff:;
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@ -42,9 +42,9 @@ int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte
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return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
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if (type == AI_BUS)
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return AI_DoCommand(tile, direction, RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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return AI_DoCommand(tile, direction, RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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}
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@ -75,7 +75,7 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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if (p->ainew.tbt == AI_TRAIN) {
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return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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} else {
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return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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}
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@ -162,7 +162,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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} else {
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// Tunnel code
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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cost += AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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@ -237,17 +237,10 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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if (IsTunnel(atile)) {
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if (GetTunnelDirection(atile) != i) continue;
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} else {
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if ((_m[atile].m5 & 1) != DiagDirToAxis(i)) continue;
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if (GetBridgeRampDirection(atile) != i) continue;
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}
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}
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}
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// But also if we are on a bridge, we can only move a certain direction
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if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
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if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
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// An existing bridge/tunnel... let's test the direction ;)
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if ((_m[ctile].m5 & 1) != (i & 1)) continue;
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}
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}
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if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
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(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
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@ -291,9 +284,9 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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dir = 0;
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} else {
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// It already has road.. check if we miss any bits!
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if ((_m[ctile].m5 & dir) != dir) {
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if ((GetRoadBits(ctile, ROADTYPE_ROAD) & dir) != dir) {
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// We do miss some pieces :(
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dir &= ~_m[ctile].m5;
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dir &= ~GetRoadBits(ctile, ROADTYPE_ROAD);
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} else {
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dir = 0;
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}
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