forked from mirror/OpenTTD
(svn r2066) - Fix: [ 1164248 ] game crash while AI builds bridge. Also protect bridge building against invalid bridges and some safeguards when drawing.
This commit is contained in:
8
ai.c
8
ai.c
@@ -1976,7 +1976,7 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
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}
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// Is building a (rail)bridge possible at this place (type doesn't matter)?
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if (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8,
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if (DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
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DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR)
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return;
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AiBuildRailRecursive(arf, tile_new, dir2);
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@@ -2139,16 +2139,16 @@ static void AiBuildRailConstruct(Player *p)
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unnecessary to check for worse bridge (i=0), since AI will always build that.
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AI is so fucked up that fixing this small thing will probably not solve a thing
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*/
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for(i = 10 + (p->ai.railtype_to_use << 8); i != 0; i--) {
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for (i = MAX_BRIDGES - 1; i != 0; i--) {
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if (CheckBridge_Stuff(i, bridge_len)) {
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int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO, CMD_BUILD_BRIDGE);
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int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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if (cost != CMD_ERROR && cost < (p->player_money >> 5))
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break;
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}
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}
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// Build it
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DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
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DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
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p->ai.cur_tile_a = arf.bridge_end_tile;
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p->ai.state_counter = 0;
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