forked from mirror/OpenTTD
(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
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@@ -39,6 +39,7 @@
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#include "oldpool_func.h"
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#include "animated_tile_func.h"
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#include "effectvehicle_func.h"
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#include "ai/ai.hpp"
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#include "table/strings.h"
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#include "table/sprites.h"
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@@ -432,7 +433,10 @@ static CommandCost ClearTile_Industry(TileIndex tile, byte flags)
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return_cmd_error(STR_4800_IN_THE_WAY);
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}
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if (flags & DC_EXEC) delete i;
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if (flags & DC_EXEC) {
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AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
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delete i;
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}
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return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
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}
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@@ -1712,6 +1716,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2,
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SetDParam(1, ind->town->index);
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}
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AddNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->xy, 0);
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AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
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}
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return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
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@@ -1912,8 +1917,8 @@ static void MaybeNewIndustry(void)
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} else {
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SetDParam(1, ind->town->index);
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}
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AddNewsItem(ind_spc->new_industry_text,
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NS_INDUSTRY_OPEN, ind->xy, 0);
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AddNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->xy, 0);
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AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
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}
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/**
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@@ -2232,6 +2237,7 @@ static void ChangeIndustryProduction(Industry *i, bool monthly)
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/* Compute news category */
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if (closeit) {
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ns = NS_INDUSTRY_CLOSE;
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AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
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} else {
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switch (WhoCanServiceIndustry(i)) {
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case 0: ns = NS_INDUSTRY_NOBODY; break;
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