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@ -2204,13 +2204,12 @@ static void AiBuildRailConstruct(Player *p)
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/* Figure out which (rail)bridge type to build
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* start with best bridge, then go down to worse and worse bridges
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* unnecessary to check for worst bridge (i=0), since AI will always build
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* that. AI is so fucked up that fixing this small thing will probably not
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* solve a thing
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* that.
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*/
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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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CommandCost cost = DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
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if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
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}
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}
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@ -3095,12 +3094,11 @@ do_some_terraform:
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/* Figure out what (road)bridge type to build
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* start with best bridge, then go down to worse and worse bridges
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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; 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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CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
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if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
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}
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}
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