(svn r12184) -Fix: take into account possible loan when AI is deciding which bridge to build, so it won't build wooden bridges everytime

This commit is contained in:
smatz 2008-02-18 22:50:58 +00:00
parent b2721c08fc
commit a53594ebd4

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@ -2204,13 +2204,12 @@ static void AiBuildRailConstruct(Player *p)
/* Figure out which (rail)bridge type to build /* Figure out which (rail)bridge type to build
* start with best bridge, then go down to worse and worse bridges * start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worst bridge (i=0), since AI will always build * unnecessary to check for worst bridge (i=0), since AI will always build
* that. AI is so fucked up that fixing this small thing will probably not * that.
* solve a thing
*/ */
for (i = MAX_BRIDGES - 1; i != 0; i--) { for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) { if (CheckBridge_Stuff(i, bridge_len)) {
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); 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);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break; if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
} }
} }
@ -3095,12 +3094,11 @@ do_some_terraform:
/* Figure out what (road)bridge type to build /* Figure out what (road)bridge type to build
* start with best bridge, then go down to worse and worse bridges * start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worse bridge (i=0), since AI will always build that. * unnecessary to check for worse bridge (i=0), since AI will always build that.
*AI is so fucked up that fixing this small thing will probably not solve a thing
*/ */
for (i = 10; i != 0; i--) { for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) { if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE); CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break; if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
} }
} }