(svn r3058) The default AI may not build dual headed trains under certain circumstances.

Simplify this check by testing the rail vehicle info flags instead of passing a global variable around.
Note: This is not exactly the original behaviour, because the Lev4 was always allowed to be built, but i guess that was a glitch.
pull/155/head
tron 19 years ago
parent 82d0f525e5
commit a85d68ed57

@ -133,12 +133,16 @@ static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex
const RailVehicleInfo *rvi = RailVehInfo(i); const RailVehicleInfo *rvi = RailVehInfo(i);
const Engine* e = GetEngine(i); const Engine* e = GetEngine(i);
if (e->railtype != railtype || rvi->flags & RVI_WAGON if (e->railtype != railtype ||
|| !HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) rvi->flags & RVI_WAGON ||
(rvi->flags & RVI_MULTIHEAD && flag & 1) ||
!HASBIT(e->player_avail, _current_player) ||
e->reliability < 0x8A3D) {
continue; continue;
}
ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
if (!CmdFailed(ret) && (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && ret <= money && if (!CmdFailed(ret) && ret <= money &&
_cmd_build_rail_veh_score >= best_veh_score) { _cmd_build_rail_veh_score >= best_veh_score) {
best_veh_score = _cmd_build_rail_veh_score; best_veh_score = _cmd_build_rail_veh_score;
best_veh_index = i; best_veh_index = i;

@ -498,24 +498,6 @@ static void NormalizeTrainVehInDepot(Vehicle *u)
} }
} }
static const byte _railveh_unk1[] = {
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 1, 0,
0, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0,
};
static const byte _railveh_score[] = { static const byte _railveh_score[] = {
1, 4, 7, 19, 20, 30, 31, 19, 1, 4, 7, 19, 20, 30, 31, 19,
20, 21, 22, 10, 11, 30, 31, 32, 20, 21, 22, 10, 11, 30, 31, 32,
@ -590,8 +572,6 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
} }
_cmd_build_rail_veh_var1 = 0;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(p1); rvi = RailVehInfo(p1);
@ -676,7 +656,6 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
InvalidateWindow(WC_COMPANY, v->owner); InvalidateWindow(WC_COMPANY, v->owner);
} }
} }
_cmd_build_rail_veh_var1 = _railveh_unk1[p1];
_cmd_build_rail_veh_score = _railveh_score[p1]; _cmd_build_rail_veh_score = _railveh_score[p1];
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window

@ -447,7 +447,6 @@ VARDEF VehicleID _new_ship_id;
VARDEF VehicleID _new_roadveh_id; VARDEF VehicleID _new_roadveh_id;
VARDEF uint16 _aircraft_refit_capacity; VARDEF uint16 _aircraft_refit_capacity;
VARDEF byte _cmd_build_rail_veh_score; VARDEF byte _cmd_build_rail_veh_score;
VARDEF byte _cmd_build_rail_veh_var1;
// for each player, for each vehicle type, keep a list of the vehicles. // for each player, for each vehicle type, keep a list of the vehicles.
//VARDEF Vehicle *_vehicle_arr[8][4]; //VARDEF Vehicle *_vehicle_arr[8][4];

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