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(svn r13217) -Fix: old AI was building small airports in years when they were not available in original game, causing small planes and helis everywhere
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@ -3438,12 +3438,28 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p,
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static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, CommandCost *cost)
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{
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const AiDefaultBlockData *p;
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uint i;
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for (i = 0; (p = _airport_default_block_data[i]) != NULL; i++) {
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// If we are doing a helicopter service, avoid building
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// airports where they can't land.
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if (heli && !(GetAirport(p->attr)->flags & AirportFTAClass::HELICOPTERS)) continue;
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bool no_small = false;
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if (!heli) {
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/* do not build small airport if we have large available and we are not building heli route */
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uint valid = GetValidAirports();
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for (uint i = 0; (p = _airport_default_block_data[i]) != NULL; i++) {
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if (HasBit(valid, p->attr) && !(GetAirport(p->attr)->flags & AirportFTAClass::SHORT_STRIP)) {
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no_small = true;
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break;
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}
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}
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}
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for (uint i = 0; (p = _airport_default_block_data[i]) != NULL; i++) {
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uint flags = GetAirport(p->attr)->flags;
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/* If we are doing a helicopter service, avoid building airports where they can't land */
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if (heli && !(flags & AirportFTAClass::HELICOPTERS)) continue;
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/* Similiar with aircraft ... */
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if (!heli && !(flags & AirportFTAClass::AIRPLANES)) continue;
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/* Do not build small airport if we prefer large */
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if (no_small && (flags & AirportFTAClass::SHORT_STRIP)) continue;
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*cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
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if (CmdSucceeded(*cost) && AiCheckAirportResources(tile, p, cargo))
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