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@ -241,14 +241,6 @@ static Money AiGetBasePrice(const Player* p)
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return base;
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}
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#if 0
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static EngineID AiChooseShipToBuild(byte cargo, Money money)
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{
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// XXX: not done
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return INVALID_ENGINE;
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}
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#endif
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static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v)
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{
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Money avail_money = p->player_money + v->value;
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@ -279,9 +271,7 @@ static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v)
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static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v)
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{
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error("!AiChooseShipToReplaceWith");
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/* maybe useless, but avoids compiler warning this way */
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/* Ships are not implemented in this (broken) AI */
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return INVALID_ENGINE;
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}
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@ -402,7 +392,7 @@ static void AiHandleReplaceAircraft(Player *p)
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static void AiHandleReplaceShip(Player *p)
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{
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error("!AiHandleReplaceShip");
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/* Ships are not implemented in this (broken) AI */
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}
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typedef EngineID CheckReplaceProc(const Player* p, const Vehicle* v);
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@ -1550,12 +1540,6 @@ static void AiWantAircraftRoute(Player *p)
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}
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}
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static void AiWantShipRoute(Player *p)
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{
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// XXX
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// error("AiWaitShipRoute");
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}
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static void AiStateWantNewRoute(Player *p)
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@ -1589,8 +1573,7 @@ static void AiStateWantNewRoute(Player *p)
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if (_patches.ai_disable_veh_aircraft) continue;
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AiWantAircraftRoute(p);
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} else {
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if (_patches.ai_disable_veh_ship) continue;
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AiWantShipRoute(p);
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/* Ships are not implemented in this (broken) AI */
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}
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// got a route?
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@ -3565,20 +3548,17 @@ static void AiStateBuildAircraftVehicles(Player *p)
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static void AiStateCheckShipStuff(Player *p)
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{
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// XXX
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error("!AiStateCheckShipStuff");
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/* Ships are not implemented in this (broken) AI */
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}
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static void AiStateBuildDefaultShipBlocks(Player *p)
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{
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// XXX
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error("!AiStateBuildDefaultShipBlocks");
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/* Ships are not implemented in this (broken) AI */
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}
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static void AiStateDoShipStuff(Player *p)
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{
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// XXX
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error("!AiStateDoShipStuff");
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/* Ships are not implemented in this (broken) AI */
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}
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static void AiStateSellVeh(Player *p)
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@ -3613,9 +3593,8 @@ static void AiStateSellVeh(Player *p)
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}
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DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
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} else if (v->type == VEH_SHIP) {
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// XXX: not implemented
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error("!v->type == VEH_SHIP");
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} else if (v->type == VEH_SHIP) {
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/* Ships are not implemented in this (broken) AI */
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}
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}
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