(svn r9912) -Fix: the AIs could build any road(station)s.

This commit is contained in:
rubidium 2007-05-24 21:45:54 +00:00
parent df3a9b4052
commit ef48d1012b
3 changed files with 9 additions and 16 deletions

View File

@ -2600,10 +2600,10 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData
} else if (p->mode == 1) { } else if (p->mode == 1) {
if (_want_road_truck_station) { if (_want_road_truck_station) {
// Truck station // Truck station
ret = DoCommand(c, p->attr, RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
} else { } else {
// Bus station // Bus station
ret = DoCommand(c, p->attr, RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
} }
clear_town_stuff:; clear_town_stuff:;

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@ -42,9 +42,9 @@ int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte
return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
if (type == AI_BUS) if (type == AI_BUS)
return AI_DoCommand(tile, direction, RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
return AI_DoCommand(tile, direction, RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
} }
@ -75,7 +75,7 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
if (p->ainew.tbt == AI_TRAIN) { if (p->ainew.tbt == AI_TRAIN) {
return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
} else { } else {
return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
} }
} }
@ -162,7 +162,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
} else { } else {
// Tunnel code // Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); cost += AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++; PathFinderInfo->position++;
// TODO: problems! // TODO: problems!
if (CmdFailed(cost)) { if (CmdFailed(cost)) {

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@ -237,17 +237,10 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
if (IsTunnel(atile)) { if (IsTunnel(atile)) {
if (GetTunnelDirection(atile) != i) continue; if (GetTunnelDirection(atile) != i) continue;
} else { } else {
if ((_m[atile].m5 & 1) != DiagDirToAxis(i)) continue; if (GetBridgeRampDirection(atile) != i) continue;
} }
} }
} }
// But also if we are on a bridge, we can only move a certain direction
if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
// An existing bridge/tunnel... let's test the direction ;)
if ((_m[ctile].m5 & 1) != (i & 1)) continue;
}
}
if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 || if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) { (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
@ -291,9 +284,9 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
dir = 0; dir = 0;
} else { } else {
// It already has road.. check if we miss any bits! // It already has road.. check if we miss any bits!
if ((_m[ctile].m5 & dir) != dir) { if ((GetRoadBits(ctile, ROADTYPE_ROAD) & dir) != dir) {
// We do miss some pieces :( // We do miss some pieces :(
dir &= ~_m[ctile].m5; dir &= ~GetRoadBits(ctile, ROADTYPE_ROAD);
} else { } else {
dir = 0; dir = 0;
} }