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@ -144,7 +144,7 @@ static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex
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return best_veh_index;
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return best_veh_index;
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}
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}
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static int AiChooseRoadVehToBuild(byte cargo, int32 money)
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static int AiChooseRoadVehToBuild(byte cargo, int32 money, TileIndex tile)
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{
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{
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int best_veh_index = -1;
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int best_veh_index = -1;
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int32 best_veh_cost = 0;
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int32 best_veh_cost = 0;
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@ -157,7 +157,7 @@ static int AiChooseRoadVehToBuild(byte cargo, int32 money)
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if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
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if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
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continue;
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continue;
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r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_ROAD_VEH);
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r = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
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if (r != CMD_ERROR && r <= money && r >= best_veh_cost) {
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if (r != CMD_ERROR && r <= money && r >= best_veh_cost) {
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best_veh_cost = r;
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best_veh_cost = r;
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best_veh_index = i;
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best_veh_index = i;
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@ -218,7 +218,7 @@ static int AiChooseShipToBuild(byte cargo, int32 money)
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static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v)
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static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v)
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{
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{
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int32 avail_money = p->player_money + v->value;
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int32 avail_money = p->player_money + v->value;
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return AiChooseRoadVehToBuild(v->cargo_type, avail_money);
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return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile);
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}
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}
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static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v)
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static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v)
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@ -3173,7 +3173,7 @@ static void AiStateBuildRoadVehicles(Player *p)
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for(;ptr->mode != 0;ptr++) {}
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for(;ptr->mode != 0;ptr++) {}
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tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
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tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
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veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money);
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veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
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if (veh == -1) {
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if (veh == -1) {
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p->ai.state = AIS_0;
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p->ai.state = AIS_0;
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return;
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return;
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