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authorDarkvater <Darkvater@openttd.org>2005-04-20 22:30:40 +0000
committerDarkvater <Darkvater@openttd.org>2005-04-20 22:30:40 +0000
commitb12c73b0505020fd5e8d4fb9d7164960f4fabfbe (patch)
tree9bd856412b1a7502fb5d633a0224a25fe0161633 /ai_build.c
parent6e4f1b5a4bbbfa2dbc37a052822ce33f8782ab9b (diff)
downloadopenttd-b12c73b0505020fd5e8d4fb9d7164960f4fabfbe.tar.xz
(svn r2217) - Fix: [ 1184201 ] AI orders its vehicles to a competitor's truck stop. Added a CmdFailed() check to all command returns of the AI instead of the simple == / != CMD_ERROR check. This should fix the problem.
Diffstat (limited to 'ai_build.c')
-rw-r--r--ai_build.c79
1 files changed, 39 insertions, 40 deletions
diff --git a/ai_build.c b/ai_build.c
index 55fab3fbc..1328bd535 100644
--- a/ai_build.c
+++ b/ai_build.c
@@ -12,7 +12,7 @@
// Params:
// tile : tile where HQ is going to be build
bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
- if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
+ if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
return false;
DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
return true;
@@ -29,10 +29,11 @@ bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
if (type == AI_TRAIN)
return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
- else if (type == AI_BUS)
+
+ if (type == AI_BUS)
return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
- else
- return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
+
+ return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
}
// Builds a brdige. The second best out of the ones available for this player
@@ -61,8 +62,8 @@ int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
// Now, simply, build the bridge!
if (p->ainew.tbt == AI_TRAIN)
return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
- else
- return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+
+ return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
}
@@ -97,7 +98,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
- if (cost == CMD_ERROR) {
+ if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
return 0;
}
@@ -108,7 +109,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
PathFinderInfo->position++;
// TODO: problems!
- if (cost == CMD_ERROR) {
+ if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
}
@@ -126,7 +127,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
old_dir = dir;
// Build the tile
res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
- if (res == CMD_ERROR) {
+ if (CmdFailed(res)) {
// Problem.. let's just abort it all!
p->ainew.state = AI_STATE_NOTHING;
return 0;
@@ -147,7 +148,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
- if (cost == CMD_ERROR) {
+ if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
return 0;
}
@@ -158,7 +159,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
PathFinderInfo->position++;
// TODO: problems!
- if (cost == CMD_ERROR) {
+ if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
}
@@ -181,15 +182,14 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
// Build the tile
res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
// Currently, we ignore CMD_ERRORs!
- if (res == CMD_ERROR && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
- // Problem.. let's just abort it all!
- DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- } else {
- if (res != CMD_ERROR)
- cost += res;
- }
+ if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
+ // Problem.. let's just abort it all!
+ DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
+ p->ainew.state = AI_STATE_NOTHING;
+ return 0;
+ }
+
+ if (!CmdFailed(res)) cost += res;
}
// Go to the next tile
part++;
@@ -213,7 +213,7 @@ int AiNew_PickVehicle(Player *p) {
// Not supported yet
return -1;
} else {
- int start, count, i, r = CMD_ERROR;
+ int start, count, i, ret = CMD_ERROR;
start = _cargoc.ai_roadveh_start[p->ainew.cargo];
count = _cargoc.ai_roadveh_count[p->ainew.cargo];
@@ -223,11 +223,11 @@ int AiNew_PickVehicle(Player *p) {
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
// Can we build it?
- r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (r != CMD_ERROR) break;
+ ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
+ if (!CmdFailed(ret)) break;
}
// We did not find a vehicle :(
- if (r == CMD_ERROR) { return -1; }
+ if (CmdFailed(ret)) { return -1; }
return i;
}
}
@@ -237,25 +237,24 @@ int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
int i = AiNew_PickVehicle(p);
if (i == -1) return CMD_ERROR;
- if (p->ainew.tbt == AI_TRAIN) {
+ if (p->ainew.tbt == AI_TRAIN)
return CMD_ERROR;
- } else {
- return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
- }
+
+ return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}
-int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
+int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag)
+{
static const byte _roadbits_by_dir[4] = {2,1,8,4};
- int r, r2;
- if (p->ainew.tbt == AI_TRAIN) {
+ int ret, ret2;
+ if (p->ainew.tbt == AI_TRAIN)
return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
- } else {
- r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (r == CMD_ERROR) return r;
- // Try to build the road from the depot
- r2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- // If it fails, ignore it..
- if (r2 == CMD_ERROR) return r;
- return r + r2;
- }
+
+ ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
+ if (CmdFailed(ret)) return ret;
+ // Try to build the road from the depot
+ ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ // If it fails, ignore it..
+ if (CmdFailed(ret2)) return ret;
+ return ret + ret2;
}