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authorsmatz <smatz@openttd.org>2008-02-18 22:50:58 +0000
committersmatz <smatz@openttd.org>2008-02-18 22:50:58 +0000
commit578e8332848f6fd856177d573cf2369c4860d019 (patch)
treefc2f0f1474a582d08f26d5bad47a0fb70255a9c6 /src/ai/default
parent0821df853750b09daaf960fd970c13afae521ee2 (diff)
downloadopenttd-578e8332848f6fd856177d573cf2369c4860d019.tar.xz
(svn r12184) -Fix: take into account possible loan when AI is deciding which bridge to build, so it won't build wooden bridges everytime
Diffstat (limited to 'src/ai/default')
-rw-r--r--src/ai/default/default.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp
index 0c81cee23..3712a867a 100644
--- a/src/ai/default/default.cpp
+++ b/src/ai/default/default.cpp
@@ -2204,13 +2204,12 @@ static void AiBuildRailConstruct(Player *p)
/* Figure out which (rail)bridge type to build
* start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worst bridge (i=0), since AI will always build
- * that. AI is so fucked up that fixing this small thing will probably not
- * solve a thing
+ * that.
*/
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
+ if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
}
}
@@ -3095,12 +3094,11 @@ do_some_terraform:
/* Figure out what (road)bridge type to build
* start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worse bridge (i=0), since AI will always build that.
- *AI is so fucked up that fixing this small thing will probably not solve a thing
*/
- for (i = 10; i != 0; i--) {
+ for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
+ if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
}
}