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-rw-r--r--ai/default/default.c17
-rw-r--r--ai/trolly/build.c13
2 files changed, 27 insertions, 3 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index 35fc85305..496a17a62 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -177,14 +177,18 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
}
/* Skip vehicles which can't take our cargo type */
- if (rvi->cargo_type != cargo) continue;
+ if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue;
/* Rate and compare the engine by speed & capacity */
rating = rvi->max_speed * rvi->capacity;
if (rating <= best_veh_rating) continue;
ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
- if (CmdFailed(ret) || ret > money) continue;
+ if (CmdFailed(ret)) continue;
+
+ /* Add the cost of refitting */
+ if (rvi->cargo_type != cargo) ret += GetRefitCost(i);
+ if (ret > money) continue;
best_veh_rating = rating;
best_veh_index = i;
@@ -3184,6 +3188,15 @@ static void AiStateBuildRoadVehicles(Player *p)
loco_id = _new_vehicle_id;
+ if (GetVehicle(loco_id)->cargo_type != p->ai.cargo_type) {
+ /* Cargo type doesn't match, so refit it */
+ if (CmdFailed(DoCommand(tile, loco_id, p->ai.cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
+ /* Refit failed... sell the vehicle */
+ DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
+ return;
+ }
+ }
+
for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i];
bool is_pass = (
diff --git a/ai/trolly/build.c b/ai/trolly/build.c
index 9c73cc0e2..8583c86fe 100644
--- a/ai/trolly/build.c
+++ b/ai/trolly/build.c
@@ -246,7 +246,7 @@ EngineID AiNew_PickVehicle(Player *p)
int32 ret;
/* Skip vehicles which can't take our cargo type */
- if (rvi->cargo_type != p->ainew.cargo) continue;
+ if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
// Is it availiable?
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
@@ -276,6 +276,17 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
if (success) {
p->ainew.state = AI_STATE_GIVE_ORDERS;
p->ainew.veh_id = _new_vehicle_id;
+
+ if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
+ /* Cargo type doesn't match, so refit it */
+ debug("doing refit");
+ if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
+ debug("refit failed, selling");
+ /* Refit failed, so sell the vehicle */
+ DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
+ p->ainew.state = AI_STATE_NOTHING;
+ }
+ }
} else {
/* XXX this should be handled more gracefully */
p->ainew.state = AI_STATE_NOTHING;