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-rw-r--r--ai/trolly/trolly.c21
1 files changed, 9 insertions, 12 deletions
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index 23a700b06..d67a064b4 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -445,8 +445,7 @@ static void AiNew_State_LocateRoute(Player *p)
p->ainew.to_ic = p->ainew.temp;
p->ainew.state = AI_STATE_FIND_STATION;
- DEBUG(ai,1)(
- "[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",
+ DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
distance,
p->ainew.from_ic,
p->ainew.temp
@@ -508,8 +507,7 @@ static void AiNew_State_LocateRoute(Player *p)
}
p->ainew.state = AI_STATE_FIND_STATION;
- DEBUG(ai,1)(
- "[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",
+ DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
distance,
p->ainew.from_ic,
p->ainew.temp
@@ -763,7 +761,7 @@ static void AiNew_State_FindPath(Player *p)
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
switch (r) {
case AYSTAR_NO_PATH:
- DEBUG(ai,1)("[AiNew] PathFinder found no route!");
+ DEBUG(ai, 1, "No route found by pathfinder");
// Start all over again
p->ainew.state = AI_STATE_NOTHING;
break;
@@ -955,7 +953,7 @@ static void AiNew_State_VerifyRoute(Player *p)
// Check if we have enough money for it!
if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
// Too bad..
- DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
+ DEBUG(ai, 1, "Insufficient funds to build route (%d)", p->ainew.new_cost);
p->ainew.state = AI_STATE_NOTHING;
return;
}
@@ -975,7 +973,7 @@ static void AiNew_State_VerifyRoute(Player *p)
p->ainew.state = AI_STATE_BUILD_STATION;
p->ainew.temp = 0;
- DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
+ DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile);
}
@@ -993,7 +991,7 @@ static void AiNew_State_BuildStation(Player *p)
p->ainew.state = AI_STATE_BUILD_PATH;
}
if (CmdFailed(res)) {
- DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be built!");
+ DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile);
p->ainew.state = AI_STATE_NOTHING;
// If the first station _was_ build, destroy it
if (p->ainew.temp != 0)
@@ -1010,7 +1008,7 @@ static void AiNew_State_BuildPath(Player *p)
assert(p->ainew.state == AI_STATE_BUILD_PATH);
// p->ainew.temp is set to -1 when this function is called for the first time
if (p->ainew.temp == -1) {
- DEBUG(ai,1)("[AiNew] Starting to build the path..");
+ DEBUG(ai, 1, "Starting to build new path");
// Init the counter
p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
// Set the position to the startingplace (-1 because in a minute we do ++)
@@ -1091,8 +1089,7 @@ static void AiNew_State_BuildPath(Player *p)
}
}
-
- DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
+ DEBUG(ai, 1, "Finished building path, cost: %d", p->ainew.new_cost);
p->ainew.state = AI_STATE_BUILD_DEPOT;
}
}
@@ -1122,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p)
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
if (CmdFailed(res)) {
- DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be built!");
+ DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile);
p->ainew.state = AI_STATE_NOTHING;
return;
}