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-rw-r--r--ai/trolly/build.c6
-rw-r--r--ai/trolly/trolly.c4
2 files changed, 5 insertions, 5 deletions
diff --git a/ai/trolly/build.c b/ai/trolly/build.c
index f90336f20..ff2158395 100644
--- a/ai/trolly/build.c
+++ b/ai/trolly/build.c
@@ -166,7 +166,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
return 0;
}
return cost;
@@ -177,7 +177,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
return 0;
}
return cost;
@@ -201,7 +201,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
// Currently, we ignore CMD_ERRORs!
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!");
+ DEBUG(ai,0)("Darn, the route could not be built.. aborting!");
p->ainew.state = AI_STATE_NOTHING;
return 0;
}
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index d952975b9..26a7172ff 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -993,7 +993,7 @@ 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 build!");
+ DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be built!");
p->ainew.state = AI_STATE_NOTHING;
// If the first station _was_ build, destroy it
if (p->ainew.temp != 0)
@@ -1122,7 +1122,7 @@ 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 build!");
+ DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be built!");
p->ainew.state = AI_STATE_NOTHING;
return;
}