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-rw-r--r--ai/default/default.c18
-rw-r--r--ai/trolly/build.c22
2 files changed, 29 insertions, 11 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index 379f4516e..35fc85305 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -162,12 +162,14 @@ static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag,
static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile)
{
EngineID best_veh_index = INVALID_ENGINE;
- int32 best_veh_cost = 0;
+ int32 best_veh_rating = 0;
EngineID i = ROAD_ENGINES_INDEX;
EngineID end = i + NUM_ROAD_ENGINES;
for (; i != end; i++) {
+ const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i);
+ int32 rating;
int32 ret;
if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
@@ -175,13 +177,17 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
}
/* Skip vehicles which can't take our cargo type */
- if (RoadVehInfo(i)->cargo_type != cargo) continue;
+ if (rvi->cargo_type != 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 && ret >= best_veh_cost) {
- best_veh_cost = ret;
- best_veh_index = i;
- }
+ if (CmdFailed(ret) || ret > money) continue;
+
+ best_veh_rating = rating;
+ best_veh_index = i;
}
return best_veh_index;
diff --git a/ai/trolly/build.c b/ai/trolly/build.c
index 059500dc4..1259d4c9a 100644
--- a/ai/trolly/build.c
+++ b/ai/trolly/build.c
@@ -232,27 +232,39 @@ EngineID AiNew_PickVehicle(Player *p)
// Not supported yet
return INVALID_ENGINE;
} else {
+ EngineID best_veh_index = INVALID_ENGINE;
+ int32 best_veh_rating = 0;
EngineID start = ROAD_ENGINES_INDEX;
EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
EngineID i;
// Let's check it backwards.. we simply want to best engine available..
- for (i = end - 1; i >= start; i--) {
+ for (i = start; i != end; i--) {
+ const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i);
+ int32 rating;
int32 ret;
/* Skip vehicles which can't take our cargo type */
- if (RoadVehInfo(i)->cargo_type != p->ainew.cargo) continue;
+ if (rvi->cargo_type != p->ainew.cargo) continue;
// Is it availiable?
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
+
+ /* Rate and compare the engine by speed & capacity */
+ rating = rvi->max_speed * rvi->capacity;
+ if (rating <= best_veh_rating) continue;
+
// Can we build it?
ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (!CmdFailed(ret)) return i;
+ if (CmdFailed(ret)) continue;
+
+ best_veh_rating = rating;
+ best_veh_index = i;
}
- // We did not find a vehicle :(
- return INVALID_ENGINE;
+
+ return best_veh_index;
}
}