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-rw-r--r--ai_new.c26
1 files changed, 18 insertions, 8 deletions
diff --git a/ai_new.c b/ai_new.c
index 1699f7a4a..ccaffd124 100644
--- a/ai_new.c
+++ b/ai_new.c
@@ -224,7 +224,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
// to build there
if (!st->goods[CT_PASSENGERS].last_speed) continue;
// Is it around our city
- if (GetTileDist(st->xy, t->xy) > 10) continue;
+ if (DistanceManhattan(st->xy, t->xy) > 10) continue;
// It does take this cargo.. what is his rating?
if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
j++;
@@ -287,7 +287,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
// It does not take this cargo
if (!st->goods[i->produced_cargo[0]].last_speed) continue;
// Is it around our industry
- if (GetTileDist(st->xy, i->xy) > 5) continue;
+ if (DistanceManhattan(st->xy, i->xy) > 5) continue;
// It does take this cargo.. what is his rating?
if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
j++;
@@ -410,12 +410,17 @@ static void AiNew_State_LocateRoute(Player *p) {
max_cargo -= GetTown(p->ainew.from_ic)->act_pass + GetTown(p->ainew.temp)->act_pass;
// max_cargo is now the amount of cargo we can move between the two cities
// If it is more than the distance, we allow it
- if (GetTileDist(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
+ if (DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
// We found a good city/industry, save the data of it
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)",GetTileDist(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
+ DEBUG(ai,1)(
+ "[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",
+ DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy),
+ p->ainew.from_ic,
+ p->ainew.temp
+ );
p->ainew.from_tile = 0;
p->ainew.to_tile = 0;
@@ -458,8 +463,8 @@ static void AiNew_State_LocateRoute(Player *p) {
if (found) {
// Yeah, they are compatible!!!
// Check the length against the amount of goods
- if (GetTileDist(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
- GetTileDist(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
+ if (DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
+ DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
p->ainew.to_ic = p->ainew.temp;
if (p->ainew.from_deliver) {
p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0];
@@ -468,7 +473,12 @@ 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)",GetTileDist(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
+ DEBUG(ai,1)(
+ "[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",
+ DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy),
+ p->ainew.from_ic,
+ p->ainew.temp
+ );
p->ainew.from_tile = 0;
p->ainew.to_tile = 0;
@@ -637,7 +647,7 @@ static void AiNew_State_FindStation(Player *p) {
for (x=0;x<i;x++) {
if (found_best[x] > best ||
- (found_best[x] == best && GetTileDist(tile, new_tile) > GetTileDist(tile, found_spot[x]))) {
+ (found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
new_tile = found_spot[x];
best = found_best[x];
}