diff options
Diffstat (limited to 'ai_pathfinder.c')
-rw-r--r-- | ai_pathfinder.c | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/ai_pathfinder.c b/ai_pathfinder.c index fe8c4d5ca..33fdba928 100644 --- a/ai_pathfinder.c +++ b/ai_pathfinder.c @@ -394,7 +394,11 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, } // We should give a penalty when the tile is going up or down.. this is one way to do so! - // Too bad we have to count it from the parent.. but that is not so bad + // Too bad we have to count it from the parent.. but that is not so bad. + // We also dislike long routes on slopes, since they do not look too realistic + // when there is a flat land all around, they are more expensive to build, and + // especially they essentially block the ability to connect or cross the road + // from one side. if (parent_ti.tileh != 0 && parent->path.parent != NULL) { // Skip if the tile was from a bridge or tunnel if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) { @@ -403,12 +407,16 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information.. if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) { res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + } else { + res += AI_PATHFINDER_FOUNDATION_PENALTY; } } else { if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) { r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); if (r >= 15 || r == 0) res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + else + res += AI_PATHFINDER_FOUNDATION_PENALTY; } } } |