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Diffstat (limited to 'src/ai/trolly/build.cpp')
-rw-r--r--src/ai/trolly/build.cpp33
1 files changed, 17 insertions, 16 deletions
diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp
index 25b7ebd8d..41c80529c 100644
--- a/src/ai/trolly/build.cpp
+++ b/src/ai/trolly/build.cpp
@@ -97,7 +97,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
TileIndex *route = PathFinderInfo->route;
int dir;
int old_dir = -1;
- CommandCost cost = 0;
+ CommandCost cost;
CommandCost res;
// We need to calculate the direction with the parent of the parent.. so we skip
// the first pieces and the last piece
@@ -105,30 +105,30 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
// When we are done, stop it
if (part >= PathFinderInfo->route_length - 1) {
PathFinderInfo->position = -2;
- return 0;
+ return CommandCost();
}
if (PathFinderInfo->rail_or_road) {
// Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
+ cost.AddCost(AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL));
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
- return 0;
+ return CommandCost();
}
return cost;
}
// Bridge code
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part - 1], flag);
+ cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part - 1], flag));
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
- return 0;
+ return CommandCost();
}
return cost;
}
@@ -147,9 +147,9 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
if (CmdFailed(res)) {
// Problem.. let's just abort it all!
p->ainew.state = AI_STATE_NOTHING;
- return 0;
+ return CommandCost();
}
- cost += res;
+ cost.AddCost(res);
// Go to the next tile
part++;
// Check if it is still in range..
@@ -162,23 +162,23 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
} else {
// Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL);
+ cost.AddCost(AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL));
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
- return 0;
+ return CommandCost();
}
return cost;
}
// Bridge code
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part + 1], flag);
+ cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part + 1], flag));
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
- return 0;
+ return CommandCost();
}
return cost;
}
@@ -203,10 +203,10 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
// Problem.. let's just abort it all!
DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
p->ainew.state = AI_STATE_NOTHING;
- return 0;
+ return CommandCost();
}
- if (CmdSucceeded(res)) cost += res;
+ if (CmdSucceeded(res)) cost.AddCost(res);
}
// Go to the next tile
part++;
@@ -314,11 +314,12 @@ CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction
return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
} else {
ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (CmdFailed(ret)) return ret;
+ if (CmdFailed(ret2)) return ret;
// Try to build the road from the depot
ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
// If it fails, ignore it..
if (CmdFailed(ret2)) return ret;
- return ret + ret2;
+ ret.AddCost(ret2);
+ return ret;
}
}