diff options
Diffstat (limited to 'src/ai/trolly')
-rw-r--r-- | src/ai/trolly/trolly.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index 855f74c8f..bb1357c6d 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -126,7 +126,7 @@ static void AiNew_State_WakeUp(Player *p) p->ainew.last_vehiclecheck_date = _date; } else if (c < 100 && !_patches.ai_disable_veh_roadveh) { // Do we have any spots for road-vehicles left open? - if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) { + if (GetFreeUnitNumber(VEH_ROAD) <= _patches.max_roadveh) { if (c < 85) { p->ainew.action = AI_ACTION_TRUCK_ROUTE; } else { @@ -135,7 +135,7 @@ static void AiNew_State_WakeUp(Player *p) } #if 0 } else if (c < 200 && !_patches.ai_disable_veh_train) { - if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) { + if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) { p->ainew.action = AI_ACTION_TRAIN_ROUTE; } #endif @@ -173,7 +173,7 @@ static void AiNew_State_WakeUp(Player *p) // to build the route anyway.. if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { + if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) { p->ainew.action = AI_ACTION_NONE; return; } @@ -184,7 +184,7 @@ static void AiNew_State_WakeUp(Player *p) } if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { + if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) { p->ainew.action = AI_ACTION_NONE; return; } @@ -1264,7 +1264,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) // We are already sending him back if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) { - if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) && + if (v->type == VEH_ROAD && IsTileDepotType(v->tile, TRANSPORT_ROAD) && (v->vehstatus&VS_STOPPED)) { // We are at the depot, sell the vehicle AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); @@ -1275,7 +1275,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return; { int ret = 0; - if (v->type == VEH_Road) + if (v->type == VEH_ROAD) ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); // This means we can not find a depot :s // if (CmdFailed(ret)) @@ -1293,7 +1293,7 @@ static void AiNew_State_CheckAllVehicles(Player *p) FOR_ALL_VEHICLES(v) { if (v->owner != p->index) continue; // Currently, we only know how to handle road-vehicles - if (v->type != VEH_Road) continue; + if (v->type != VEH_ROAD) continue; AiNew_CheckVehicle(p, v); } |