summaryrefslogtreecommitdiff
path: root/src/ai/trolly
diff options
context:
space:
mode:
Diffstat (limited to 'src/ai/trolly')
-rw-r--r--src/ai/trolly/trolly.cpp31
1 files changed, 17 insertions, 14 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index 7e888f629..f509afa7e 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -271,6 +271,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
}
if (type == AI_INDUSTRY) {
const Industry* i = GetIndustry(ic);
+ const IndustrySpec *indsp = GetIndustrySpec(i->type);
const Station* st;
int count = 0;
int j = 0;
@@ -279,7 +280,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// No limits on delevering stations!
// Or for industry that does not give anything yet
- if (i->produced_cargo[0] == CT_INVALID || i->total_production[0] == 0) return true;
+ if (indsp->produced_cargo[0] == CT_INVALID || i->total_production[0] == 0) return true;
if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
@@ -302,13 +303,13 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// we want to know if this station gets the same good. If so,
// we want to know its rating. If it is too high, we are not going
// to build there
- if (i->produced_cargo[0] == CT_INVALID) continue;
+ if (indsp->produced_cargo[0] == CT_INVALID) continue;
// It does not take this cargo
- if (!st->goods[i->produced_cargo[0]].last_speed) continue;
+ if (!st->goods[indsp->produced_cargo[0]].last_speed) continue;
// Is it around our industry
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;
+ if (st->goods[indsp->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
j++;
// The rating is high.. a little chance that we still continue
// But if there are 2 stations of this size, we never go on...
@@ -458,17 +459,19 @@ static void AiNew_State_LocateRoute(Player *p)
}
} else if (p->ainew.tbt == AI_TRUCK) {
const Industry* ind_from = GetIndustry(p->ainew.from_ic);
+ const IndustrySpec *indsp_from = GetIndustrySpec(ind_from->type);
const Industry* ind_temp = GetIndustry(p->ainew.temp);
+ const IndustrySpec *indsp_temp = GetIndustrySpec(ind_temp->type);
bool found = false;
int max_cargo = 0;
uint i;
// TODO: in max_cargo, also check other cargo (beside [0])
// First we check if the from_ic produces cargo that this ic accepts
- if (ind_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) {
- for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
- if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
- if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
+ if (indsp_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) {
+ for (i = 0; i < lengthof(indsp_temp->accepts_cargo); i++) {
+ if (indsp_temp->accepts_cargo[i] == CT_INVALID) break;
+ if (indsp_from->produced_cargo[0] == indsp_temp->accepts_cargo[i]) {
// Found a compatible industry
max_cargo = ind_from->total_production[0] - ind_from->total_transported[0];
found = true;
@@ -478,11 +481,11 @@ static void AiNew_State_LocateRoute(Player *p)
}
}
}
- if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) {
+ if (!found && indsp_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) {
// If not check if the current ic produces cargo that the from_ic accepts
- for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) {
- if (ind_from->accepts_cargo[i] == CT_INVALID) break;
- if (ind_temp->produced_cargo[0] == ind_from->accepts_cargo[i]) {
+ for (i = 0; i < lengthof(indsp_from->accepts_cargo); i++) {
+ if (indsp_from->accepts_cargo[i] == CT_INVALID) break;
+ if (indsp_from->produced_cargo[0] == indsp_from->accepts_cargo[i]) {
// Found a compatbiel industry
found = true;
max_cargo = ind_temp->total_production[0] - ind_temp->total_transported[0];
@@ -501,9 +504,9 @@ static void AiNew_State_LocateRoute(Player *p)
distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
p->ainew.to_ic = p->ainew.temp;
if (p->ainew.from_deliver) {
- p->ainew.cargo = ind_from->produced_cargo[0];
+ p->ainew.cargo = indsp_from->produced_cargo[0];
} else {
- p->ainew.cargo = ind_temp->produced_cargo[0];
+ p->ainew.cargo = indsp_temp->produced_cargo[0];
}
p->ainew.state = AI_STATE_FIND_STATION;