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-rw-r--r--src/ai/default/default.cpp5
-rw-r--r--src/ai/trolly/build.cpp4
-rw-r--r--src/ai/trolly/pathfinder.cpp7
3 files changed, 10 insertions, 6 deletions
diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp
index 2ea82bcda..49bd07fe9 100644
--- a/src/ai/default/default.cpp
+++ b/src/ai/default/default.cpp
@@ -31,6 +31,7 @@
#include "../../player_base.h"
#include "../../settings_type.h"
#include "default.h"
+#include "../../tunnelbridge.h"
#include "../../table/ai_rail.h"
@@ -2173,7 +2174,7 @@ static void AiBuildRailConstruct(Player *p)
if (arf.best_ptr[0] & 0x80) {
int i;
- int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a);
+ int32 bridge_len = GetTunnelBridgeLength(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a);
/* Figure out which (rail)bridge type to build
* start with best bridge, then go down to worse and worse bridges
@@ -3065,7 +3066,7 @@ do_some_terraform:
int i;
int32 bridge_len;
_players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
- bridge_len = GetBridgeLength(tile, _players_ai[p->index].cur_tile_a); // tile
+ bridge_len = GetTunnelBridgeLength(tile, _players_ai[p->index].cur_tile_a); // tile
/* Figure out what (road)bridge type to build
* start with best bridge, then go down to worse and worse bridges
diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp
index 329c54d34..c6bf330e7 100644
--- a/src/ai/trolly/build.cpp
+++ b/src/ai/trolly/build.cpp
@@ -15,6 +15,8 @@
#include "../../player_base.h"
#include "../../player_func.h"
#include "../ai.h"
+#include "../../tunnelbridge.h"
+
// Build HQ
// Params:
@@ -58,7 +60,7 @@ CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, by
int bridge_type, bridge_len, type, type2;
// Find a good bridgetype (the best money can buy)
- bridge_len = GetBridgeLength(tile_a, tile_b);
+ bridge_len = GetTunnelBridgeLength(tile_a, tile_b);
type = type2 = 0;
for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
diff --git a/src/ai/trolly/pathfinder.cpp b/src/ai/trolly/pathfinder.cpp
index caef80147..3580f48a3 100644
--- a/src/ai/trolly/pathfinder.cpp
+++ b/src/ai/trolly/pathfinder.cpp
@@ -14,6 +14,7 @@
#include "../../variables.h"
#include "../../player_base.h"
#include "../../player_func.h"
+#include "../../tunnelbridge.h"
#define TEST_STATION_NO_DIR 0xFF
@@ -320,7 +321,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
new_tile += TileOffsByDiagDir(dir);
// Precheck, is the length allowed?
- if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break;
+ if (!CheckBridge_Stuff(0, GetTunnelBridgeLength(tile, new_tile))) break;
// Check if we hit the station-tile.. we don't like that!
if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
@@ -425,14 +426,14 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
int r;
// Tunnels are very expensive when build on long routes..
// Ironicly, we are using BridgeCode here ;)
- r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
+ r = AI_PATHFINDER_TUNNEL_PENALTY * GetTunnelBridgeLength(current->tile, parent->path.node.tile);
res += r + (r >> 8);
}
// Are we part of a bridge?
if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
// That means for every length a penalty
- res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
+ res += AI_PATHFINDER_BRIDGE_PENALTY * GetTunnelBridgeLength(current->tile, parent->path.node.tile);
// Check if we are going up or down, first for the starting point
// In user_data[0] is at the 8th bit the direction
if (!HasBridgeFlatRamp(parent_tileh, (Axis)((current->user_data[0] >> 8) & 1))) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;