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-rw-r--r--src/ai/trolly/build.cpp10
-rw-r--r--src/ai/trolly/trolly.cpp2
2 files changed, 6 insertions, 6 deletions
diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp
index 6d5e9a32f..472956bf6 100644
--- a/src/ai/trolly/build.cpp
+++ b/src/ai/trolly/build.cpp
@@ -185,10 +185,10 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
// Build normal road
// Keep it doing till we go an other way
- // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
+ // EnsureNoVehicleOnGround makes sure we don't build on a tile where a vehicle is. This way
// it will wait till the vehicle is gone..
- if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
+ if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
+ while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
// Get the current direction
dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
// Is it the same as the last one?
@@ -199,7 +199,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
// Build the tile
res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
// Currently, we ignore CMD_ERRORs!
- if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicle(route[part])) {
+ if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
// 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;
@@ -216,7 +216,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
part--;
// We want to return the last position, so we go back one
}
- if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
+ if (!EnsureNoVehicleOnGround(route[part]) && flag == DC_EXEC) part--;
PathFinderInfo->position = part;
}
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index c2e4f577e..2c30b682e 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -1111,7 +1111,7 @@ static void AiNew_State_BuildDepot(Player *p)
}
// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
- if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
+ if (!EnsureNoVehicleOnGround(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
return;
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);