diff options
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/trolly/build.cpp | 10 | ||||
-rw-r--r-- | src/ai/trolly/trolly.cpp | 2 |
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); |