diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/ai/api/ai_object.cpp | 44 |
1 files changed, 17 insertions, 27 deletions
diff --git a/src/ai/api/ai_object.cpp b/src/ai/api/ai_object.cpp index 43103afb7..c6b0da1bc 100644 --- a/src/ai/api/ai_object.cpp +++ b/src/ai/api/ai_object.cpp @@ -205,49 +205,39 @@ bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const c throw AI_FatalError("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator."); } - CommandCost res; - /* Set the default callback to return a true/false result of the DoCommand */ if (callback == NULL) callback = &AIInstance::DoCommandReturn; - /* Make sure the last error is reset, so we don't give faulty warnings */ - SetLastError(AIError::ERR_NONE); + /* Are we only interested in the estimate costs? */ + bool estimate_only = GetDoCommandMode() != NULL && !GetDoCommandMode()(); - /* First, do a test-run to see if we can do this */ - res = ::DoCommand(tile, p1, p2, CommandFlagsToDCFlags(GetCommandFlags(cmd)), cmd, text); - /* The command failed, so return */ + /* Try to perform the command. */ + CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, _networking ? CcAI : NULL, text, false, estimate_only); + + /* We failed; set the error and bail out */ if (::CmdFailed(res)) { + res.SetGlobalErrorMessage(); SetLastError(AIError::StringToError(_error_message)); return false; } - /* Check what the callback wants us to do */ - if (GetDoCommandMode() != NULL && !GetDoCommandMode()()) { + /* No error, then clear it. */ + SetLastError(AIError::ERR_NONE); + + /* Estimates, update the cost for the estimate and be done */ + if (estimate_only) { IncreaseDoCommandCosts(res.GetCost()); return true; } -#ifdef ENABLE_NETWORK - /* Send the command */ - if (_networking) { - ::NetworkSend_Command(tile, p1, p2, cmd, CcAI, text, _current_company); - SetLastCost(res.GetCost()); + /* Costs of this operation. */ + SetLastCost(res.GetCost()); + SetLastCommandRes(true); - /* Suspend the AI till the command is really executed */ + if (_networking) { + /* Suspend the AI till the command is really executed. */ throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback); } else { -#else - { -#endif - /* For SinglePlayer we execute the command immediatly */ - if (!::DoCommandP(tile, p1, p2, cmd, NULL, text)) res = CMD_ERROR; - SetLastCommandRes(!::CmdFailed(res)); - - if (::CmdFailed(res)) { - SetLastError(AIError::StringToError(_error_message)); - return false; - } - SetLastCost(res.GetCost()); IncreaseDoCommandCosts(res.GetCost()); /* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This |