Age | Commit message (Collapse) | Author |
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make room
for a global AI-handler
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structs, this doesn't change the saved format for now. It's a stepping stone for further changes.
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multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal.
- Feature: [pbs] Implement autoplacement of pbs blocks, when a block has an entry and an exit pbs signal, covert the entire block to pbs. Can be turned off in the patch settings.
- Feature: [pbs] Allow showing of reserved status by making the tracks darker, when the pbs debug level is at least 1.
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trains will now also look behind it if there is no depot in front. If so, the train reverses immediately. This also work anywhere, not just at stations.
- Add: [NPF] Reversing inside of depots now has a penalty. It also applies to trains only, other vehicles shouldn't bother reversing.
- Fix: [NPF] When checking whether to reverse a train, the trackdir of the first loc was used instead of the last vehicle as a starting node for pathfindig.
This might have caused some trains not reversing when they should have (or vice versa). Typo introduced when converting to GetVehicleTrackdir() in r2256.
- CodeChange: [NPF] Removed duplicate code by letting NPFRouteTjoStationOrTile() call NPFRouteToStationOrTileTwoWay().
- Add: [NPF] NPFRouteToDepotBreadthFirstTwoWay() to find a depot while also looking backwards.
- Add: It is now possibly to specify a path cost for aystar starting nodes.
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truck stop. Added a CmdFailed() check to all command returns of the AI instead of the simple == / != CMD_ERROR check. This should fix the problem.
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it should be
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(buildonslopes). This prevents it from building long road lines on foundations unless really necessary.
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the path.
- Add: [NPF] NPFGetFlag() and NPFSetFlag() to wrap NPF node flag handling
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building its piece of road above the end of a tunnel anymore.
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enter other players' depots. TODO
- Add: asserts to find the v->u.rail.track == 0 problem.
- Add: IsValidDepot(), IsValidTown(), IsValidSign(), IsValidVehicle(), IsValidStation()
- Add: GetTileOwner(), IsTileOwner()
- Codechange: Replaced IsShipDepotTile(), IsTrainDepotTile(), IsRoadDepotTile() by IsTileDepotType().
- Codechange: typedeffed the MAP_OWNERS as Owner. Should be used as variable type.
- Codechange: Replaced a few uint by TileIndex.
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give the more meaningful names
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single tile from map.h and put them into a seperate file tile.h
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global namespace pollution, turn it into a function called IsRoad and improve the commments a bit
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them into inline functions and add some asserts
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the latter into inline functions names Tile[XY]
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TILE_MAX_[XY]
While here replace one erroneous TILE_MAX_X with MapMaxY()
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map.c and map.h
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-Fix [AI]: Minor problems
-Add [AI]: Profit check (if not making enough money, vehicles are sold)
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-Add: generalised A* Algorithm
-Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
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