Age | Commit message (Collapse) | Author |
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pieces was inverted.
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to reduce the include 'pathfinder' dependencies
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a separate directory
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building/removing unmovables (new objects), building/removing rail-waypoints/buoys, interacting with town-authority, building foundations, funding primary industries (when not prospecting) and towns.
If a GRF does not set price multipliers for these new prices, but for the previously used ones, the old modifiers will be propagated to the new bases.
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@param to @tparam if necessary
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which were sometimes missing and sometimes just typos
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with GetDepotIndex(tile)
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all cases instead of only for ships; makes removing road/rail depots not crash :)
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vehicles, otherwise it gets distracted and bails out
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roadstation / roaddepot with road
to be consistent with overbuilding the front tile of tunnels/bridges and also to make it easier for AIs to
connect roadstations and roaddepots to the road in front of it
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relatives
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one-way when it doesn't belong to you
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functions that return a bool and that return TrackBits; GetRailStationReservation vs GetRailwayStationReservation, which one returns the bool and which one the TrackBits?
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clean construct for invalidating nearest town for road tiles
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and change its behaviour accordingly
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town_type.h to separate files
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and change its behaviour accordingly
-Codechange: remove dummy GetAcceptedCargo_*() handlers
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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code style.
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time, binary size and run time (with asserts disabled) should be improved
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PoolItem::IsValidID(index)
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and _SIGNALS.
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this ID' from 'some' strings and replace the string name with something more sensible.
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CalcClosestTownFromTile
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it possible to remove someone's tram tracks.
-Feature: allow building road stops on road/tram tracks of competitors.
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some cases, or made decisions on the 'original' slope instead the slope after applying the foundation..
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color and colour.
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except where it's used for backward compatability.
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too instead of a separate command.
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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