From 31f218fdf9fe416acb05a50aea145bc59c677a39 Mon Sep 17 00:00:00 2001 From: truelight Date: Mon, 21 Nov 2005 14:28:31 +0000 Subject: (svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch settings, off by defaut). An other step to AIScripts. WARNING: this is still highly experimental and has known bugs! --- ai/trolly/pathfinder.c | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'ai/trolly/pathfinder.c') diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c index 126e0cd41..1d9d43ac3 100644 --- a/ai/trolly/pathfinder.c +++ b/ai/trolly/pathfinder.c @@ -10,6 +10,7 @@ #include "trolly.h" #include "../../depot.h" #include "../../variables.h" +#include "../ai.h" #define TEST_STATION_NO_DIR 0xFF @@ -271,7 +272,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr if (PathFinderInfo->rail_or_road) { // Rail check dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile); - ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); + ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(ret)) continue; #ifdef AI_PATHFINDER_NO_90DEGREES_TURN if (current->path.parent->parent != NULL) { @@ -301,7 +302,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr } // Only destruct things if it is MP_CLEAR of MP_TREES if (dir != 0) { - ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdFailed(ret)) continue; } } @@ -340,7 +341,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break; // Try building the bridge.. - ret = DoCommandByTile(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); + ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); if (CmdFailed(ret)) continue; // We can build a bridge here.. add him to the neighbours aystar->neighbours[aystar->num_neighbours].tile = new_tile; @@ -359,7 +360,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr (dir == 2 && ti.tileh == 3) || (dir == 3 && ti.tileh == 9)) { // Now simply check if a tunnel can be build - ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); + ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; -- cgit v1.2.3-54-g00ecf