(svn r5092) -Fix: There was a gross race condition in the AI code which made it pretty random if the AI could give a new vehicle its orders
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@@ -7,6 +7,7 @@
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#include "../../map.h"
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#include "../../road_map.h"
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#include "../../tile.h"
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#include "../../vehicle.h"
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#include "../../command.h"
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#include "trolly.h"
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#include "../../engine.h"
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@@ -249,6 +250,20 @@ EngineID AiNew_PickVehicle(Player *p)
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}
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void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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Player* p = GetPlayer(_current_player);
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if (success) {
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p->ainew.state = AI_STATE_GIVE_ORDERS;
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p->ainew.veh_id = _new_vehicle_id;
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} else {
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/* XXX this should be handled more gracefully */
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p->ainew.state = AI_STATE_NOTHING;
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}
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}
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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@@ -257,7 +272,11 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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if (i == INVALID_ENGINE) return CMD_ERROR;
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if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
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return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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if (flag & DC_EXEC) {
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return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
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} else {
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return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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}
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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