(svn r146) -Fix [AI]: Tunnel/bridge bug
-Fix [AI]: Minor problems -Add [AI]: Profit check (if not making enough money, vehicles are sold)
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@@ -187,7 +187,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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// This problem only is valid for tunnels:
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// When the last tile was not yet a tunnel, check if we enter from the right side..
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if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) {
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if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
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if (i != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
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}
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}
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}
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