(svn r9672) -Cleanup: lots of coding style fixes around operands.
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@@ -220,9 +220,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
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// Check if the rating in a city is high enough
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// If not, take a chance if we want to continue
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if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
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if (t->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false;
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if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
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if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1, AI_CHECKCITY_CITY_CHANCE)) return false;
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// Check if we have build a station in this town the last 6 months
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// else we don't do it. This is done, because stat updates can be slow
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@@ -275,7 +275,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
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int count = 0;
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int j = 0;
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if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
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if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false;
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// No limits on delevering stations!
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// Or for industry that does not give anything yet
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@@ -642,8 +642,8 @@ static void AiNew_State_FindStation(Player *p)
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int r;
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uint best;
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uint accepts[NUM_CARGO];
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TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
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uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
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TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
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uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
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// To find a good spot we scan a range from the center, a get the point
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// where we get the most cargo and where it is buildable.
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// TODO: also check for station of myself and make sure we are not
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@@ -961,13 +961,13 @@ static void AiNew_State_VerifyRoute(Player *p)
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// Now we can build the route, check the direction of the stations!
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if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
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p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
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p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length - 1], p->ainew.path_info.route[p->ainew.path_info.route_length - 2]);
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}
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if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
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p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
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}
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if (p->ainew.from_tile == AI_STATION_RANGE)
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p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
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p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length - 1];
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if (p->ainew.to_tile == AI_STATION_RANGE)
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p->ainew.to_tile = p->ainew.path_info.route[0];
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