(svn r6406) -Codechange: Rename TileOffsByDir to TileOffsByDiagDir because it accepts
DiagDirections, and add TileOffsByDir that handles Directions. -Codechange: Make the treeloop use TileOffsByDir().
This commit is contained in:
@@ -292,7 +292,7 @@ int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte f
|
||||
ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
|
||||
if (CmdFailed(ret)) return ret;
|
||||
// Try to build the road from the depot
|
||||
ret2 = AI_DoCommand(tile + TileOffsByDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
// If it fails, ignore it..
|
||||
if (CmdFailed(ret2)) return ret;
|
||||
return ret + ret2;
|
||||
|
||||
@@ -175,8 +175,8 @@ static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current,
|
||||
|
||||
if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
|
||||
// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
|
||||
r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction));
|
||||
r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(PathFinderInfo->end_direction));
|
||||
r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction));
|
||||
r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction));
|
||||
} else {
|
||||
// No direction, so just get the fastest route to the station
|
||||
r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
|
||||
@@ -225,7 +225,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
|
||||
// Go through all surrounding tiles and check if they are within the limits
|
||||
for (i = 0; i < 4; i++) {
|
||||
TileIndex ctile = current->path.node.tile; // Current tile
|
||||
TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile
|
||||
TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile
|
||||
|
||||
if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
|
||||
TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) {
|
||||
@@ -327,10 +327,10 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
|
||||
// Bridges can only be build on land that is not flat
|
||||
// And if there is a road or rail blocking
|
||||
if (tileh != SLOPE_FLAT ||
|
||||
(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
|
||||
(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
|
||||
(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) ||
|
||||
(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) {
|
||||
for (;;) {
|
||||
new_tile += TileOffsByDir(dir);
|
||||
new_tile += TileOffsByDiagDir(dir);
|
||||
|
||||
// Precheck, is the length allowed?
|
||||
if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break;
|
||||
|
||||
@@ -799,7 +799,7 @@ static void AiNew_State_FindDepot(Player *p)
|
||||
for (i=2;i<p->ainew.path_info.route_length-2;i++) {
|
||||
tile = p->ainew.path_info.route[i];
|
||||
for (j = 0; j < 4; j++) {
|
||||
TileIndex t = tile + TileOffsByDir(j);
|
||||
TileIndex t = tile + TileOffsByDiagDir(j);
|
||||
|
||||
if (IsTileType(t, MP_STREET) &&
|
||||
GetRoadTileType(t) == ROAD_TILE_DEPOT &&
|
||||
@@ -830,7 +830,7 @@ static void AiNew_State_FindDepot(Player *p)
|
||||
tile = p->ainew.path_info.route[i];
|
||||
|
||||
for (j = 0; j < 4; j++) {
|
||||
TileIndex t = tile + TileOffsByDir(j);
|
||||
TileIndex t = tile + TileOffsByDiagDir(j);
|
||||
|
||||
// It may not be placed on the road/rail itself
|
||||
// And because it is not build yet, we can't see it on the tile..
|
||||
@@ -1040,14 +1040,14 @@ static void AiNew_State_BuildPath(Player *p)
|
||||
int i, ret;
|
||||
for (i=0;i<2;i++) {
|
||||
if (i == 0) {
|
||||
tile = p->ainew.from_tile + TileOffsByDir(p->ainew.from_direction);
|
||||
tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
|
||||
dir1 = p->ainew.from_direction - 1;
|
||||
if (dir1 < 0) dir1 = 3;
|
||||
dir2 = p->ainew.from_direction + 1;
|
||||
if (dir2 > 3) dir2 = 0;
|
||||
dir3 = p->ainew.from_direction;
|
||||
} else {
|
||||
tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction);
|
||||
tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction);
|
||||
dir1 = p->ainew.to_direction - 1;
|
||||
if (dir1 < 0) dir1 = 3;
|
||||
dir2 = p->ainew.to_direction + 1;
|
||||
@@ -1057,7 +1057,7 @@ static void AiNew_State_BuildPath(Player *p)
|
||||
|
||||
ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
if (!CmdFailed(ret)) {
|
||||
dir1 = TileOffsByDir(dir1);
|
||||
dir1 = TileOffsByDiagDir(dir1);
|
||||
if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
|
||||
ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
if (!CmdFailed(ret)) {
|
||||
@@ -1069,7 +1069,7 @@ static void AiNew_State_BuildPath(Player *p)
|
||||
|
||||
ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
if (!CmdFailed(ret)) {
|
||||
dir2 = TileOffsByDir(dir2);
|
||||
dir2 = TileOffsByDiagDir(dir2);
|
||||
if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
|
||||
ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
if (!CmdFailed(ret)) {
|
||||
@@ -1081,7 +1081,7 @@ static void AiNew_State_BuildPath(Player *p)
|
||||
|
||||
ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
if (!CmdFailed(ret)) {
|
||||
dir3 = TileOffsByDir(dir3);
|
||||
dir3 = TileOffsByDiagDir(dir3);
|
||||
if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
|
||||
ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||
if (!CmdFailed(ret)) {
|
||||
@@ -1119,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p)
|
||||
}
|
||||
|
||||
// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
|
||||
if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDir(p->ainew.depot_direction)))
|
||||
if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
|
||||
return;
|
||||
|
||||
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
|
||||
|
||||
Reference in New Issue
Block a user