(svn r11303) -Fix: EnsureNoVehicle and EnsureNoVehicleOnGround were both used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.

This commit is contained in:
rubidium
2007-10-19 22:46:55 +00:00
parent 3b08339a10
commit 8342c18fb5
11 changed files with 23 additions and 38 deletions

View File

@@ -185,10 +185,10 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
// Build normal road
// Keep it doing till we go an other way
// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
// EnsureNoVehicleOnGround makes sure we don't build on a tile where a vehicle is. This way
// it will wait till the vehicle is gone..
if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
// Get the current direction
dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
// Is it the same as the last one?
@@ -199,7 +199,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
// Build the tile
res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
// Currently, we ignore CMD_ERRORs!
if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicle(route[part])) {
if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
// Problem.. let's just abort it all!
DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
p->ainew.state = AI_STATE_NOTHING;
@@ -216,7 +216,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
part--;
// We want to return the last position, so we go back one
}
if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
if (!EnsureNoVehicleOnGround(route[part]) && flag == DC_EXEC) part--;
PathFinderInfo->position = part;
}