(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.
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@@ -185,10 +185,10 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
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// Build normal road
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// Keep it doing till we go an other way
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// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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// EnsureNoVehicleOnGround makes sure we don't build on a tile where a vehicle is. This way
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// it will wait till the vehicle is gone..
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if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
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while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) {
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// Get the current direction
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dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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// Is it the same as the last one?
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@@ -199,7 +199,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
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// Build the tile
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res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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// Currently, we ignore CMD_ERRORs!
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicle(route[part])) {
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
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// Problem.. let's just abort it all!
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DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
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p->ainew.state = AI_STATE_NOTHING;
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@@ -216,7 +216,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
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part--;
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// We want to return the last position, so we go back one
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}
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if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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if (!EnsureNoVehicleOnGround(route[part]) && flag == DC_EXEC) part--;
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PathFinderInfo->position = part;
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}
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@@ -1111,7 +1111,7 @@ static void AiNew_State_BuildDepot(Player *p)
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}
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// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
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if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
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if (!EnsureNoVehicleOnGround(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
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return;
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res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
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