(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
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37
src/ai/api/ai_vehiclelist.cpp
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37
src/ai/api/ai_vehiclelist.cpp
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/* $Id$ */
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/** @file ai_vehiclelist.cpp Implementation of AIVehicleList and friends. */
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#include "ai_vehiclelist.hpp"
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#include "ai_station.hpp"
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#include "../../openttd.h"
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#include "../../company_func.h"
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#include "../../vehicle_base.h"
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AIVehicleList::AIVehicleList()
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->owner == _current_company && v->IsPrimaryVehicle()) this->AddItem(v->index);
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}
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}
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AIVehicleList_Station::AIVehicleList_Station(StationID station_id)
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{
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if (!AIStation::IsValidStation(station_id)) return;
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->owner == _current_company && v->IsPrimaryVehicle()) {
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const Order *order;
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FOR_VEHICLE_ORDERS(v, order) {
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if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == station_id) {
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this->AddItem(v->index);
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break;
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}
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}
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}
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}
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}
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