(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
This commit is contained in:
truebrain
2009-01-12 17:11:45 +00:00
parent 9294f96168
commit a3dd7506d3
257 changed files with 34620 additions and 7576 deletions

View File

@@ -925,10 +925,7 @@ static CommandCost ClearTile_Road(TileIndex tile, byte flags)
/* Clear the road if only one piece is on the tile OR the AI tries
* to clear town road OR we are not using the DC_AUTO flag */
if ((CountBits(b) == 1 && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) ||
((flags & DC_AI_BUILDING) && GetOtherRoadBits(tile, ROADTYPE_ROAD) == ROAD_NONE && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) ||
!(flags & DC_AUTO)
) {
if ((CountBits(b) == 1 && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) || !(flags & DC_AUTO)) {
RoadTypes rts = GetRoadTypes(tile);
CommandCost ret(EXPENSES_CONSTRUCTION);
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {