(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:
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src/ai/api/ai_object.cpp
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264
src/ai/api/ai_object.cpp
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/* $Id$ */
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/** @file ai_object.cpp Implementation of AIObject. */
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#include "ai_object.hpp"
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#include "ai_log.hpp"
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#include "ai_error.hpp"
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#include "table/strings.h"
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#include "../../openttd.h"
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#include "../../command_func.h"
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#include "../../map_func.h"
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#include "../../network/network.h"
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#include "../../company_func.h"
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#include "../../signs_func.h"
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#include "../../tunnelbridge.h"
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#include "../../vehicle_func.h"
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#include "../../group.h"
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#include "../ai.hpp"
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#include "ai_controller.hpp"
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#include "../ai_storage.hpp"
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#include "../ai_instance.hpp"
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#include <vector>
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static AIStorage *GetStorage()
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{
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return AIInstance::GetStorage();
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}
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void AIObject::SetDoCommandDelay(uint ticks)
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{
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assert(ticks > 0);
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GetStorage()->delay = ticks;
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}
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uint AIObject::GetDoCommandDelay()
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{
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return GetStorage()->delay;
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}
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void AIObject::SetDoCommandMode(AIModeProc *proc, AIObject *instance)
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{
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GetStorage()->mode = proc;
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GetStorage()->mode_instance = instance;
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}
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AIModeProc *AIObject::GetDoCommandMode()
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{
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return GetStorage()->mode;
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}
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AIObject *AIObject::GetDoCommandModeInstance()
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{
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return GetStorage()->mode_instance;
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}
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void AIObject::SetDoCommandCosts(Money value)
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{
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GetStorage()->costs = CommandCost(value);
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}
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void AIObject::IncreaseDoCommandCosts(Money value)
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{
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GetStorage()->costs.AddCost(value);
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}
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Money AIObject::GetDoCommandCosts()
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{
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return GetStorage()->costs.GetCost();
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}
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void AIObject::SetLastError(AIErrorType last_error)
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{
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GetStorage()->last_error = last_error;
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}
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AIErrorType AIObject::GetLastError()
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{
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return GetStorage()->last_error;
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}
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void AIObject::SetLastCost(Money last_cost)
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{
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GetStorage()->last_cost = last_cost;
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}
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Money AIObject::GetLastCost()
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{
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return GetStorage()->last_cost;
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}
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void AIObject::SetRoadType(RoadType road_type)
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{
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GetStorage()->road_type = road_type;
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}
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RoadType AIObject::GetRoadType()
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{
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return GetStorage()->road_type;
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}
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void AIObject::SetRailType(RailType rail_type)
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{
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GetStorage()->rail_type = rail_type;
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}
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RailType AIObject::GetRailType()
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{
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return GetStorage()->rail_type;
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}
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void AIObject::SetLastCommandRes(bool res)
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{
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GetStorage()->last_command_res = res;
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/* Also store the results of various global variables */
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SetNewVehicleID(_new_vehicle_id);
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SetNewSignID(_new_sign_id);
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SetNewTunnelEndtile(_build_tunnel_endtile);
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SetNewGroupID(_new_group_id);
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}
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bool AIObject::GetLastCommandRes()
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{
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return GetStorage()->last_command_res;
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}
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void AIObject::SetNewVehicleID(VehicleID vehicle_id)
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{
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GetStorage()->new_vehicle_id = vehicle_id;
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}
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VehicleID AIObject::GetNewVehicleID()
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{
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return GetStorage()->new_vehicle_id;
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}
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void AIObject::SetNewSignID(SignID sign_id)
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{
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GetStorage()->new_sign_id = sign_id;
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}
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SignID AIObject::GetNewSignID()
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{
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return GetStorage()->new_sign_id;
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}
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void AIObject::SetNewTunnelEndtile(TileIndex tile)
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{
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GetStorage()->new_tunnel_endtile = tile;
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}
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TileIndex AIObject::GetNewTunnelEndtile()
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{
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return GetStorage()->new_tunnel_endtile;
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}
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void AIObject::SetNewGroupID(GroupID group_id)
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{
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GetStorage()->new_group_id = group_id;
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}
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GroupID AIObject::GetNewGroupID()
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{
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return GetStorage()->new_group_id;
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}
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void AIObject::SetAllowDoCommand(bool allow)
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{
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GetStorage()->allow_do_command = allow;
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}
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bool AIObject::GetAllowDoCommand()
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{
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return GetStorage()->allow_do_command;
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}
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void *&AIObject::GetEventPointer()
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{
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return GetStorage()->event_data;
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}
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void *&AIObject::GetLogPointer()
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{
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return GetStorage()->log_data;
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}
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void AIObject::SetCallbackVariable(int index, int value)
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{
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if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
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GetStorage()->callback_value[index] = value;
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}
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int AIObject::GetCallbackVariable(int index)
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{
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return GetStorage()->callback_value[index];
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}
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bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, AISuspendCallbackProc *callback)
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{
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if (AIObject::GetAllowDoCommand() == false) {
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AILog::Error("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), and Load().\n");
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return false;
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}
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CompanyID old_company;
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CommandCost res;
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/* Set the default callback to return a true/false result of the DoCommand */
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if (callback == NULL) callback = &AIInstance::DoCommandReturn;
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/* Make sure the last error is reset, so we don't give faulty warnings */
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SetLastError(AIError::ERR_NONE);
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/* First, do a test-run to see if we can do this */
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res = ::DoCommand(tile, p1, p2, CommandFlagsToDCFlags(GetCommandFlags(cmd)), cmd, text);
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/* The command failed, so return */
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if (::CmdFailed(res)) {
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SetLastError(AIError::StringToError(_error_message));
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return false;
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}
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/* Check what the callback wants us to do */
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if (GetDoCommandMode() != NULL && !GetDoCommandMode()(tile, p1, p2, cmd, res)) {
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IncreaseDoCommandCosts(res.GetCost());
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return true;
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}
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#ifdef ENABLE_NETWORK
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/* Send the command */
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if (_networking) {
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/* NetworkSend_Command needs _local_company to be set correctly, so
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* adjust it, and put it back right after the function */
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old_company = _local_company;
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_local_company = _current_company;
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::NetworkSend_Command(tile, p1, p2, cmd, CcAI, text);
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_local_company = old_company;
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SetLastCost(res.GetCost());
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/* Suspend the AI till the command is really executed */
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throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
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} else {
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#else
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{
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#endif
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/* For SinglePlayer we execute the command immediatly */
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if (!::DoCommandP(tile, p1, p2, cmd, NULL, text)) res = CMD_ERROR;
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SetLastCommandRes(!::CmdFailed(res));
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if (::CmdFailed(res)) {
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SetLastError(AIError::StringToError(_error_message));
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return false;
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}
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SetLastCost(res.GetCost());
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IncreaseDoCommandCosts(res.GetCost());
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/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
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* both avoids confusion when a developer launched his AI in a
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* multiplayer game, but also gives time for the GUI and human player
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* to interact with the game. */
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throw AI_VMSuspend(GetDoCommandDelay(), callback);
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}
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NOT_REACHED();
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}
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