(svn r2217) - Fix: [ 1184201 ] AI orders its vehicles to a competitor's truck stop. Added a CmdFailed() check to all command returns of the AI instead of the simple == / != CMD_ERROR check. This should fix the problem.
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@@ -13,22 +13,21 @@
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// TODO: make it train compatible
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static bool TestCanBuildStationHere(uint tile, byte dir)
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{
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Player *p = DEREF_PLAYER(_current_player);
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if (dir == TEST_STATION_NO_DIR) {
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// TODO: currently we only allow spots that can be access from al 4 directions...
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// should be fixed!!!
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for (dir=0;dir<4;dir++) {
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int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
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if (res != CMD_ERROR)
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return true;
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}
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return false;
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} else {
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int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
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if (res == CMD_ERROR)
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return false;
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}
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return true;
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Player *p = DEREF_PLAYER(_current_player);
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if (dir == TEST_STATION_NO_DIR) {
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int32 ret;
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// TODO: currently we only allow spots that can be access from al 4 directions...
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// should be fixed!!!
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for (dir=0;dir<4;dir++) {
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ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
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if (!CmdFailed(ret)) return true;
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}
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return false;
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}
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// return true if command succeeded, so the inverse of CmdFailed()
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return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
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}
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@@ -191,7 +190,7 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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// What tiles are around us.
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) {
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uint i;
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int r;
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int ret;
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int dir;
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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@@ -248,8 +247,8 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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if (PathFinderInfo->rail_or_road) {
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// Rail check
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dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
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r = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
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if (r == CMD_ERROR) continue;
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ret = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
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if (CmdFailed(ret)) continue;
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#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
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if (current->path.parent->parent != NULL) {
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// Check if we don't make a 90degree curve
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@@ -278,8 +277,8 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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}
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// Only destruct things if it is MP_CLEAR of MP_TREES
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if (dir != 0) {
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r = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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if (r == CMD_ERROR) continue;
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ret = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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if (CmdFailed(ret)) continue;
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}
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}
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@@ -320,8 +319,8 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
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// Try building the bridge..
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r = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
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if (r == CMD_ERROR) continue;
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ret = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdFailed(ret)) continue;
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// We can build a bridge here.. add him to the neighbours
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aystar->neighbours[aystar->num_neighbours].tile = new_tile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
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@@ -339,9 +338,9 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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(dir == 2 && ti.tileh == 3) ||
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(dir == 3 && ti.tileh == 9)) {
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// Now simply check if a tunnel can be build
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r = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
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if (r != CMD_ERROR && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
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if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
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aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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