(svn r4943) uint tile -> TileIndex tile, byte player -> PlayerID player
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@@ -233,11 +233,12 @@ EngineID AiNew_PickVehicle(Player *p)
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// Let's check it backwards.. we simply want to best engine available..
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for (i = end - 1; i >= start; i--) {
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const Engine* e = GetEngine(i);
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int32 ret;
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// Is it availiable?
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// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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// Can we build it?
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ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret)) return i;
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