(svn r7057) -Codechange: Remove hardcoded lists of road vehicles for each cargo type in favour of just checking the cargo type of each vehicle.
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@@ -163,8 +163,8 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
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{
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EngineID best_veh_index = INVALID_ENGINE;
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int32 best_veh_cost = 0;
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EngineID i = _cargoc.ai_roadveh_start[cargo];
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EngineID end = i + _cargoc.ai_roadveh_count[cargo];
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EngineID i = ROAD_ENGINES_INDEX;
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EngineID end = i + NUM_ROAD_ENGINES;
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for (; i != end; i++) {
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const Engine* e = GetEngine(i);
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@@ -174,6 +174,9 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
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continue;
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}
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/* Skip vehicles which can't take our cargo type */
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if (RoadVehInfo(i)->cargo_type != cargo) continue;
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ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
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best_veh_cost = ret;
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@@ -232,8 +232,8 @@ EngineID AiNew_PickVehicle(Player *p)
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// Not supported yet
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return INVALID_ENGINE;
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} else {
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EngineID start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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EngineID end = start + _cargoc.ai_roadveh_count[p->ainew.cargo];
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EngineID start = ROAD_ENGINES_INDEX;
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EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
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EngineID i;
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// Let's check it backwards.. we simply want to best engine available..
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@@ -241,6 +241,9 @@ EngineID AiNew_PickVehicle(Player *p)
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const Engine* e = GetEngine(i);
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int32 ret;
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/* Skip vehicles which can't take our cargo type */
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if (RoadVehInfo(i)->cargo_type != p->ainew.cargo) continue;
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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(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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