273 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			273 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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#include "../../stdafx.h"
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#include "../../openttd.h"
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#include "../../debug.h"
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#include "../../functions.h"
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#include "../../map.h"
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#include "../../road_map.h"
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#include "../../tile.h"
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#include "../../command.h"
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#include "trolly.h"
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#include "../../engine.h"
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#include "../../station.h"
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#include "../../variables.h"
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#include "../ai.h"
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// Build HQ
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//  Params:
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//    tile : tile where HQ is going to be build
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bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
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{
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	if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
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		return false;
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	AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
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	return true;
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}
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// Build station
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//  Params:
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//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
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//    tile : tile where station is going to be build
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//    length : in case of AI_TRAIN: length of station
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//    numtracks : in case of AI_TRAIN: tracks of station
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//    direction : the direction of the station
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//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
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int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
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{
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	if (type == AI_TRAIN)
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		return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
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	if (type == AI_BUS)
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		return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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	return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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}
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// Builds a brdige. The second best out of the ones available for this player
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//  Params:
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//   tile_a : starting point
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//   tile_b : end point
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//   flag : flag passed to DoCommand
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int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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{
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	int bridge_type, bridge_len, type, type2;
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	// Find a good bridgetype (the best money can buy)
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	bridge_len = GetBridgeLength(tile_a, tile_b);
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	type = type2 = 0;
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	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
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		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
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			type2 = type;
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			type = bridge_type;
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			// We found two bridges, exit
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			if (type2 != 0) break;
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		}
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	}
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	// There is only one bridge that can be build..
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	if (type2 == 0 && type != 0) type2 = type;
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	// Now, simply, build the bridge!
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	if (p->ainew.tbt == AI_TRAIN)
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		return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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// Build the route part by part
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// Basicly what this function do, is build that amount of parts of the route
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//  that go in the same direction. It sets 'part' to the last part of the route builded.
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//  The return value is the cost for the builded parts
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//
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//  Params:
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//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
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//   part : Which part we need to build
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//
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// TODO: skip already builded road-pieces (e.g.: cityroad)
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
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{
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	int part = PathFinderInfo->position;
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	byte *route_extra = PathFinderInfo->route_extra;
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	TileIndex *route = PathFinderInfo->route;
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	int dir;
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	int old_dir = -1;
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	int cost = 0;
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	int res;
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	// We need to calculate the direction with the parent of the parent.. so we skip
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	//  the first pieces and the last piece
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	if (part < 1) part = 1;
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	// When we are done, stop it
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	if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
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	if (PathFinderInfo->rail_or_road) {
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		// Tunnel code
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		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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			cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
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			PathFinderInfo->position++;
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			// TODO: problems!
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			if (CmdFailed(cost)) {
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				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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				return 0;
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			}
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			return cost;
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		}
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		// Bridge code
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		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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			cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
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			PathFinderInfo->position++;
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			// TODO: problems!
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			if (CmdFailed(cost)) {
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				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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				return 0;
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			}
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			return cost;
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		}
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		// Build normal rail
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		// Keep it doing till we go an other way
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		if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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			while (route_extra[part] == 0) {
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				// Get the current direction
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				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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				// Is it the same as the last one?
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				if (old_dir != -1 && old_dir != dir) break;
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				old_dir = dir;
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				// Build the tile
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				res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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				if (CmdFailed(res)) {
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					// Problem.. let's just abort it all!
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					p->ainew.state = AI_STATE_NOTHING;
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					return 0;
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				}
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				cost += res;
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				// Go to the next tile
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				part++;
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				// Check if it is still in range..
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				if (part >= PathFinderInfo->route_length - 1) break;
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			}
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			part--;
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		}
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		// We want to return the last position, so we go back one
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		PathFinderInfo->position = part;
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	} else {
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		// Tunnel code
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		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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			cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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			PathFinderInfo->position++;
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			// TODO: problems!
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			if (CmdFailed(cost)) {
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				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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				return 0;
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			}
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			return cost;
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		}
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		// Bridge code
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		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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			cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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			PathFinderInfo->position++;
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			// TODO: problems!
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			if (CmdFailed(cost)) {
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				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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				return 0;
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			}
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			return cost;
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		}
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		// Build normal road
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		// Keep it doing till we go an other way
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		// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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		//  it will wait till the vehicle is gone..
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		if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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				// Get the current direction
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				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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				// Is it the same as the last one?
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				if (old_dir != -1 && old_dir != dir) break;
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				old_dir = dir;
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				// There is already some road, and it is a bridge.. don't build!!!
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				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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					// Build the tile
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					res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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					// Currently, we ignore CMD_ERRORs!
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					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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						// Problem.. let's just abort it all!
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						DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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						p->ainew.state = AI_STATE_NOTHING;
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						return 0;
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					}
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					if (!CmdFailed(res)) cost += res;
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				}
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				// Go to the next tile
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				part++;
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				// Check if it is still in range..
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				if (part >= PathFinderInfo->route_length - 1) break;
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			}
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			part--;
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			// We want to return the last position, so we go back one
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		}
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		if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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		PathFinderInfo->position = part;
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	}
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	return cost;
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}
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// This functions tries to find the best vehicle for this type of cargo
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// It returns vehicle_id or -1 if not found
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int AiNew_PickVehicle(Player *p)
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{
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	if (p->ainew.tbt == AI_TRAIN) {
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		// Not supported yet
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		return -1;
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	} else {
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		int start, count, i, ret = CMD_ERROR;
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		start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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		count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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		// Let's check it backwards.. we simply want to best engine available..
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		for (i = start + count - 1; i >= start; i--) {
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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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			// 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)) break;
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		}
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		// We did not find a vehicle :(
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		return CmdFailed(ret) ? -1 : i;
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	}
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}
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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	int i = AiNew_PickVehicle(p);
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	if (i == -1) return CMD_ERROR;
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	if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
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	return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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{
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	int ret, ret2;
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	if (p->ainew.tbt == AI_TRAIN)
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		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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	ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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	if (CmdFailed(ret)) return ret;
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	// Try to build the road from the depot
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	ret2 = AI_DoCommand(tile + TileOffsByDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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	// If it fails, ignore it..
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	if (CmdFailed(ret2)) return ret;
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	return ret + ret2;
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}
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