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(svn r2949) The AI no longer needs to 'cheat' to build aircraft; eg it builds them now from a hangar. Also, to query the price of a new aircraft tile information is not needed
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commit
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@ -1,4 +1,4 @@
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/* $Id: ai_old.c 2701 2005-07-24 14:12:37Z tron $ */
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/* $Id$ */
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#include "../../stdafx.h"
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#include "../../openttd.h"
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@ -191,7 +191,7 @@ static int AiChooseAircraftToBuild(int32 money, byte flag)
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if (i>=253) continue;
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}
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ret = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT);
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ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
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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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best_veh_index = i;
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@ -3502,10 +3502,11 @@ static void AiStateBuildAircraftVehicles(Player *p)
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tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
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veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0);
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if (veh == -1) {
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return;
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}
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if (veh == -1) return;
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/* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type
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* and offset to the FIRST depot because the AI picks the st->xy tile */
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tile += ToTileIndexDiff(GetAirport(GetStation(_m[tile].m2)->airport_type)->airport_depots[0]);
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if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
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loco_id = _new_aircraft_id;
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@ -165,17 +165,15 @@ int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (!IsEngineBuildable(p1, VEH_Aircraft)) return CMD_ERROR;
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// Workaround: TODO: make AI players try to build planes in a hangar instead of just an airport tile.
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if (!IsAircraftHangarTile(tile) && IS_HUMAN_PLAYER(_current_player)) return CMD_ERROR;
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if (!IsTileOwner(tile, _current_player) && IS_HUMAN_PLAYER(_current_player)) return CMD_ERROR;
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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value = EstimateAircraftCost(p1);
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// to just query the cost, it is not neccessary to have a valid tile (automation/AI)
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if (flags & DC_QUERY_COST) return value;
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if (!IsAircraftHangarTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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avi = AircraftVehInfo(p1);
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// allocate 2 or 3 vehicle structs, depending on type
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if (!AllocateVehicles(vl, (avi->subtype & 1) == 0 ? 3 : 2) ||
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@ -253,23 +251,21 @@ int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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_new_aircraft_id = v->index;
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// the old AI doesn't click on a tile to build airplanes, so the below code will
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// never work. Therefore just assume the AI's planes always come from Hangar0
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v->u.air.pos = _is_old_ai_player ? 0 : MAX_ELEMENTS;
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v->u.air.pos = MAX_ELEMENTS;
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/* When we click on hangar we know the tile (it is in var 'tile')it is on. By that we know
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its position in the array of depots the airport has.....we can search
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->layout for #th position of depot. Since layout must start with depots, it is simple
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*/
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/* When we click on hangar we know the tile it is on. By that we know
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* its position in the array of depots the airport has.....we can search
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* layout for #th position of depot. Since layout must start with a listing
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* of all depots, it is simple */
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{
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const Station* st = GetStation(_m[tile].m2);
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const AirportFTAClass* Airport = GetAirport(st->airport_type);
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const AirportFTAClass* apc = GetAirport(st->airport_type);
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uint i;
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for (i = 0; i < Airport->nof_depots; i++) {
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if (st->airport_tile + ToTileIndexDiff(Airport->airport_depots[i]) == tile) {
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assert(Airport->layout[i].heading == HANGAR);
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v->u.air.pos = Airport->layout[i].position;
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for (i = 0; i < apc->nof_depots; i++) {
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if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
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assert(apc->layout[i].heading == HANGAR);
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v->u.air.pos = apc->layout[i].position;
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break;
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}
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}
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