/* static */ bool AIMarine::RemoveBuoy(TileIndex tile) { EnforcePrecondition(false, ::IsValidTile(tile)); EnforcePrecondition(false, IsBuoyTile(tile)); return AIObject::DoCommand(tile, 0, 0, CMD_LANDSCAPE_CLEAR); }
/** * Perform all steps to upgrade from the old station buoys to the new version * that uses waypoints. This includes some old saveload mechanics. */ void MoveBuoysToWaypoints() { /* Buoy orders become waypoint orders */ OrderList *ol; FOR_ALL_ORDER_LISTS(ol) { if (ol->GetFirstSharedVehicle()->type != VEH_SHIP) continue; for (Order *o = ol->GetFirstOrder(); o != NULL; o = o->next) UpdateWaypointOrder(o); } Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type != VEH_SHIP) continue; UpdateWaypointOrder(&v->current_order); } /* Now make the stations waypoints */ Station *st; FOR_ALL_STATIONS(st) { if ((st->had_vehicle_of_type & HVOT_WAYPOINT) == 0) continue; StationID index = st->index; TileIndex xy = st->xy; Town *town = st->town; StringID string_id = st->string_id; char *name = st->name; Date build_date = st->build_date; /* Delete the station, so we can make it a real waypoint. */ delete st; Waypoint *wp = new (index) Waypoint(xy); wp->town = town; wp->string_id = STR_SV_STNAME_BUOY; wp->name = name; wp->delete_ctr = 0; // Just reset delete counter for once. wp->build_date = build_date; wp->owner = OWNER_NONE; if (IsInsideBS(string_id, STR_SV_STNAME_BUOY, 9)) wp->town_cn = string_id - STR_SV_STNAME_BUOY; if (IsBuoyTile(xy) && GetStationIndex(xy) == index) { wp->facilities |= FACIL_DOCK; } wp->rect.BeforeAddTile(xy, StationRect::ADD_FORCE); } }
static int32 NPFWaterPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent) { /* TileIndex tile = current->tile; */ int32 cost = 0; Trackdir trackdir = current->direction; cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir)) cost += _settings_game.pf.npf.npf_buoy_penalty; // A small penalty for going over buoys if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction)) cost += _settings_game.pf.npf.npf_water_curve_penalty; /* @todo More penalties? */ return cost; }
/** * Perform all steps to upgrade from the old station buoys to the new version * that uses waypoints. This includes some old saveload mechanics. */ void MoveBuoysToWaypoints() { /* Buoy orders become waypoint orders */ OrderList *ol; FOR_ALL_ORDER_LISTS(ol) { VehicleType vt = ol->GetFirstSharedVehicle()->type; if (vt != VEH_SHIP && vt != VEH_TRAIN) continue; for (Order *o = ol->GetFirstOrder(); o != NULL; o = o->next) UpdateWaypointOrder(o); } Vehicle *v; FOR_ALL_VEHICLES(v) { VehicleType vt = v->type; if (vt != VEH_SHIP && vt != VEH_TRAIN) continue; UpdateWaypointOrder(&v->current_order); } /* Now make the stations waypoints */ Station *st; FOR_ALL_STATIONS(st) { if ((st->had_vehicle_of_type & HVOT_WAYPOINT) == 0) continue; StationID index = st->index; TileIndex xy = st->xy; Town *town = st->town; StringID string_id = st->string_id; char *name = st->name; st->name = NULL; Date build_date = st->build_date; /* TTDPatch could use "buoys with rail station" for rail waypoints */ bool train = st->train_station.tile != INVALID_TILE; TileArea train_st = st->train_station; /* Delete the station, so we can make it a real waypoint. */ delete st; /* Stations and waypoints are in the same pool, so if a station * is deleted there must be place for a Waypoint. */ assert(Waypoint::CanAllocateItem()); Waypoint *wp = new (index) Waypoint(xy); wp->town = town; wp->string_id = train ? STR_SV_STNAME_WAYPOINT : STR_SV_STNAME_BUOY; wp->name = name; wp->delete_ctr = 0; // Just reset delete counter for once. wp->build_date = build_date; wp->owner = train ? GetTileOwner(xy) : OWNER_NONE; if (IsInsideBS(string_id, STR_SV_STNAME_BUOY, 9)) wp->town_cn = string_id - STR_SV_STNAME_BUOY; if (train) { /* When we make a rail waypoint of the station, convert the map as well. */ TILE_AREA_LOOP(t, train_st) { if (!IsTileType(t, MP_STATION) || GetStationIndex(t) != index) continue; SB(_me[t].m6, 3, 3, STATION_WAYPOINT); wp->rect.BeforeAddTile(t, StationRect::ADD_FORCE); } wp->train_station = train_st; wp->facilities |= FACIL_TRAIN; } else if (IsBuoyTile(xy) && GetStationIndex(xy) == index) { wp->rect.BeforeAddTile(xy, StationRect::ADD_FORCE); wp->facilities |= FACIL_DOCK; } }