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Paste #po0sy3phj

  1. // Global function for checking if SCP is enabled at all
  2. function IsSCPEnabled()
  3. {
  4.     return GSController.GetSetting("scp_support");
  5. }

Paste #pwcf1wdzf

  1.                 if (!AITown.HasStatue(town)) {
  2.                     if (AITown.IsActionAvailable(town, AITown.TOWN_ACTION_BUILD_STATUE)) {
  3.                         local perform_action = true;
  4.                         if (cvgs.IsCompanyValueGSGame() && cvgs.GetCompanyIDRank(AICompany.ResolveCompanyID(AICompany.COMPANY_SELF)) == 1 && cvgs.RankingList().Count() > 1) {
  5.                             AILog.Info("Cost of perfoming action: " + TestPerformTownAction().TestCost(town, AITown.TOWN_ACTION_BUILD_STATUE) + " ; Value difference to company behind: " + cvgs.GetCompanyIDDiffToNext(AICompany.ResolveCompanyID(AICompany.COMPANY_SELF), false));
  6.                             if (TestPerformTownAction().TestCost(town, AITown.TOWN_ACTION_BUILD_STATUE) > cvgs.GetCompanyIDDiffToNext(AIC

Paste #ptjsvzrdg

  1.                 if (!AITown.HasStatue(town)) {
  2.                     if (AITown.IsActionAvailable(town, AITown.TOWN_ACTION_BUILD_STATUE)) {
  3.                         local perform_action = true;
  4.                         if (cvgs.IsCompanyValueGSGame() && cvgs.GetCompanyIDRank(AICompany.ResolveCompanyID(AICompany.COMPANY_SELF)) == 1 && cvgs.RankingList().Count() > 1) {
  5.                             if (TestPerformTownAction().TestCost(town, AITown.TOWN_ACTION_BUILD_STATUE) > cvgs.GetCompanyIDDiffToNext(AICompany.ResolveCompanyID(AICompany.COMPANY_SELF), false)) {

Paste #p3eeyjkqe

  1. class TestPerformTownAction extends MoneyTest {
  2.     t = null;
  3.     a = null;
  4.    
  5.     function DoAction() {

Paste #psh2zd1js

  1. local myCID = Utils.MyCID();
  2.  
  3.                 if (!AITown.HasStatue(town)) {
  4.                     local action = AITown.TOWN_ACTION_BUILD_STATUE;
  5.                     if (AITown.IsActionAvailable(town, action)) {

Paste #pozutqws7

  1.         local start_tick = AIController.GetTick();
  2.         for (local i = routeManager.m_townRouteArray.len() - 1; i >= 0; --i) {
  3. //          AILog.Info("managing route " + i + ". sellVehiclesInDepot");
  4.             routeManager.m_townRouteArray[i].sellVehiclesInDepot();
  5.         }

https://imgur.com/wQuDOi5

  1. struct { TileIndexDiff opposite_tile, next_tile_1, next_tile_2; TrackBits opposite_track, next_track_1, next_track_2; } table[] = {
  2.     { TileDiffXY(-1,  1), TileDiffXY( 0,  1), TileDiffXY(-1,  0), TRACK_BIT_LEFT,  _settings_game.pf.forbid_90_deg ? TRACK_BIT_X | TRACK_BIT_RIGHT : TRACK_BIT_3WAY_NE, _settings_game.pf.forbid_90_deg ? TRACK_BIT_Y | TRACK_BIT_RIGHT : TRACK_BIT_3WAY_SE },
  3.     { TileDiffXY(-1, -1), TileDiffXY(-1,  0), TileDiffXY( 0, -1), TRACK_BIT_LOWER, _settings_game.pf.forbid_90_deg ? TRACK_BIT_Y | TRACK_BIT_UPPER : TRACK_BIT_3WAY_NW, _settings_game.pf.forbid_90_deg ? TRACK_BIT_X | TRACK_BIT_UPPER : TRACK_BIT_3WAY_NE },
  4.     { TileDiffXY( 1, -1), TileDiffXY( 0, -1)

Paste #pmrjva0fa

  1. /**
  2.  * Returns the direction of a corner in relation to the centre of the tile
  3.  *
  4.  * @param corner A #Corner.
  5.  * @return The direction the corner is in relation to the center of the tile. Or INVALID_DIR if the corner is not valid.

Paste #psrm6pufi

  1. switch(FEAT_INDUSTRIES, SELF, extra_text_switch,
  2.         [STORE_TEMP(9000, 256)
  3.         | STORE_TEMP(9000, 257)
  4.         | STORE_TEMP(9000, 258)
  5.         | STORE_TEMP(9000, 259)

Paste #p7uvaedf7

  1. local myCID = Utils.MyCID();
  2.  
  3.                 if (!AITown.HasStatue(town)) {
  4.                     local action = AITown.TOWN_ACTION_BUILD_STATUE;
  5.                     if (AITown.IsActionAvailable(town, action)) {

Paste #pk6kvijmi

  1. //////////
  2. main.nut
  3. //////////
  4.  
  5. class LuDiAIAfterFix extends AIController {

Paste #pu4p4v5p3

  1. diff --git a/_layouts/default.html b/_layouts/default.html
  2. index badb9a7..d35ab8c 100644
  3. --- a/_layouts/default.html
  4. +++ b/_layouts/default.html
  5. @@ -38,7 +38,7 @@

Paste #palq5u0uf

  1.         local vehicleList = this.vehicleList();
  2.         local unitnumberList = AIList();
  3.         for (local vehicle = vehicleList.Begin(); !VehicleList.IsEnd(); vehicle = vehicleList.Next()) {
  4.             if (AIVehicle.IsValidVehicle(vehicle) && AIVehicle.GetVehicleType(vehicle) == AIVehicle.VT_ROAD) {
  5.                 local unitnumber = AIVehicle.GetUnitNumber(vehicle);

Paste #pwqa05nv2

  1.   Display-issue-with-STR_NEWS_PLANE_USES_TOO_SHORT_RUNWAY              5ed39d551 [origin/Display-issue-with-STR_NEWS_PLANE_USES_TOO_SHORT_RUNWAY: gone] Fix: Displaying issue with the message about airplanes heading to airports with short runways
  2.   EnsureNoShipFromDiagDirs                                             9a4d80383 [origin/EnsureNoShipFromDiagDirs] Add: EnsureNoShipFromDiagDirs
  3.   ScriptBridge-GetName                                                 f1efe276a [origin/ScriptBridge-GetName] Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type
  4.   aircraft-hangar-issues                                               63c83d4af [origi

Paste #pvinp1p38

  1. case (current slope) {
  2.   N: offsetX=-1; offsetY=-1; break;
  3.   W: offsetX= 1; offsetY=-1; break;
  4.   S: offsetX= 1; offsetY= 1; break;
  5.   E: offsetX=-1; offsetY= 1; break;