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authorsmatz <smatz@openttd.org>2008-02-20 17:56:36 +0000
committersmatz <smatz@openttd.org>2008-02-20 17:56:36 +0000
commit767e1cc37ec00af331939bc5a74f1a60b22a1b22 (patch)
treee5d84824a2bcb710731a121fc4d96a99e49925b8
parentb7993793c813359ba4963df93d49a80335ddca36 (diff)
downloadopenttd-767e1cc37ec00af331939bc5a74f1a60b22a1b22.tar.xz
(svn r12200) -Fix: force AI to build rail or road instead of bridges if possible, so it doesn't build bridges everywhere
-rw-r--r--src/ai/default/default.cpp105
1 files changed, 73 insertions, 32 deletions
diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp
index 81adf016f..4a160de5a 100644
--- a/src/ai/default/default.cpp
+++ b/src/ai/default/default.cpp
@@ -2197,25 +2197,55 @@ static void AiBuildRailConstruct(Player *p)
_players_ai[p->index].cur_tile_a += TileOffsByDiagDir(_players_ai[p->index].cur_dir_a);
if (arf.best_ptr[0] & 0x80) {
- int i;
- int32 bridge_len = GetTunnelBridgeLength(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a);
-
- /* Figure out which (rail)bridge type to build
- * start with best bridge, then go down to worse and worse bridges
- * unnecessary to check for worst bridge (i=0), since AI will always build
- * that.
- */
- for (i = MAX_BRIDGES - 1; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- CommandCost cost = DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
+ TileIndex t1 = _players_ai[p->index].cur_tile_a;
+ TileIndex t2 = arf.bridge_end_tile;
+
+ int32 bridge_len = GetTunnelBridgeLength(t1, t2);
+
+ DiagDirection dir = (TileX(t1) == TileX(t2) ? DIAGDIR_SE : DIAGDIR_SW);
+ Track track = AxisToTrack(DiagDirToAxis(dir));
+
+ if (t2 < t1) dir = ReverseDiagDir(dir);
+
+ /* try to build a long rail instead of bridge... */
+ bool fail = false;
+ CommandCost cost;
+ TileIndex t = t1;
+
+ /* try to build one rail on each tile - can't use CMD_BUILD_RAILROAD_TRACK now, it can build one part of track without failing */
+ do {
+ cost = DoCommand(t, _players_ai[p->index].railtype_to_use, track, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
+ /* do not allow building over existing track */
+ if (CmdFailed(cost) || IsTileType(t, MP_RAILWAY)) {
+ fail = true;
+ break;
}
- }
+ t += TileOffsByDiagDir(dir);
+ } while (t != t2);
+
+ /* can we build long track? */
+ if (!fail) cost = DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_TRACK);
- // Build it
- DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+ if (!fail && CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
+ DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_BUILD_RAILROAD_TRACK);
+ } else {
- _players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
+ /* Figure out which (rail)bridge type to build
+ * start with best bridge, then go down to worse and worse bridges
+ * unnecessary to check for worst bridge (i=0), since AI will always build that. */
+ int i;
+ for (i = MAX_BRIDGES - 1; i != 0; i--) {
+ if (CheckBridge_Stuff(i, bridge_len)) {
+ CommandCost cost = DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+ if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
+ }
+ }
+
+ /* Build it */
+ DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+ }
+
+ _players_ai[p->index].cur_tile_a = t2;
_players_ai[p->index].state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
@@ -3085,25 +3115,36 @@ do_some_terraform:
tile = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(_players_ai[p->index].cur_dir_a));
if (arf.best_ptr[0] & 0x80) {
- int i;
- int32 bridge_len;
- _players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
- bridge_len = GetTunnelBridgeLength(tile, _players_ai[p->index].cur_tile_a); // tile
-
- /* Figure out what (road)bridge type to build
- * start with best bridge, then go down to worse and worse bridges
- * unnecessary to check for worse bridge (i=0), since AI will always build that.
- */
- for (i = MAX_BRIDGES - 1; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
+ TileIndex t1 = tile;
+ TileIndex t2 = arf.bridge_end_tile;
+
+ int32 bridge_len = GetTunnelBridgeLength(t1, t2);
+
+ Axis axis = (TileX(t1) == TileX(t2) ? AXIS_Y : AXIS_X);
+
+ /* try to build a long road instead of bridge - CMD_BUILD_LONG_ROAD has to fail if it couldn't build at least one piece! */
+ CommandCost cost = DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
+
+ if (CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
+ DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_EXEC | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
+ } else {
+ int i;
+
+ /* Figure out what (road)bridge type to build
+ * start with best bridge, then go down to worse and worse bridges
+ * unnecessary to check for worse bridge (i=0), since AI will always build that */
+ for (i = MAX_BRIDGES - 1; i != 0; i--) {
+ if (CheckBridge_Stuff(i, bridge_len)) {
+ CommandCost cost = DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+ if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
+ }
}
- }
- // Build it
- DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+ /* Build it */
+ DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+ }
+ _players_ai[p->index].cur_tile_a = t2;
_players_ai[p->index].state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel