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authortruelight <truelight@openttd.org>2004-08-22 15:56:56 +0000
committertruelight <truelight@openttd.org>2004-08-22 15:56:56 +0000
commit309ebe5f3f998a22e4f128728064227271ea0d98 (patch)
tree7a2fb0308e3d02fb0bfdd38b7a6d24286a7050ca
parent86443602642a467ac3219a5da5d08ee0cc99de72 (diff)
downloadopenttd-309ebe5f3f998a22e4f128728064227271ea0d98.tar.xz
(svn r111) -Fix: converted all linebreaks to UNIX-linebreak (\n)
-rw-r--r--ai.h486
-rw-r--r--ai_build.c514
-rw-r--r--ai_new.c2442
-rw-r--r--ai_pathfinder.c914
-rw-r--r--ai_shared.c164
-rw-r--r--aystar.c542
-rw-r--r--industry_cmd.c8
-rw-r--r--network.c16
-rw-r--r--queue.h406
9 files changed, 2746 insertions, 2746 deletions
diff --git a/ai.h b/ai.h
index bd0d794d1..f27e8d165 100644
--- a/ai.h
+++ b/ai.h
@@ -1,243 +1,243 @@
-#ifndef AI_H
-#define AI_H
-
-#include "aystar.h"
-
-/*
- * These defines can be altered to change the behavoir of the AI
- *
- * WARNING:
- * This can also alter the AI in a negative way. I will never claim these settings
- * are perfect, but don't change them if you don't know what the effect is.
- */
-
-// How many times it the H multiplied. The higher, the more it will go straight to the
-// end point. The lower, how more it will find the route with the lowest cost.
-// also: the lower, the longer it takes before route is calculated..
-#define AI_PATHFINDER_H_MULTIPLER 100
-
-// How many loops may AyStar do before it stops
-// 0 = infinite
-#define AI_PATHFINDER_LOOPS_PER_TICK 5
-
-// How long may the AI search for one route?
-// 0 = infinite
-// This number is the number of tiles tested.
-// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
-// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
-// (that is: if the AI is on VERY FAST! :p
-#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
-
-// If you enable this, the AI is not allowed to make 90degree turns
-#define AI_PATHFINDER_NO_90DEGREES_TURN
-
-// Below are defines for the g-calculation
-
-// Standard penalty given to a tile
-#define AI_PATHFINDER_PENALTY 150
-// The penalty given to a tile that is going up
-#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
-// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
-#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
-// Same penalty, only for when road already exists
-#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
-// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
-// a bonus for using diagonal track
-#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
-#define AI_PATHFINDER_DIAGONAL_BONUS 95
-#else
-#define AI_PATHFINDER_DIAGONAL_BONUS 75
-#endif
-// If a roadblock already exists, it gets a bonus
-#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
-// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
-#define AI_PATHFINDER_CURVE_PENALTY 200
-
-// Penalty a bridge gets per length
-#define AI_PATHFINDER_BRIDGE_PENALTY 180
-// The penalty for a bridge going up
-#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
-
-// Tunnels are expensive...
-// Because of that, every tile the cost is increased with 1/8th of his value
-// This is also true if you are building a tunnel yourself
-#define AI_PATHFINDER_TUNNEL_PENALTY 350
-
-/*
- * Ai_New defines
- */
-
-// How long may we search cities and industry for a new route?
-#define AI_LOCATE_ROUTE_MAX_COUNTER 200
-
-// How many days must there be between building the first station and the second station
-// within one city. This number is in days and should be more then 4 months.
-#define AI_CHECKCITY_DATE_BETWEEN 180
-
-// How many cargo is needed for one station in a city?
-#define AI_CHECKCITY_CARGO_PER_STATION 60
-// How much cargo must there not be used in a city before we can build a new station?
-#define AI_CHECKCITY_NEEDED_CARGO 50
-// When there is already a station which takes the same good and the rating of that
-// city is higher then this numer, we are not going to attempt to build anything
-// there
-#define AI_CHECKCITY_CARGO_RATING 50
-// But, there is a chance of 1 out of this number, that we do ;)
-#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
-// If a city is too small to contain a station, there is a small chance
-// that we still do so.. just to make the city bigger!
-#define AI_CHECKCITY_CITY_CHANCE 5
-
-// This number indicates for every unit of cargo, how many tiles two stations maybe be away
-// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
-// of the cargo in the other station, both stations can be 96 units away from eachother, if the
-// next number is 0.4.
-#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
-#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
-// In whole tiles, the minimum distance for a truck route
-#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
-
-// The amount of tiles in a square from -X to +X that is scanned for a station spot
-// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
-// Safe values are between 15 and 5
-#define AI_FINDSTATION_TILE_RANGE 10
-
-// Building on normal speed goes very fast. Idle this amount of ticks between every
-// building part. It is calculated like this: (4 - competitor_speed) * num + 1
-// where competitor_speed is between 0 (very slow) to 4 (very fast)
-#define AI_BUILDPATH_PAUSE 10
-
-// Minimum % of reliabilty a vehicle has to have before the AI buys it
-#define AI_VEHICLE_MIN_RELIABILTY 60
-
-// The minimum amount of money a player should always have
-#define AI_MINIMUM_MONEY 15000
-
-// If the most cheap route is build, how much is it going to cost..
-// This is to prevent the AI from trying to build a route which can not be paid for
-#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
-#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
-
-// The minimum amount of money before we are going to repay any money
-#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
-// How many repays do we do if we have enough money to do so?
-// Every repay is 10000
-#define AI_LOAN_REPAY 2
-// How much income must we have before paying back a loan? Month-based (and looked at the last month)
-#define AI_MINIMUM_INCOME_FOR_LOAN 7000
-
-// If there is <num> time as much cargo in the station then the vehicle can handle
-// reuse the station instead of building a new one!
-#define AI_STATION_REUSE_MULTIPLER 2
-
-// No more then this amount of vehicles per station..
-#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
-
-// How many thick between building 2 vehicles
-#define AI_BUILD_VEHICLE_TIME_BETWEEN 74
-
-/*
- * End of defines
- */
-
-
-// This stops 90degrees curves
-static const byte _illegal_curves[6] = {
- 255, 255, // Horz and vert, don't have the effect
- 5, // upleft and upright are not valid
- 4, // downright and downleft are not valid
- 2, // downleft and upleft are not valid
- 3, // upright and downright are not valid
-};
-
-static const TileIndexDiff _tiles_around[4] = {
- TILE_XY(-1,0),
- TILE_XY(0,1),
- TILE_XY(1,0),
- TILE_XY(0,-1),
-};
-
-enum {
- AI_STATE_STARTUP = 0,
- AI_STATE_FIRST_TIME,
- AI_STATE_NOTHING,
- AI_STATE_WAKE_UP,
- AI_STATE_LOCATE_ROUTE,
- AI_STATE_FIND_STATION,
- AI_STATE_FIND_PATH,
- AI_STATE_FIND_DEPOT,
- AI_STATE_VERIFY_ROUTE,
- AI_STATE_BUILD_STATION,
- AI_STATE_BUILD_PATH,
- AI_STATE_BUILD_DEPOT,
- AI_STATE_BUILD_VEHICLE,
- AI_STATE_GIVE_ORDERS,
- AI_STATE_START_VEHICLE,
- AI_STATE_REPAY_MONEY,
- AI_STATE_ACTION_DONE,
- AI_STATE_STOP, // Temporary function to stop the AI
-};
-
-// Used for tbt (train/bus/truck)
-enum {
- AI_TRAIN = 0,
- AI_BUS,
- AI_TRUCK,
-};
-
-enum {
- AI_ACTION_NONE = 0,
- AI_ACTION_BUS_ROUTE,
- AI_ACTION_TRUCK_ROUTE,
- AI_ACTION_REPAY_LOAN,
-};
-
-// Used for from_type/to_type
-enum {
- AI_NO_TYPE = 0,
- AI_CITY,
- AI_INDUSTRY,
-};
-
-#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
-#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
-#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
-
-#define AI_PATHFINDER_NO_DIRECTION (byte)-1
-
-// Flags used in user_data
-#define AI_PATHFINDER_FLAG_BRIDGE 1
-#define AI_PATHFINDER_FLAG_TUNNEL 2
-
-// A macro for mp_street, where 0x20 is depot
-// mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge
-#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \
-(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \
- (((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \
- ((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2))))
-
-typedef void AiNew_StateFunction(Player *p);
-
-// ai_new.c
-void AiNewDoGameLoop(Player *p);
-
-// ai_pathfinder.c
-AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
-void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
-
-// ai_shared.c
-int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
-int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
-int AiNew_GetDirection(uint tile_a, uint tile_b);
-
-// ai_build.c
-bool AiNew_Build_CompanyHQ(Player *p, uint tile);
-int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag);
-int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag);
-int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
-int AiNew_PickVehicle(Player *p);
-int AiNew_Build_Vehicle(Player *p, uint tile, byte flag);
-int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag);
-
-
-#endif
+#ifndef AI_H
+#define AI_H
+
+#include "aystar.h"
+
+/*
+ * These defines can be altered to change the behavoir of the AI
+ *
+ * WARNING:
+ * This can also alter the AI in a negative way. I will never claim these settings
+ * are perfect, but don't change them if you don't know what the effect is.
+ */
+
+// How many times it the H multiplied. The higher, the more it will go straight to the
+// end point. The lower, how more it will find the route with the lowest cost.
+// also: the lower, the longer it takes before route is calculated..
+#define AI_PATHFINDER_H_MULTIPLER 100
+
+// How many loops may AyStar do before it stops
+// 0 = infinite
+#define AI_PATHFINDER_LOOPS_PER_TICK 5
+
+// How long may the AI search for one route?
+// 0 = infinite
+// This number is the number of tiles tested.
+// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
+// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
+// (that is: if the AI is on VERY FAST! :p
+#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
+
+// If you enable this, the AI is not allowed to make 90degree turns
+#define AI_PATHFINDER_NO_90DEGREES_TURN
+
+// Below are defines for the g-calculation
+
+// Standard penalty given to a tile
+#define AI_PATHFINDER_PENALTY 150
+// The penalty given to a tile that is going up
+#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
+// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
+#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
+// Same penalty, only for when road already exists
+#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
+// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
+// a bonus for using diagonal track
+#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
+#define AI_PATHFINDER_DIAGONAL_BONUS 95
+#else
+#define AI_PATHFINDER_DIAGONAL_BONUS 75
+#endif
+// If a roadblock already exists, it gets a bonus
+#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
+// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
+#define AI_PATHFINDER_CURVE_PENALTY 200
+
+// Penalty a bridge gets per length
+#define AI_PATHFINDER_BRIDGE_PENALTY 180
+// The penalty for a bridge going up
+#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
+
+// Tunnels are expensive...
+// Because of that, every tile the cost is increased with 1/8th of his value
+// This is also true if you are building a tunnel yourself
+#define AI_PATHFINDER_TUNNEL_PENALTY 350
+
+/*
+ * Ai_New defines
+ */
+
+// How long may we search cities and industry for a new route?
+#define AI_LOCATE_ROUTE_MAX_COUNTER 200
+
+// How many days must there be between building the first station and the second station
+// within one city. This number is in days and should be more then 4 months.
+#define AI_CHECKCITY_DATE_BETWEEN 180
+
+// How many cargo is needed for one station in a city?
+#define AI_CHECKCITY_CARGO_PER_STATION 60
+// How much cargo must there not be used in a city before we can build a new station?
+#define AI_CHECKCITY_NEEDED_CARGO 50
+// When there is already a station which takes the same good and the rating of that
+// city is higher then this numer, we are not going to attempt to build anything
+// there
+#define AI_CHECKCITY_CARGO_RATING 50
+// But, there is a chance of 1 out of this number, that we do ;)
+#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
+// If a city is too small to contain a station, there is a small chance
+// that we still do so.. just to make the city bigger!
+#define AI_CHECKCITY_CITY_CHANCE 5
+
+// This number indicates for every unit of cargo, how many tiles two stations maybe be away
+// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
+// of the cargo in the other station, both stations can be 96 units away from eachother, if the
+// next number is 0.4.
+#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
+#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
+// In whole tiles, the minimum distance for a truck route
+#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
+
+// The amount of tiles in a square from -X to +X that is scanned for a station spot
+// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
+// Safe values are between 15 and 5
+#define AI_FINDSTATION_TILE_RANGE 10
+
+// Building on normal speed goes very fast. Idle this amount of ticks between every
+// building part. It is calculated like this: (4 - competitor_speed) * num + 1
+// where competitor_speed is between 0 (very slow) to 4 (very fast)
+#define AI_BUILDPATH_PAUSE 10
+
+// Minimum % of reliabilty a vehicle has to have before the AI buys it
+#define AI_VEHICLE_MIN_RELIABILTY 60
+
+// The minimum amount of money a player should always have
+#define AI_MINIMUM_MONEY 15000
+
+// If the most cheap route is build, how much is it going to cost..
+// This is to prevent the AI from trying to build a route which can not be paid for
+#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
+#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
+
+// The minimum amount of money before we are going to repay any money
+#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
+// How many repays do we do if we have enough money to do so?
+// Every repay is 10000
+#define AI_LOAN_REPAY 2
+// How much income must we have before paying back a loan? Month-based (and looked at the last month)
+#define AI_MINIMUM_INCOME_FOR_LOAN 7000
+
+// If there is <num> time as much cargo in the station then the vehicle can handle
+// reuse the station instead of building a new one!
+#define AI_STATION_REUSE_MULTIPLER 2
+
+// No more then this amount of vehicles per station..
+#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
+
+// How many thick between building 2 vehicles
+#define AI_BUILD_VEHICLE_TIME_BETWEEN 74
+
+/*
+ * End of defines
+ */
+
+
+// This stops 90degrees curves
+static const byte _illegal_curves[6] = {
+ 255, 255, // Horz and vert, don't have the effect
+ 5, // upleft and upright are not valid
+ 4, // downright and downleft are not valid
+ 2, // downleft and upleft are not valid
+ 3, // upright and downright are not valid
+};
+
+static const TileIndexDiff _tiles_around[4] = {
+ TILE_XY(-1,0),
+ TILE_XY(0,1),
+ TILE_XY(1,0),
+ TILE_XY(0,-1),
+};
+
+enum {
+ AI_STATE_STARTUP = 0,
+ AI_STATE_FIRST_TIME,
+ AI_STATE_NOTHING,
+ AI_STATE_WAKE_UP,
+ AI_STATE_LOCATE_ROUTE,
+ AI_STATE_FIND_STATION,
+ AI_STATE_FIND_PATH,
+ AI_STATE_FIND_DEPOT,
+ AI_STATE_VERIFY_ROUTE,
+ AI_STATE_BUILD_STATION,
+ AI_STATE_BUILD_PATH,
+ AI_STATE_BUILD_DEPOT,
+ AI_STATE_BUILD_VEHICLE,
+ AI_STATE_GIVE_ORDERS,
+ AI_STATE_START_VEHICLE,
+ AI_STATE_REPAY_MONEY,
+ AI_STATE_ACTION_DONE,
+ AI_STATE_STOP, // Temporary function to stop the AI
+};
+
+// Used for tbt (train/bus/truck)
+enum {
+ AI_TRAIN = 0,
+ AI_BUS,
+ AI_TRUCK,
+};
+
+enum {
+ AI_ACTION_NONE = 0,
+ AI_ACTION_BUS_ROUTE,
+ AI_ACTION_TRUCK_ROUTE,
+ AI_ACTION_REPAY_LOAN,
+};
+
+// Used for from_type/to_type
+enum {
+ AI_NO_TYPE = 0,
+ AI_CITY,
+ AI_INDUSTRY,
+};
+
+#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
+#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
+#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
+
+#define AI_PATHFINDER_NO_DIRECTION (byte)-1
+
+// Flags used in user_data
+#define AI_PATHFINDER_FLAG_BRIDGE 1
+#define AI_PATHFINDER_FLAG_TUNNEL 2
+
+// A macro for mp_street, where 0x20 is depot
+// mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge
+#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \
+(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \
+ (((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \
+ ((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2))))
+
+typedef void AiNew_StateFunction(Player *p);
+
+// ai_new.c
+void AiNewDoGameLoop(Player *p);
+
+// ai_pathfinder.c
+AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
+void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
+
+// ai_shared.c
+int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
+int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
+int AiNew_GetDirection(uint tile_a, uint tile_b);
+
+// ai_build.c
+bool AiNew_Build_CompanyHQ(Player *p, uint tile);
+int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag);
+int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag);
+int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
+int AiNew_PickVehicle(Player *p);
+int AiNew_Build_Vehicle(Player *p, uint tile, byte flag);
+int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag);
+
+
+#endif
diff --git a/ai_build.c b/ai_build.c
index 6a565342b..909c7e673 100644
--- a/ai_build.c
+++ b/ai_build.c
@@ -1,257 +1,257 @@
-#include "stdafx.h"
-#include "ttd.h"
-#include "command.h"
-#include "ai.h"
-#include "engine.h"
-
-// Build HQ
-// Params:
-// tile : tile where HQ is going to be build
-bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
- if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
- return false;
- DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
- return true;
-}
-
-// Build station
-// Params:
-// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
-// tile : tile where station is going to be build
-// length : in case of AI_TRAIN: length of station
-// numtracks : in case of AI_TRAIN: tracks of station
-// direction : the direction of the station
-// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
-int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
- if (type == AI_TRAIN)
- return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
- else if (type == AI_BUS)
- return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
- else
- return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
-}
-
-// Builds a brdige. The second best out of the ones available for this player
-// Params:
-// tile_a : starting point
-// tile_b : end point
-// flag : flag passed to DoCommand
-int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
- int bridge_type, bridge_len, type, type2;
-
- // Find a good bridgetype (the best money can buy)
- bridge_len = GetBridgeLength(tile_a, tile_b);
- type = type2 = 0;
- for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
- if (CheckBridge_Stuff(bridge_type, bridge_len)) {
- type2 = type;
- type = bridge_type;
- // We found two bridges, exit
- if (type2 != 0)
- break;
- }
- }
- // There is only one bridge that can be build..
- if (type2 == 0 && type != 0) type2 = type;
-
- // Now, simply, build the bridge!
- if (p->ainew.tbt == AI_TRAIN)
- return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
- else
- return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
-}
-
-
-// Build the route part by part
-// Basicly what this function do, is build that amount of parts of the route
-// that go in the same direction. It sets 'part' to the last part of the route builded.
-// The return value is the cost for the builded parts
-//
-// Params:
-// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
-// part : Which part we need to build
-//
-// TODO: skip already builded road-pieces (e.g.: cityroad)
-int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
- int part = PathFinderInfo->position;
- byte *route_extra = PathFinderInfo->route_extra;
- TileIndex *route = PathFinderInfo->route;
- int dir;
- int old_dir = -1;
- int cost = 0;
- int res;
- // We need to calculate the direction with the parent of the parent.. so we skip
- // the first pieces and the last piece
- if (part < 1) part = 1;
- // When we are done, stop it
- if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
-
-
- if (PathFinderInfo->rail_or_road) {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
- return 0;
- }
- return cost;
- }
-
- // Build normal rail
- // Keep it doing till we go an other way
- if (route_extra[part-1] == 0 && route_extra[part] == 0) {
- while (route_extra[part] == 0) {
- // Get the current direction
- dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // Build the tile
- res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
- if (res == CMD_ERROR) {
- // Problem.. let's just abort it all!
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- }
- cost += res;
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- }
- // We want to return the last position, so we go back one
- PathFinderInfo->position = part;
- } else {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
- return 0;
- }
- return cost;
- }
-
- // Build normal road
- // Keep it doing till we go an other way
- // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
- // it will wait till the vehicle is gone..
- if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- // Get the current direction
- dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // There is already some road, and it is a bridge.. don't build!!!
- if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) {
- // Build the tile
- res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
- // Currently, we ignore CMD_ERRORs!
- if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) {
- // Problem.. let's just abort it all!
- DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- } else {
- if (res != CMD_ERROR)
- cost += res;
- }
- }
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- // We want to return the last position, so we go back one
- }
- if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
- PathFinderInfo->position = part;
- }
-
- return cost;
-}
-
-// This functions tries to find the best vehicle for this type of cargo
-// It returns vehicle_id or -1 if not found
-int AiNew_PickVehicle(Player *p) {
- if (p->ainew.tbt == AI_TRAIN) {
- // Not supported yet
- return -1;
- } else {
- int start, count, i, r = CMD_ERROR;
- start = _cargoc.ai_roadveh_start[p->ainew.cargo];
- count = _cargoc.ai_roadveh_count[p->ainew.cargo];
-
- // Let's check it backwards.. we simply want to best engine available..
- for (i=start+count-1;i>=start;i--) {
- // Is it availiable?
- // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
- if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
- // Can we build it?
- r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (r != CMD_ERROR) break;
- }
- // We did not find a vehicle :(
- if (r == CMD_ERROR) { return -1; }
- return i;
- }
-}
-
-// Builds the best vehicle possible
-int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
- int i = AiNew_PickVehicle(p);
- if (i == -1) return CMD_ERROR;
-
- if (p->ainew.tbt == AI_TRAIN) {
- return CMD_ERROR;
- } else {
- return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
- }
-}
-
-int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
- static const byte _roadbits_by_dir[4] = {2,1,8,4};
- int r, r2;
- if (p->ainew.tbt == AI_TRAIN) {
- return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
- } else {
- r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (r == CMD_ERROR) return r;
- // Try to build the road from the depot
- r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- // If it fails, ignore it..
- if (r2 == CMD_ERROR) return r;
- return r + r2;
- }
-}
+#include "stdafx.h"
+#include "ttd.h"
+#include "command.h"
+#include "ai.h"
+#include "engine.h"
+
+// Build HQ
+// Params:
+// tile : tile where HQ is going to be build
+bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
+ if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
+ return false;
+ DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
+ return true;
+}
+
+// Build station
+// Params:
+// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
+// tile : tile where station is going to be build
+// length : in case of AI_TRAIN: length of station
+// numtracks : in case of AI_TRAIN: tracks of station
+// direction : the direction of the station
+// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
+int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
+ if (type == AI_TRAIN)
+ return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
+ else if (type == AI_BUS)
+ return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
+ else
+ return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
+}
+
+// Builds a brdige. The second best out of the ones available for this player
+// Params:
+// tile_a : starting point
+// tile_b : end point
+// flag : flag passed to DoCommand
+int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
+ int bridge_type, bridge_len, type, type2;
+
+ // Find a good bridgetype (the best money can buy)
+ bridge_len = GetBridgeLength(tile_a, tile_b);
+ type = type2 = 0;
+ for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
+ if (CheckBridge_Stuff(bridge_type, bridge_len)) {
+ type2 = type;
+ type = bridge_type;
+ // We found two bridges, exit
+ if (type2 != 0)
+ break;
+ }
+ }
+ // There is only one bridge that can be build..
+ if (type2 == 0 && type != 0) type2 = type;
+
+ // Now, simply, build the bridge!
+ if (p->ainew.tbt == AI_TRAIN)
+ return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+ else
+ return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+}
+
+
+// Build the route part by part
+// Basicly what this function do, is build that amount of parts of the route
+// that go in the same direction. It sets 'part' to the last part of the route builded.
+// The return value is the cost for the builded parts
+//
+// Params:
+// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
+// part : Which part we need to build
+//
+// TODO: skip already builded road-pieces (e.g.: cityroad)
+int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
+ int part = PathFinderInfo->position;
+ byte *route_extra = PathFinderInfo->route_extra;
+ TileIndex *route = PathFinderInfo->route;
+ int dir;
+ int old_dir = -1;
+ int cost = 0;
+ int res;
+ // We need to calculate the direction with the parent of the parent.. so we skip
+ // the first pieces and the last piece
+ if (part < 1) part = 1;
+ // When we are done, stop it
+ if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
+
+
+ if (PathFinderInfo->rail_or_road) {
+ // Tunnel code
+ if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+ cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+ // Bridge code
+ if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
+ cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+
+ // Build normal rail
+ // Keep it doing till we go an other way
+ if (route_extra[part-1] == 0 && route_extra[part] == 0) {
+ while (route_extra[part] == 0) {
+ // Get the current direction
+ dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
+ // Is it the same as the last one?
+ if (old_dir != -1 && old_dir != dir) break;
+ old_dir = dir;
+ // Build the tile
+ res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
+ if (res == CMD_ERROR) {
+ // Problem.. let's just abort it all!
+ p->ainew.state = AI_STATE_NOTHING;
+ return 0;
+ }
+ cost += res;
+ // Go to the next tile
+ part++;
+ // Check if it is still in range..
+ if (part >= PathFinderInfo->route_length - 1) break;
+ }
+ part--;
+ }
+ // We want to return the last position, so we go back one
+ PathFinderInfo->position = part;
+ } else {
+ // Tunnel code
+ if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+ cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+ // Bridge code
+ if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
+ cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+
+ // Build normal road
+ // Keep it doing till we go an other way
+ // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
+ // it will wait till the vehicle is gone..
+ if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
+ while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
+ // Get the current direction
+ dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
+ // Is it the same as the last one?
+ if (old_dir != -1 && old_dir != dir) break;
+ old_dir = dir;
+ // There is already some road, and it is a bridge.. don't build!!!
+ if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) {
+ // Build the tile
+ res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
+ // Currently, we ignore CMD_ERRORs!
+ if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) {
+ // Problem.. let's just abort it all!
+ DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
+ p->ainew.state = AI_STATE_NOTHING;
+ return 0;
+ } else {
+ if (res != CMD_ERROR)
+ cost += res;
+ }
+ }
+ // Go to the next tile
+ part++;
+ // Check if it is still in range..
+ if (part >= PathFinderInfo->route_length - 1) break;
+ }
+ part--;
+ // We want to return the last position, so we go back one
+ }
+ if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
+ PathFinderInfo->position = part;
+ }
+
+ return cost;
+}
+
+// This functions tries to find the best vehicle for this type of cargo
+// It returns vehicle_id or -1 if not found
+int AiNew_PickVehicle(Player *p) {
+ if (p->ainew.tbt == AI_TRAIN) {
+ // Not supported yet
+ return -1;
+ } else {
+ int start, count, i, r = CMD_ERROR;
+ start = _cargoc.ai_roadveh_start[p->ainew.cargo];
+ count = _cargoc.ai_roadveh_count[p->ainew.cargo];
+
+ // Let's check it backwards.. we simply want to best engine available..
+ for (i=start+count-1;i>=start;i--) {
+ // Is it availiable?
+ // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
+ if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
+ // Can we build it?
+ r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
+ if (r != CMD_ERROR) break;
+ }
+ // We did not find a vehicle :(
+ if (r == CMD_ERROR) { return -1; }
+ return i;
+ }
+}
+
+// Builds the best vehicle possible
+int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
+ int i = AiNew_PickVehicle(p);
+ if (i == -1) return CMD_ERROR;
+
+ if (p->ainew.tbt == AI_TRAIN) {
+ return CMD_ERROR;
+ } else {
+ return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
+ }
+}
+
+int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
+ static const byte _roadbits_by_dir[4] = {2,1,8,4};
+ int r, r2;
+ if (p->ainew.tbt == AI_TRAIN) {
+ return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
+ } else {
+ r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
+ if (r == CMD_ERROR) return r;
+ // Try to build the road from the depot
+ r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ // If it fails, ignore it..
+ if (r2 == CMD_ERROR) return r;
+ return r + r2;
+ }
+}
diff --git a/ai_new.c b/ai_new.c
index 0c03b3893..0f15ef3b8 100644
--- a/ai_new.c
+++ b/ai_new.c
@@ -1,1221 +1,1221 @@
-/*
- * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI
- */
-
-// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen
-// doet de AI helemaal niets meer
-// TODO: depot rondjes rijden stom iets dingus
-// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne...
-// TODO: als er iets in path komt, bouwt AI gewoon verder :(
-// TODO: mail routes
-
-/*
- * End of Dutch part
- */
-
-#include "stdafx.h"
-#include "ttd.h"
-#include "command.h"
-#include "ai.h"
-#include "town.h"
-#include "industry.h"
-#include "station.h"
-#include "engine.h"
-#include "gui.h"
-
-// This function is called after StartUp. It is the init of an AI
-static void AiNew_State_FirstTime(Player *p) {
- // This assert is used to protect those function from misuse
- // You have quickly a small mistake in the state-array
- // With that, everything would go wrong. Finding that, is almost impossible
- // With this assert, that problem can never happen.
- assert(p->ainew.state == AI_STATE_FIRST_TIME);
- // We first have to init some things
-
- if (_current_player == 1) {
- ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
- }
-
- // The PathFinder (AyStar)
- // TODO: Maybe when an AI goes bankrupt, this is de-init
- // or when coming from a savegame.. should be checked out!
- p->ainew.path_info.start_tile_tl = 0;
- p->ainew.path_info.start_tile_br = 0;
- p->ainew.path_info.end_tile_tl = 0;
- p->ainew.path_info.end_tile_br = 0;
- p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
-
- p->ainew.idle = 0;
-
- // We ALWAYS start with a bus route.. just some basic money ;)
- p->ainew.action = AI_ACTION_BUS_ROUTE;
-
- // Let's popup the news, and after that, start building..
- p->ainew.state = AI_STATE_WAKE_UP;
-}
-
-// This function just waste some time
-// It keeps it more real. The AI can build on such tempo no normal user
-// can ever keep up with that. The competitor_speed already delays a bit
-// but after the AI finished a track it really needs to go to sleep.
-//
-// Let's say, we sleep between one and three days if the AI is put on Very Fast.
-// This means that on Very Slow it will be between 16 and 48 days.. slow enough?
-static void AiNew_State_Nothing(Player *p) {
- assert(p->ainew.state == AI_STATE_NOTHING);
- // If we are done idling, start over again
- // There go 74 ticks in a day
- if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74;
- if (--p->ainew.idle == 0) {
- // We are done idling.. what you say? Let's do something!
- // I mean.. the next tick ;)
- p->ainew.state = AI_STATE_WAKE_UP;
- }
-}
-
-// This function picks out a task we are going to do.
-// Currently supported:
-// - Make new route
-// - Check route
-// - Build HQ
-static void AiNew_State_WakeUp(Player *p) {
- int32 money;
- int c;
- assert(p->ainew.state == AI_STATE_WAKE_UP);
- // First, check if we have a HQ
- if (p->location_of_house == 0) {
- // We have no HQ yet, build one on a random place
- // Random till we found a place for it!
- // TODO: this should not be on a random place..
- while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { }
- // Enough for now, but we want to come back here the next time
- // so we do not change any status
- return;
- }
-
- money = p->player_money - AI_MINIMUM_MONEY;
-
- // Let's pick an action!
- if (p->ainew.action == AI_ACTION_NONE) {
- c = Random() & 0xFF;
- if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
- c < 10) {
- p->ainew.action = AI_ACTION_REPAY_LOAN;
- } else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
- // Do we have any spots for road-vehicles left open?
- if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
- if (c < 65) p->ainew.action = AI_ACTION_TRUCK_ROUTE;
- else p->ainew.action = AI_ACTION_BUS_ROUTE;
- }
- }/* else if (c < 200 && !_patches.ai_disable_veh_train) {
- if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
- p->ainew.action = AI_ACTION_TRAIN_ROUTE;
- }
- }*/
- }
-
- if (_patches.ai_disable_veh_roadveh && (
- p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
-
- if (_patches.ai_disable_veh_roadveh && (
- p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
-
- if (p->ainew.action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) {
- // We start repaying some money..
- p->ainew.state = AI_STATE_REPAY_MONEY;
- return;
- }
-
- // It is useless to start finding a route if we don't have enough money
- // to build the route anyway..
- if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) {
- if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
- p->ainew.cargo = AI_NEED_CARGO;
- p->ainew.state = AI_STATE_LOCATE_ROUTE;
- p->ainew.tbt = AI_BUS; // Bus-route
- return;
- }
- if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
- if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
- p->ainew.cargo = AI_NEED_CARGO;
- p->ainew.last_id = 0;
- p->ainew.state = AI_STATE_LOCATE_ROUTE;
- p->ainew.tbt = AI_TRUCK;
- return;
- }
-
- p->ainew.state = AI_STATE_NOTHING;
-}
-
-static void AiNew_State_ActionDone(Player *p) {
- p->ainew.action = AI_ACTION_NONE;
- p->ainew.state = AI_STATE_NOTHING;
-}
-
-// Check if a city or industry is good enough to start a route there
-static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
- if (type == AI_CITY) {
- Town *t = DEREF_TOWN(ic);
- Station *st;
- int count = 0;
- int j = 0;
-
- // We don't like roadconstructions, don't even true such a city
- if (t->road_build_months != 0) return false;
-
- // Check if the rating in a city is high enough
- // If not, take a chance if we want to continue
- if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
-
- if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
-
- // Check if we have build a station in this town the last 6 months
- // else we don't do it. This is done, because stat updates can be slow
- // and sometimes it takes up to 4 months before the stats are corectly.
- // This way we don't get 12 busstations in one city of 100 population ;)
- FOR_ALL_STATIONS(st) {
- // Is it an active station
- if (st->xy == 0) continue;
- // Do we own it?
- if (st->owner == _current_player) {
- // Are we talking busses?
- if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
- // Is it the same city as we are in now?
- if (st->town != t) continue;
- // When was this station build?
- if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
- // Cound the amount of stations in this city that we own
- count++;
- } else {
- // We do not own it, request some info about the station
- // we want to know if this station gets the same good. If so,
- // we want to know its rating. If it is too high, we are not going
- // to build there
- if (!st->goods[CT_PASSENGERS].last_speed) continue;
- // Is it around our city
- if (GetTileDist(st->xy, t->xy) > 10) continue;
- // It does take this cargo.. what is his rating?
- if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
- j++;
- // When this is the first station, we build a second with no problem ;)
- if (j == 1) continue;
- // The rating is high.. second station...
- // a little chance that we still continue
- // But if there are 3 stations of this size, we never go on...
- if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
- // We don't like this station :(
- return false;
- }
- }
-
- // We are about to add one...
- count++;
- // Check if we the city can provide enough cargo for this amount of stations..
- if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
-
- // All check are okay, so we can build here!
- return true;
- }
- if (type == AI_INDUSTRY) {
- Industry *i = DEREF_INDUSTRY(ic);
- Station *st;
- int count = 0;
- int j = 0;
-
- if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
-
- // No limits on delevering stations!
- // Or for industry that does not give anything yet
- if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
-
- if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
-
- // Check if we have build a station in this town the last 6 months
- // else we don't do it. This is done, because stat updates can be slow
- // and sometimes it takes up to 4 months before the stats are corectly.
- FOR_ALL_STATIONS(st) {
- // Is it an active station
- if (st->xy == 0) continue;
-
- // Do we own it?
- if (st->owner == _current_player) {
- // Are we talking trucks?
- if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
- // Is it the same city as we are in now?
- if (st->town != i->town) continue;
- // When was this station build?
- if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
- // Cound the amount of stations in this city that we own
- count++;
- } else {
- // We do not own it, request some info about the station
- // we want to know if this station gets the same good. If so,
- // we want to know its rating. If it is too high, we are not going
- // to build there
- if (i->produced_cargo[0] == 0xFF) continue;
- // It does not take this cargo
- if (!st->goods[i->produced_cargo[0]].last_speed) continue;
- // Is it around our industry
- if (GetTileDist(st->xy, i->xy) > 5) continue;
- // It does take this cargo.. what is his rating?
- if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
- j++;
- // The rating is high.. a little chance that we still continue
- // But if there are 2 stations of this size, we never go on...
- if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
- // We don't like this station :(
- return false;
- }
- }
-
- // We are about to add one...
- count++;
- // Check if we the city can provide enough cargo for this amount of stations..
- if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
-
- // All check are okay, so we can build here!
- return true;
- }
-
- return true;
-}
-
-// This functions tries to locate a good route
-static void AiNew_State_LocateRoute(Player *p) {
- assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
- // For now, we only support PASSENGERS, CITY and BUSSES
-
- // We don't have a route yet
- if (p->ainew.cargo == AI_NEED_CARGO) {
- p->ainew.new_cost = 0; // No cost yet
- p->ainew.temp = -1;
- // Reset the counter
- p->ainew.counter = 0;
-
- p->ainew.from_ic = -1;
- p->ainew.to_ic = -1;
- if (p->ainew.tbt == AI_BUS) {
- // For now we only have a passenger route
- p->ainew.cargo = CT_PASSENGERS;
-
- // Find a route to cities
- p->ainew.from_type = AI_CITY;
- p->ainew.to_type = AI_CITY;
- } else if (p->ainew.tbt == AI_TRUCK) {
- p->ainew.cargo = AI_NO_CARGO;
-
- p->ainew.from_type = AI_INDUSTRY;
- p->ainew.to_type = AI_INDUSTRY;
- }
-
- // Now we are doing initing, we wait one tick
- return;
- }
-
- // Increase the counter and abort if it is taking too long!
- p->ainew.counter++;
- if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
- // Switch back to doing nothing!
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- // We are going to locate a city from where we are going to connect
- if (p->ainew.from_ic == -1) {
- if (p->ainew.temp == -1) {
- // First, we pick a random spot to search from
- if (p->ainew.from_type == AI_CITY)
- p->ainew.temp = RandomRange(_total_towns);
- else
- p->ainew.temp = RandomRange(_total_industries);
- }
-
- if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
- // It was not a valid city
- // increase the temp with one, and return. We will come back later here
- // to try again
- p->ainew.temp++;
- if (p->ainew.from_type == AI_CITY) {
- if (p->ainew.temp >= _total_towns) p->ainew.temp = 0;
- } else {
- if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
- }
-
- // Don't do an attempt if we are trying the same id as the last time...
- if (p->ainew.last_id == p->ainew.temp) return;
- p->ainew.last_id = p->ainew.temp;
-
- return;
- }
-
- // We found a good city/industry, save the data of it
- p->ainew.from_ic = p->ainew.temp;
-
- // Start the next tick with finding a to-city
- p->ainew.temp = -1;
- return;
- }
-
- // Find a to-city
- if (p->ainew.temp == -1) {
- // First, we pick a random spot to search to
- if (p->ainew.to_type == AI_CITY)
- p->ainew.temp = RandomRange(_total_towns);
- else
- p->ainew.temp = RandomRange(_total_industries);
- }
-
- // The same city is not allowed
- // Also check if the city is valid
- if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
- // Maybe it is valid..
-
- // We need to know if they are not to far apart from eachother..
- // We do that by checking how much cargo we have to move and how long the route
- // is.
-
- if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
- int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
- max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
- // max_cargo is now the amount of cargo we can move between the two cities
- // If it is more then the distance, we allow it
- if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
- // We found a good city/industry, save the data of it
- p->ainew.to_ic = p->ainew.temp;
- p->ainew.state = AI_STATE_FIND_STATION;
-
- DEBUG(ai,1)("[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
-
- p->ainew.from_tile = 0;
- p->ainew.to_tile = 0;
-
- return;
- }
- } else if (p->ainew.tbt == AI_TRUCK) {
- bool found = false;
- int max_cargo = 0;
- int i;
- // TODO: in max_cargo, also check other cargo (beside [0])
- // First we check if the from_ic produces cargo that this ic accepts
- if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) {
- for (i=0;i<3;i++) {
- if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
- if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) {
- // Found a compatbiel industry
- max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
- found = true;
- p->ainew.from_deliver = true;
- p->ainew.to_deliver = false;
- break;
- }
- }
- }
- if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.temp)->total_production[0] != 0) {
- // If not check if the current ic produces cargo that the from_ic accepts
- for (i=0;i<3;i++) {
- if (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
- if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) {
- // Found a compatbiel industry
- found = true;
- max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
- p->ainew.from_deliver = false;
- p->ainew.to_deliver = true;
- break;
- }
- }
- }
- if (found) {
- // Yeah, they are compatible!!!
- // Check the length against the amount of goods
- if (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
- GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
- p->ainew.to_ic = p->ainew.temp;
- if (p->ainew.from_deliver) {
- p->ainew.cargo = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0];
- } else {
- p->ainew.cargo = DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0];
- }
- p->ainew.state = AI_STATE_FIND_STATION;
-
- DEBUG(ai,1)("[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
-
- p->ainew.from_tile = 0;
- p->ainew.to_tile = 0;
-
- return;
- }
- }
- }
- }
-
- // It was not a valid city
- // increase the temp with one, and return. We will come back later here
- // to try again
- p->ainew.temp++;
- if (p->ainew.to_type == AI_CITY) {
- if (p->ainew.temp >= _total_towns) p->ainew.temp = 0;
- } else {
- if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
- }
-
- // Don't do an attempt if we are trying the same id as the last time...
- if (p->ainew.last_id == p->ainew.temp) return;
- p->ainew.last_id = p->ainew.temp;
-}
-
-// Check if there are not more then a certain amount of vehicles pointed to a certain
-// station. This to prevent 10 busses going to one station, which gives... problems ;)
-static bool AiNew_CheckVehicleStation(Player *p, Station *st) {
- int count = 0;
- Vehicle *v;
- uint16 *sched;
- uint16 ord;
-
- // Also check if we don't have already a lot of busses to this city...
- FOR_ALL_VEHICLES(v) {
- if (v->owner == _current_player) {
- sched = v->schedule_ptr;
- while (sched != NULL && (ord=*sched++) != 0) {
- if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) {
- // This vehicle has this city in his list
- count++;
- }
- }
- }
- }
-
- if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
- return true;
-}
-
-extern const byte _roadveh_speed[88];
-extern const byte _roadveh_capacity[88];
-
-// This function finds a good spot for a station
-static void AiNew_State_FindStation(Player *p) {
- TileIndex tile;
- Station *st;
- int i, count = 0;
- TileIndex new_tile = 0;
- byte direction = 0;
- Town *town = NULL;
- Industry *industry = NULL;
- assert(p->ainew.state == AI_STATE_FIND_STATION);
-
- if (p->ainew.from_tile == 0) {
- // First we scan for a station in the from-city
- if (p->ainew.from_type == AI_CITY) {
- town = DEREF_TOWN(p->ainew.from_ic);
- tile = town->xy;
- } else {
- industry = DEREF_INDUSTRY(p->ainew.from_ic);
- tile = industry->xy;
- }
- } else if (p->ainew.to_tile == 0) {
- // Second we scan for a station in the to-city
- if (p->ainew.to_type == AI_CITY) {
- town = DEREF_TOWN(p->ainew.to_ic);
- tile = town->xy;
- } else {
- industry = DEREF_INDUSTRY(p->ainew.to_ic);
- tile = industry->xy;
- }
- } else {
- // Unsupported request
- // Go to FIND_PATH
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_PATH;
- return;
- }
-
- // First, we are going to look at the stations that already exist inside the city
- // If there is enough cargo left in the station, we take that station
- // If that is not possible, and there are more then 2 stations in the city, abort
- i = AiNew_PickVehicle(p);
- // Euhmz, this should not happen _EVER_
- // Quit finding a route...
- if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
-
- FOR_ALL_STATIONS(st) {
- if (st->xy != 0) {
- if (st->owner == _current_player) {
- if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
- if (st->town == town) {
- // Check how much cargo there is left in the station
- if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) {
- if (AiNew_CheckVehicleStation(p, st)) {
- // We did found a station that was good enough!
- new_tile = st->xy;
- // Cheap way to get the direction of the station...
- // Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
- direction = _map5[st->xy] - 0x47;
- break;
- }
- }
- count++;
- }
- }
- }
- }
- }
- // We are going to add a new station...
- if (new_tile == 0) count++;
- // No more then 2 stations allowed in a city
- // This is because only the best 2 stations of one cargo do get any cargo
- if (count > 2) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
- uint x, y, i = 0;
- int r;
- uint best;
- uint accepts[NUM_CARGO];
- TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
- uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
- // To find a good spot we scan a range from the center, a get the point
- // where we get the most cargo and where it is buildable.
- // TODO: also check for station of myself and make sure we are not
- // taking eachothers passangers away (bad result when it does not)
- for (x = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
- for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
- new_tile = TILE_XY(x,y);
- if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) {
- // This tile we can build on!
- // Check acceptance
- GetAcceptanceAroundTiles(accepts, new_tile, 1, 1);
- // >> 3 == 0 means no cargo
- if (accepts[p->ainew.cargo] >> 3 == 0) continue;
- // See if we can build the station
- r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
- if (r == CMD_ERROR) continue;
- // We can build it, so add it to found_spot
- found_spot[i] = new_tile;
- found_best[i++] = accepts[p->ainew.cargo];
- }
- }
- }
-
- // If i is still zero, we did not found anything :(
- if (i == 0) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- // Go through all the found_best and check which has the highest value
- best = 0;
- new_tile = 0;
-
- for (x=0;x<i;x++) {
- if (found_best[x] > best ||
- (found_best[x] == best && GetTileDist(tile, new_tile) > GetTileDist(tile, found_spot[x]))) {
- new_tile = found_spot[x];
- best = found_best[x];
- }
- }
-
- // See how much it is going to cost us...
- r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
- p->ainew.new_cost += r;
-
- direction = AI_PATHFINDER_NO_DIRECTION;
- } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
- // Truck station locater works differently.. a station can be on any place
- // as long as it is in range. So we give back code AI_STATION_RANGE
- // so the pathfinder routine can work it out!
- new_tile = AI_STATION_RANGE;
- direction = AI_PATHFINDER_NO_DIRECTION;
- }
-
- if (p->ainew.from_tile == 0) {
- p->ainew.from_tile = new_tile;
- p->ainew.from_direction = direction;
- // Now we found thisone, go in for to_tile
- return;
- } else if (p->ainew.to_tile == 0) {
- p->ainew.to_tile = new_tile;
- p->ainew.to_direction = direction;
- // K, done placing stations!
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_PATH;
- return;
- }
-}
-
-// We try to find a path between 2 points
-static void AiNew_State_FindPath(Player *p) {
- int r;
- assert(p->ainew.state == AI_STATE_FIND_PATH);
-
- // First time, init some data
- if (p->ainew.temp == -1) {
- // Init path_info
- if (p->ainew.from_tile == AI_STATION_RANGE) {
- // For truck routes we take a range around the industry
- p->ainew.path_info.start_tile_tl = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1);
- p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(1,1);
- p->ainew.path_info.start_direction = p->ainew.from_direction;
- } else {
- p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
- p->ainew.path_info.start_tile_br = p->ainew.from_tile;
- p->ainew.path_info.start_direction = p->ainew.from_direction;
- }
-
- if (p->ainew.to_tile == AI_STATION_RANGE) {
- p->ainew.path_info.end_tile_tl = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1);
- p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(1,1);
- p->ainew.path_info.end_direction = p->ainew.to_direction;
- } else {
- p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
- p->ainew.path_info.end_tile_br = p->ainew.to_tile;
- p->ainew.path_info.end_direction = p->ainew.to_direction;
- }
-
- if (p->ainew.tbt == AI_TRAIN)
- p->ainew.path_info.rail_or_road = true;
- else
- p->ainew.path_info.rail_or_road = false;
-
- // First, clean the pathfinder with our new begin and endpoints
- clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
-
- p->ainew.temp = 0;
- }
-
- // Start the pathfinder
- r = p->ainew.pathfinder->main(p->ainew.pathfinder);
- // If it return: no match, stop it...
- if (r == AYSTAR_NO_PATH) {
- DEBUG(ai,1)("[AiNew] PathFinder found no route!");
- // Start all over again...
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- if (r == AYSTAR_FOUND_END_NODE) {
- // We found the end-point
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_DEPOT;
- return;
- }
- // In any other case, we are still busy finding the route...
-}
-
-// This function tries to locate a good place for a depot!
-static void AiNew_State_FindDepot(Player *p) {
- // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
- // Simple, easy, works!
- // To make the depot stand in the middle of the route, we start from the center..
- // But first we walk through the route see if we can find a depot that is ours
- // this keeps things nice ;)
- int g, i, j, r;
- TileIndex tile;
- assert(p->ainew.state == AI_STATE_FIND_DEPOT);
-
- p->ainew.depot_tile = 0;
-
- for (i=2;i<p->ainew.path_info.route_length-2;i++) {
- tile = p->ainew.path_info.route[i];
- for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
- if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_STREET)) {
- // Its a street, test if it is a depot
- if (_map5[tile + _tileoffs_by_dir[j]] & 0x20) {
- // We found a depot, is it ours? (TELL ME!!!)
- if (_map_owner[tile + _tileoffs_by_dir[j]] == _current_player) {
- // Now, is it pointing to the right direction.........
- if ((_map5[tile + _tileoffs_by_dir[j]] & 3) == (j ^ 2)) {
- // Yeah!!!
- p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
- p->ainew.depot_direction = j ^ 2; // Reverse direction
- p->ainew.state = AI_STATE_VERIFY_ROUTE;
- return;
- }
- }
- }
- }
- }
- }
-
- // This routine let depot finding start in the middle, and work his way to the stations
- // It makes depot placing nicer :)
- i = p->ainew.path_info.route_length / 2;
- g = 1;
- while (i > 1 && i < p->ainew.path_info.route_length - 2) {
- i += g;
- g *= -1;
- (g < 0?g--:g++);
-
- if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
- // Bridge or tunnel.. we can't place a depot there
- continue;
- }
-
- tile = p->ainew.path_info.route[i];
-
- for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
- // It may not be placed on the road/rail itself
- // And because it is not build yet, we can't see it on the tile..
- // So check the surrounding tiles :)
- if (tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i-1] ||
- tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue;
- // Not around a bridge?
- if (p->ainew.path_info.route_extra[i] != 0) continue;
- if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue;
- // Is the terrain clear?
- if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) ||
- IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) {
- TileInfo ti;
- FindLandscapeHeightByTile(&ti, tile);
- // If the current tile is on a slope (tileh != 0) then we do not allow this
- if (ti.tileh != 0) continue;
- // Check if everything went okay..
- r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0);
- if (r == CMD_ERROR) continue;
- // Found a spot!
- p->ainew.new_cost += r;
- p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
- p->ainew.depot_direction = j ^ 2; // Reverse direction
- p->ainew.state = AI_STATE_VERIFY_ROUTE;
- return;
- }
- }
- }
-
- // Failed to find a depot?
- p->ainew.state = AI_STATE_NOTHING;
-}
-
-
-// This function calculates how many vehicles there are needed on this
-// traject.
-// It works pretty simple: get the length, see how much we move around
-// and hussle that, and you know how many vehicles there are needed.
-// It returns the cost for the vehicles
-static int AiNew_HowManyVehicles(Player *p) {
- if (p->ainew.tbt == AI_BUS) {
- // For bus-routes we look at the time before we are back in the station
- int i, length, tiles_a_day;
- int amount;
- i = AiNew_PickVehicle(p);
- if (i == -1) return 0;
- // Passenger run.. how long is the route?
- length = p->ainew.path_info.route_length;
- // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
- // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
- tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
- // We want a vehicle in a station once a month at least, so, calculate it!
- // (the * 2 is because we have 2 stations ;))
- amount = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2;
- if (amount == 0) amount = 1;
- return amount;
- } else if (p->ainew.tbt == AI_TRUCK) {
- // For truck-routes we look at the cargo
- int i, length, amount, tiles_a_day;
- int max_cargo;
- i = AiNew_PickVehicle(p);
- if (i == -1) return 0;
- // Passenger run.. how long is the route?
- length = p->ainew.path_info.route_length;
- // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
- // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
- tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
- if (p->ainew.from_deliver)
- max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
- else
- max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
-
- // This is because moving 60% is more then we can dream of!
- max_cargo *= 0.6;
- // We want all the cargo to be gone in a month.. so, we know the cargo it delivers
- // we know what the vehicle takes with him, and we know the time it takes him
- // to get back here.. now let's do some math!
- amount = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX]));
- amount += 1;
- return amount;
- } else {
- // Currently not supported
- return 0;
- }
-}
-
-
-// This function checks:
-// - If the route went okay
-// - Calculates the amount of money needed to build the route
-// - Calculates how much vehicles needed for the route
-static void AiNew_State_VerifyRoute(Player *p) {
- int res, i;
- assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
-
- // Let's calculate the cost of the path..
- // new_cost already contains the cost of the stations
- p->ainew.path_info.position = -1;
-
- do {
- p->ainew.path_info.position++;
- p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
- } while (p->ainew.path_info.position != -2);
-
- // Now we know the price of build station + path. Now check how many vehicles
- // we need and what the price for that will be
- res = AiNew_HowManyVehicles(p);
- // If res == 0, no vehicle was found, or an other problem did occour
- if (res == 0) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- p->ainew.amount_veh = res;
- p->ainew.cur_veh = 0;
-
- // Check how much it it going to cost us..
- for (i=0;i<res;i++) {
- p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
- }
-
- // Now we know how much the route is going to cost us
- // Check if we have enough money for it!
- if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
- // Too bad..
- DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- // Now we can build the route, check the direction of the stations!
- if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
- p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
- }
- if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
- p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
- }
- if (p->ainew.from_tile == AI_STATION_RANGE)
- p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
- if (p->ainew.to_tile == AI_STATION_RANGE)
- p->ainew.to_tile = p->ainew.path_info.route[0];
-
- p->ainew.state = AI_STATE_BUILD_STATION;
- p->ainew.temp = 0;
-
- DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
-}
-
-// Build the stations
-static void AiNew_State_BuildStation(Player *p) {
- int res = 0;
- assert(p->ainew.state == AI_STATE_BUILD_STATION);
- if (p->ainew.temp == 0) {
- if (!IS_TILETYPE(p->ainew.from_tile, MP_STATION))
- res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
- }
- else {
- if (!IS_TILETYPE(p->ainew.to_tile, MP_STATION))
- res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
- p->ainew.state = AI_STATE_BUILD_PATH;
- }
- if (res == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
- p->ainew.state = AI_STATE_NOTHING;
- // If the first station _was_ build, destroy it
- if (p->ainew.temp != 0)
- DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- return;
- }
- p->ainew.temp++;
-}
-
-// Build the path
-static void AiNew_State_BuildPath(Player *p) {
- assert(p->ainew.state == AI_STATE_BUILD_PATH);
- // p->ainew.temp is set to -1 when this function is called for the first time
- if (p->ainew.temp == -1) {
- DEBUG(ai,1)("[AiNew] Starting to build the path..");
- // Init the counter
- p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
- // Set the position to the startingplace (-1 because in a minute we do ++)
- p->ainew.path_info.position = -1;
- // And don't do this again
- p->ainew.temp = 0;
- }
- // Building goes very fast on normal rate, so we are going to slow it down..
- // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
- if (--p->ainew.counter != 0) return;
- p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
-
- // Increase the building position
- p->ainew.path_info.position++;
- // Build route
- AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
- if (p->ainew.path_info.position == -2) {
- // This means we are done building!
-
- if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
- static const byte _roadbits_by_dir[4] = {2,1,8,4};
- // If they not queue, they have to go up and down to try again at a station...
- // We don't want that, so try building some road left or right of the station
- short dir1, dir2, dir3;
- TileIndex tile;
- int i, r;
- for (i=0;i<2;i++) {
- if (i == 0) {
- tile = p->ainew.from_tile + _tileoffs_by_dir[p->ainew.from_direction];
- dir1 = p->ainew.from_direction - 1;
- if (dir1 < 0) dir1 = 3;
- dir2 = p->ainew.from_direction + 1;
- if (dir2 > 3) dir2 = 0;
- dir3 = p->ainew.from_direction;
- } else {
- tile = p->ainew.to_tile + _tileoffs_by_dir[p->ainew.to_direction];
- dir1 = p->ainew.to_direction - 1;
- if (dir1 < 0) dir1 = 3;
- dir2 = p->ainew.to_direction + 1;
- if (dir2 > 3) dir2 = 0;
- dir3 = p->ainew.to_direction;
- }
-
- DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
-
- dir1 = _tileoffs_by_dir[dir1];
- dir2 = _tileoffs_by_dir[dir2];
- dir3 = _tileoffs_by_dir[dir3];
- r = CMD_ERROR;
- if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES))
- r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (r != CMD_ERROR)
- if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1+dir1, MP_TREES))
- DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
-
- r = CMD_ERROR;
- if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
- DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (r != CMD_ERROR)
- if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES))
- DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
-
- r = CMD_ERROR;
- if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
- DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (r != CMD_ERROR)
- if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES))
- DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- }
- }
-
-
- DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
- p->ainew.state = AI_STATE_BUILD_DEPOT;
- }
-}
-
-// Builds the depot
-static void AiNew_State_BuildDepot(Player *p) {
- int res = 0;
- assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
-
- if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
- if (_map_owner[p->ainew.depot_tile] == _current_player) {
- // The depot is already builded!
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
- return;
- } else {
- // There is a depot, but not of our team! :(
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- }
-
- // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
- if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction]))
- return;
-
- res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
- if (res == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
- p->ainew.idle = 1;
- p->ainew.veh_main_id = (VehicleID)-1;
-}
-
-// Build vehicles
-static void AiNew_State_BuildVehicle(Player *p) {
- int res;
- assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
-
- // Check if we need to build a vehicle
- if (p->ainew.amount_veh == 0) {
- // Nope, we are done!
- // This means: we are all done! The route is open.. go back to NOTHING
- // He will idle some time and it will all start over again.. :)
- p->ainew.state = AI_STATE_ACTION_DONE;
- return;
- }
- if (--p->ainew.idle != 0) return;
- // It is realistic that the AI can only build 1 vehicle a day..
- // This makes sure of that!
- p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
-
- // Build the vehicle
- res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
- if (res == CMD_ERROR) {
- // This happens when the AI can't build any more vehicles!
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- // Increase the current counter
- p->ainew.cur_veh++;
- // Decrease the total counter
- p->ainew.amount_veh--;
- // Get the new ID
- if (p->ainew.tbt == AI_TRAIN) {
- } else {
- p->ainew.veh_id = _new_roadveh_id;
- }
- // Go give some orders!
- p->ainew.state = AI_STATE_GIVE_ORDERS;
-}
-
-// Put the stations in the order list
-static void AiNew_State_GiveOrders(Player *p) {
- int order, flags;
- assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
-
- if (p->ainew.veh_main_id != (VehicleID)-1) {
- DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
-
- // Skip the first order if it is a second vehicle
- // This to make vehicles go different ways..
- if (p->ainew.veh_id & 1)
- DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
- p->ainew.state = AI_STATE_START_VEHICLE;
- return;
- } else {
- p->ainew.veh_main_id = p->ainew.veh_id;
- }
-
- // When more then 1 vehicle, we send them to different directions
- order = 0;
- flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
- if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
- flags |= OF_FULL_LOAD;
- DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
-
- order = 1;
- flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION;
- if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
- flags |= OF_FULL_LOAD;
- DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
-
- // Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
- if (_patches.gotodepot) {
- order = 2;
- flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD;
- DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
- }
-
- // Start the engines!
- p->ainew.state = AI_STATE_START_VEHICLE;
-}
-
-// Start the vehicle
-static void AiNew_State_StartVehicle(Player *p) {
- assert(p->ainew.state == AI_STATE_START_VEHICLE);
-
- // 3, 2, 1... go! (give START_STOP command ;))
- DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
- // Try to build an other vehicle (that function will stop building when needed)
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
-}
-
-// Repays money
-static void AiNew_State_RepayMoney(Player *p) {
- int i;
- for (i=0;i<AI_LOAN_REPAY;i++)
- DoCommandByTile(0, _current_player, 0, DC_EXEC, CMD_DECREASE_LOAN);
- p->ainew.state = AI_STATE_ACTION_DONE;
-}
-
-// Using the technique simular to the original AI
-// Keeps things logical
-// It really should be in the same order as the AI_STATE's are!
-static AiNew_StateFunction* const _ainew_state[] = {
- NULL,
- AiNew_State_FirstTime,
- AiNew_State_Nothing,
- AiNew_State_WakeUp,
- AiNew_State_LocateRoute,
- AiNew_State_FindStation,
- AiNew_State_FindPath,
- AiNew_State_FindDepot,
- AiNew_State_VerifyRoute,
- AiNew_State_BuildStation,
- AiNew_State_BuildPath,
- AiNew_State_BuildDepot,
- AiNew_State_BuildVehicle,
- AiNew_State_GiveOrders,
- AiNew_State_StartVehicle,
- AiNew_State_RepayMoney,
- AiNew_State_ActionDone,
- NULL,
-};
-
-static void AiNew_OnTick(Player *p) {
- if (_ainew_state[p->ainew.state] != NULL)
- _ainew_state[p->ainew.state](p);
-}
-
-void AiNewDoGameLoop(Player *p) {
- // If it is a human player, it is not an AI, so bubye!
- if (IS_HUMAN_PLAYER(_current_player))
- return;
-
- if (p->ainew.state == AI_STATE_STARTUP) {
- // The AI just got alive!
- p->ainew.state = AI_STATE_FIRST_TIME;
- p->ainew.tick = 0;
-
- // Only startup the AI
- return;
- }
-
- // We keep a ticker. We use it for competitor_speed
- p->ainew.tick++;
-
- // See what the speed is
- switch (_opt.diff.competitor_speed) {
- case 0: // Very slow
- if (!(p->ainew.tick&8)) return;
- break;
- case 1: // Slow
- if (!(p->ainew.tick&4)) return;
- break;
- case 2:
- if (!(p->ainew.tick&2)) return;
- break;
- case 3:
- if (!(p->ainew.tick&1)) return;
- break;
- case 4: // Very fast
- default: // Cool, a new speed setting.. ;) VERY fast ;)
- break;
- }
-
- // If we come here, we can do a tick.. do so!
- AiNew_OnTick(p);
-}
+/*
+ * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI
+ */
+
+// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen
+// doet de AI helemaal niets meer
+// TODO: depot rondjes rijden stom iets dingus
+// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne...
+// TODO: als er iets in path komt, bouwt AI gewoon verder :(
+// TODO: mail routes
+
+/*
+ * End of Dutch part
+ */
+
+#include "stdafx.h"
+#include "ttd.h"
+#include "command.h"
+#include "ai.h"
+#include "town.h"
+#include "industry.h"
+#include "station.h"
+#include "engine.h"
+#include "gui.h"
+
+// This function is called after StartUp. It is the init of an AI
+static void AiNew_State_FirstTime(Player *p) {
+ // This assert is used to protect those function from misuse
+ // You have quickly a small mistake in the state-array
+ // With that, everything would go wrong. Finding that, is almost impossible
+ // With this assert, that problem can never happen.
+ assert(p->ainew.state == AI_STATE_FIRST_TIME);
+ // We first have to init some things
+
+ if (_current_player == 1) {
+ ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
+ }
+
+ // The PathFinder (AyStar)
+ // TODO: Maybe when an AI goes bankrupt, this is de-init
+ // or when coming from a savegame.. should be checked out!
+ p->ainew.path_info.start_tile_tl = 0;
+ p->ainew.path_info.start_tile_br = 0;
+ p->ainew.path_info.end_tile_tl = 0;
+ p->ainew.path_info.end_tile_br = 0;
+ p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
+
+ p->ainew.idle = 0;
+
+ // We ALWAYS start with a bus route.. just some basic money ;)
+ p->ainew.action = AI_ACTION_BUS_ROUTE;
+
+ // Let's popup the news, and after that, start building..
+ p->ainew.state = AI_STATE_WAKE_UP;
+}
+
+// This function just waste some time
+// It keeps it more real. The AI can build on such tempo no normal user
+// can ever keep up with that. The competitor_speed already delays a bit
+// but after the AI finished a track it really needs to go to sleep.
+//
+// Let's say, we sleep between one and three days if the AI is put on Very Fast.
+// This means that on Very Slow it will be between 16 and 48 days.. slow enough?
+static void AiNew_State_Nothing(Player *p) {
+ assert(p->ainew.state == AI_STATE_NOTHING);
+ // If we are done idling, start over again
+ // There go 74 ticks in a day
+ if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74;
+ if (--p->ainew.idle == 0) {
+ // We are done idling.. what you say? Let's do something!
+ // I mean.. the next tick ;)
+ p->ainew.state = AI_STATE_WAKE_UP;
+ }
+}
+
+// This function picks out a task we are going to do.
+// Currently supported:
+// - Make new route
+// - Check route
+// - Build HQ
+static void AiNew_State_WakeUp(Player *p) {
+ int32 money;
+ int c;
+ assert(p->ainew.state == AI_STATE_WAKE_UP);
+ // First, check if we have a HQ
+ if (p->location_of_house == 0) {
+ // We have no HQ yet, build one on a random place
+ // Random till we found a place for it!
+ // TODO: this should not be on a random place..
+ while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { }
+ // Enough for now, but we want to come back here the next time
+ // so we do not change any status
+ return;
+ }
+
+ money = p->player_money - AI_MINIMUM_MONEY;
+
+ // Let's pick an action!
+ if (p->ainew.action == AI_ACTION_NONE) {
+ c = Random() & 0xFF;
+ if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
+ c < 10) {
+ p->ainew.action = AI_ACTION_REPAY_LOAN;
+ } else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
+ // Do we have any spots for road-vehicles left open?
+ if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
+ if (c < 65) p->ainew.action = AI_ACTION_TRUCK_ROUTE;
+ else p->ainew.action = AI_ACTION_BUS_ROUTE;
+ }
+ }/* else if (c < 200 && !_patches.ai_disable_veh_train) {
+ if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
+ p->ainew.action = AI_ACTION_TRAIN_ROUTE;
+ }
+ }*/
+ }
+
+ if (_patches.ai_disable_veh_roadveh && (
+ p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+
+ if (_patches.ai_disable_veh_roadveh && (
+ p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+
+ if (p->ainew.action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) {
+ // We start repaying some money..
+ p->ainew.state = AI_STATE_REPAY_MONEY;
+ return;
+ }
+
+ // It is useless to start finding a route if we don't have enough money
+ // to build the route anyway..
+ if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) {
+ if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+ p->ainew.cargo = AI_NEED_CARGO;
+ p->ainew.state = AI_STATE_LOCATE_ROUTE;
+ p->ainew.tbt = AI_BUS; // Bus-route
+ return;
+ }
+ if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
+ if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+ p->ainew.cargo = AI_NEED_CARGO;
+ p->ainew.last_id = 0;
+ p->ainew.state = AI_STATE_LOCATE_ROUTE;
+ p->ainew.tbt = AI_TRUCK;
+ return;
+ }
+
+ p->ainew.state = AI_STATE_NOTHING;
+}
+
+static void AiNew_State_ActionDone(Player *p) {
+ p->ainew.action = AI_ACTION_NONE;
+ p->ainew.state = AI_STATE_NOTHING;
+}
+
+// Check if a city or industry is good enough to start a route there
+static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
+ if (type == AI_CITY) {
+ Town *t = DEREF_TOWN(ic);
+ Station *st;
+ int count = 0;
+ int j = 0;
+
+ // We don't like roadconstructions, don't even true such a city
+ if (t->road_build_months != 0) return false;
+
+ // Check if the rating in a city is high enough
+ // If not, take a chance if we want to continue
+ if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
+
+ if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
+
+ // Check if we have build a station in this town the last 6 months
+ // else we don't do it. This is done, because stat updates can be slow
+ // and sometimes it takes up to 4 months before the stats are corectly.
+ // This way we don't get 12 busstations in one city of 100 population ;)
+ FOR_ALL_STATIONS(st) {
+ // Is it an active station
+ if (st->xy == 0) continue;
+ // Do we own it?
+ if (st->owner == _current_player) {
+ // Are we talking busses?
+ if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
+ // Is it the same city as we are in now?
+ if (st->town != t) continue;
+ // When was this station build?
+ if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
+ // Cound the amount of stations in this city that we own
+ count++;
+ } else {
+ // We do not own it, request some info about the station
+ // we want to know if this station gets the same good. If so,
+ // we want to know its rating. If it is too high, we are not going
+ // to build there
+ if (!st->goods[CT_PASSENGERS].last_speed) continue;
+ // Is it around our city
+ if (GetTileDist(st->xy, t->xy) > 10) continue;
+ // It does take this cargo.. what is his rating?
+ if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
+ j++;
+ // When this is the first station, we build a second with no problem ;)
+ if (j == 1) continue;
+ // The rating is high.. second station...
+ // a little chance that we still continue
+ // But if there are 3 stations of this size, we never go on...
+ if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
+ // We don't like this station :(
+ return false;
+ }
+ }
+
+ // We are about to add one...
+ count++;
+ // Check if we the city can provide enough cargo for this amount of stations..
+ if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
+
+ // All check are okay, so we can build here!
+ return true;
+ }
+ if (type == AI_INDUSTRY) {
+ Industry *i = DEREF_INDUSTRY(ic);
+ Station *st;
+ int count = 0;
+ int j = 0;
+
+ if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
+
+ // No limits on delevering stations!
+ // Or for industry that does not give anything yet
+ if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
+
+ if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
+
+ // Check if we have build a station in this town the last 6 months
+ // else we don't do it. This is done, because stat updates can be slow
+ // and sometimes it takes up to 4 months before the stats are corectly.
+ FOR_ALL_STATIONS(st) {
+ // Is it an active station
+ if (st->xy == 0) continue;
+
+ // Do we own it?
+ if (st->owner == _current_player) {
+ // Are we talking trucks?
+ if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
+ // Is it the same city as we are in now?
+ if (st->town != i->town) continue;
+ // When was this station build?
+ if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
+ // Cound the amount of stations in this city that we own
+ count++;
+ } else {
+ // We do not own it, request some info about the station
+ // we want to know if this station gets the same good. If so,
+ // we want to know its rating. If it is too high, we are not going
+ // to build there
+ if (i->produced_cargo[0] == 0xFF) continue;
+ // It does not take this cargo
+ if (!st->goods[i->produced_cargo[0]].last_speed) continue;
+ // Is it around our industry
+ if (GetTileDist(st->xy, i->xy) > 5) continue;
+ // It does take this cargo.. what is his rating?
+ if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
+ j++;
+ // The rating is high.. a little chance that we still continue
+ // But if there are 2 stations of this size, we never go on...
+ if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
+ // We don't like this station :(
+ return false;
+ }
+ }
+
+ // We are about to add one...
+ count++;
+ // Check if we the city can provide enough cargo for this amount of stations..
+ if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
+
+ // All check are okay, so we can build here!
+ return true;
+ }
+
+ return true;
+}
+
+// This functions tries to locate a good route
+static void AiNew_State_LocateRoute(Player *p) {
+ assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
+ // For now, we only support PASSENGERS, CITY and BUSSES
+
+ // We don't have a route yet
+ if (p->ainew.cargo == AI_NEED_CARGO) {
+ p->ainew.new_cost = 0; // No cost yet
+ p->ainew.temp = -1;
+ // Reset the counter
+ p->ainew.counter = 0;
+
+ p->ainew.from_ic = -1;
+ p->ainew.to_ic = -1;
+ if (p->ainew.tbt == AI_BUS) {
+ // For now we only have a passenger route
+ p->ainew.cargo = CT_PASSENGERS;
+
+ // Find a route to cities
+ p->ainew.from_type = AI_CITY;
+ p->ainew.to_type = AI_CITY;
+ } else if (p->ainew.tbt == AI_TRUCK) {
+ p->ainew.cargo = AI_NO_CARGO;
+
+ p->ainew.from_type = AI_INDUSTRY;
+ p->ainew.to_type = AI_INDUSTRY;
+ }
+
+ // Now we are doing initing, we wait one tick
+ return;
+ }
+
+ // Increase the counter and abort if it is taking too long!
+ p->ainew.counter++;
+ if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
+ // Switch back to doing nothing!
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ // We are going to locate a city from where we are going to connect
+ if (p->ainew.from_ic == -1) {
+ if (p->ainew.temp == -1) {
+ // First, we pick a random spot to search from
+ if (p->ainew.from_type == AI_CITY)
+ p->ainew.temp = RandomRange(_total_towns);
+ else
+ p->ainew.temp = RandomRange(_total_industries);
+ }
+
+ if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
+ // It was not a valid city
+ // increase the temp with one, and return. We will come back later here
+ // to try again
+ p->ainew.temp++;
+ if (p->ainew.from_type == AI_CITY) {
+ if (p->ainew.temp >= _total_towns) p->ainew.temp = 0;
+ } else {
+ if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+ }
+
+ // Don't do an attempt if we are trying the same id as the last time...
+ if (p->ainew.last_id == p->ainew.temp) return;
+ p->ainew.last_id = p->ainew.temp;
+
+ return;
+ }
+
+ // We found a good city/industry, save the data of it
+ p->ainew.from_ic = p->ainew.temp;
+
+ // Start the next tick with finding a to-city
+ p->ainew.temp = -1;
+ return;
+ }
+
+ // Find a to-city
+ if (p->ainew.temp == -1) {
+ // First, we pick a random spot to search to
+ if (p->ainew.to_type == AI_CITY)
+ p->ainew.temp = RandomRange(_total_towns);
+ else
+ p->ainew.temp = RandomRange(_total_industries);
+ }
+
+ // The same city is not allowed
+ // Also check if the city is valid
+ if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
+ // Maybe it is valid..
+
+ // We need to know if they are not to far apart from eachother..
+ // We do that by checking how much cargo we have to move and how long the route
+ // is.
+
+ if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
+ int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
+ max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
+ // max_cargo is now the amount of cargo we can move between the two cities
+ // If it is more then the distance, we allow it
+ if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
+ // We found a good city/industry, save the data of it
+ p->ainew.to_ic = p->ainew.temp;
+ p->ainew.state = AI_STATE_FIND_STATION;
+
+ DEBUG(ai,1)("[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
+
+ p->ainew.from_tile = 0;
+ p->ainew.to_tile = 0;
+
+ return;
+ }
+ } else if (p->ainew.tbt == AI_TRUCK) {
+ bool found = false;
+ int max_cargo = 0;
+ int i;
+ // TODO: in max_cargo, also check other cargo (beside [0])
+ // First we check if the from_ic produces cargo that this ic accepts
+ if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) {
+ for (i=0;i<3;i++) {
+ if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
+ if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) {
+ // Found a compatbiel industry
+ max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
+ found = true;
+ p->ainew.from_deliver = true;
+ p->ainew.to_deliver = false;
+ break;
+ }
+ }
+ }
+ if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.temp)->total_production[0] != 0) {
+ // If not check if the current ic produces cargo that the from_ic accepts
+ for (i=0;i<3;i++) {
+ if (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
+ if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) {
+ // Found a compatbiel industry
+ found = true;
+ max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
+ p->ainew.from_deliver = false;
+ p->ainew.to_deliver = true;
+ break;
+ }
+ }
+ }
+ if (found) {
+ // Yeah, they are compatible!!!
+ // Check the length against the amount of goods
+ if (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
+ GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
+ p->ainew.to_ic = p->ainew.temp;
+ if (p->ainew.from_deliver) {
+ p->ainew.cargo = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0];
+ } else {
+ p->ainew.cargo = DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0];
+ }
+ p->ainew.state = AI_STATE_FIND_STATION;
+
+ DEBUG(ai,1)("[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
+
+ p->ainew.from_tile = 0;
+ p->ainew.to_tile = 0;
+
+ return;
+ }
+ }
+ }
+ }
+
+ // It was not a valid city
+ // increase the temp with one, and return. We will come back later here
+ // to try again
+ p->ainew.temp++;
+ if (p->ainew.to_type == AI_CITY) {
+ if (p->ainew.temp >= _total_towns) p->ainew.temp = 0;
+ } else {
+ if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+ }
+
+ // Don't do an attempt if we are trying the same id as the last time...
+ if (p->ainew.last_id == p->ainew.temp) return;
+ p->ainew.last_id = p->ainew.temp;
+}
+
+// Check if there are not more then a certain amount of vehicles pointed to a certain
+// station. This to prevent 10 busses going to one station, which gives... problems ;)
+static bool AiNew_CheckVehicleStation(Player *p, Station *st) {
+ int count = 0;
+ Vehicle *v;
+ uint16 *sched;
+ uint16 ord;
+
+ // Also check if we don't have already a lot of busses to this city...
+ FOR_ALL_VEHICLES(v) {
+ if (v->owner == _current_player) {
+ sched = v->schedule_ptr;
+ while (sched != NULL && (ord=*sched++) != 0) {
+ if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) {
+ // This vehicle has this city in his list
+ count++;
+ }
+ }
+ }
+ }
+
+ if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
+ return true;
+}
+
+extern const byte _roadveh_speed[88];
+extern const byte _roadveh_capacity[88];
+
+// This function finds a good spot for a station
+static void AiNew_State_FindStation(Player *p) {
+ TileIndex tile;
+ Station *st;
+ int i, count = 0;
+ TileIndex new_tile = 0;
+ byte direction = 0;
+ Town *town = NULL;
+ Industry *industry = NULL;
+ assert(p->ainew.state == AI_STATE_FIND_STATION);
+
+ if (p->ainew.from_tile == 0) {
+ // First we scan for a station in the from-city
+ if (p->ainew.from_type == AI_CITY) {
+ town = DEREF_TOWN(p->ainew.from_ic);
+ tile = town->xy;
+ } else {
+ industry = DEREF_INDUSTRY(p->ainew.from_ic);
+ tile = industry->xy;
+ }
+ } else if (p->ainew.to_tile == 0) {
+ // Second we scan for a station in the to-city
+ if (p->ainew.to_type == AI_CITY) {
+ town = DEREF_TOWN(p->ainew.to_ic);
+ tile = town->xy;
+ } else {
+ industry = DEREF_INDUSTRY(p->ainew.to_ic);
+ tile = industry->xy;
+ }
+ } else {
+ // Unsupported request
+ // Go to FIND_PATH
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_PATH;
+ return;
+ }
+
+ // First, we are going to look at the stations that already exist inside the city
+ // If there is enough cargo left in the station, we take that station
+ // If that is not possible, and there are more then 2 stations in the city, abort
+ i = AiNew_PickVehicle(p);
+ // Euhmz, this should not happen _EVER_
+ // Quit finding a route...
+ if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
+
+ FOR_ALL_STATIONS(st) {
+ if (st->xy != 0) {
+ if (st->owner == _current_player) {
+ if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
+ if (st->town == town) {
+ // Check how much cargo there is left in the station
+ if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) {
+ if (AiNew_CheckVehicleStation(p, st)) {
+ // We did found a station that was good enough!
+ new_tile = st->xy;
+ // Cheap way to get the direction of the station...
+ // Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
+ direction = _map5[st->xy] - 0x47;
+ break;
+ }
+ }
+ count++;
+ }
+ }
+ }
+ }
+ }
+ // We are going to add a new station...
+ if (new_tile == 0) count++;
+ // No more then 2 stations allowed in a city
+ // This is because only the best 2 stations of one cargo do get any cargo
+ if (count > 2) {
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
+ uint x, y, i = 0;
+ int r;
+ uint best;
+ uint accepts[NUM_CARGO];
+ TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
+ uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
+ // To find a good spot we scan a range from the center, a get the point
+ // where we get the most cargo and where it is buildable.
+ // TODO: also check for station of myself and make sure we are not
+ // taking eachothers passangers away (bad result when it does not)
+ for (x = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
+ for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
+ new_tile = TILE_XY(x,y);
+ if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) {
+ // This tile we can build on!
+ // Check acceptance
+ GetAcceptanceAroundTiles(accepts, new_tile, 1, 1);
+ // >> 3 == 0 means no cargo
+ if (accepts[p->ainew.cargo] >> 3 == 0) continue;
+ // See if we can build the station
+ r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
+ if (r == CMD_ERROR) continue;
+ // We can build it, so add it to found_spot
+ found_spot[i] = new_tile;
+ found_best[i++] = accepts[p->ainew.cargo];
+ }
+ }
+ }
+
+ // If i is still zero, we did not found anything :(
+ if (i == 0) {
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ // Go through all the found_best and check which has the highest value
+ best = 0;
+ new_tile = 0;
+
+ for (x=0;x<i;x++) {
+ if (found_best[x] > best ||
+ (found_best[x] == best && GetTileDist(tile, new_tile) > GetTileDist(tile, found_spot[x]))) {
+ new_tile = found_spot[x];
+ best = found_best[x];
+ }
+ }
+
+ // See how much it is going to cost us...
+ r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
+ p->ainew.new_cost += r;
+
+ direction = AI_PATHFINDER_NO_DIRECTION;
+ } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
+ // Truck station locater works differently.. a station can be on any place
+ // as long as it is in range. So we give back code AI_STATION_RANGE
+ // so the pathfinder routine can work it out!
+ new_tile = AI_STATION_RANGE;
+ direction = AI_PATHFINDER_NO_DIRECTION;
+ }
+
+ if (p->ainew.from_tile == 0) {
+ p->ainew.from_tile = new_tile;
+ p->ainew.from_direction = direction;
+ // Now we found thisone, go in for to_tile
+ return;
+ } else if (p->ainew.to_tile == 0) {
+ p->ainew.to_tile = new_tile;
+ p->ainew.to_direction = direction;
+ // K, done placing stations!
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_PATH;
+ return;
+ }
+}
+
+// We try to find a path between 2 points
+static void AiNew_State_FindPath(Player *p) {
+ int r;
+ assert(p->ainew.state == AI_STATE_FIND_PATH);
+
+ // First time, init some data
+ if (p->ainew.temp == -1) {
+ // Init path_info
+ if (p->ainew.from_tile == AI_STATION_RANGE) {
+ // For truck routes we take a range around the industry
+ p->ainew.path_info.start_tile_tl = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1);
+ p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(1,1);
+ p->ainew.path_info.start_direction = p->ainew.from_direction;
+ } else {
+ p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
+ p->ainew.path_info.start_tile_br = p->ainew.from_tile;
+ p->ainew.path_info.start_direction = p->ainew.from_direction;
+ }
+
+ if (p->ainew.to_tile == AI_STATION_RANGE) {
+ p->ainew.path_info.end_tile_tl = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1);
+ p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(1,1);
+ p->ainew.path_info.end_direction = p->ainew.to_direction;
+ } else {
+ p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
+ p->ainew.path_info.end_tile_br = p->ainew.to_tile;
+ p->ainew.path_info.end_direction = p->ainew.to_direction;
+ }
+
+ if (p->ainew.tbt == AI_TRAIN)
+ p->ainew.path_info.rail_or_road = true;
+ else
+ p->ainew.path_info.rail_or_road = false;
+
+ // First, clean the pathfinder with our new begin and endpoints
+ clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
+
+ p->ainew.temp = 0;
+ }
+
+ // Start the pathfinder
+ r = p->ainew.pathfinder->main(p->ainew.pathfinder);
+ // If it return: no match, stop it...
+ if (r == AYSTAR_NO_PATH) {
+ DEBUG(ai,1)("[AiNew] PathFinder found no route!");
+ // Start all over again...
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ if (r == AYSTAR_FOUND_END_NODE) {
+ // We found the end-point
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_DEPOT;
+ return;
+ }
+ // In any other case, we are still busy finding the route...
+}
+
+// This function tries to locate a good place for a depot!
+static void AiNew_State_FindDepot(Player *p) {
+ // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
+ // Simple, easy, works!
+ // To make the depot stand in the middle of the route, we start from the center..
+ // But first we walk through the route see if we can find a depot that is ours
+ // this keeps things nice ;)
+ int g, i, j, r;
+ TileIndex tile;
+ assert(p->ainew.state == AI_STATE_FIND_DEPOT);
+
+ p->ainew.depot_tile = 0;
+
+ for (i=2;i<p->ainew.path_info.route_length-2;i++) {
+ tile = p->ainew.path_info.route[i];
+ for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
+ if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_STREET)) {
+ // Its a street, test if it is a depot
+ if (_map5[tile + _tileoffs_by_dir[j]] & 0x20) {
+ // We found a depot, is it ours? (TELL ME!!!)
+ if (_map_owner[tile + _tileoffs_by_dir[j]] == _current_player) {
+ // Now, is it pointing to the right direction.........
+ if ((_map5[tile + _tileoffs_by_dir[j]] & 3) == (j ^ 2)) {
+ // Yeah!!!
+ p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
+ p->ainew.depot_direction = j ^ 2; // Reverse direction
+ p->ainew.state = AI_STATE_VERIFY_ROUTE;
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // This routine let depot finding start in the middle, and work his way to the stations
+ // It makes depot placing nicer :)
+ i = p->ainew.path_info.route_length / 2;
+ g = 1;
+ while (i > 1 && i < p->ainew.path_info.route_length - 2) {
+ i += g;
+ g *= -1;
+ (g < 0?g--:g++);
+
+ if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
+ // Bridge or tunnel.. we can't place a depot there
+ continue;
+ }
+
+ tile = p->ainew.path_info.route[i];
+
+ for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
+ // It may not be placed on the road/rail itself
+ // And because it is not build yet, we can't see it on the tile..
+ // So check the surrounding tiles :)
+ if (tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i-1] ||
+ tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue;
+ // Not around a bridge?
+ if (p->ainew.path_info.route_extra[i] != 0) continue;
+ if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue;
+ // Is the terrain clear?
+ if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) ||
+ IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) {
+ TileInfo ti;
+ FindLandscapeHeightByTile(&ti, tile);
+ // If the current tile is on a slope (tileh != 0) then we do not allow this
+ if (ti.tileh != 0) continue;
+ // Check if everything went okay..
+ r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0);
+ if (r == CMD_ERROR) continue;
+ // Found a spot!
+ p->ainew.new_cost += r;
+ p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
+ p->ainew.depot_direction = j ^ 2; // Reverse direction
+ p->ainew.state = AI_STATE_VERIFY_ROUTE;
+ return;
+ }
+ }
+ }
+
+ // Failed to find a depot?
+ p->ainew.state = AI_STATE_NOTHING;
+}
+
+
+// This function calculates how many vehicles there are needed on this
+// traject.
+// It works pretty simple: get the length, see how much we move around
+// and hussle that, and you know how many vehicles there are needed.
+// It returns the cost for the vehicles
+static int AiNew_HowManyVehicles(Player *p) {
+ if (p->ainew.tbt == AI_BUS) {
+ // For bus-routes we look at the time before we are back in the station
+ int i, length, tiles_a_day;
+ int amount;
+ i = AiNew_PickVehicle(p);
+ if (i == -1) return 0;
+ // Passenger run.. how long is the route?
+ length = p->ainew.path_info.route_length;
+ // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
+ // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
+ tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
+ // We want a vehicle in a station once a month at least, so, calculate it!
+ // (the * 2 is because we have 2 stations ;))
+ amount = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2;
+ if (amount == 0) amount = 1;
+ return amount;
+ } else if (p->ainew.tbt == AI_TRUCK) {
+ // For truck-routes we look at the cargo
+ int i, length, amount, tiles_a_day;
+ int max_cargo;
+ i = AiNew_PickVehicle(p);
+ if (i == -1) return 0;
+ // Passenger run.. how long is the route?
+ length = p->ainew.path_info.route_length;
+ // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
+ // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
+ tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
+ if (p->ainew.from_deliver)
+ max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
+ else
+ max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
+
+ // This is because moving 60% is more then we can dream of!
+ max_cargo *= 0.6;
+ // We want all the cargo to be gone in a month.. so, we know the cargo it delivers
+ // we know what the vehicle takes with him, and we know the time it takes him
+ // to get back here.. now let's do some math!
+ amount = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX]));
+ amount += 1;
+ return amount;
+ } else {
+ // Currently not supported
+ return 0;
+ }
+}
+
+
+// This function checks:
+// - If the route went okay
+// - Calculates the amount of money needed to build the route
+// - Calculates how much vehicles needed for the route
+static void AiNew_State_VerifyRoute(Player *p) {
+ int res, i;
+ assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
+
+ // Let's calculate the cost of the path..
+ // new_cost already contains the cost of the stations
+ p->ainew.path_info.position = -1;
+
+ do {
+ p->ainew.path_info.position++;
+ p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
+ } while (p->ainew.path_info.position != -2);
+
+ // Now we know the price of build station + path. Now check how many vehicles
+ // we need and what the price for that will be
+ res = AiNew_HowManyVehicles(p);
+ // If res == 0, no vehicle was found, or an other problem did occour
+ if (res == 0) {
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ p->ainew.amount_veh = res;
+ p->ainew.cur_veh = 0;
+
+ // Check how much it it going to cost us..
+ for (i=0;i<res;i++) {
+ p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
+ }
+
+ // Now we know how much the route is going to cost us
+ // Check if we have enough money for it!
+ if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
+ // Too bad..
+ DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ // Now we can build the route, check the direction of the stations!
+ if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
+ p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
+ }
+ if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
+ p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
+ }
+ if (p->ainew.from_tile == AI_STATION_RANGE)
+ p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
+ if (p->ainew.to_tile == AI_STATION_RANGE)
+ p->ainew.to_tile = p->ainew.path_info.route[0];
+
+ p->ainew.state = AI_STATE_BUILD_STATION;
+ p->ainew.temp = 0;
+
+ DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
+}
+
+// Build the stations
+static void AiNew_State_BuildStation(Player *p) {
+ int res = 0;
+ assert(p->ainew.state == AI_STATE_BUILD_STATION);
+ if (p->ainew.temp == 0) {
+ if (!IS_TILETYPE(p->ainew.from_tile, MP_STATION))
+ res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
+ }
+ else {
+ if (!IS_TILETYPE(p->ainew.to_tile, MP_STATION))
+ res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
+ p->ainew.state = AI_STATE_BUILD_PATH;
+ }
+ if (res == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
+ p->ainew.state = AI_STATE_NOTHING;
+ // If the first station _was_ build, destroy it
+ if (p->ainew.temp != 0)
+ DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ return;
+ }
+ p->ainew.temp++;
+}
+
+// Build the path
+static void AiNew_State_BuildPath(Player *p) {
+ assert(p->ainew.state == AI_STATE_BUILD_PATH);
+ // p->ainew.temp is set to -1 when this function is called for the first time
+ if (p->ainew.temp == -1) {
+ DEBUG(ai,1)("[AiNew] Starting to build the path..");
+ // Init the counter
+ p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
+ // Set the position to the startingplace (-1 because in a minute we do ++)
+ p->ainew.path_info.position = -1;
+ // And don't do this again
+ p->ainew.temp = 0;
+ }
+ // Building goes very fast on normal rate, so we are going to slow it down..
+ // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
+ if (--p->ainew.counter != 0) return;
+ p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
+
+ // Increase the building position
+ p->ainew.path_info.position++;
+ // Build route
+ AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
+ if (p->ainew.path_info.position == -2) {
+ // This means we are done building!
+
+ if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
+ static const byte _roadbits_by_dir[4] = {2,1,8,4};
+ // If they not queue, they have to go up and down to try again at a station...
+ // We don't want that, so try building some road left or right of the station
+ short dir1, dir2, dir3;
+ TileIndex tile;
+ int i, r;
+ for (i=0;i<2;i++) {
+ if (i == 0) {
+ tile = p->ainew.from_tile + _tileoffs_by_dir[p->ainew.from_direction];
+ dir1 = p->ainew.from_direction - 1;
+ if (dir1 < 0) dir1 = 3;
+ dir2 = p->ainew.from_direction + 1;
+ if (dir2 > 3) dir2 = 0;
+ dir3 = p->ainew.from_direction;
+ } else {
+ tile = p->ainew.to_tile + _tileoffs_by_dir[p->ainew.to_direction];
+ dir1 = p->ainew.to_direction - 1;
+ if (dir1 < 0) dir1 = 3;
+ dir2 = p->ainew.to_direction + 1;
+ if (dir2 > 3) dir2 = 0;
+ dir3 = p->ainew.to_direction;
+ }
+
+ DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+
+ dir1 = _tileoffs_by_dir[dir1];
+ dir2 = _tileoffs_by_dir[dir2];
+ dir3 = _tileoffs_by_dir[dir3];
+ r = CMD_ERROR;
+ if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES))
+ r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r != CMD_ERROR)
+ if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1+dir1, MP_TREES))
+ DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+
+ r = CMD_ERROR;
+ if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
+ DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r != CMD_ERROR)
+ if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES))
+ DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+
+ r = CMD_ERROR;
+ if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
+ DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r != CMD_ERROR)
+ if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES))
+ DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ }
+ }
+
+
+ DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
+ p->ainew.state = AI_STATE_BUILD_DEPOT;
+ }
+}
+
+// Builds the depot
+static void AiNew_State_BuildDepot(Player *p) {
+ int res = 0;
+ assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
+
+ if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
+ if (_map_owner[p->ainew.depot_tile] == _current_player) {
+ // The depot is already builded!
+ p->ainew.state = AI_STATE_BUILD_VEHICLE;
+ return;
+ } else {
+ // There is a depot, but not of our team! :(
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ }
+
+ // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
+ if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction]))
+ return;
+
+ res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
+ if (res == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ p->ainew.state = AI_STATE_BUILD_VEHICLE;
+ p->ainew.idle = 1;
+ p->ainew.veh_main_id = (VehicleID)-1;
+}
+
+// Build vehicles
+static void AiNew_State_BuildVehicle(Player *p) {
+ int res;
+ assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
+
+ // Check if we need to build a vehicle
+ if (p->ainew.amount_veh == 0) {
+ // Nope, we are done!
+ // This means: we are all done! The route is open.. go back to NOTHING
+ // He will idle some time and it will all start over again.. :)
+ p->ainew.state = AI_STATE_ACTION_DONE;
+ return;
+ }
+ if (--p->ainew.idle != 0) return;
+ // It is realistic that the AI can only build 1 vehicle a day..
+ // This makes sure of that!
+ p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
+
+ // Build the vehicle
+ res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
+ if (res == CMD_ERROR) {
+ // This happens when the AI can't build any more vehicles!
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ // Increase the current counter
+ p->ainew.cur_veh++;
+ // Decrease the total counter
+ p->ainew.amount_veh--;
+ // Get the new ID
+ if (p->ainew.tbt == AI_TRAIN) {
+ } else {
+ p->ainew.veh_id = _new_roadveh_id;
+ }
+ // Go give some orders!
+ p->ainew.state = AI_STATE_GIVE_ORDERS;
+}
+
+// Put the stations in the order list
+static void AiNew_State_GiveOrders(Player *p) {
+ int order, flags;
+ assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
+
+ if (p->ainew.veh_main_id != (VehicleID)-1) {
+ DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
+
+ // Skip the first order if it is a second vehicle
+ // This to make vehicles go different ways..
+ if (p->ainew.veh_id & 1)
+ DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
+ p->ainew.state = AI_STATE_START_VEHICLE;
+ return;
+ } else {
+ p->ainew.veh_main_id = p->ainew.veh_id;
+ }
+
+ // When more then 1 vehicle, we send them to different directions
+ order = 0;
+ flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
+ if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
+ flags |= OF_FULL_LOAD;
+ DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+
+ order = 1;
+ flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION;
+ if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
+ flags |= OF_FULL_LOAD;
+ DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+
+ // Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
+ if (_patches.gotodepot) {
+ order = 2;
+ flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD;
+ DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+ }
+
+ // Start the engines!
+ p->ainew.state = AI_STATE_START_VEHICLE;
+}
+
+// Start the vehicle
+static void AiNew_State_StartVehicle(Player *p) {
+ assert(p->ainew.state == AI_STATE_START_VEHICLE);
+
+ // 3, 2, 1... go! (give START_STOP command ;))
+ DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+ // Try to build an other vehicle (that function will stop building when needed)
+ p->ainew.state = AI_STATE_BUILD_VEHICLE;
+}
+
+// Repays money
+static void AiNew_State_RepayMoney(Player *p) {
+ int i;
+ for (i=0;i<AI_LOAN_REPAY;i++)
+ DoCommandByTile(0, _current_player, 0, DC_EXEC, CMD_DECREASE_LOAN);
+ p->ainew.state = AI_STATE_ACTION_DONE;
+}
+
+// Using the technique simular to the original AI
+// Keeps things logical
+// It really should be in the same order as the AI_STATE's are!
+static AiNew_StateFunction* const _ainew_state[] = {
+ NULL,
+ AiNew_State_FirstTime,
+ AiNew_State_Nothing,
+ AiNew_State_WakeUp,
+ AiNew_State_LocateRoute,
+ AiNew_State_FindStation,
+ AiNew_State_FindPath,
+ AiNew_State_FindDepot,
+ AiNew_State_VerifyRoute,
+ AiNew_State_BuildStation,
+ AiNew_State_BuildPath,
+ AiNew_State_BuildDepot,
+ AiNew_State_BuildVehicle,
+ AiNew_State_GiveOrders,
+ AiNew_State_StartVehicle,
+ AiNew_State_RepayMoney,
+ AiNew_State_ActionDone,
+ NULL,
+};
+
+static void AiNew_OnTick(Player *p) {
+ if (_ainew_state[p->ainew.state] != NULL)
+ _ainew_state[p->ainew.state](p);
+}
+
+void AiNewDoGameLoop(Player *p) {
+ // If it is a human player, it is not an AI, so bubye!
+ if (IS_HUMAN_PLAYER(_current_player))
+ return;
+
+ if (p->ainew.state == AI_STATE_STARTUP) {
+ // The AI just got alive!
+ p->ainew.state = AI_STATE_FIRST_TIME;
+ p->ainew.tick = 0;
+
+ // Only startup the AI
+ return;
+ }
+
+ // We keep a ticker. We use it for competitor_speed
+ p->ainew.tick++;
+
+ // See what the speed is
+ switch (_opt.diff.competitor_speed) {
+ case 0: // Very slow
+ if (!(p->ainew.tick&8)) return;
+ break;
+ case 1: // Slow
+ if (!(p->ainew.tick&4)) return;
+ break;
+ case 2:
+ if (!(p->ainew.tick&2)) return;
+ break;
+ case 3:
+ if (!(p->ainew.tick&1)) return;
+ break;
+ case 4: // Very fast
+ default: // Cool, a new speed setting.. ;) VERY fast ;)
+ break;
+ }
+
+ // If we come here, we can do a tick.. do so!
+ AiNew_OnTick(p);
+}
diff --git a/ai_pathfinder.c b/ai_pathfinder.c
index 148ce1116..01ce2198e 100644
--- a/ai_pathfinder.c
+++ b/ai_pathfinder.c
@@ -1,457 +1,457 @@
-#include "stdafx.h"
-#include "ttd.h"
-#include "command.h"
-#include "ai.h"
-
-#define TEST_STATION_NO_DIR 0xFF
-
-// Tests if a station can be build on the given spot
-// TODO: make it train compatible
-bool TestCanBuildStationHere(uint tile, byte dir) {
- Player *p = DEREF_PLAYER(_current_player);
- if (dir == TEST_STATION_NO_DIR) {
- // TODO: currently we only allow spots that can be access from al 4 directions...
- // should be fixed!!!
- for (dir=0;dir<4;dir++) {
- int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
- if (res != CMD_ERROR)
- return true;
- }
- return false;
- } else {
- int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
- if (res == CMD_ERROR)
- return false;
- }
- return true;
-}
-
-// Checks if a tile 'a' is between the tiles 'b' and 'c'
-#define TILES_BETWEEN(a,b,c) (GET_TILE_X(a) >= GET_TILE_X(b) && GET_TILE_X(a) <= GET_TILE_X(c) && GET_TILE_Y(a) >= GET_TILE_Y(b) && GET_TILE_Y(a) <= GET_TILE_Y(c))
-
-// Check if the current tile is in our end-area
-int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) {
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- // It is not allowed to have a station on the end of a bridge or tunnel ;)
- if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
- if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
- if (IS_TILETYPE(current->path.node.tile, MP_CLEAR) || IS_TILETYPE(current->path.node.tile, MP_TREES))
- if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
- return AYSTAR_FOUND_END_NODE;
-
- return AYSTAR_DONE;
-}
-
-// Calculates the hash
-// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
-uint AiPathFinder_Hash(uint key1, uint key2) {
- return (GET_TILE_X(key1) & 0x1F) + ((GET_TILE_Y(key1) & 0x1F) << 5);
-}
-
-// Clear the memory of all the things
-void AyStar_AiPathFinder_Free(AyStar *aystar) {
- AyStarMain_Free(aystar);
- free(aystar);
-}
-
-static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
-static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
-static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
-static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
-
-// This creates the AiPathFinder
-AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo) {
- PathNode start_node;
- uint x,y;
- // Create AyStar
- AyStar *result = malloc(sizeof(AyStar));
- init_AyStar(result, AiPathFinder_Hash, 1 << 10);
- // Set the function pointers
- result->CalculateG = AyStar_AiPathFinder_CalculateG;
- result->CalculateH = AyStar_AiPathFinder_CalculateH;
- result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
- result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
- result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
-
- result->free = AyStar_AiPathFinder_Free;
-
- // Set some information
- result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
- result->max_path_cost = 0;
- result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
-
- // Set the user_data to the PathFinderInfo
- result->user_target = PathFinderInfo;
-
- // Set the start node
- start_node.parent = NULL;
- start_node.node.direction = 0;
- start_node.node.user_data[0] = 0;
-
- // Now we add all the starting tiles
- for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
- for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
- start_node.node.tile = TILE_XY(x,y);
- result->addstart(result, &start_node.node);
- }
- }
-
- return result;
-}
-
-// To reuse AyStar we sometimes have to clean all the memory
-void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) {
- PathNode start_node;
- uint x,y;
-
- aystar->clear(aystar);
-
- // Set the user_data to the PathFinderInfo
- aystar->user_target = PathFinderInfo;
-
- // Set the start node
- start_node.parent = NULL;
- start_node.node.direction = 0;
- start_node.node.user_data[0] = 0;
- start_node.node.tile = PathFinderInfo->start_tile_tl;
-
- // Now we add all the starting tiles
- for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
- for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
- if (!(IS_TILETYPE(TILE_XY(x,y), MP_CLEAR) || IS_TILETYPE(TILE_XY(x,y), MP_TREES))) continue;
- if (!TestCanBuildStationHere(TILE_XY(x,y),TEST_STATION_NO_DIR)) continue;
- start_node.node.tile = TILE_XY(x,y);
- aystar->addstart(aystar, &start_node.node);
- }
- }
-}
-
-// The h-value, simple calculation
-static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- int r, r2;
- if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
- // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
- r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl + _tiles_around[PathFinderInfo->end_direction]);
- r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br + _tiles_around[PathFinderInfo->end_direction]);
- } else {
- // No direction, so just get the fastest route to the station
- r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl);
- r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br);
- }
- // See if the bottomright is faster then the topleft..
- if (r2 < r) r = r2;
- return r * AI_PATHFINDER_H_MULTIPLER;
-}
-
-// We found the end.. let's get the route back and put it in an array
-static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current) {
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- int i = 0;
- PathNode *parent = &current->path;
-
- do {
- PathFinderInfo->route_extra[i] = parent->node.user_data[0];
- PathFinderInfo->route[i++] = parent->node.tile;
- if (i > lengthof(PathFinderInfo->route)) {
- // We ran out of space for the PathFinder
- DEBUG(ai,0)("[AiPathFinder] Ran out of spacein the route[] array!!!");
- PathFinderInfo->route_length = -1; // -1 indicates out of space
- return;
- }
- parent = parent->parent;
- } while (parent != NULL);
- PathFinderInfo->route_length = i;
- DEBUG(ai,1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching",i,Hash_Size(&aystar->ClosedListHash));
-}
-
-// What tiles are around us.
-static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) {
- int i, r, dir;
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
-
- aystar->num_neighbours = 0;
-
- // Go through all surrounding tiles and check if they are within the limits
- for (i=0;i<4;i++) {
- if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < TILE_X_MAX - 1 &&
- GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < TILE_Y_MAX - 1) {
- // We also directly test if the current tile can connect to this tile..
- // We do this simply by just building the tile!
-
- // If the next step is a bridge, we have to enter it the right way
- if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile + _tiles_around[i])) {
- if (IS_TILETYPE(current->path.node.tile + _tiles_around[i], MP_TUNNELBRIDGE)) {
- // An existing bridge... let's test the direction ;)
- if ((_map5[current->path.node.tile + _tiles_around[i]] & 1) != (i & 1)) continue;
- // This problem only is valid for tunnels:
- // When the last tile was not yet a tunnel, check if we enter from the right side..
- if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) {
- if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
- }
- }
- }
- // But also if we are on a bridge, we can only move a certain direction
- if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
- if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
- // An existing bridge/tunnel... let's test the direction ;)
- if ((_map5[current->path.node.tile] & 1) != (i & 1)) continue;
- }
- }
-
- if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
- (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
- // We are a bridge/tunnel, how cool!!
- // This means we can only point forward.. get the direction from the user_data
- if (i != (current->path.node.user_data[0] >> 8)) continue;
- }
- dir = 0;
-
- // First, check if we have a parent
- if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
- // If not, this means we are at the starting station
- if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
- // We do need a direction?
- if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + _tiles_around[i]) != PathFinderInfo->start_direction)
- // We are not pointing the right way, invalid tile
- continue;
- }
- } else if (current->path.node.user_data[0] == 0) {
- if (PathFinderInfo->rail_or_road) {
- // Rail check
- dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
- r = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
- if (r == CMD_ERROR) continue;
-#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
- if (current->path.parent->parent != NULL) {
- // Check if we don't make a 90degree curve
- int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
- if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
- continue;
- }
- }
-#endif
- } else {
- // Road check
- dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
- if (AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
- if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
- // We have a bridge, how nicely! We should mark it...
- dir = 0;
- } else {
- // It already has road.. check if we miss any bits!
- if ((_map5[current->path.node.tile] & dir) != dir) {
- // We do miss some pieces :(
- dir &= ~_map5[current->path.node.tile];
- } else {
- dir = 0;
- }
- }
- }
- // Only destruct things if it is MP_CLEAR of MP_TREES
- if (dir != 0) {
- r = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- if (r == CMD_ERROR) continue;
- }
- }
-
- }
-
- // The tile can be connected
- aystar->neighbours[aystar->num_neighbours].tile = _tiles_around[i] + current->path.node.tile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- }
- }
-
- // Next step, check for bridges and tunnels
- if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
-
- TileInfo ti;
- // First we get the dir from this tile and his parent
- int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
- // It means we can only walk with the track, so the bridge has to be in the same direction
- TileIndex tile = current->path.node.tile;
- TileIndex new_tile = tile;
-
- FindLandscapeHeightByTile(&ti, tile);
-
- // Bridges can only be build on land that is not flat
- // And if there is a road or rail blocking
- if (ti.tileh != 0 ||
- (PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_STREET)) ||
- (!PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_RAILWAY))) {
-
- for (;;) {
- new_tile += _tiles_around[dir];
-
- // Precheck, is the length allowed?
- if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
-
- // Check if we hit the station-tile.. we don't like that!
- if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
-
- // Try building the bridge..
- r = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
- if (r == CMD_ERROR) continue;
- // We can build a bridge here.. add him to the neighbours
- aystar->neighbours[aystar->num_neighbours].tile = new_tile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- // We can only have 12 neighbours, and we need 1 left for tunnels
- if (aystar->num_neighbours == 11) break;
- }
- }
-
- // Next, check for tunnels!
- // Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
- // For now, we check both sides for this tile.. terraforming gives fuzzy result
- if ((dir == 0 && ti.tileh == 12) ||
- (dir == 1 && ti.tileh == 6) ||
- (dir == 2 && ti.tileh == 3) ||
- (dir == 3 && ti.tileh == 9)) {
- // Now simply check if a tunnel can be build
- r = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
- FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
- if (r != CMD_ERROR && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
- aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- }
- }
- }
-}
-
-extern uint GetRailFoundation(uint tileh, uint bits);
-extern uint GetRoadFoundation(uint tileh, uint bits);
-extern uint GetBridgeFoundation(uint tileh, byte direction);
-enum {
- BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
-};
-
-// The most important function: it calculates the g-value
-static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- int r, res = 0;
- TileInfo ti, parent_ti;
-
- // Gather some information about the tile..
- FindLandscapeHeightByTile(&ti, current->tile);
- FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
-
- // Check if we hit the end-tile
- if (TILES_BETWEEN(current->tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) {
- // We are at the end-tile, check if we had a direction or something...
- if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction)
- // We are not pointing the right way, invalid tile
- return AYSTAR_INVALID_NODE;
- // If it was valid, drop out.. we don't build on the endtile
- return 0;
- }
-
- // Give everything a small penalty
- res += AI_PATHFINDER_PENALTY;
-
- if (!PathFinderInfo->rail_or_road) {
- // Road has the lovely advantage it can use other road... check if
- // the current tile is road, and if so, give a good bonus
- if (AI_PATHFINDER_IS_ROAD(current->tile)) {
- res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
- }
- }
-
- // We should give a penalty when the tile is going up or down.. this is one way to do so!
- // Too bad we have to count it from the parent.. but that is not so bad
- if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
- // Skip if the tile was from a bridge or tunnel
- if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
- if (PathFinderInfo->rail_or_road) {
- r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
- // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
- if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
- res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
- }
- } else {
- if (!(AI_PATHFINDER_IS_ROAD(parent->path.node.tile) && IS_TILETYPE(parent->path.node.tile, MP_TUNNELBRIDGE))) {
- r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
- if (r >= 15 || r == 0)
- res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
- }
- }
- }
- }
-
- // Are we part of a tunnel?
- if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
- // Tunnels are very expensive when build on long routes..
- // Ironicly, we are using BridgeCode here ;)
- r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
- res += r + (r >> 8);
- }
-
- // Are we part of a bridge?
- if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
- // That means for every length a penalty
- res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
- // Check if we are going up or down, first for the starting point
- // In user_data[0] is at the 8th bit the direction
- if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
- if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- // Second for the end point
- if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
- if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- if (parent_ti.tileh == 0)
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- if (ti.tileh == 0)
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
-
- // To prevent the AI from taking the fastest way in tiles, but not the fastest way
- // in speed, we have to give a good penalty to direction changing
- // This way, we get almost the fastest way in tiles, and a very good speed on the track
- if (!PathFinderInfo->rail_or_road) {
- if (parent->path.parent != NULL &&
- AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
- // When road exists, we don't like turning, but its free, so don't be to piggy about it
- if (AI_PATHFINDER_IS_ROAD(parent->path.node.tile))
- res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
- else
- res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
- }
- } else {
- // For rail we have 1 exeption: diagonal rail..
- // So we fetch 2 raildirection. That of the current one, and of the one before that
- if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
- int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
- int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
- // First, see if we are on diagonal path, that is better then straight path
- if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
-
- // First see if they are different
- if (dir1 != dir2) {
- // dir 2 and 3 are 1 diagonal track, and 4 and 5.
- if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
- // It is not, so we changed of direction
- res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
- }
- if (parent->path.parent->parent->parent != NULL) {
- int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
- // Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
- if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
- res += AI_PATHFINDER_CURVE_PENALTY;
- }
- }
- }
- }
- }
-
- // Res should never be below zero.. if so, make it zero!
- if (res < 0) { res = 0; }
-
- // Return our value
- return res;
-}
+#include "stdafx.h"
+#include "ttd.h"
+#include "command.h"
+#include "ai.h"
+
+#define TEST_STATION_NO_DIR 0xFF
+
+// Tests if a station can be build on the given spot
+// TODO: make it train compatible
+bool TestCanBuildStationHere(uint tile, byte dir) {
+ Player *p = DEREF_PLAYER(_current_player);
+ if (dir == TEST_STATION_NO_DIR) {
+ // TODO: currently we only allow spots that can be access from al 4 directions...
+ // should be fixed!!!
+ for (dir=0;dir<4;dir++) {
+ int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
+ if (res != CMD_ERROR)
+ return true;
+ }
+ return false;
+ } else {
+ int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
+ if (res == CMD_ERROR)
+ return false;
+ }
+ return true;
+}
+
+// Checks if a tile 'a' is between the tiles 'b' and 'c'
+#define TILES_BETWEEN(a,b,c) (GET_TILE_X(a) >= GET_TILE_X(b) && GET_TILE_X(a) <= GET_TILE_X(c) && GET_TILE_Y(a) >= GET_TILE_Y(b) && GET_TILE_Y(a) <= GET_TILE_Y(c))
+
+// Check if the current tile is in our end-area
+int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) {
+ Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
+ // It is not allowed to have a station on the end of a bridge or tunnel ;)
+ if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
+ if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
+ if (IS_TILETYPE(current->path.node.tile, MP_CLEAR) || IS_TILETYPE(current->path.node.tile, MP_TREES))
+ if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
+ return AYSTAR_FOUND_END_NODE;
+
+ return AYSTAR_DONE;
+}
+
+// Calculates the hash
+// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
+uint AiPathFinder_Hash(uint key1, uint key2) {
+ return (GET_TILE_X(key1) & 0x1F) + ((GET_TILE_Y(key1) & 0x1F) << 5);
+}
+
+// Clear the memory of all the things
+void AyStar_AiPathFinder_Free(AyStar *aystar) {
+ AyStarMain_Free(aystar);
+ free(aystar);
+}
+
+static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
+static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
+static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
+static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
+
+// This creates the AiPathFinder
+AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo) {
+ PathNode start_node;
+ uint x,y;
+ // Create AyStar
+ AyStar *result = malloc(sizeof(AyStar));
+ init_AyStar(result, AiPathFinder_Hash, 1 << 10);
+ // Set the function pointers
+ result->CalculateG = AyStar_AiPathFinder_CalculateG;
+ result->CalculateH = AyStar_AiPathFinder_CalculateH;
+ result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
+ result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
+ result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
+
+ result->free = AyStar_AiPathFinder_Free;
+
+ // Set some information
+ result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
+ result->max_path_cost = 0;
+ result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
+
+ // Set the user_data to the PathFinderInfo
+ result->user_target = PathFinderInfo;
+
+ // Set the start node
+ start_node.parent = NULL;
+ start_node.node.direction = 0;
+ start_node.node.user_data[0] = 0;
+
+ // Now we add all the starting tiles
+ for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
+ for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
+ start_node.node.tile = TILE_XY(x,y);
+ result->addstart(result, &start_node.node);
+ }
+ }
+
+ return result;
+}
+
+// To reuse AyStar we sometimes have to clean all the memory
+void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) {
+ PathNode start_node;
+ uint x,y;
+
+ aystar->clear(aystar);
+
+ // Set the user_data to the PathFinderInfo
+ aystar->user_target = PathFinderInfo;
+
+ // Set the start node
+ start_node.parent = NULL;
+ start_node.node.direction = 0;
+ start_node.node.user_data[0] = 0;
+ start_node.node.tile = PathFinderInfo->start_tile_tl;
+
+ // Now we add all the starting tiles
+ for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
+ for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
+ if (!(IS_TILETYPE(TILE_XY(x,y), MP_CLEAR) || IS_TILETYPE(TILE_XY(x,y), MP_TREES))) continue;
+ if (!TestCanBuildStationHere(TILE_XY(x,y),TEST_STATION_NO_DIR)) continue;
+ start_node.node.tile = TILE_XY(x,y);
+ aystar->addstart(aystar, &start_node.node);
+ }
+ }
+}
+
+// The h-value, simple calculation
+static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
+ Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
+ int r, r2;
+ if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
+ // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
+ r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl + _tiles_around[PathFinderInfo->end_direction]);
+ r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br + _tiles_around[PathFinderInfo->end_direction]);
+ } else {
+ // No direction, so just get the fastest route to the station
+ r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl);
+ r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br);
+ }
+ // See if the bottomright is faster then the topleft..
+ if (r2 < r) r = r2;
+ return r * AI_PATHFINDER_H_MULTIPLER;
+}
+
+// We found the end.. let's get the route back and put it in an array
+static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current) {
+ Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
+ int i = 0;
+ PathNode *parent = &current->path;
+
+ do {
+ PathFinderInfo->route_extra[i] = parent->node.user_data[0];
+ PathFinderInfo->route[i++] = parent->node.tile;
+ if (i > lengthof(PathFinderInfo->route)) {
+ // We ran out of space for the PathFinder
+ DEBUG(ai,0)("[AiPathFinder] Ran out of spacein the route[] array!!!");
+ PathFinderInfo->route_length = -1; // -1 indicates out of space
+ return;
+ }
+ parent = parent->parent;
+ } while (parent != NULL);
+ PathFinderInfo->route_length = i;
+ DEBUG(ai,1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching",i,Hash_Size(&aystar->ClosedListHash));
+}
+
+// What tiles are around us.
+static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) {
+ int i, r, dir;
+ Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
+
+ aystar->num_neighbours = 0;
+
+ // Go through all surrounding tiles and check if they are within the limits
+ for (i=0;i<4;i++) {
+ if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < TILE_X_MAX - 1 &&
+ GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < TILE_Y_MAX - 1) {
+ // We also directly test if the current tile can connect to this tile..
+ // We do this simply by just building the tile!
+
+ // If the next step is a bridge, we have to enter it the right way
+ if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile + _tiles_around[i])) {
+ if (IS_TILETYPE(current->path.node.tile + _tiles_around[i], MP_TUNNELBRIDGE)) {
+ // An existing bridge... let's test the direction ;)
+ if ((_map5[current->path.node.tile + _tiles_around[i]] & 1) != (i & 1)) continue;
+ // This problem only is valid for tunnels:
+ // When the last tile was not yet a tunnel, check if we enter from the right side..
+ if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) {
+ if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
+ }
+ }
+ }
+ // But also if we are on a bridge, we can only move a certain direction
+ if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
+ if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
+ // An existing bridge/tunnel... let's test the direction ;)
+ if ((_map5[current->path.node.tile] & 1) != (i & 1)) continue;
+ }
+ }
+
+ if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
+ (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
+ // We are a bridge/tunnel, how cool!!
+ // This means we can only point forward.. get the direction from the user_data
+ if (i != (current->path.node.user_data[0] >> 8)) continue;
+ }
+ dir = 0;
+
+ // First, check if we have a parent
+ if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
+ // If not, this means we are at the starting station
+ if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
+ // We do need a direction?
+ if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + _tiles_around[i]) != PathFinderInfo->start_direction)
+ // We are not pointing the right way, invalid tile
+ continue;
+ }
+ } else if (current->path.node.user_data[0] == 0) {
+ if (PathFinderInfo->rail_or_road) {
+ // Rail check
+ dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
+ r = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
+ if (r == CMD_ERROR) continue;
+#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
+ if (current->path.parent->parent != NULL) {
+ // Check if we don't make a 90degree curve
+ int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
+ if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
+ continue;
+ }
+ }
+#endif
+ } else {
+ // Road check
+ dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
+ if (AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
+ if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
+ // We have a bridge, how nicely! We should mark it...
+ dir = 0;
+ } else {
+ // It already has road.. check if we miss any bits!
+ if ((_map5[current->path.node.tile] & dir) != dir) {
+ // We do miss some pieces :(
+ dir &= ~_map5[current->path.node.tile];
+ } else {
+ dir = 0;
+ }
+ }
+ }
+ // Only destruct things if it is MP_CLEAR of MP_TREES
+ if (dir != 0) {
+ r = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r == CMD_ERROR) continue;
+ }
+ }
+
+ }
+
+ // The tile can be connected
+ aystar->neighbours[aystar->num_neighbours].tile = _tiles_around[i] + current->path.node.tile;
+ aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
+ aystar->neighbours[aystar->num_neighbours++].direction = 0;
+ }
+ }
+
+ // Next step, check for bridges and tunnels
+ if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
+
+ TileInfo ti;
+ // First we get the dir from this tile and his parent
+ int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
+ // It means we can only walk with the track, so the bridge has to be in the same direction
+ TileIndex tile = current->path.node.tile;
+ TileIndex new_tile = tile;
+
+ FindLandscapeHeightByTile(&ti, tile);
+
+ // Bridges can only be build on land that is not flat
+ // And if there is a road or rail blocking
+ if (ti.tileh != 0 ||
+ (PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_STREET)) ||
+ (!PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_RAILWAY))) {
+
+ for (;;) {
+ new_tile += _tiles_around[dir];
+
+ // Precheck, is the length allowed?
+ if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
+
+ // Check if we hit the station-tile.. we don't like that!
+ if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
+
+ // Try building the bridge..
+ r = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
+ if (r == CMD_ERROR) continue;
+ // We can build a bridge here.. add him to the neighbours
+ aystar->neighbours[aystar->num_neighbours].tile = new_tile;
+ aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
+ aystar->neighbours[aystar->num_neighbours++].direction = 0;
+ // We can only have 12 neighbours, and we need 1 left for tunnels
+ if (aystar->num_neighbours == 11) break;
+ }
+ }
+
+ // Next, check for tunnels!
+ // Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
+ // For now, we check both sides for this tile.. terraforming gives fuzzy result
+ if ((dir == 0 && ti.tileh == 12) ||
+ (dir == 1 && ti.tileh == 6) ||
+ (dir == 2 && ti.tileh == 3) ||
+ (dir == 3 && ti.tileh == 9)) {
+ // Now simply check if a tunnel can be build
+ r = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
+ FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
+ if (r != CMD_ERROR && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
+ aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
+ aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
+ aystar->neighbours[aystar->num_neighbours++].direction = 0;
+ }
+ }
+ }
+}
+
+extern uint GetRailFoundation(uint tileh, uint bits);
+extern uint GetRoadFoundation(uint tileh, uint bits);
+extern uint GetBridgeFoundation(uint tileh, byte direction);
+enum {
+ BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
+};
+
+// The most important function: it calculates the g-value
+static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
+ Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
+ int r, res = 0;
+ TileInfo ti, parent_ti;
+
+ // Gather some information about the tile..
+ FindLandscapeHeightByTile(&ti, current->tile);
+ FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
+
+ // Check if we hit the end-tile
+ if (TILES_BETWEEN(current->tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) {
+ // We are at the end-tile, check if we had a direction or something...
+ if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction)
+ // We are not pointing the right way, invalid tile
+ return AYSTAR_INVALID_NODE;
+ // If it was valid, drop out.. we don't build on the endtile
+ return 0;
+ }
+
+ // Give everything a small penalty
+ res += AI_PATHFINDER_PENALTY;
+
+ if (!PathFinderInfo->rail_or_road) {
+ // Road has the lovely advantage it can use other road... check if
+ // the current tile is road, and if so, give a good bonus
+ if (AI_PATHFINDER_IS_ROAD(current->tile)) {
+ res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
+ }
+ }
+
+ // We should give a penalty when the tile is going up or down.. this is one way to do so!
+ // Too bad we have to count it from the parent.. but that is not so bad
+ if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
+ // Skip if the tile was from a bridge or tunnel
+ if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
+ if (PathFinderInfo->rail_or_road) {
+ r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
+ // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
+ if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
+ res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
+ }
+ } else {
+ if (!(AI_PATHFINDER_IS_ROAD(parent->path.node.tile) && IS_TILETYPE(parent->path.node.tile, MP_TUNNELBRIDGE))) {
+ r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
+ if (r >= 15 || r == 0)
+ res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
+ }
+ }
+ }
+ }
+
+ // Are we part of a tunnel?
+ if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
+ // Tunnels are very expensive when build on long routes..
+ // Ironicly, we are using BridgeCode here ;)
+ r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
+ res += r + (r >> 8);
+ }
+
+ // Are we part of a bridge?
+ if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
+ // That means for every length a penalty
+ res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
+ // Check if we are going up or down, first for the starting point
+ // In user_data[0] is at the 8th bit the direction
+ if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
+ if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
+ res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+ }
+ // Second for the end point
+ if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
+ if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
+ res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+ }
+ if (parent_ti.tileh == 0)
+ res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+ if (ti.tileh == 0)
+ res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+ }
+
+ // To prevent the AI from taking the fastest way in tiles, but not the fastest way
+ // in speed, we have to give a good penalty to direction changing
+ // This way, we get almost the fastest way in tiles, and a very good speed on the track
+ if (!PathFinderInfo->rail_or_road) {
+ if (parent->path.parent != NULL &&
+ AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
+ // When road exists, we don't like turning, but its free, so don't be to piggy about it
+ if (AI_PATHFINDER_IS_ROAD(parent->path.node.tile))
+ res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
+ else
+ res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
+ }
+ } else {
+ // For rail we have 1 exeption: diagonal rail..
+ // So we fetch 2 raildirection. That of the current one, and of the one before that
+ if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
+ int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
+ int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
+ // First, see if we are on diagonal path, that is better then straight path
+ if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
+
+ // First see if they are different
+ if (dir1 != dir2) {
+ // dir 2 and 3 are 1 diagonal track, and 4 and 5.
+ if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
+ // It is not, so we changed of direction
+ res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
+ }
+ if (parent->path.parent->parent->parent != NULL) {
+ int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
+ // Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
+ if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
+ res += AI_PATHFINDER_CURVE_PENALTY;
+ }
+ }
+ }
+ }
+ }
+
+ // Res should never be below zero.. if so, make it zero!
+ if (res < 0) { res = 0; }
+
+ // Return our value
+ return res;
+}
diff --git a/ai_shared.c b/ai_shared.c
index 192651c82..3e2c4a930 100644
--- a/ai_shared.c
+++ b/ai_shared.c
@@ -1,82 +1,82 @@
-#include "stdafx.h"
-#include "ttd.h"
-#include "player.h"
-#include "ai.h"
-
-int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) {
- // 0 = vert
- // 1 = horz
- // 2 = dig up-left
- // 3 = dig down-right
- // 4 = dig down-left
- // 5 = dig up-right
-
- int x1, x2, x3;
- int y1, y2, y3;
-
- x1 = GET_TILE_X(tile_a);
- x2 = GET_TILE_X(tile_b);
- x3 = GET_TILE_X(tile_c);
-
- y1 = GET_TILE_Y(tile_a);
- y2 = GET_TILE_Y(tile_b);
- y3 = GET_TILE_Y(tile_c);
-
- if (y1 == y2 && y2 == y3) return 0;
- if (x1 == x2 && x2 == x3) return 1;
- if (y2 > y1) {
- if (x2 > x3) return 2;
- else return 4;
- }
- if (x2 > x1) {
- if (y2 > y3) return 2;
- else return 5;
- }
- if (y1 > y2) {
- if (x2 > x3) return 5;
- else return 3;
- }
- if (x1 > x2) {
- if (y2 > y3) return 4;
- else return 3;
- }
-
- return 0;
-}
-
-int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) {
- int x1, x2, x3;
- int y1, y2, y3;
- int r;
-
- x1 = GET_TILE_X(tile_a);
- x2 = GET_TILE_X(tile_b);
- x3 = GET_TILE_X(tile_c);
-
- y1 = GET_TILE_Y(tile_a);
- y2 = GET_TILE_Y(tile_b);
- y3 = GET_TILE_Y(tile_c);
-
- r = 0;
-
- if (x1 < x2) r += 8;
- if (y1 < y2) r += 1;
- if (x1 > x2) r += 2;
- if (y1 > y2) r += 4;
-
- if (x2 < x3) r += 2;
- if (y2 < y3) r += 4;
- if (x2 > x3) r += 8;
- if (y2 > y3) r += 1;
-
- return r;
-}
-
-// Get's the direction between 2 tiles seen from tile_a
-int AiNew_GetDirection(uint tile_a, uint tile_b) {
- if (GET_TILE_Y(tile_a) < GET_TILE_Y(tile_b)) return 1;
- if (GET_TILE_Y(tile_a) > GET_TILE_Y(tile_b)) return 3;
- if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2;
- return 0;
-}
-
+#include "stdafx.h"
+#include "ttd.h"
+#include "player.h"
+#include "ai.h"
+
+int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) {
+ // 0 = vert
+ // 1 = horz
+ // 2 = dig up-left
+ // 3 = dig down-right
+ // 4 = dig down-left
+ // 5 = dig up-right
+
+ int x1, x2, x3;
+ int y1, y2, y3;
+
+ x1 = GET_TILE_X(tile_a);
+ x2 = GET_TILE_X(tile_b);
+ x3 = GET_TILE_X(tile_c);
+
+ y1 = GET_TILE_Y(tile_a);
+ y2 = GET_TILE_Y(tile_b);
+ y3 = GET_TILE_Y(tile_c);
+
+ if (y1 == y2 && y2 == y3) return 0;
+ if (x1 == x2 && x2 == x3) return 1;
+ if (y2 > y1) {
+ if (x2 > x3) return 2;
+ else return 4;
+ }
+ if (x2 > x1) {
+ if (y2 > y3) return 2;
+ else return 5;
+ }
+ if (y1 > y2) {
+ if (x2 > x3) return 5;
+ else return 3;
+ }
+ if (x1 > x2) {
+ if (y2 > y3) return 4;
+ else return 3;
+ }
+
+ return 0;
+}
+
+int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) {
+ int x1, x2, x3;
+ int y1, y2, y3;
+ int r;
+
+ x1 = GET_TILE_X(tile_a);
+ x2 = GET_TILE_X(tile_b);
+ x3 = GET_TILE_X(tile_c);
+
+ y1 = GET_TILE_Y(tile_a);
+ y2 = GET_TILE_Y(tile_b);
+ y3 = GET_TILE_Y(tile_c);
+
+ r = 0;
+
+ if (x1 < x2) r += 8;
+ if (y1 < y2) r += 1;
+ if (x1 > x2) r += 2;
+ if (y1 > y2) r += 4;
+
+ if (x2 < x3) r += 2;
+ if (y2 < y3) r += 4;
+ if (x2 > x3) r += 8;
+ if (y2 > y3) r += 1;
+
+ return r;
+}
+
+// Get's the direction between 2 tiles seen from tile_a
+int AiNew_GetDirection(uint tile_a, uint tile_b) {
+ if (GET_TILE_Y(tile_a) < GET_TILE_Y(tile_b)) return 1;
+ if (GET_TILE_Y(tile_a) > GET_TILE_Y(tile_b)) return 3;
+ if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2;
+ return 0;
+}
+
diff --git a/aystar.c b/aystar.c
index cd7c40214..a38dfc7a8 100644
--- a/aystar.c
+++ b/aystar.c
@@ -1,271 +1,271 @@
-/*
- * This file has the core function for AyStar
- * AyStar is a fast pathfinding routine and is used for things like
- * AI_pathfinding and Train_pathfinding.
- * For more information about AyStar (A* Algorithm), you can look at
- * http://en.wikipedia.org/wiki/A-star_search_algorithm
- */
-
-/*
- * Friendly reminder:
- * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
- * And when not free'd, it can cause system-crashes.
- * Also remember that when you stop an algorithm before it is finished, your
- * should call clear() yourself!
- */
-
-#include "stdafx.h"
-#include "ttd.h"
-#include "aystar.h"
-// This looks in the Hash if a node exists in ClosedList
-// If so, it returns the PathNode, else NULL
-PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node) {
- return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction);
-}
-
-// This adds a node to the ClosedList
-// It makes a copy of the data
-void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node) {
- // Add a node to the ClosedList
- PathNode *new_node = malloc(sizeof(PathNode));
- *new_node = *node;
- Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node);
-}
-
-// Checks if a node is in the OpenList
-// If so, it returns the OpenListNode, else NULL
-OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node) {
- return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction);
-}
-
-// Gets the best node from OpenList
-// returns the best node, or NULL of none is found
-// Also it deletes the node from the OpenList
-OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) {
- // Return the item the Queue returns.. the best next OpenList item.
- OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue);
- if (res != NULL)
- Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction);
-
- return res;
-}
-
-// Adds a node to the OpenList
-// It makes a copy of node, and puts the pointer of parent in the struct
-void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g, int userdata) {
- // Add a new Node to the OpenList
- OpenListNode* new_node = malloc(sizeof(OpenListNode));
- new_node->g = g;
- new_node->path.parent = parent;
- new_node->path.node = *node;
- Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node);
-
- // Add it to the queue
- aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f);
-}
-
-/*
- * Checks one tile and calculate his f-value
- * return values:
- * AYSTAR_DONE : indicates we are done
- */
-int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
- int new_f, new_g, new_h;
- PathNode *closedlist_parent;
- OpenListNode *check;
-
- // Check the new node against the ClosedList
- if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE;
-
- // Calculate the G-value for this node
- new_g = aystar->CalculateG(aystar, current, parent);
- // If the value was INVALID_NODE, we don't do anything with this node
- if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE;
-
- // There should not be given any other error-code..
- assert(new_g >= 0);
- // Add the parent g-value to the new g-value
- new_g += parent->g;
- if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE;
-
- // Calculate the h-value
- new_h = aystar->CalculateH(aystar, current, parent);
- // There should not be given any error-code..
- assert(new_h >= 0);
-
- // The f-value if g + h
- new_f = new_g + new_h;
-
- // Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList)
- closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node);
-
- // Check if this item is already in the OpenList
- if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) {
- int i;
- // Yes, check if this g value is lower..
- if (new_g > check->g) return AYSTAR_DONE;
- aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0);
- // It is lower, so change it to this item
- check->g = new_g;
- check->path.parent = closedlist_parent;
- /* Copy user data, will probably have changed */
- for (i=0;i<lengthof(current->user_data);i++)
- check->path.node.user_data[i] = current->user_data[i];
- // Readd him in the OpenListQueue
- aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f);
- } else {
- // A new node, add him to the OpenList
- AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g, 0);
- }
-
- return AYSTAR_DONE;
-}
-
-/*
- * This function is the core of AyStar. It handles one item and checks
- * his neighbour items. If they are valid, they are added to be checked too.
- * return values:
- * AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path
- * has been found.
- * AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been
- * reached.
- * AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
- * AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
- */
-int AyStarMain_Loop(AyStar *aystar) {
- int i, r;
-
- // Get the best node from OpenList
- OpenListNode *current = AyStarMain_OpenList_Pop(aystar);
- // If empty, drop an error
- if (current == NULL) return AYSTAR_EMPTY_OPENLIST;
-
- // Check for end node and if found, return that code
- if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) {
- if (aystar->FoundEndNode != NULL)
- aystar->FoundEndNode(aystar, current);
- free(current);
- return AYSTAR_FOUND_END_NODE;
- }
-
- // Add the node to the ClosedList
- AyStarMain_ClosedList_Add(aystar, &current->path);
-
- // Load the neighbours
- aystar->GetNeighbours(aystar, current);
-
- // Go through all neighbours
- for (i=0;i<aystar->num_neighbours;i++) {
- // Check and add them to the OpenList if needed
- r = aystar->checktile(aystar, &aystar->neighbours[i], current);
- }
-
- // Free the node
- free(current);
-
- if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes)
- /* We've expanded enough nodes */
- return AYSTAR_LIMIT_REACHED;
- else
- // Return that we are still busy
- return AYSTAR_STILL_BUSY;
-}
-
-/*
- * This function frees the memory it allocated
- */
-void AyStarMain_Free(AyStar *aystar) {
- aystar->OpenListQueue.free(&aystar->OpenListQueue, false);
- /* 2nd argument above is false, below is true, to free the values only
- * once */
- delete_Hash(&aystar->OpenListHash, true);
- delete_Hash(&aystar->ClosedListHash, true);
-#ifdef AYSTAR_DEBUG
- printf("[AyStar] Memory free'd\n");
-#endif
-}
-
-/*
- * This function make the memory go back to zero
- * This function should be called when you are using the same instance again.
- */
-void AyStarMain_Clear(AyStar *aystar) {
- // Clean the Queue, but not the elements within. That will be done by
- // the hash.
- aystar->OpenListQueue.clear(&aystar->OpenListQueue, false);
- // Clean the hashes
- clear_Hash(&aystar->OpenListHash, true);
- clear_Hash(&aystar->ClosedListHash, true);
-
-#ifdef AYSTAR_DEBUG
- printf("[AyStar] Cleared AyStar\n");
-#endif
-}
-
-/*
- * This is the function you call to run AyStar.
- * return values:
- * AYSTAR_FOUND_END_NODE : indicates we found an end node.
- * AYSTAR_NO_PATH : indicates that there was no path found.
- * AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
- * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY)
- * aystar->clear() is called. Note that when you stop the algorithm halfway,
- * you should still call clear() yourself!
- */
-int AyStarMain_Main(AyStar *aystar) {
- int r, i = 0;
- // Loop through the OpenList
- // Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick
- while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
-#ifdef AYSTAR_DEBUG
- if (r == AYSTAR_FOUND_END_NODE)
- printf("[AyStar] Found path!\n");
- else if (r == AYSTAR_EMPTY_OPENLIST)
- printf("[AyStar] OpenList run dry, no path found\n");
- else if (r == AYSTAR_LIMIT_REACHED)
- printf("[AyStar] Exceeded search_nodes, no path found\n");
-#endif
- if (r != AYSTAR_STILL_BUSY)
- /* We're done, clean up */
- aystar->clear(aystar);
-
- // Check result-value
- if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE;
- // Check if we have some left in the OpenList
- if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH;
-
- // Return we are still busy
- return AYSTAR_STILL_BUSY;
-}
-
-/*
- * Adds a node from where to start an algorithm. Multiple nodes can be added
- * if wanted. You should make sure that clear() is called before adding nodes
- * if the AyStar has been used before (though the normal main loop calls
- * clear() automatically when the algorithm finishes
- */
-void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node) {
-#ifdef AYSTAR_DEBUG
- printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", GET_TILE_X(start_node->tile), GET_TILE_Y(start_node->tile), start_node->direction);
-#endif
- AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, 0, 0);
-}
-
-void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) {
- // Allocated the Hash for the OpenList and ClosedList
- init_Hash(&aystar->OpenListHash, hash, num_buckets);
- init_Hash(&aystar->ClosedListHash, hash, num_buckets);
-
- // Set up our sorting queue
- // BinaryHeap allocates a block of 1024 nodes
- // When thatone gets full it reserves an otherone, till this number
- // That is why it can stay this high
- init_BinaryHeap(&aystar->OpenListQueue, 102400);
-
- aystar->addstart = AyStarMain_AddStartNode;
- aystar->main = AyStarMain_Main;
- aystar->loop = AyStarMain_Loop;
- aystar->free = AyStarMain_Free;
- aystar->clear = AyStarMain_Clear;
- aystar->checktile = AyStarMain_CheckTile;
-}
+/*
+ * This file has the core function for AyStar
+ * AyStar is a fast pathfinding routine and is used for things like
+ * AI_pathfinding and Train_pathfinding.
+ * For more information about AyStar (A* Algorithm), you can look at
+ * http://en.wikipedia.org/wiki/A-star_search_algorithm
+ */
+
+/*
+ * Friendly reminder:
+ * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
+ * And when not free'd, it can cause system-crashes.
+ * Also remember that when you stop an algorithm before it is finished, your
+ * should call clear() yourself!
+ */
+
+#include "stdafx.h"
+#include "ttd.h"
+#include "aystar.h"
+// This looks in the Hash if a node exists in ClosedList
+// If so, it returns the PathNode, else NULL
+PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node) {
+ return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction);
+}
+
+// This adds a node to the ClosedList
+// It makes a copy of the data
+void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node) {
+ // Add a node to the ClosedList
+ PathNode *new_node = malloc(sizeof(PathNode));
+ *new_node = *node;
+ Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node);
+}
+
+// Checks if a node is in the OpenList
+// If so, it returns the OpenListNode, else NULL
+OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node) {
+ return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction);
+}
+
+// Gets the best node from OpenList
+// returns the best node, or NULL of none is found
+// Also it deletes the node from the OpenList
+OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) {
+ // Return the item the Queue returns.. the best next OpenList item.
+ OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue);
+ if (res != NULL)
+ Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction);
+
+ return res;
+}
+
+// Adds a node to the OpenList
+// It makes a copy of node, and puts the pointer of parent in the struct
+void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g, int userdata) {
+ // Add a new Node to the OpenList
+ OpenListNode* new_node = malloc(sizeof(OpenListNode));
+ new_node->g = g;
+ new_node->path.parent = parent;
+ new_node->path.node = *node;
+ Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node);
+
+ // Add it to the queue
+ aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f);
+}
+
+/*
+ * Checks one tile and calculate his f-value
+ * return values:
+ * AYSTAR_DONE : indicates we are done
+ */
+int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
+ int new_f, new_g, new_h;
+ PathNode *closedlist_parent;
+ OpenListNode *check;
+
+ // Check the new node against the ClosedList
+ if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE;
+
+ // Calculate the G-value for this node
+ new_g = aystar->CalculateG(aystar, current, parent);
+ // If the value was INVALID_NODE, we don't do anything with this node
+ if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE;
+
+ // There should not be given any other error-code..
+ assert(new_g >= 0);
+ // Add the parent g-value to the new g-value
+ new_g += parent->g;
+ if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE;
+
+ // Calculate the h-value
+ new_h = aystar->CalculateH(aystar, current, parent);
+ // There should not be given any error-code..
+ assert(new_h >= 0);
+
+ // The f-value if g + h
+ new_f = new_g + new_h;
+
+ // Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList)
+ closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node);
+
+ // Check if this item is already in the OpenList
+ if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) {
+ int i;
+ // Yes, check if this g value is lower..
+ if (new_g > check->g) return AYSTAR_DONE;
+ aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0);
+ // It is lower, so change it to this item
+ check->g = new_g;
+ check->path.parent = closedlist_parent;
+ /* Copy user data, will probably have changed */
+ for (i=0;i<lengthof(current->user_data);i++)
+ check->path.node.user_data[i] = current->user_data[i];
+ // Readd him in the OpenListQueue
+ aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f);
+ } else {
+ // A new node, add him to the OpenList
+ AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g, 0);
+ }
+
+ return AYSTAR_DONE;
+}
+
+/*
+ * This function is the core of AyStar. It handles one item and checks
+ * his neighbour items. If they are valid, they are added to be checked too.
+ * return values:
+ * AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path
+ * has been found.
+ * AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been
+ * reached.
+ * AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
+ * AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
+ */
+int AyStarMain_Loop(AyStar *aystar) {
+ int i, r;
+
+ // Get the best node from OpenList
+ OpenListNode *current = AyStarMain_OpenList_Pop(aystar);
+ // If empty, drop an error
+ if (current == NULL) return AYSTAR_EMPTY_OPENLIST;
+
+ // Check for end node and if found, return that code
+ if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) {
+ if (aystar->FoundEndNode != NULL)
+ aystar->FoundEndNode(aystar, current);
+ free(current);
+ return AYSTAR_FOUND_END_NODE;
+ }
+
+ // Add the node to the ClosedList
+ AyStarMain_ClosedList_Add(aystar, &current->path);
+
+ // Load the neighbours
+ aystar->GetNeighbours(aystar, current);
+
+ // Go through all neighbours
+ for (i=0;i<aystar->num_neighbours;i++) {
+ // Check and add them to the OpenList if needed
+ r = aystar->checktile(aystar, &aystar->neighbours[i], current);
+ }
+
+ // Free the node
+ free(current);
+
+ if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes)
+ /* We've expanded enough nodes */
+ return AYSTAR_LIMIT_REACHED;
+ else
+ // Return that we are still busy
+ return AYSTAR_STILL_BUSY;
+}
+
+/*
+ * This function frees the memory it allocated
+ */
+void AyStarMain_Free(AyStar *aystar) {
+ aystar->OpenListQueue.free(&aystar->OpenListQueue, false);
+ /* 2nd argument above is false, below is true, to free the values only
+ * once */
+ delete_Hash(&aystar->OpenListHash, true);
+ delete_Hash(&aystar->ClosedListHash, true);
+#ifdef AYSTAR_DEBUG
+ printf("[AyStar] Memory free'd\n");
+#endif
+}
+
+/*
+ * This function make the memory go back to zero
+ * This function should be called when you are using the same instance again.
+ */
+void AyStarMain_Clear(AyStar *aystar) {
+ // Clean the Queue, but not the elements within. That will be done by
+ // the hash.
+ aystar->OpenListQueue.clear(&aystar->OpenListQueue, false);
+ // Clean the hashes
+ clear_Hash(&aystar->OpenListHash, true);
+ clear_Hash(&aystar->ClosedListHash, true);
+
+#ifdef AYSTAR_DEBUG
+ printf("[AyStar] Cleared AyStar\n");
+#endif
+}
+
+/*
+ * This is the function you call to run AyStar.
+ * return values:
+ * AYSTAR_FOUND_END_NODE : indicates we found an end node.
+ * AYSTAR_NO_PATH : indicates that there was no path found.
+ * AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
+ * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY)
+ * aystar->clear() is called. Note that when you stop the algorithm halfway,
+ * you should still call clear() yourself!
+ */
+int AyStarMain_Main(AyStar *aystar) {
+ int r, i = 0;
+ // Loop through the OpenList
+ // Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick
+ while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
+#ifdef AYSTAR_DEBUG
+ if (r == AYSTAR_FOUND_END_NODE)
+ printf("[AyStar] Found path!\n");
+ else if (r == AYSTAR_EMPTY_OPENLIST)
+ printf("[AyStar] OpenList run dry, no path found\n");
+ else if (r == AYSTAR_LIMIT_REACHED)
+ printf("[AyStar] Exceeded search_nodes, no path found\n");
+#endif
+ if (r != AYSTAR_STILL_BUSY)
+ /* We're done, clean up */
+ aystar->clear(aystar);
+
+ // Check result-value
+ if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE;
+ // Check if we have some left in the OpenList
+ if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH;
+
+ // Return we are still busy
+ return AYSTAR_STILL_BUSY;
+}
+
+/*
+ * Adds a node from where to start an algorithm. Multiple nodes can be added
+ * if wanted. You should make sure that clear() is called before adding nodes
+ * if the AyStar has been used before (though the normal main loop calls
+ * clear() automatically when the algorithm finishes
+ */
+void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node) {
+#ifdef AYSTAR_DEBUG
+ printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", GET_TILE_X(start_node->tile), GET_TILE_Y(start_node->tile), start_node->direction);
+#endif
+ AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, 0, 0);
+}
+
+void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) {
+ // Allocated the Hash for the OpenList and ClosedList
+ init_Hash(&aystar->OpenListHash, hash, num_buckets);
+ init_Hash(&aystar->ClosedListHash, hash, num_buckets);
+
+ // Set up our sorting queue
+ // BinaryHeap allocates a block of 1024 nodes
+ // When thatone gets full it reserves an otherone, till this number
+ // That is why it can stay this high
+ init_BinaryHeap(&aystar->OpenListQueue, 102400);
+
+ aystar->addstart = AyStarMain_AddStartNode;
+ aystar->main = AyStarMain_Main;
+ aystar->loop = AyStarMain_Loop;
+ aystar->free = AyStarMain_Free;
+ aystar->clear = AyStarMain_Clear;
+ aystar->checktile = AyStarMain_CheckTile;
+}
diff --git a/industry_cmd.c b/industry_cmd.c
index de36565a6..031540510 100644
--- a/industry_cmd.c
+++ b/industry_cmd.c
@@ -1564,7 +1564,7 @@ Industry *CreateNewIndustry(uint tile, int type)
return i;
}
-static const byte _numof_industry_table[4][12] = {
+static const byte _numof_industry_table[4][12] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5},
{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10},
@@ -1574,8 +1574,8 @@ static const byte _numof_industry_table[4][12] = {
static void PlaceInitialIndustry(byte type, int amount)
{
int num = _numof_industry_table[_opt.diff.number_industries][amount];
-
- if (_opt.diff.number_industries != 0)
+
+ if (_opt.diff.number_industries != 0)
{
assert(num > 0);
@@ -1585,7 +1585,7 @@ static void PlaceInitialIndustry(byte type, int amount)
if (CreateNewIndustry(TILE_MASK(Random()), type) != NULL)
break;
} while (--i != 0);
- } while (--num);
+ } while (--num);
}
}
diff --git a/network.c b/network.c
index 5c664afe4..d2b758bf2 100644
--- a/network.c
+++ b/network.c
@@ -1252,14 +1252,14 @@ void NetworkIPListInit() {
gethostname(hostname,250);
DEBUG(misc,2) ("[NET][IP] init for host %s", hostname);
he=gethostbyname((char *) hostname);
-
- if (he == NULL) {
- he = gethostbyname("localhost");
- }
-
- if (he == NULL) {
- bcaddr = inet_addr("127.0.0.1");
- he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
+
+ if (he == NULL) {
+ he = gethostbyname("localhost");
+ }
+
+ if (he == NULL) {
+ bcaddr = inet_addr("127.0.0.1");
+ he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
}
if (he == NULL) {
diff --git a/queue.h b/queue.h
index 05efe589b..b83ff3937 100644
--- a/queue.h
+++ b/queue.h
@@ -1,203 +1,203 @@
-#ifndef QUEUE_H
-#define QUEUE_H
-
-//#define NOFREE
-//#define QUEUE_DEBUG
-//#define HASH_DEBUG
-
-
-typedef struct Queue Queue;
-typedef bool Queue_PushProc(Queue* q, void* item, int priority);
-typedef void* Queue_PopProc(Queue* q);
-typedef bool Queue_DeleteProc(Queue* q, void* item, int priority);
-typedef void Queue_ClearProc(Queue* q, bool free_values);
-typedef void Queue_FreeProc(Queue* q, bool free_values);
-
-typedef struct InsSortNode InsSortNode;
-struct InsSortNode {
- void* item;
- int priority;
- InsSortNode* next;
-};
-typedef struct BinaryHeapNode BinaryHeapNode;
- struct BinaryHeapNode {
- void* item;
- int priority;
-};
-
-
-struct Queue{
- /*
- * Pushes an element into the queue, at the appropriate place for the queue.
- * Requires the queue pointer to be of an appropriate type, of course.
- */
- Queue_PushProc* push;
- /*
- * Pops the first element from the queue. What exactly is the first element,
- * is defined by the exact type of queue.
- */
- Queue_PopProc* pop;
- /*
- * Deletes the item from the queue. priority should be specified if
- * known, which speeds up the deleting for some queue's. Should be -1
- * if not known.
- */
- Queue_DeleteProc* del;
-
- /* Clears the queue, by removing all values from it. It's state is
- * effectively reset. If free_items is true, each of the items cleared
- * in this way are free()'d.
- */
- Queue_ClearProc* clear;
- /* Frees the queue, by reclaiming all memory allocated by it. After
- * this it is no longer usable. If free_items is true, any remaining
- * items are free()'d too.
- */
- Queue_FreeProc* free;
-
- union {
- struct {
- uint max_size;
- uint size;
- void** elements;
- } stack;
- struct {
- uint max_size;
- uint head; /* The index where the last element should be inserted */
- uint tail; /* The index where the next element should be read */
- void** elements;
- } fifo;
- struct {
- InsSortNode* first;
- } inssort;
- struct {
- uint max_size;
- uint size;
- uint blocks; /* The amount of blocks for which space is reserved in elements */
- BinaryHeapNode** elements;
- } binaryheap;
- } data;
-
- /* If true, this struct will be free'd when the
- * Queue is deleted. */
- bool freeq;
-};
-
-/* Initializes a stack and allocates internal memory. */
-void init_Stack(Queue* q, uint max_size);
-
-/* Allocate a new stack with a maximum of max_size elements. */
-Queue* new_Stack(uint max_size);
-
-/*
- * Fifo
- */
-
-/* Initializes a fifo and allocates internal memory for maximum of max_size
- * elements */
-void init_Fifo(Queue* q, uint max_size);
-
-/* Allocate a new fifo and initializes it with a maximum of max_size elements. */
-Queue* new_Fifo(uint max_size);
-
-Queue* new_Fifo_in_buffer(uint max_size, void* buffer);
-
-int build_Fifo(void* buffer, uint size);
-
-/*
- * Insertion Sorter
- */
-
-/* Initializes a inssort and allocates internal memory. There is no maximum
- * size */
-void init_InsSort(Queue* q);
-
-/* Allocate a new fifo and initializes it. There is no maximum size */
-Queue* new_InsSort();
-
-/*
- * Binary Heap
- * For information, see:
- * http://www.policyalmanac.org/games/binaryHeaps.htm
- */
-
-/* The amount of elements that will be malloc'd at a time */
-#define BINARY_HEAP_BLOCKSIZE_BITS 10
-
-/* Initializes a binary heap and allocates internal memory for maximum of
- * max_size elements */
-void init_BinaryHeap(Queue* q, uint max_size);
-
-/* Allocate a new binary heap and initializes it with a maximum of max_size
- * elements. */
-Queue* new_BinaryHeap(uint max_size);
-
-/*
- * Hash
- */
-typedef struct HashNode HashNode;
-struct HashNode {
- uint key1;
- uint key2;
- void* value;
- HashNode* next;
-};
-/* Generates a hash code from the given key pair. You should make sure that
- * the resulting range is clearly defined.
- */
-typedef uint Hash_HashProc(uint key1, uint key2);
-typedef struct Hash {
- /* The hash function used */
- Hash_HashProc* hash;
- /* The amount of items in the hash */
- uint size;
- /* The number of buckets allocated */
- uint num_buckets;
- /* A pointer to an array of num_buckets buckets. */
- HashNode* buckets;
- /* A pointer to an array of numbuckets booleans, which will be true if
- * there are any Nodes in the bucket */
- bool* buckets_in_use;
- /* If true, buckets will be freed in delete_hash */
- bool freeb;
- /* If true, the pointer to this struct will be freed in delete_hash */
- bool freeh;
-} Hash;
-
-/* Call these function to manipulate a hash */
-
-/* Deletes the value with the specified key pair from the hash and returns
- * that value. Returns NULL when the value was not present. The value returned
- * is _not_ free()'d! */
-void* Hash_Delete(Hash* h, uint key1, uint key2);
-/* Sets the value associated with the given key pair to the given value.
- * Returns the old value if the value was replaced, NULL when it was not yet present. */
-void* Hash_Set(Hash* h, uint key1, uint key2, void* value);
-/* Gets the value associated with the given key pair, or NULL when it is not
- * present. */
-void* Hash_Get(Hash* h, uint key1, uint key2);
-
-/* Call these function to create/destroy a hash */
-
-/* Builds a new hash, with num_buckets buckets. Make sure that hash() always
- * returns a hash less than num_buckets! Call delete_hash after use */
-Hash* new_Hash(Hash_HashProc* hash, int num_buckets);
-/* Builds a new hash in an existing struct. Make sure that hash() always
- * returns a hash less than num_buckets! Call delete_hash after use */
-void init_Hash(Hash* h, Hash_HashProc* hash, int num_buckets);
-/*
- * Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash
- * & friends. If free is true, it will call free() on all the values that
- * are left in the hash.
- */
-void delete_Hash(Hash* h, bool free_values);
-/*
- * Cleans the hash, but keeps the memory allocated
- */
-void clear_Hash(Hash* h, bool free_values);
-/*
- * Gets the current size of the Hash
- */
-uint Hash_Size(Hash* h);
-
-#endif /* QUEUE_H */
+#ifndef QUEUE_H
+#define QUEUE_H
+
+//#define NOFREE
+//#define QUEUE_DEBUG
+//#define HASH_DEBUG
+
+
+typedef struct Queue Queue;
+typedef bool Queue_PushProc(Queue* q, void* item, int priority);
+typedef void* Queue_PopProc(Queue* q);
+typedef bool Queue_DeleteProc(Queue* q, void* item, int priority);
+typedef void Queue_ClearProc(Queue* q, bool free_values);
+typedef void Queue_FreeProc(Queue* q, bool free_values);
+
+typedef struct InsSortNode InsSortNode;
+struct InsSortNode {
+ void* item;
+ int priority;
+ InsSortNode* next;
+};
+typedef struct BinaryHeapNode BinaryHeapNode;
+ struct BinaryHeapNode {
+ void* item;
+ int priority;
+};
+
+
+struct Queue{
+ /*
+ * Pushes an element into the queue, at the appropriate place for the queue.
+ * Requires the queue pointer to be of an appropriate type, of course.
+ */
+ Queue_PushProc* push;
+ /*
+ * Pops the first element from the queue. What exactly is the first element,
+ * is defined by the exact type of queue.
+ */
+ Queue_PopProc* pop;
+ /*
+ * Deletes the item from the queue. priority should be specified if
+ * known, which speeds up the deleting for some queue's. Should be -1
+ * if not known.
+ */
+ Queue_DeleteProc* del;
+
+ /* Clears the queue, by removing all values from it. It's state is
+ * effectively reset. If free_items is true, each of the items cleared
+ * in this way are free()'d.
+ */
+ Queue_ClearProc* clear;
+ /* Frees the queue, by reclaiming all memory allocated by it. After
+ * this it is no longer usable. If free_items is true, any remaining
+ * items are free()'d too.
+ */
+ Queue_FreeProc* free;
+
+ union {
+ struct {
+ uint max_size;
+ uint size;
+ void** elements;
+ } stack;
+ struct {
+ uint max_size;
+ uint head; /* The index where the last element should be inserted */
+ uint tail; /* The index where the next element should be read */
+ void** elements;
+ } fifo;
+ struct {
+ InsSortNode* first;
+ } inssort;
+ struct {
+ uint max_size;
+ uint size;
+ uint blocks; /* The amount of blocks for which space is reserved in elements */
+ BinaryHeapNode** elements;
+ } binaryheap;
+ } data;
+
+ /* If true, this struct will be free'd when the
+ * Queue is deleted. */
+ bool freeq;
+};
+
+/* Initializes a stack and allocates internal memory. */
+void init_Stack(Queue* q, uint max_size);
+
+/* Allocate a new stack with a maximum of max_size elements. */
+Queue* new_Stack(uint max_size);
+
+/*
+ * Fifo
+ */
+
+/* Initializes a fifo and allocates internal memory for maximum of max_size
+ * elements */
+void init_Fifo(Queue* q, uint max_size);
+
+/* Allocate a new fifo and initializes it with a maximum of max_size elements. */
+Queue* new_Fifo(uint max_size);
+
+Queue* new_Fifo_in_buffer(uint max_size, void* buffer);
+
+int build_Fifo(void* buffer, uint size);
+
+/*
+ * Insertion Sorter
+ */
+
+/* Initializes a inssort and allocates internal memory. There is no maximum
+ * size */
+void init_InsSort(Queue* q);
+
+/* Allocate a new fifo and initializes it. There is no maximum size */
+Queue* new_InsSort();
+
+/*
+ * Binary Heap
+ * For information, see:
+ * http://www.policyalmanac.org/games/binaryHeaps.htm
+ */
+
+/* The amount of elements that will be malloc'd at a time */
+#define BINARY_HEAP_BLOCKSIZE_BITS 10
+
+/* Initializes a binary heap and allocates internal memory for maximum of
+ * max_size elements */
+void init_BinaryHeap(Queue* q, uint max_size);
+
+/* Allocate a new binary heap and initializes it with a maximum of max_size
+ * elements. */
+Queue* new_BinaryHeap(uint max_size);
+
+/*
+ * Hash
+ */
+typedef struct HashNode HashNode;
+struct HashNode {
+ uint key1;
+ uint key2;
+ void* value;
+ HashNode* next;
+};
+/* Generates a hash code from the given key pair. You should make sure that
+ * the resulting range is clearly defined.
+ */
+typedef uint Hash_HashProc(uint key1, uint key2);
+typedef struct Hash {
+ /* The hash function used */
+ Hash_HashProc* hash;
+ /* The amount of items in the hash */
+ uint size;
+ /* The number of buckets allocated */
+ uint num_buckets;
+ /* A pointer to an array of num_buckets buckets. */
+ HashNode* buckets;
+ /* A pointer to an array of numbuckets booleans, which will be true if
+ * there are any Nodes in the bucket */
+ bool* buckets_in_use;
+ /* If true, buckets will be freed in delete_hash */
+ bool freeb;
+ /* If true, the pointer to this struct will be freed in delete_hash */
+ bool freeh;
+} Hash;
+
+/* Call these function to manipulate a hash */
+
+/* Deletes the value with the specified key pair from the hash and returns
+ * that value. Returns NULL when the value was not present. The value returned
+ * is _not_ free()'d! */
+void* Hash_Delete(Hash* h, uint key1, uint key2);
+/* Sets the value associated with the given key pair to the given value.
+ * Returns the old value if the value was replaced, NULL when it was not yet present. */
+void* Hash_Set(Hash* h, uint key1, uint key2, void* value);
+/* Gets the value associated with the given key pair, or NULL when it is not
+ * present. */
+void* Hash_Get(Hash* h, uint key1, uint key2);
+
+/* Call these function to create/destroy a hash */
+
+/* Builds a new hash, with num_buckets buckets. Make sure that hash() always
+ * returns a hash less than num_buckets! Call delete_hash after use */
+Hash* new_Hash(Hash_HashProc* hash, int num_buckets);
+/* Builds a new hash in an existing struct. Make sure that hash() always
+ * returns a hash less than num_buckets! Call delete_hash after use */
+void init_Hash(Hash* h, Hash_HashProc* hash, int num_buckets);
+/*
+ * Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash
+ * & friends. If free is true, it will call free() on all the values that
+ * are left in the hash.
+ */
+void delete_Hash(Hash* h, bool free_values);
+/*
+ * Cleans the hash, but keeps the memory allocated
+ */
+void clear_Hash(Hash* h, bool free_values);
+/*
+ * Gets the current size of the Hash
+ */
+uint Hash_Size(Hash* h);
+
+#endif /* QUEUE_H */