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authortruelight <truelight@openttd.org>2005-07-17 15:34:10 +0000
committertruelight <truelight@openttd.org>2005-07-17 15:34:10 +0000
commita09342c1fcaff8946dfd4fb859bf917d5b9975af (patch)
treef9f68a38668d3c460651cb799e3edbc844445915 /ai.h
parent1022bf7d931c4ef25b2738c75d02d95a0369146a (diff)
downloadopenttd-a09342c1fcaff8946dfd4fb859bf917d5b9975af.tar.xz
(svn r2606) -Codechange: renamed ai.c to ai_old.c, and ai.h to ai_new.h to make room
for a global AI-handler
Diffstat (limited to 'ai.h')
-rw-r--r--ai.h259
1 files changed, 0 insertions, 259 deletions
diff --git a/ai.h b/ai.h
deleted file mode 100644
index 2a4554497..000000000
--- a/ai.h
+++ /dev/null
@@ -1,259 +0,0 @@
-#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
-// The penalty given to a tile which would have to use fundation
-#define AI_PATHFINDER_FOUNDATION_PENALTY 100
-// 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 than 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 than 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 DAY_TICKS
-
-// How many days must there between vehicle checks
-// The more often, the less non-money-making lines there will be
-// but the unfair it may seem to a human player
-#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
-
-// How money profit does a vehicle needs to make to stay in order
-// This is the profit of this year + profit of last year
-// But also for vehicles that are just one year old. In other words:
-// Vehicles of 2 years do easier meet this setting then vehicles
-// of one year. This is a very good thing. New vehicles are filtered,
-// while old vehicles stay longer, because we do get less in return.
-#define AI_MINIMUM_ROUTE_PROFIT 1000
-
-// A vehicle is considered lost when he his cargo is more than 180 days old
-#define AI_VEHICLE_LOST_DAYS 180
-
-// How many times may the AI try to find a route before it gives up
-#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
-
-/*
- * 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
-};
-
-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_CHECK_ALL_VEHICLES,
- 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,
- AI_ACTION_CHECK_ALL_VEHICLES,
-};
-
-// Used for from_type/to_type
-enum {
- AI_NO_TYPE = 0,
- AI_CITY,
- AI_INDUSTRY,
-};
-
-// Flags for in the vehicle
-enum {
- AI_VEHICLEFLAG_SELL = 1,
- // Remember, flags must be in power of 2
-};
-
-#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 TileXY(MapMaxX(), MapMaxY())
-
-#define AI_PATHFINDER_NO_DIRECTION (byte)-1
-
-// Flags used in user_data
-#define AI_PATHFINDER_FLAG_BRIDGE 1
-#define AI_PATHFINDER_FLAG_TUNNEL 2
-
-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(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
-int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
-int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b);
-bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
-uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
-
-// ai_build.c
-bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
-int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
-int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex 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, TileIndex tile, byte flag);
-int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag);
-
-
-#endif