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author | truelight <truelight@openttd.org> | 2005-09-02 19:10:45 +0000 |
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committer | truelight <truelight@openttd.org> | 2005-09-02 19:10:45 +0000 |
commit | d05f504c01fb88eb8b88d28b5fd5da664e31cd95 (patch) | |
tree | d01e499f40fb0d5d315c7530b74c76569fae0840 /ai/trolly/trolly.h | |
parent | a181446829c3de933ccccffcc652c0c7b19f9968 (diff) | |
download | openttd-d05f504c01fb88eb8b88d28b5fd5da664e31cd95.tar.xz |
(svn r2907) -Codechange: splitted the AIs to their own directory. AINew becomes 'trolly', AIOld becomes 'default', both in their own dir in the 'ai' dir. More AIs to come.
Diffstat (limited to 'ai/trolly/trolly.h')
-rw-r--r-- | ai/trolly/trolly.h | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/ai/trolly/trolly.h b/ai/trolly/trolly.h new file mode 100644 index 000000000..901448dde --- /dev/null +++ b/ai/trolly/trolly.h @@ -0,0 +1,261 @@ +/* $Id: ai_new.h 2892 2005-08-26 20:56:48Z tron $ */ + +#ifndef AI_TROLLY_H +#define AI_TROLLY_H + +#include "../../aystar.h" +#include "../../player.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 /* AI_TROLLY_H */ |