summaryrefslogtreecommitdiff
path: root/ai/trolly
diff options
context:
space:
mode:
authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /ai/trolly
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'ai/trolly')
-rw-r--r--ai/trolly/build.c324
-rw-r--r--ai/trolly/pathfinder.c510
-rw-r--r--ai/trolly/shared.c118
-rw-r--r--ai/trolly/trolly.c1353
-rw-r--r--ai/trolly/trolly.h262
5 files changed, 0 insertions, 2567 deletions
diff --git a/ai/trolly/build.c b/ai/trolly/build.c
deleted file mode 100644
index 9959d0d04..000000000
--- a/ai/trolly/build.c
+++ /dev/null
@@ -1,324 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../debug.h"
-#include "../../functions.h"
-#include "../../map.h"
-#include "../../road_map.h"
-#include "../../tile.h"
-#include "../../vehicle.h"
-#include "../../command.h"
-#include "trolly.h"
-#include "../../engine.h"
-#include "../../station.h"
-#include "../../variables.h"
-#include "../../bridge.h"
-#include "../ai.h"
-
-// Build HQ
-// Params:
-// tile : tile where HQ is going to be build
-bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
-{
- if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
- return false;
- AI_DoCommand(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, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
-{
- if (type == AI_TRAIN)
- return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
-
- if (type == AI_BUS)
- return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
-
- return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
-}
-
-
-// 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, TileIndex tile_a, TileIndex 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 built
- if (type2 == 0 && type != 0) type2 = type;
-
- // Now, simply, build the bridge!
- if (p->ainew.tbt == AI_TRAIN) {
- return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
- } else {
- return AI_DoCommand(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 += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
- 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 (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
- 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 = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(res)) {
- // 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 += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
- 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 (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
- 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 (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
- // Build the tile
- res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
- // Currently, we ignore CMD_ERRORs!
- if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
- // Problem.. let's just abort it all!
- DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- }
-
- if (!CmdFailed(res)) 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 INVALID_ENGINE if not suitable engine is found
-EngineID AiNew_PickVehicle(Player *p)
-{
- if (p->ainew.tbt == AI_TRAIN) {
- // Not supported yet
- return INVALID_ENGINE;
- } else {
- EngineID best_veh_index = INVALID_ENGINE;
- int32 best_veh_rating = 0;
- EngineID start = ROAD_ENGINES_INDEX;
- EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
- EngineID i;
-
- /* Loop through all road vehicles */
- for (i = start; i != end; i++) {
- const RoadVehicleInfo *rvi = RoadVehInfo(i);
- const Engine* e = GetEngine(i);
- int32 rating;
- int32 ret;
-
- /* Skip vehicles which can't take our cargo type */
- if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
-
- // Is it availiable?
- // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
- if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
-
- /* Rate and compare the engine by speed & capacity */
- rating = rvi->max_speed * rvi->capacity;
- if (rating <= best_veh_rating) continue;
-
- // Can we build it?
- ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (CmdFailed(ret)) continue;
-
- best_veh_rating = rating;
- best_veh_index = i;
- }
-
- return best_veh_index;
- }
-}
-
-
-void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
-{
- Player* p = GetPlayer(_current_player);
-
- if (success) {
- p->ainew.state = AI_STATE_GIVE_ORDERS;
- p->ainew.veh_id = _new_vehicle_id;
-
- if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
- /* Cargo type doesn't match, so refit it */
- if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
- /* Refit failed, so sell the vehicle */
- DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
- p->ainew.state = AI_STATE_NOTHING;
- }
- }
- } else {
- /* XXX this should be handled more gracefully */
- p->ainew.state = AI_STATE_NOTHING;
- }
-}
-
-
-// Builds the best vehicle possible
-int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
-{
- EngineID i = AiNew_PickVehicle(p);
-
- if (i == INVALID_ENGINE) return CMD_ERROR;
- if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
-
- if (flag & DC_EXEC) {
- return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
- } else {
- return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
- }
-}
-
-int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
-{
- int ret, ret2;
- if (p->ainew.tbt == AI_TRAIN) {
- return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
- } else {
- ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (CmdFailed(ret)) return ret;
- // Try to build the road from the depot
- ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- // If it fails, ignore it..
- if (CmdFailed(ret2)) return ret;
- return ret + ret2;
- }
-}
diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c
deleted file mode 100644
index 6ffdf1fec..000000000
--- a/ai/trolly/pathfinder.c
+++ /dev/null
@@ -1,510 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../bridge_map.h"
-#include "../../debug.h"
-#include "../../functions.h"
-#include "../../map.h"
-#include "../../tile.h"
-#include "../../command.h"
-#include "trolly.h"
-#include "../../depot.h"
-#include "../../tunnel_map.h"
-#include "../../bridge.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
-static bool TestCanBuildStationHere(TileIndex tile, byte dir)
-{
- Player *p = GetPlayer(_current_player);
-
- if (dir == TEST_STATION_NO_DIR) {
- int32 ret;
- // TODO: currently we only allow spots that can be access from al 4 directions...
- // should be fixed!!!
- for (dir = 0; dir < 4; dir++) {
- ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
- if (!CmdFailed(ret)) return true;
- }
- return false;
- }
-
- // return true if command succeeded, so the inverse of CmdFailed()
- return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
-}
-
-
-static bool IsRoad(TileIndex tile)
-{
- return
- // MP_STREET, but not a road depot?
- (IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
- (IsTileType(tile, MP_TUNNELBRIDGE) && (
- (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) ||
- (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD)
- ));
-}
-
-
-// Checks if a tile 'a' is between the tiles 'b' and 'c'
-#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
-
-
-// Check if the current tile is in our end-area
-static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
-{
- const Ai_PathFinderInfo* 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 (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(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)
-static uint AiPathFinder_Hash(uint key1, uint key2)
-{
- return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
-}
-
-
-// Clear the memory of all the things
-static 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;
- uint 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 = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
- for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
- start_node.node.tile = TileXY(x, y);
- result->addstart(result, &start_node.node, 0);
- }
- }
-
- 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;
- uint 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 = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
- for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
- TileIndex tile = TileXY(x, y);
-
- if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) continue;
- if (!TestCanBuildStationHere(tile, TEST_STATION_NO_DIR)) continue;
- start_node.node.tile = tile;
- aystar->addstart(aystar, &start_node.node, 0);
- }
- }
-}
-
-
-// The h-value, simple calculation
-static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
-{
- const Ai_PathFinderInfo* 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 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction));
- r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction));
- } else {
- // No direction, so just get the fastest route to the station
- r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
- r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br);
- }
- // See if the bottomright is faster than 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;
- uint 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, "No more space in pathfinder 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, "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)
-{
- uint i;
- int ret;
- int 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++) {
- TileIndex ctile = current->path.node.tile; // Current tile
- TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile
-
- if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
- TileY(atile) > 1 && TileY(atile) < MapMaxY() - 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 && IsRoad(atile)) {
- if (IsTileType(atile, MP_TUNNELBRIDGE)) {
- if (IsTunnel(atile)) {
- if (GetTunnelDirection(atile) != i) continue;
- } else {
- if ((_m[atile].m5 & 1U) != DiagDirToAxis(i)) continue;
- }
- }
- }
- // But also if we are on a bridge, we can only move a certain direction
- if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
- if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
- // An existing bridge/tunnel... let's test the direction ;)
- if ((_m[ctile].m5 & 1U) != (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(ctile, atile) != 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, ctile, atile);
- ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(ret)) 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, ctile);
- if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
- continue;
- }
- }
-#endif
- } else {
- // Road check
- dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
- if (IsRoad(ctile)) {
- if (IsTileType(ctile, 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 ((_m[ctile].m5 & dir) != dir) {
- // We do miss some pieces :(
- dir &= ~_m[ctile].m5;
- } else {
- dir = 0;
- }
- }
- }
- // Only destruct things if it is MP_CLEAR of MP_TREES
- if (dir != 0) {
- ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- if (CmdFailed(ret)) continue;
- }
- }
- }
-
- // The tile can be connected
- aystar->neighbours[aystar->num_neighbours].tile = atile;
- 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) {
- // First we get the dir from this tile and his parent
- DiagDirection 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;
- Slope tileh = GetTileSlope(tile, NULL);
-
- // Bridges can only be build on land that is not flat
- // And if there is a road or rail blocking
- if (tileh != SLOPE_FLAT ||
- (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) ||
- (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) {
- for (;;) {
- new_tile += TileOffsByDiagDir(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..
- ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdFailed(ret)) 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 built on slopes corresponding to the direction
- // For now, we check both sides for this tile.. terraforming gives fuzzy result
- if ((dir == DIAGDIR_NE && tileh == SLOPE_NE) ||
- (dir == DIAGDIR_SE && tileh == SLOPE_SE) ||
- (dir == DIAGDIR_SW && tileh == SLOPE_SW) ||
- (dir == DIAGDIR_NW && tileh == SLOPE_NW)) {
- // Now simply check if a tunnel can be build
- ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
- tileh = GetTileSlope(_build_tunnel_endtile, NULL);
- if (!CmdFailed(ret) && (tileh == SLOPE_SW || tileh == SLOPE_SE || tileh == SLOPE_NW || tileh == SLOPE_NE)) {
- 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(Slope tileh, TrackBits bits); // XXX function declaration in .c
-extern uint GetRoadFoundation(Slope tileh, uint bits); // XXX function declaration in .c
-extern uint GetBridgeFoundation(Slope tileh, Axis); // XXX function declaration in .c
-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;
- Slope tileh = GetTileSlope(current->tile, NULL);
- Slope parent_tileh = GetTileSlope(parent->path.node.tile, NULL);
-
- // 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 (IsRoad(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.
- // We also dislike long routes on slopes, since they do not look too realistic
- // when there is a flat land all around, they are more expensive to build, and
- // especially they essentially block the ability to connect or cross the road
- // from one side.
- if (parent_tileh != SLOPE_FLAT && 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_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 && HASBIT(BRIDGE_NO_FOUNDATION, tileh))) {
- res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
- } else {
- res += AI_PATHFINDER_FOUNDATION_PENALTY;
- }
- } else {
- if (!IsRoad(parent->path.node.tile) || !IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE)) {
- r = GetRoadFoundation(parent_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;
- } else {
- res += AI_PATHFINDER_FOUNDATION_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 (!HASBIT(BRIDGE_NO_FOUNDATION, parent_tileh)) {
- if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
- // Second for the end point
- if (!HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
- if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
- if (parent_tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- if (tileh == SLOPE_FLAT) 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 (IsRoad(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 than 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;
- }
- }
- }
- }
- }
-
- return (res < 0) ? 0 : res;
-}
diff --git a/ai/trolly/shared.c b/ai/trolly/shared.c
deleted file mode 100644
index e683b60ea..000000000
--- a/ai/trolly/shared.c
+++ /dev/null
@@ -1,118 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../debug.h"
-#include "../../map.h"
-#include "trolly.h"
-#include "../../vehicle.h"
-
-int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
-{
- // 0 = vert
- // 1 = horz
- // 2 = dig up-left
- // 3 = dig down-right
- // 4 = dig down-left
- // 5 = dig up-right
-
- uint x1 = TileX(tile_a);
- uint x2 = TileX(tile_b);
- uint x3 = TileX(tile_c);
-
- uint y1 = TileY(tile_a);
- uint y2 = TileY(tile_b);
- uint y3 = TileY(tile_c);
-
- if (y1 == y2 && y2 == y3) return 0;
- if (x1 == x2 && x2 == x3) return 1;
- if (y2 > y1) return x2 > x3 ? 2 : 4;
- if (x2 > x1) return y2 > y3 ? 2 : 5;
- if (y1 > y2) return x2 > x3 ? 5 : 3;
- if (x1 > x2) return y2 > y3 ? 4 : 3;
-
- return 0;
-}
-
-int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
-{
- int x1, x2, x3;
- int y1, y2, y3;
- int r;
-
- x1 = TileX(tile_a);
- x2 = TileX(tile_b);
- x3 = TileX(tile_c);
-
- y1 = TileY(tile_a);
- y2 = TileY(tile_b);
- y3 = TileY(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
-DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
-{
- if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE;
- if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW;
- if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW;
- return DIAGDIR_NE;
-}
-
-
-// This functions looks up if this vehicle is special for this AI
-// and returns his flag
-uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v)
-{
- uint i;
-
- for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
- if (p->ainew.special_vehicles[i].veh_id == v->index) {
- return p->ainew.special_vehicles[i].flag;
- }
- }
-
- // Not found :(
- return 0;
-}
-
-
-bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag)
-{
- int new_id = -1;
- uint i;
-
- for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
- if (p->ainew.special_vehicles[i].veh_id == v->index) {
- p->ainew.special_vehicles[i].flag |= flag;
- return true;
- }
- if (new_id == -1 &&
- p->ainew.special_vehicles[i].veh_id == 0 &&
- p->ainew.special_vehicles[i].flag == 0) {
- new_id = i;
- }
- }
-
- // Out of special_vehicle spots :s
- if (new_id == -1) {
- DEBUG(ai, 1, "special_vehicles list is too small");
- return false;
- }
- p->ainew.special_vehicles[new_id].veh_id = v->index;
- p->ainew.special_vehicles[new_id].flag = flag;
- return true;
-}
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
deleted file mode 100644
index d67a064b4..000000000
--- a/ai/trolly/trolly.c
+++ /dev/null
@@ -1,1353 +0,0 @@
-/* $Id$ */
-
-/*
- * This AI was created as a direct reaction to the big demand for some good AIs
- * in OTTD. Too bad it never left alpha-stage, and it is considered dead in its
- * current form.
- * By the time of writing this, we, the creator of this AI and a good friend of
- * mine, are designing a whole new AI-system that allows us to create AIs
- * easier and without all the fuzz we encountered while I was working on this
- * AI. By the time that system is finished, you can expect that this AI will
- * dissapear, because it is pretty obselete and bad programmed.
- *
- * Meanwhile I wish you all much fun with this AI; if you are interested as
- * AI-developer in this AI, I advise you not stare too long to some code, some
- * things in here really are... strange ;) But in either way: enjoy :)
- *
- * -- TrueLight :: 2005-09-01
- */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../debug.h"
-#include "../../functions.h"
-#include "../../road_map.h"
-#include "../../station_map.h"
-#include "../../table/strings.h"
-#include "../../map.h"
-#include "../../tile.h"
-#include "../../command.h"
-#include "trolly.h"
-#include "../../town.h"
-#include "../../industry.h"
-#include "../../station.h"
-#include "../../engine.h"
-#include "../../gui.h"
-#include "../../depot.h"
-#include "../../vehicle.h"
-#include "../../date.h"
-#include "../ai.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(INVALID_STRING_ID, 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;
- p->ainew.last_vehiclecheck_date = _date;
-
- // 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
- if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
- 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..
- AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
- // 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 = AI_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 (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
- // Check all vehicles once in a while
- p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
- p->ainew.last_vehiclecheck_date = _date;
- } 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 < 85) {
- p->ainew.action = AI_ACTION_TRUCK_ROUTE;
- } else {
- p->ainew.action = AI_ACTION_BUS_ROUTE;
- }
- }
-#if 0
- } else if (c < 200 && !_patches.ai_disable_veh_train) {
- if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
- p->ainew.action = AI_ACTION_TRAIN_ROUTE;
- }
-#endif
- }
-
- p->ainew.counter = 0;
- }
-
- if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_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;
- }
-
- if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) {
- p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES;
- 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) {
- const Town* t = GetTown(ic);
- const Station* st;
- uint 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 && AI_CHANCE16(1,4)) return false;
-
- if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_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) {
- // 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 (DistanceManhattan(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 && AI_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) {
- const Industry* i = GetIndustry(ic);
- const Station* st;
- int count = 0;
- int j = 0;
-
- if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
-
- // No limits on delevering stations!
- // Or for industry that does not give anything yet
- if (i->produced_cargo[0] == CT_INVALID || 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) {
- // 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] == CT_INVALID) continue;
- // It does not take this cargo
- if (!st->goods[i->produced_cargo[0]].last_speed) continue;
- // Is it around our industry
- if (DistanceManhattan(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 && AI_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 = AI_RandomRange(GetMaxTownIndex() + 1);
- } else {
- p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
- }
- }
-
- 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 > GetMaxTownIndex()) p->ainew.temp = 0;
- } else {
- if (p->ainew.temp > GetMaxIndustryIndex()) 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 = AI_RandomRange(GetMaxTownIndex() + 1);
- } else {
- p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
- }
- }
-
- // 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) {
- const Town* town_from = GetTown(p->ainew.from_ic);
- const Town* town_temp = GetTown(p->ainew.temp);
- uint distance = DistanceManhattan(town_from->xy, town_temp->xy);
- int max_cargo;
-
- max_cargo = town_from->max_pass + town_temp->max_pass;
- max_cargo -= town_from->act_pass + town_temp->act_pass;
-
- // max_cargo is now the amount of cargo we can move between the two cities
- // If it is more than the distance, we allow it
- if (distance <= 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, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
- distance,
- 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) {
- const Industry* ind_from = GetIndustry(p->ainew.from_ic);
- const Industry* ind_temp = GetIndustry(p->ainew.temp);
- bool found = false;
- int max_cargo = 0;
- uint 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 (ind_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) {
- for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
- if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
- if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
- // Found a compatible industry
- max_cargo = ind_from->total_production[0] - ind_from->total_transported[0];
- found = true;
- p->ainew.from_deliver = true;
- p->ainew.to_deliver = false;
- break;
- }
- }
- }
- if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) {
- // If not check if the current ic produces cargo that the from_ic accepts
- for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) {
- if (ind_from->accepts_cargo[i] == CT_INVALID) break;
- if (ind_temp->produced_cargo[0] == ind_from->accepts_cargo[i]) {
- // Found a compatbiel industry
- found = true;
- max_cargo = ind_temp->total_production[0] - ind_temp->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
- uint distance = DistanceManhattan(ind_from->xy, ind_temp->xy);
-
- if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
- distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
- p->ainew.to_ic = p->ainew.temp;
- if (p->ainew.from_deliver) {
- p->ainew.cargo = ind_from->produced_cargo[0];
- } else {
- p->ainew.cargo = ind_temp->produced_cargo[0];
- }
- p->ainew.state = AI_STATE_FIND_STATION;
-
- DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
- distance,
- 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 > GetMaxTownIndex()) p->ainew.temp = 0;
- } else {
- if (p->ainew.temp > GetMaxIndustryIndex()) 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 than 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;
-
- // Also check if we don't have already a lot of busses to this city...
- FOR_ALL_VEHICLES(v) {
- if (v->owner == _current_player) {
- const Order *order;
-
- FOR_VEHICLE_ORDERS(v, order) {
- if (order->type == OT_GOTO_STATION && GetStation(order->dest) == st) {
- // This vehicle has this city in its list
- count++;
- }
- }
- }
- }
-
- if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
- return true;
-}
-
-// This function finds a good spot for a station
-static void AiNew_State_FindStation(Player *p)
-{
- TileIndex tile;
- Station *st;
- int count = 0;
- EngineID i;
- TileIndex new_tile = 0;
- byte direction = 0;
- Town *town = 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 = GetTown(p->ainew.from_ic);
- tile = town->xy;
- } else {
- tile = GetIndustry(p->ainew.from_ic)->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 = GetTown(p->ainew.to_ic);
- tile = town->xy;
- } else {
- tile = GetIndustry(p->ainew.to_ic)->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 than 2 stations in the city, abort
- i = AiNew_PickVehicle(p);
- // Euhmz, this should not happen _EVER_
- // Quit finding a route...
- if (i == INVALID_ENGINE) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- FOR_ALL_STATIONS(st) {
- 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) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
- if (AiNew_CheckVehicleStation(p, st)) {
- // We did found a station that was good enough!
- new_tile = st->xy;
- direction = GetRoadStopDir(st->xy);
- break;
- }
- }
- count++;
- }
- }
- }
- }
- // We are going to add a new station...
- if (new_tile == 0) count++;
- // No more than 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 = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
- for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
- new_tile = TileXY(x, y);
- if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) {
- // This tile we can build on!
- // Check acceptance
- // XXX - Get the catchment area
- GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4);
- // >> 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 (CmdFailed(r)) 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 find 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 && DistanceManhattan(tile, new_tile) > DistanceManhattan(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) {
- const Industry* i = GetIndustry(p->ainew.from_ic);
-
- // For truck routes we take a range around the industry
- p->ainew.path_info.start_tile_tl = i->xy - TileDiffXY(1, 1);
- p->ainew.path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 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) {
- const Industry* i = GetIndustry(p->ainew.to_ic);
-
- p->ainew.path_info.end_tile_tl = i->xy - TileDiffXY(1, 1);
- p->ainew.path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 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;
- }
-
- p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN);
-
- // 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);
- switch (r) {
- case AYSTAR_NO_PATH:
- DEBUG(ai, 1, "No route found by pathfinder");
- // Start all over again
- p->ainew.state = AI_STATE_NOTHING;
- break;
-
- case AYSTAR_FOUND_END_NODE: // We found the end-point
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_DEPOT;
- break;
-
- // In any other case, we are still busy finding the route
- default: break;
- }
-}
-
-
-// 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, r;
- DiagDirection j;
- 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 < 4; j++) {
- TileIndex t = tile + TileOffsByDiagDir(j);
-
- if (IsTileType(t, MP_STREET) &&
- GetRoadTileType(t) == ROAD_TILE_DEPOT &&
- IsTileOwner(t, _current_player) &&
- GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
- p->ainew.depot_tile = t;
- p->ainew.depot_direction = ReverseDiagDir(j);
- 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 < 4; j++) {
- TileIndex t = tile + TileOffsByDiagDir(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 (t == p->ainew.path_info.route[i - 1] ||
- t == p->ainew.path_info.route[i + 1]) {
- continue;
- }
- // Not around a bridge?
- if (p->ainew.path_info.route_extra[i] != 0) continue;
- if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
- // Is the terrain clear?
- if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
- // If the current tile is on a slope then we do not allow this
- if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
- // Check if everything went okay..
- r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0);
- if (CmdFailed(r)) continue;
- // Found a spot!
- p->ainew.new_cost += r;
- p->ainew.depot_tile = t;
- p->ainew.depot_direction = ReverseDiagDir(j); // 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
- EngineID i;
- int length, tiles_a_day;
- int amount;
- i = AiNew_PickVehicle(p);
- if (i == INVALID_ENGINE) 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!
- tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 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 = length * 2 * 2 / tiles_a_day / 30;
- if (amount == 0) amount = 1;
- return amount;
- } else if (p->ainew.tbt == AI_TRUCK) {
- // For truck-routes we look at the cargo
- EngineID i;
- int length, amount, tiles_a_day;
- int max_cargo;
- i = AiNew_PickVehicle(p);
- if (i == INVALID_ENGINE) 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!
- tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
- if (p->ainew.from_deliver) {
- max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
- } else {
- max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
- }
-
- // This is because moving 60% is more than 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 = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity;
- 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, "Insufficient funds to build 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, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile);
-}
-
-
-// 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 (!IsTileType(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 (!IsTileType(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 (CmdFailed(res)) {
- DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile);
- p->ainew.state = AI_STATE_NOTHING;
- // If the first station _was_ build, destroy it
- if (p->ainew.temp != 0)
- AI_DoCommand(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, "Starting to build new 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) {
- // 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
- int dir1, dir2, dir3;
- TileIndex tile;
- int i, ret;
- for (i=0;i<2;i++) {
- if (i == 0) {
- tile = p->ainew.from_tile + TileOffsByDiagDir(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 + TileOffsByDiagDir(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;
- }
-
- ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- dir1 = TileOffsByDiagDir(dir1);
- if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
- ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
- AI_DoCommand(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- }
- }
- }
-
- ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- dir2 = TileOffsByDiagDir(dir2);
- if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
- ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
- AI_DoCommand(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- }
- }
- }
-
- ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- dir3 = TileOffsByDiagDir(dir3);
- if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
- ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
- AI_DoCommand(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, "Finished building 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 (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
- if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
- // The depot is already built
- 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 + TileOffsByDiagDir(p->ainew.depot_direction)))
- return;
-
- res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
- if (CmdFailed(res)) {
- DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile);
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
- p->ainew.idle = 10;
- p->ainew.veh_main_id = INVALID_VEHICLE;
-}
-
-
-// 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 (CmdFailed(res)) {
- // 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--;
- // Go give some orders!
- p->ainew.state = AI_STATE_WAIT_FOR_BUILD;
-}
-
-
-// Put the stations in the order list
-static void AiNew_State_GiveOrders(Player *p)
-{
- int idx;
- Order order;
-
- assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
-
- if (p->ainew.veh_main_id != INVALID_VEHICLE) {
- AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
-
- p->ainew.state = AI_STATE_START_VEHICLE;
- return;
- } else {
- p->ainew.veh_main_id = p->ainew.veh_id;
- }
-
- // Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
- if (_patches.gotodepot) {
- idx = 0;
- order.type = OT_GOTO_DEPOT;
- order.flags = OF_UNLOAD;
- order.dest = GetDepotByTile(p->ainew.depot_tile)->index;
- AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- idx = 0;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = GetStationIndex(p->ainew.to_tile);
- if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
- order.flags |= OF_FULL_LOAD;
- AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
-
- idx = 0;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = GetStationIndex(p->ainew.from_tile);
- if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
- order.flags |= OF_FULL_LOAD;
- AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), 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);
-
- // Skip the first order if it is a second vehicle
- // This to make vehicles go different ways..
- if (p->ainew.cur_veh & 1)
- AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
-
- // 3, 2, 1... go! (give START_STOP command ;))
- AI_DoCommand(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.idle = 10;
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
-}
-
-
-// Repays money
-static void AiNew_State_RepayMoney(Player *p)
-{
- uint i;
-
- for (i = 0; i < AI_LOAN_REPAY; i++) {
- AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
- }
- p->ainew.state = AI_STATE_ACTION_DONE;
-}
-
-
-static void AiNew_CheckVehicle(Player *p, Vehicle *v)
-{
- // When a vehicle is under the 6 months, we don't check for anything
- if (v->age < 180) return;
-
- // When a vehicle is older then 1 year, it should make money...
- if (v->age > 360) {
- // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
- // it is not worth the line I guess...
- if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
- (v->reliability * 100 >> 16) < 40) {
- // There is a possibility that the route is fucked up...
- if (v->cargo_days > AI_VEHICLE_LOST_DAYS) {
- // The vehicle is lost.. check the route, or else, get the vehicle
- // back to a depot
- // TODO: make this piece of code
- }
-
-
- // We are already sending him back
- if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
- if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
- (v->vehstatus&VS_STOPPED)) {
- // We are at the depot, sell the vehicle
- AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
- }
- return;
- }
-
- if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
- {
- int ret = 0;
- if (v->type == VEH_Road)
- ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
- // This means we can not find a depot :s
- // if (CmdFailed(ret))
- }
- }
- }
-}
-
-
-// Checks all vehicles if they are still valid and make money and stuff
-static void AiNew_State_CheckAllVehicles(Player *p)
-{
- Vehicle *v;
-
- FOR_ALL_VEHICLES(v) {
- if (v->owner != p->index) continue;
- // Currently, we only know how to handle road-vehicles
- if (v->type != VEH_Road) continue;
-
- AiNew_CheckVehicle(p, v);
- }
-
- 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,
- NULL,
- AiNew_State_GiveOrders,
- AiNew_State_StartVehicle,
- AiNew_State_RepayMoney,
- AiNew_State_CheckAllVehicles,
- 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 (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++;
-
- // If we come here, we can do a tick.. do so!
- AiNew_OnTick(p);
-}
diff --git a/ai/trolly/trolly.h b/ai/trolly/trolly.h
deleted file mode 100644
index e0d70fbf6..000000000
--- a/ai/trolly/trolly.h
+++ /dev/null
@@ -1,262 +0,0 @@
-/* $Id$ */
-
-#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_WAIT_FOR_BUILD,
- 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);
-DiagDirection 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);
-EngineID AiNew_PickVehicle(Player *p);
-int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
-int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag);
-
-#endif /* AI_TROLLY_H */