diff options
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 | |
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')
-rw-r--r-- | ai/trolly/build.c | 273 | ||||
-rw-r--r-- | ai/trolly/pathfinder.c | 514 | ||||
-rw-r--r-- | ai/trolly/shared.c | 124 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 1379 | ||||
-rw-r--r-- | ai/trolly/trolly.h | 261 |
5 files changed, 2551 insertions, 0 deletions
diff --git a/ai/trolly/build.c b/ai/trolly/build.c new file mode 100644 index 000000000..80f0fdf1b --- /dev/null +++ b/ai/trolly/build.c @@ -0,0 +1,273 @@ +/* $Id$ */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../debug.h" +#include "../../functions.h" +#include "../../map.h" +#include "../../tile.h" +#include "../../command.h" +#include "trolly.h" +#include "../../engine.h" +#include "../../station.h" +#include "../../variables.h" + +// Build HQ +// Params: +// tile : tile where HQ is going to be build +bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) +{ + if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) + return false; + DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + return true; +} + + +// Build station +// Params: +// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station +// tile : tile where station is going to be build +// length : in case of AI_TRAIN: length of station +// numtracks : in case of AI_TRAIN: tracks of station +// direction : the direction of the station +// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) +int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) +{ + if (type == AI_TRAIN) + return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); + + if (type == AI_BUS) + return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); + + return DoCommandByTile(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 build.. + if (type2 == 0 && type != 0) type2 = type; + + // Now, simply, build the bridge! + if (p->ainew.tbt == AI_TRAIN) + return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + + return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); +} + + +// Build the route part by part +// Basicly what this function do, is build that amount of parts of the route +// that go in the same direction. It sets 'part' to the last part of the route builded. +// The return value is the cost for the builded parts +// +// Params: +// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder +// part : Which part we need to build +// +// TODO: skip already builded road-pieces (e.g.: cityroad) +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) +{ + int part = PathFinderInfo->position; + byte *route_extra = PathFinderInfo->route_extra; + TileIndex *route = PathFinderInfo->route; + int dir; + int old_dir = -1; + int cost = 0; + int res; + // We need to calculate the direction with the parent of the parent.. so we skip + // the first pieces and the last piece + if (part < 1) part = 1; + // When we are done, stop it + if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; } + + + if (PathFinderInfo->rail_or_road) { + // Tunnel code + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + return 0; + } + return cost; + } + + // Build normal rail + // Keep it doing till we go an other way + if (route_extra[part-1] == 0 && route_extra[part] == 0) { + while (route_extra[part] == 0) { + // Get the current direction + dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // Build the tile + res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); + if (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 += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + return 0; + } + return cost; + } + + // Build normal road + // Keep it doing till we go an other way + // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way + // it will wait till the vehicle is gone.. + if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + // Get the current direction + dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // There is already some road, and it is a bridge.. don't build!!! + if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { + // Build the tile + res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); + // Currently, we ignore CMD_ERRORs! + if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { + // Problem.. let's just abort it all! + DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); + p->ainew.state = AI_STATE_NOTHING; + return 0; + } + + 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 vehicle_id or -1 if not found +int AiNew_PickVehicle(Player *p) +{ + if (p->ainew.tbt == AI_TRAIN) { + // Not supported yet + return -1; + } else { + int start, count, i, ret = CMD_ERROR; + start = _cargoc.ai_roadveh_start[p->ainew.cargo]; + count = _cargoc.ai_roadveh_count[p->ainew.cargo]; + + // Let's check it backwards.. we simply want to best engine available.. + for (i=start+count-1;i>=start;i--) { + // Is it availiable? + // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY + if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; + // Can we build it? + ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + if (!CmdFailed(ret)) break; + } + // We did not find a vehicle :( + if (CmdFailed(ret)) { return -1; } + return i; + } +} + + +// Builds the best vehicle possible +int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) +{ + int i = AiNew_PickVehicle(p); + if (i == -1) return CMD_ERROR; + + if (p->ainew.tbt == AI_TRAIN) + return CMD_ERROR; + + return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); +} + +int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag) +{ + static const byte _roadbits_by_dir[4] = {2,1,8,4}; + int ret, ret2; + if (p->ainew.tbt == AI_TRAIN) + return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); + + ret = DoCommandByTile(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 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[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 new file mode 100644 index 000000000..aa44014f9 --- /dev/null +++ b/ai/trolly/pathfinder.c @@ -0,0 +1,514 @@ +/* $Id$ */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../debug.h" +#include "../../functions.h" +#include "../../map.h" +#include "../../tile.h" +#include "../../command.h" +#include "trolly.h" +#include "../../depot.h" +#include "../../variables.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) && ( + // road tunnel? + ((_m[tile].m5 & 0x80) == 0 && (_m[tile].m5 & 0x4) == 0x4) || + // road bridge? + ((_m[tile].m5 & 0x80) != 0 && (_m[tile].m5 & 0x2) == 0x2) + )); +} + + +// 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) +{ + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + // It is not allowed to have a station on the end of a bridge or tunnel ;) + if (current->path.node.user_data[0] != 0) return AYSTAR_DONE; + if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) + if (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->BeforeExit = NULL; + + 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++) { + if (!(IsTileType(TileXY(x, y), MP_CLEAR) || IsTileType(TileXY(x, y), MP_TREES))) continue; + if (!TestCanBuildStationHere(TileXY(x, y), TEST_STATION_NO_DIR)) continue; + start_node.node.tile = TileXY(x, y); + aystar->addstart(aystar, &start_node.node, 0); + } + } +} + + +// The h-value, simple calculation +static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) +{ + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + int r, r2; + if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) { + // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate + r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction)); + r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(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 = ¤t->path; + + do { + PathFinderInfo->route_extra[i] = parent->node.user_data[0]; + PathFinderInfo->route[i++] = parent->node.tile; + if (i > lengthof(PathFinderInfo->route)) { + // We ran out of space for the PathFinder + DEBUG(ai, 0)("[AiPathFinder] Ran out of space in the route[] array!!!"); + PathFinderInfo->route_length = -1; // -1 indicates out of space + return; + } + parent = parent->parent; + } while (parent != NULL); + PathFinderInfo->route_length = i; + DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash)); +} + + +// What tiles are around us. +static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) +{ + 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 + TileOffsByDir(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)) { + // An existing bridge... let's test the direction ;) + if ((_m[atile].m5 & 1U) != (i & 1)) continue; + // This problem only is valid for tunnels: + // When the last tile was not yet a tunnel, check if we enter from the right side.. + if ((_m[atile].m5 & 0x80) == 0) { + if (i != (_m[atile].m5 & 3U)) 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 = DoCommandByTile(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 = DoCommandByTile(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) { + TileInfo ti; + // First we get the dir from this tile and his parent + int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile); + // It means we can only walk with the track, so the bridge has to be in the same direction + TileIndex tile = current->path.node.tile; + TileIndex new_tile = tile; + + FindLandscapeHeightByTile(&ti, tile); + + // Bridges can only be build on land that is not flat + // And if there is a road or rail blocking + if (ti.tileh != 0 || + (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) || + (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) { + for (;;) { + new_tile += TileOffsByDir(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 = DoCommandByTile(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 build with tileh of 3, 6, 9 or 12, depending on the direction + // For now, we check both sides for this tile.. terraforming gives fuzzy result + if ((dir == 0 && ti.tileh == 12) || + (dir == 1 && ti.tileh == 6) || + (dir == 2 && ti.tileh == 3) || + (dir == 3 && ti.tileh == 9)) { + // Now simply check if a tunnel can be build + ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); + FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); + if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { + aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; + aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8); + aystar->neighbours[aystar->num_neighbours++].direction = 0; + } + } + } +} + + +extern uint GetRailFoundation(uint tileh, uint bits); +extern uint GetRoadFoundation(uint tileh, uint bits); +extern uint GetBridgeFoundation(uint tileh, byte direction); +enum { + BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12, +}; + +// The most important function: it calculates the g-value +static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) +{ + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + int r, res = 0; + TileInfo ti, parent_ti; + + // Gather some information about the tile.. + FindLandscapeHeightByTile(&ti, current->tile); + FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile); + + // Check if we hit the end-tile + if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) { + // We are at the end-tile, check if we had a direction or something... + if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) { + // We are not pointing the right way, invalid tile + return AYSTAR_INVALID_NODE; + } + // If it was valid, drop out.. we don't build on the endtile + return 0; + } + + // Give everything a small penalty + res += AI_PATHFINDER_PENALTY; + + if (!PathFinderInfo->rail_or_road) { + // Road has the lovely advantage it can use other road... check if + // the current tile is road, and if so, give a good bonus + if (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_ti.tileh != 0 && parent->path.parent != NULL) { + // Skip if the tile was from a bridge or tunnel + if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) { + if (PathFinderInfo->rail_or_road) { + r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information.. + if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) { + res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + } else { + res += AI_PATHFINDER_FOUNDATION_PENALTY; + } + } else { + if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) { + r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + if (r >= 15 || r == 0) + res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + 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 (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) { + if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15) + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + // Second for the end point + if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) { + if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15) + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + + // To prevent the AI from taking the fastest way in tiles, but not the fastest way + // in speed, we have to give a good penalty to direction changing + // This way, we get almost the fastest way in tiles, and a very good speed on the track + if (!PathFinderInfo->rail_or_road) { + if (parent->path.parent != NULL && + AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) { + // When road exists, we don't like turning, but its free, so don't be to piggy about it + if (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; + } + } + } + } + } + + // Res should never be below zero.. if so, make it zero! + if (res < 0) { res = 0; } + + // Return our value + return res; +} diff --git a/ai/trolly/shared.c b/ai/trolly/shared.c new file mode 100644 index 000000000..4b33a13a5 --- /dev/null +++ b/ai/trolly/shared.c @@ -0,0 +1,124 @@ +/* $Id$ */ + +#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 + + int x1, x2, x3; + int y1, y2, y3; + + x1 = TileX(tile_a); + x2 = TileX(tile_b); + x3 = TileX(tile_c); + + y1 = TileY(tile_a); + y2 = TileY(tile_b); + y3 = TileY(tile_c); + + if (y1 == y2 && y2 == y3) return 0; + if (x1 == x2 && x2 == x3) return 1; + if (y2 > y1) { + if (x2 > x3) return 2; + else return 4; + } + if (x2 > x1) { + if (y2 > y3) return 2; + else return 5; + } + if (y1 > y2) { + if (x2 > x3) return 5; + else return 3; + } + if (x1 > x2) { + if (y2 > y3) return 4; + else return 3; + } + + return 0; +} + +int AiNew_GetRoadDirection(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 +int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b) +{ + if (TileY(tile_a) < TileY(tile_b)) return 1; + if (TileY(tile_a) > TileY(tile_b)) return 3; + if (TileX(tile_a) < TileX(tile_b)) return 2; + return 0; +} + +// This functions looks up if this vehicle is special for this AI +// and returns his flag +uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) { + int 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 i, new_id = -1; + 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 new file mode 100644 index 000000000..5e16c51a9 --- /dev/null +++ b/ai/trolly/trolly.c @@ -0,0 +1,1379 @@ +/* $Id: ai_new.c 2891 2005-08-26 20:26:34Z tron $ */ + +/* + * 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 his 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. + * + * In the 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 "../../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" + +// This function is called after StartUp. It is the init of an AI +static void AiNew_State_FirstTime(Player *p) +{ + // This assert is used to protect those function from misuse + // You have quickly a small mistake in the state-array + // With that, everything would go wrong. Finding that, is almost impossible + // With this assert, that problem can never happen. + assert(p->ainew.state == AI_STATE_FIRST_TIME); + // We first have to init some things + + if (_current_player == 1) { + ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0); + } + + // The PathFinder (AyStar) + // TODO: Maybe when an AI goes bankrupt, this is de-init + // or when coming from a savegame.. should be checked out! + p->ainew.path_info.start_tile_tl = 0; + p->ainew.path_info.start_tile_br = 0; + p->ainew.path_info.end_tile_tl = 0; + p->ainew.path_info.end_tile_br = 0; + p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info); + + p->ainew.idle = 0; + 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 = 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, 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 = 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; + } + }/* else if (c < 200 && !_patches.ai_disable_veh_train) { + if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) { + p->ainew.action = AI_ACTION_TRAIN_ROUTE; + } + }*/ + + 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 (_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) { + Town *t = GetTown(ic); + 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 && CHANCE16(1,4)) return false; + + if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false; + + // Check if we have build a station in this town the last 6 months + // else we don't do it. This is done, because stat updates can be slow + // and sometimes it takes up to 4 months before the stats are corectly. + // This way we don't get 12 busstations in one city of 100 population ;) + FOR_ALL_STATIONS(st) { + // Is it an active station + if (st->xy == 0) continue; + // Do we own it? + if (st->owner == _current_player) { + // Are we talking busses? + if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; + // Is it the same city as we are in now? + if (st->town != t) continue; + // When was this station build? + if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; + // Cound the amount of stations in this city that we own + count++; + } else { + // We do not own it, request some info about the station + // we want to know if this station gets the same good. If so, + // we want to know its rating. If it is too high, we are not going + // to build there + if (!st->goods[CT_PASSENGERS].last_speed) continue; + // Is it around our city + if (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 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; + // We don't like this station :( + return false; + } + } + + // We are about to add one... + count++; + // Check if we the city can provide enough cargo for this amount of stations.. + if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false; + + // All check are okay, so we can build here! + return true; + } + if (type == AI_INDUSTRY) { + Industry *i = GetIndustry(ic); + Station *st; + int count = 0; + int j = 0; + + if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; + + // No limits on delevering stations! + // Or for industry that does not give anything yet + if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true; + + if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false; + + // Check if we have build a station in this town the last 6 months + // else we don't do it. This is done, because stat updates can be slow + // and sometimes it takes up to 4 months before the stats are corectly. + FOR_ALL_STATIONS(st) { + // Is it an active station + if (st->xy == 0) continue; + + // Do we own it? + if (st->owner == _current_player) { + // Are we talking trucks? + if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; + // Is it the same city as we are in now? + if (st->town != i->town) continue; + // When was this station build? + if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; + // Cound the amount of stations in this city that we own + count++; + } else { + // We do not own it, request some info about the station + // we want to know if this station gets the same good. If so, + // we want to know its rating. If it is too high, we are not going + // to build there + if (i->produced_cargo[0] == 0xFF) continue; + // It does not take this cargo + if (!st->goods[i->produced_cargo[0]].last_speed) continue; + // Is it around our industry + if (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 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; + // We don't like this station :( + return false; + } + } + + // We are about to add one... + count++; + // Check if we the city can provide enough cargo for this amount of stations.. + if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false; + + // All check are okay, so we can build here! + return true; + } + + return true; +} + + +// This functions tries to locate a good route +static void AiNew_State_LocateRoute(Player *p) +{ + assert(p->ainew.state == AI_STATE_LOCATE_ROUTE); + // For now, we only support PASSENGERS, CITY and BUSSES + + // We don't have a route yet + if (p->ainew.cargo == AI_NEED_CARGO) { + p->ainew.new_cost = 0; // No cost yet + p->ainew.temp = -1; + // Reset the counter + p->ainew.counter = 0; + + p->ainew.from_ic = -1; + p->ainew.to_ic = -1; + if (p->ainew.tbt == AI_BUS) { + // For now we only have a passenger route + p->ainew.cargo = CT_PASSENGERS; + + // Find a route to cities + p->ainew.from_type = AI_CITY; + p->ainew.to_type = AI_CITY; + } else if (p->ainew.tbt == AI_TRUCK) { + p->ainew.cargo = AI_NO_CARGO; + + p->ainew.from_type = AI_INDUSTRY; + p->ainew.to_type = AI_INDUSTRY; + } + + // Now we are doing initing, we wait one tick + return; + } + + // Increase the counter and abort if it is taking too long! + p->ainew.counter++; + if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) { + // Switch back to doing nothing! + p->ainew.state = AI_STATE_NOTHING; + return; + } + + // We are going to locate a city from where we are going to connect + if (p->ainew.from_ic == -1) { + if (p->ainew.temp == -1) { + // First, we pick a random spot to search from + if (p->ainew.from_type == AI_CITY) + p->ainew.temp = RandomRange(_total_towns); + else + p->ainew.temp = RandomRange(_total_industries); + } + + if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { + // It was not a valid city + // increase the temp with one, and return. We will come back later here + // to try again + p->ainew.temp++; + if (p->ainew.from_type == AI_CITY) { + if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0; + } else { + if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; + } + + // Don't do an attempt if we are trying the same id as the last time... + if (p->ainew.last_id == p->ainew.temp) return; + p->ainew.last_id = p->ainew.temp; + + return; + } + + // We found a good city/industry, save the data of it + p->ainew.from_ic = p->ainew.temp; + + // Start the next tick with finding a to-city + p->ainew.temp = -1; + return; + } + + // Find a to-city + if (p->ainew.temp == -1) { + // First, we pick a random spot to search to + if (p->ainew.to_type == AI_CITY) + p->ainew.temp = RandomRange(_total_towns); + else + p->ainew.temp = RandomRange(_total_industries); + } + + // The same city is not allowed + // Also check if the city is valid + if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) { + // Maybe it is valid.. + + // We need to know if they are not to far apart from eachother.. + // We do that by checking how much cargo we have to move and how long the route + // is. + + if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) { + int max_cargo = GetTown(p->ainew.from_ic)->max_pass + GetTown(p->ainew.temp)->max_pass; + max_cargo -= GetTown(p->ainew.from_ic)->act_pass + GetTown(p->ainew.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 (DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { + // We found a good city/industry, save the data of it + p->ainew.to_ic = p->ainew.temp; + p->ainew.state = AI_STATE_FIND_STATION; + + DEBUG(ai,1)( + "[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)", + DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy), + p->ainew.from_ic, + p->ainew.temp + ); + + p->ainew.from_tile = 0; + p->ainew.to_tile = 0; + + return; + } + } else if (p->ainew.tbt == AI_TRUCK) { + bool found = false; + int max_cargo = 0; + int i; + // TODO: in max_cargo, also check other cargo (beside [0]) + // First we check if the from_ic produces cargo that this ic accepts + if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.from_ic)->total_production[0] != 0) { + for (i=0;i<3;i++) { + if (GetIndustry(p->ainew.temp)->accepts_cargo[i] == 0xFF) break; + if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] == GetIndustry(p->ainew.temp)->accepts_cargo[i]) { + // Found a compatbiel industry + max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0]; + found = true; + p->ainew.from_deliver = true; + p->ainew.to_deliver = false; + break; + } + } + } + if (!found && GetIndustry(p->ainew.temp)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.temp)->total_production[0] != 0) { + // If not check if the current ic produces cargo that the from_ic accepts + for (i=0;i<3;i++) { + if (GetIndustry(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break; + if (GetIndustry(p->ainew.temp)->produced_cargo[0] == GetIndustry(p->ainew.from_ic)->accepts_cargo[i]) { + // Found a compatbiel industry + found = true; + max_cargo = GetIndustry(p->ainew.temp)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0]; + p->ainew.from_deliver = false; + p->ainew.to_deliver = true; + break; + } + } + } + if (found) { + // Yeah, they are compatible!!! + // Check the length against the amount of goods + if (DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && + DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { + p->ainew.to_ic = p->ainew.temp; + if (p->ainew.from_deliver) { + p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0]; + } else { + p->ainew.cargo = GetIndustry(p->ainew.temp)->produced_cargo[0]; + } + p->ainew.state = AI_STATE_FIND_STATION; + + DEBUG(ai,1)( + "[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)", + DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy), + p->ainew.from_ic, + p->ainew.temp + ); + + p->ainew.from_tile = 0; + p->ainew.to_tile = 0; + + return; + } + } + } + } + + // It was not a valid city + // increase the temp with one, and return. We will come back later here + // to try again + p->ainew.temp++; + if (p->ainew.to_type == AI_CITY) { + if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0; + } else { + if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; + } + + // Don't do an attempt if we are trying the same id as the last time... + if (p->ainew.last_id == p->ainew.temp) return; + p->ainew.last_id = p->ainew.temp; +} + + +// Check if there are not more 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->station) == 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 i, count = 0; + TileIndex new_tile = 0; + byte direction = 0; + Town *town = NULL; + Industry *industry = NULL; + assert(p->ainew.state == AI_STATE_FIND_STATION); + + if (p->ainew.from_tile == 0) { + // First we scan for a station in the from-city + if (p->ainew.from_type == AI_CITY) { + town = GetTown(p->ainew.from_ic); + tile = town->xy; + } else { + industry = GetIndustry(p->ainew.from_ic); + tile = industry->xy; + } + } else if (p->ainew.to_tile == 0) { + // Second we scan for a station in the to-city + if (p->ainew.to_type == AI_CITY) { + town = GetTown(p->ainew.to_ic); + tile = town->xy; + } else { + industry = GetIndustry(p->ainew.to_ic); + tile = industry->xy; + } + } else { + // Unsupported request + // Go to FIND_PATH + p->ainew.temp = -1; + p->ainew.state = AI_STATE_FIND_PATH; + return; + } + + // First, we are going to look at the stations that already exist inside the city + // If there is enough cargo left in the station, we take that station + // If that is not possible, and there are more than 2 stations in the city, abort + i = AiNew_PickVehicle(p); + // Euhmz, this should not happen _EVER_ + // Quit finding a route... + if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; } + + FOR_ALL_STATIONS(st) { + if (st->xy != 0) { + if (st->owner == _current_player) { + if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { + if (st->town == town) { + // Check how much cargo there is left in the station + if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > 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; + // Cheap way to get the direction of the station... + // Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada! + direction = _m[st->xy].m5 - 0x47; + 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 (r == CMD_ERROR) continue; + // We can build it, so add it to found_spot + found_spot[i] = new_tile; + found_best[i++] = accepts[p->ainew.cargo]; + } + } + } + + // If i is still zero, we did not found anything :( + if (i == 0) { + p->ainew.state = AI_STATE_NOTHING; + return; + } + + // Go through all the found_best and check which has the highest value + best = 0; + new_tile = 0; + + for (x=0;x<i;x++) { + if (found_best[x] > best || + (found_best[x] == best && 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) { + // For truck routes we take a range around the industry + p->ainew.path_info.start_tile_tl = GetIndustry(p->ainew.from_ic)->xy - TileDiffXY(1, 1); + p->ainew.path_info.start_tile_br = GetIndustry(p->ainew.from_ic)->xy + TileDiffXY(GetIndustry(p->ainew.from_ic)->width, GetIndustry(p->ainew.from_ic)->height) + TileDiffXY(1, 1); + p->ainew.path_info.start_direction = p->ainew.from_direction; + } else { + p->ainew.path_info.start_tile_tl = p->ainew.from_tile; + p->ainew.path_info.start_tile_br = p->ainew.from_tile; + p->ainew.path_info.start_direction = p->ainew.from_direction; + } + + if (p->ainew.to_tile == AI_STATION_RANGE) { + p->ainew.path_info.end_tile_tl = GetIndustry(p->ainew.to_ic)->xy - TileDiffXY(1, 1); + p->ainew.path_info.end_tile_br = GetIndustry(p->ainew.to_ic)->xy + TileDiffXY(GetIndustry(p->ainew.to_ic)->width, GetIndustry(p->ainew.to_ic)->height) + TileDiffXY(1, 1); + p->ainew.path_info.end_direction = p->ainew.to_direction; + } else { + p->ainew.path_info.end_tile_tl = p->ainew.to_tile; + p->ainew.path_info.end_tile_br = p->ainew.to_tile; + p->ainew.path_info.end_direction = p->ainew.to_direction; + } + + if (p->ainew.tbt == AI_TRAIN) + p->ainew.path_info.rail_or_road = true; + else + p->ainew.path_info.rail_or_road = false; + + // First, clean the pathfinder with our new begin and endpoints + clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info); + + p->ainew.temp = 0; + } + + // Start the pathfinder + r = p->ainew.pathfinder->main(p->ainew.pathfinder); + // If it return: no match, stop it... + if (r == AYSTAR_NO_PATH) { + DEBUG(ai,1)("[AiNew] PathFinder found no route!"); + // Start all over again... + p->ainew.state = AI_STATE_NOTHING; + return; + } + if (r == AYSTAR_FOUND_END_NODE) { + // We found the end-point + p->ainew.temp = -1; + p->ainew.state = AI_STATE_FIND_DEPOT; + return; + } + // In any other case, we are still busy finding the route... +} + + +// This function tries to locate a good place for a depot! +static void AiNew_State_FindDepot(Player *p) +{ + // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there.. + // Simple, easy, works! + // To make the depot stand in the middle of the route, we start from the center.. + // But first we walk through the route see if we can find a depot that is ours + // this keeps things nice ;) + int g, i, j, r; + TileIndex tile; + assert(p->ainew.state == AI_STATE_FIND_DEPOT); + + p->ainew.depot_tile = 0; + + for (i=2;i<p->ainew.path_info.route_length-2;i++) { + tile = p->ainew.path_info.route[i]; + for (j = 0; j < 4; j++) { + if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) { + // Its a street, test if it is a depot + if (_m[tile + TileOffsByDir(j)].m5 & 0x20) { + // We found a depot, is it ours? (TELL ME!!!) + if (IsTileOwner(tile + TileOffsByDir(j), _current_player)) { + // Now, is it pointing to the right direction......... + if ((_m[tile + TileOffsByDir(j)].m5 & 3) == (j ^ 2)) { + // Yeah!!! + p->ainew.depot_tile = tile + TileOffsByDir(j); + p->ainew.depot_direction = j ^ 2; // Reverse direction + p->ainew.state = AI_STATE_VERIFY_ROUTE; + return; + } + } + } + } + } + } + + // This routine let depot finding start in the middle, and work his way to the stations + // It makes depot placing nicer :) + i = p->ainew.path_info.route_length / 2; + g = 1; + while (i > 1 && i < p->ainew.path_info.route_length - 2) { + i += g; + g *= -1; + (g < 0?g--:g++); + + if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) { + // Bridge or tunnel.. we can't place a depot there + continue; + } + + tile = p->ainew.path_info.route[i]; + + for (j = 0; j < 4; j++) { + // It may not be placed on the road/rail itself + // And because it is not build yet, we can't see it on the tile.. + // So check the surrounding tiles :) + if (tile + TileOffsByDir(j) == p->ainew.path_info.route[i-1] || + tile + TileOffsByDir(j) == 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(tile + TileOffsByDir(j), MP_CLEAR) || + IsTileType(tile + TileOffsByDir(j), MP_TREES)) { + TileInfo ti; + FindLandscapeHeightByTile(&ti, tile); + // If the current tile is on a slope (tileh != 0) then we do not allow this + if (ti.tileh != 0) continue; + // Check if everything went okay.. + r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0); + if (r == CMD_ERROR) continue; + // Found a spot! + p->ainew.new_cost += r; + p->ainew.depot_tile = tile + TileOffsByDir(j); + p->ainew.depot_direction = j ^ 2; // Reverse direction + p->ainew.state = AI_STATE_VERIFY_ROUTE; + return; + } + } + } + + // Failed to find a depot? + p->ainew.state = AI_STATE_NOTHING; +} + + +// This function calculates how many vehicles there are needed on this +// traject. +// It works pretty simple: get the length, see how much we move around +// and hussle that, and you know how many vehicles there are needed. +// It returns the cost for the vehicles +static int AiNew_HowManyVehicles(Player *p) +{ + if (p->ainew.tbt == AI_BUS) { + // For bus-routes we look at the time before we are back in the station + int i, length, tiles_a_day; + int amount; + i = AiNew_PickVehicle(p); + if (i == -1) return 0; + // Passenger run.. how long is the route? + length = p->ainew.path_info.route_length; + // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! + 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 + int i, length, amount, tiles_a_day; + int max_cargo; + i = AiNew_PickVehicle(p); + if (i == -1) return 0; + // Passenger run.. how long is the route? + length = p->ainew.path_info.route_length; + // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! + 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)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost); + p->ainew.state = AI_STATE_NOTHING; + return; + } + + // Now we can build the route, check the direction of the stations! + if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) { + p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]); + } + if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) { + p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]); + } + if (p->ainew.from_tile == AI_STATION_RANGE) + p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1]; + if (p->ainew.to_tile == AI_STATION_RANGE) + p->ainew.to_tile = p->ainew.path_info.route[0]; + + p->ainew.state = AI_STATE_BUILD_STATION; + p->ainew.temp = 0; + + DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!"); +} + + +// Build the stations +static void AiNew_State_BuildStation(Player *p) +{ + int res = 0; + assert(p->ainew.state == AI_STATE_BUILD_STATION); + if (p->ainew.temp == 0) { + if (!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 (res == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!"); + p->ainew.state = AI_STATE_NOTHING; + // If the first station _was_ build, destroy it + if (p->ainew.temp != 0) + DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + return; + } + p->ainew.temp++; +} + + +// Build the path +static void AiNew_State_BuildPath(Player *p) +{ + assert(p->ainew.state == AI_STATE_BUILD_PATH); + // p->ainew.temp is set to -1 when this function is called for the first time + if (p->ainew.temp == -1) { + DEBUG(ai,1)("[AiNew] Starting to build the path.."); + // Init the counter + p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + // Set the position to the startingplace (-1 because in a minute we do ++) + p->ainew.path_info.position = -1; + // And don't do this again + p->ainew.temp = 0; + } + // Building goes very fast on normal rate, so we are going to slow it down.. + // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) + if (--p->ainew.counter != 0) return; + p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + + // Increase the building position + p->ainew.path_info.position++; + // Build route + AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC); + if (p->ainew.path_info.position == -2) { + // This means we are done building! + + if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) { + static const byte _roadbits_by_dir[4] = {2,1,8,4}; + // If they not queue, they have to go up and down to try again at a station... + // We don't want that, so try building some road left or right of the station + int dir1, dir2, dir3; + TileIndex tile; + int i, ret; + for (i=0;i<2;i++) { + if (i == 0) { + tile = p->ainew.from_tile + TileOffsByDir(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 + TileOffsByDir(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 = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + dir1 = TileOffsByDir(dir1); + if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) { + ret = DoCommandByTile(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)) + DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + } + } + } + + ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + dir2 = TileOffsByDir(dir2); + if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) { + ret = DoCommandByTile(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)) + DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + } + } + } + + ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + dir3 = TileOffsByDir(dir3); + if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) { + ret = DoCommandByTile(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)) + DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + } + } + } + } + } + + + DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost); + p->ainew.state = AI_STATE_BUILD_DEPOT; + } +} + + +// Builds the depot +static void AiNew_State_BuildDepot(Player *p) +{ + int res = 0; + assert(p->ainew.state == AI_STATE_BUILD_DEPOT); + + if (IsTileType(p->ainew.depot_tile, MP_STREET) && _m[p->ainew.depot_tile].m5 & 0x20) { + if (IsTileOwner(p->ainew.depot_tile, _current_player)) { + // The depot is already builded! + p->ainew.state = AI_STATE_BUILD_VEHICLE; + return; + } else { + // There is a depot, but not of our team! :( + p->ainew.state = AI_STATE_NOTHING; + return; + } + } + + // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) + if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDir(p->ainew.depot_direction))) + return; + + res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); + if (res == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!"); + p->ainew.state = AI_STATE_NOTHING; + return; + } + + p->ainew.state = AI_STATE_BUILD_VEHICLE; + p->ainew.idle = 1; + p->ainew.veh_main_id = (VehicleID)-1; +} + + +// Build vehicles +static void AiNew_State_BuildVehicle(Player *p) +{ + int res; + assert(p->ainew.state == AI_STATE_BUILD_VEHICLE); + + // Check if we need to build a vehicle + if (p->ainew.amount_veh == 0) { + // Nope, we are done! + // This means: we are all done! The route is open.. go back to NOTHING + // He will idle some time and it will all start over again.. :) + p->ainew.state = AI_STATE_ACTION_DONE; + return; + } + if (--p->ainew.idle != 0) return; + // It is realistic that the AI can only build 1 vehicle a day.. + // This makes sure of that! + p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN; + + // Build the vehicle + res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC); + if (res == CMD_ERROR) { + // This happens when the AI can't build any more vehicles! + p->ainew.state = AI_STATE_NOTHING; + return; + } + // Increase the current counter + p->ainew.cur_veh++; + // Decrease the total counter + p->ainew.amount_veh--; + // Get the new ID + if (p->ainew.tbt == AI_TRAIN) { + } else { + p->ainew.veh_id = _new_roadveh_id; + } + // Go give some orders! + p->ainew.state = AI_STATE_GIVE_ORDERS; +} + + +// Put the stations in the order list +static void AiNew_State_GiveOrders(Player *p) +{ + int idx; + Order order; + + assert(p->ainew.state == AI_STATE_GIVE_ORDERS); + + if (p->ainew.veh_main_id != (VehicleID)-1) { + DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER); + + // Skip the first order if it is a second vehicle + // This to make vehicles go different ways.. + if (p->ainew.veh_id & 1) + DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER); + p->ainew.state = AI_STATE_START_VEHICLE; + return; + } else { + p->ainew.veh_main_id = p->ainew.veh_id; + } + + // When more than 1 vehicle, we send them to different directions + idx = 0; + order.type = OT_GOTO_STATION; + order.flags = 0; + order.station = _m[p->ainew.from_tile].m2; + if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) + order.flags |= OF_FULL_LOAD; + DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + + idx = 1; + order.type = OT_GOTO_STATION; + order.flags = 0; + order.station = _m[p->ainew.to_tile].m2; + if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver) + order.flags |= OF_FULL_LOAD; + DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + + // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) + if (_patches.gotodepot) { + idx = 2; + order.type = OT_GOTO_DEPOT; + order.flags = OF_UNLOAD; + order.station = GetDepotByTile(p->ainew.depot_tile)->index; + DoCommandByTile(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); + + // 3, 2, 1... go! (give START_STOP command ;)) + DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + // Try to build an other vehicle (that function will stop building when needed) + p->ainew.state = AI_STATE_BUILD_VEHICLE; +} + + +// Repays money +static void AiNew_State_RepayMoney(Player *p) +{ + int i; + for (i=0;i<AI_LOAN_REPAY;i++) + DoCommandByTile(0, 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 + DoCommandByTile(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 = DoCommandByTile(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->type == 0) continue; + 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, + 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 it is a human player, it is not an AI, so bubye! + if (IS_HUMAN_PLAYER(_current_player)) return; + + if (p->ainew.state == AI_STATE_STARTUP) { + // The AI just got alive! + p->ainew.state = AI_STATE_FIRST_TIME; + p->ainew.tick = 0; + + // Only startup the AI + return; + } + + // We keep a ticker. We use it for competitor_speed + p->ainew.tick++; + + // See what the speed is + switch (_opt.diff.competitor_speed) { + case 0: // Very slow + if (!(p->ainew.tick&8)) return; + break; + + case 1: // Slow + if (!(p->ainew.tick&4)) return; + break; + + case 2: + if (!(p->ainew.tick&2)) return; + break; + + case 3: + if (!(p->ainew.tick&1)) return; + break; + + case 4: // Very fast + default: // Cool, a new speed setting.. ;) VERY fast ;) + break; + } + + // If we come here, we can do a tick.. do so! + AiNew_OnTick(p); +} diff --git a/ai/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 */ |