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authortruelight <truelight@openttd.org>2005-11-21 14:28:31 +0000
committertruelight <truelight@openttd.org>2005-11-21 14:28:31 +0000
commit31f218fdf9fe416acb05a50aea145bc59c677a39 (patch)
treeed3e3492216f1374aa8c453d1e1db298c57deb95 /ai
parentc7f3192f6ba2f8a9de7175c1eaa6f86971051c01 (diff)
downloadopenttd-31f218fdf9fe416acb05a50aea145bc59c677a39.tar.xz
(svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch
settings, off by defaut). An other step to AIScripts. WARNING: this is still highly experimental and has known bugs!
Diffstat (limited to 'ai')
-rw-r--r--ai/ai.c8
-rw-r--r--ai/ai.h32
-rw-r--r--ai/trolly/build.c33
-rw-r--r--ai/trolly/pathfinder.c9
-rw-r--r--ai/trolly/trolly.c117
5 files changed, 125 insertions, 74 deletions
diff --git a/ai/ai.c b/ai/ai.c
index 5029d360d..b3d3af123 100644
--- a/ai/ai.c
+++ b/ai/ai.c
@@ -145,6 +145,14 @@ void AI_RunGameLoop(void)
/* Don't do anything if ai is disabled */
if (!_ai.enabled) return;
+ /* Don't do anything if we are a network-client
+ * (too bad when a client joins, he thinks the AIs are real, so it wants to control
+ * them.. this avoids that, while loading a network game in singleplayer, does make
+ * the AIs to continue ;))
+ */
+ if (_networking && !_network_server && !_ai.network_client)
+ return;
+
/* New tick */
_ai.tick++;
diff --git a/ai/ai.h b/ai/ai.h
index 7723a0f4b..174cf287c 100644
--- a/ai/ai.h
+++ b/ai/ai.h
@@ -2,6 +2,7 @@
#define AI_H
#include "../functions.h"
+#include "../network.h"
/* How DoCommands look like for an AI */
typedef struct AICommand {
@@ -44,6 +45,37 @@ void AI_Initialize(void);
void AI_Uninitialize(void);
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
+/** Is it allowed to start a new AI.
+ * This function checks some boundries to see if we should launch a new AI.
+ * @return True if we can start a new AI.
+ */
+static inline bool AI_AllowNewAI(void)
+{
+ /* If disabled, no AI */
+ if (!_ai.enabled)
+ return false;
+
+ /* If in network, but no server, no AI */
+ if (_networking && !_network_server)
+ return false;
+
+ /* If in network, and server, possible AI */
+ if (_networking && _network_server) {
+ /* Do we want AIs in multiplayer? */
+ if (!_patches.ai_in_multiplayer)
+ return false;
+
+ /* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
+ * system, because all commands are delayed by at least 1 tick, which causes
+ * a big problem, because it uses variables that are only set AFTER the command
+ * is really executed... */
+ if (!_patches.ainew_active)
+ return false;
+ }
+
+ return true;
+}
+
#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b))
#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
diff --git a/ai/trolly/build.c b/ai/trolly/build.c
index 96920dddb..1f56213e0 100644
--- a/ai/trolly/build.c
+++ b/ai/trolly/build.c
@@ -11,15 +11,16 @@
#include "../../engine.h"
#include "../../station.h"
#include "../../variables.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(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
+ if (CmdFailed(AI_DoCommand(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);
+ AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
return true;
}
@@ -35,12 +36,12 @@ 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)
{
if (type == AI_TRAIN)
- return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
+ 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 DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
+ return AI_DoCommand(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);
+ return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
}
@@ -69,9 +70,9 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
// 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 AI_DoCommand(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);
+ return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
}
@@ -104,7 +105,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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);
+ cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
@@ -135,7 +136,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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);
+ 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;
@@ -154,7 +155,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
} else {
// Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
+ cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
@@ -189,7 +190,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
// 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);
+ 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!
@@ -234,7 +235,7 @@ int AiNew_PickVehicle(Player *p)
// 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);
+ ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret)) break;
}
// We did not find a vehicle :(
@@ -252,7 +253,7 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
- return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
+ return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}
int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
@@ -260,12 +261,12 @@ 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);
+ return AI_DoCommand(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);
+ 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 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ ret2 = AI_DoCommand(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
index 126e0cd41..1d9d43ac3 100644
--- a/ai/trolly/pathfinder.c
+++ b/ai/trolly/pathfinder.c
@@ -10,6 +10,7 @@
#include "trolly.h"
#include "../../depot.h"
#include "../../variables.h"
+#include "../ai.h"
#define TEST_STATION_NO_DIR 0xFF
@@ -271,7 +272,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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);
+ 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) {
@@ -301,7 +302,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
}
// 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);
+ ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdFailed(ret)) continue;
}
}
@@ -340,7 +341,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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);
+ 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;
@@ -359,7 +360,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
(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);
+ ret = AI_DoCommand(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;
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index f57644b10..21a5ee582 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -32,6 +32,7 @@
#include "../../engine.h"
#include "../../gui.h"
#include "../../depot.h"
+#include "../ai.h"
// This function is called after StartUp. It is the init of an AI
static void AiNew_State_FirstTime(Player *p)
@@ -78,7 +79,7 @@ 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) 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 ;)
@@ -102,7 +103,7 @@ static void AiNew_State_WakeUp(Player *p)
// 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());
+ 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;
@@ -112,7 +113,7 @@ static void AiNew_State_WakeUp(Player *p)
// Let's pick an action!
if (p->ainew.action == AI_ACTION_NONE) {
- c = Random() & 0xFF;
+ c = AI_Random() & 0xFF;
if (p->current_loan > 0 &&
p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
c < 10) {
@@ -222,9 +223,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// 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->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
- if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) 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
@@ -259,7 +260,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// 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;
+ if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :(
return false;
}
@@ -279,7 +280,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
int count = 0;
int j = 0;
- if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
+ 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
@@ -319,7 +320,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
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;
+ if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :(
return false;
}
@@ -384,9 +385,9 @@ static void AiNew_State_LocateRoute(Player *p)
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);
+ p->ainew.temp = AI_RandomRange(_total_towns);
else
- p->ainew.temp = RandomRange(_total_industries);
+ p->ainew.temp = AI_RandomRange(_total_industries);
}
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
@@ -419,9 +420,9 @@ static void AiNew_State_LocateRoute(Player *p)
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);
+ p->ainew.temp = AI_RandomRange(_total_towns);
else
- p->ainew.temp = RandomRange(_total_industries);
+ p->ainew.temp = AI_RandomRange(_total_industries);
}
// The same city is not allowed
@@ -993,7 +994,7 @@ static void AiNew_State_BuildStation(Player *p)
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);
+ AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
return;
}
p->ainew.temp++;
@@ -1050,38 +1051,38 @@ static void AiNew_State_BuildPath(Player *p)
dir3 = p->ainew.to_direction;
}
- ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ ret = AI_DoCommand(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);
+ 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))
- DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ 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 = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ ret = AI_DoCommand(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);
+ 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))
- DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ 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 = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ ret = AI_DoCommand(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);
+ 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))
- DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ 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);
}
}
}
@@ -1125,7 +1126,7 @@ static void AiNew_State_BuildDepot(Player *p)
}
p->ainew.state = AI_STATE_BUILD_VEHICLE;
- p->ainew.idle = 1;
+ p->ainew.idle = 10;
p->ainew.veh_main_id = (VehicleID)-1;
}
@@ -1160,11 +1161,6 @@ static void AiNew_State_BuildVehicle(Player *p)
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;
}
@@ -1178,44 +1174,51 @@ static void AiNew_State_GiveOrders(Player *p)
assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
+ // Get the new ID
+ /* XXX -- Because this AI isn't using any event-system, this is VERY dangerous!
+ * There is no way telling if the vehicle is already bought (or delayed by the
+ * network), and if bought, if not an other vehicle is bought in between.. in
+ * other words, there is absolutely no way knowing if this id is the true
+ * id.. soon this will all change, but for now, we needed something to test
+ * on ;) -- TrueLight -- 21-11-2005 */
+ if (p->ainew.tbt == AI_TRAIN) {
+ } else {
+ p->ainew.veh_id = _new_roadveh_id;
+ }
+
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);
+ AI_DoCommand(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
+ // 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.station = 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.station = _m[p->ainew.from_tile].m2;
- if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
+ 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);
+ AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- idx = 1;
+ idx = 0;
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.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);
-
- // 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);
- }
+ 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;
@@ -1227,9 +1230,15 @@ 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 ;))
- DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+ 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;
}
@@ -1239,7 +1248,7 @@ 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);
+ AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
p->ainew.state = AI_STATE_ACTION_DONE;
}
@@ -1268,7 +1277,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
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);
+ AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
}
return;
}
@@ -1277,7 +1286,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
{
int ret = 0;
if (v->type == VEH_Road)
- ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
+ 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))
}