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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /ai
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'ai')
-rw-r--r--ai/ai.c247
-rw-r--r--ai/ai.h111
-rw-r--r--ai/default/default.c3934
-rw-r--r--ai/default/default.h8
-rw-r--r--ai/trolly/build.c324
-rw-r--r--ai/trolly/pathfinder.c510
-rw-r--r--ai/trolly/shared.c118
-rw-r--r--ai/trolly/trolly.c1353
-rw-r--r--ai/trolly/trolly.h262
9 files changed, 0 insertions, 6867 deletions
diff --git a/ai/ai.c b/ai/ai.c
deleted file mode 100644
index 58b97ad39..000000000
--- a/ai/ai.c
+++ /dev/null
@@ -1,247 +0,0 @@
-/* $Id$ */
-
-#include "../stdafx.h"
-#include "../openttd.h"
-#include "../variables.h"
-#include "../command.h"
-#include "../network/network.h"
-#include "ai.h"
-#include "default/default.h"
-
-/**
- * Dequeues commands put in the queue via AI_PutCommandInQueue.
- */
-static void AI_DequeueCommands(PlayerID player)
-{
- AICommand *com, *entry_com;
-
- entry_com = _ai_player[player].queue;
-
- /* It happens that DoCommandP issues a new DoCommandAI which adds a new command
- * to this very same queue (don't argue about this, if it currently doesn't
- * happen I can tell you it will happen with AIScript -- TrueLight). If we
- * do not make the queue NULL, that commands will be dequeued immediatly.
- * Therefor we safe the entry-point to entry_com, and make the queue NULL, so
- * the new queue can be safely built up. */
- _ai_player[player].queue = NULL;
- _ai_player[player].queue_tail = NULL;
-
- /* Dequeue all commands */
- while ((com = entry_com) != NULL) {
- _current_player = player;
-
- _cmd_text = com->text;
- DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc);
-
- /* Free item */
- entry_com = com->next;
- free(com->text);
- free(com);
- }
-}
-
-/**
- * Needed for SP; we need to delay DoCommand with 1 tick, because else events
- * will make infinite loops (AIScript).
- */
-static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCallback* callback)
-{
- AICommand *com;
-
- if (_ai_player[player].queue_tail == NULL) {
- /* There is no item in the queue yet, create the queue */
- _ai_player[player].queue = malloc(sizeof(AICommand));
- _ai_player[player].queue_tail = _ai_player[player].queue;
- } else {
- /* Add an item at the end */
- _ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
- _ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
- }
-
- /* This is our new item */
- com = _ai_player[player].queue_tail;
-
- /* Assign the info */
- com->tile = tile;
- com->p1 = p1;
- com->p2 = p2;
- com->procc = procc;
- com->callback = callback;
- com->next = NULL;
- com->text = NULL;
-
- /* Copy the cmd_text, if needed */
- if (_cmd_text != NULL) {
- com->text = strdup(_cmd_text);
- _cmd_text = NULL;
- }
-}
-
-/**
- * Executes a raw DoCommand for the AI.
- */
-int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback)
-{
- PlayerID old_lp;
- int32 res = 0;
- const char* tmp_cmdtext;
-
- /* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
- * person.. should we check for those funny jokes?
- */
-
- /* The test already resets _cmd_text, so backup the pointer */
- tmp_cmdtext = _cmd_text;
-
- /* First, do a test-run to see if we can do this */
- res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc);
- /* The command failed, or you didn't want to execute, or you are quering, return */
- if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
- return res;
- }
-
- /* Restore _cmd_text */
- _cmd_text = tmp_cmdtext;
-
- /* If we did a DC_EXEC, and the command did not return an error, execute it
- * over the network */
- if (flags & DC_AUTO) procc |= CMD_AUTO;
- if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
-
- /* NetworkSend_Command needs _local_player to be set correctly, so
- * adjust it, and put it back right after the function */
- old_lp = _local_player;
- _local_player = _current_player;
-
-#ifdef ENABLE_NETWORK
- /* Send the command */
- if (_networking) {
- /* Network is easy, send it to his handler */
- NetworkSend_Command(tile, p1, p2, procc, callback);
- } else {
-#else
- {
-#endif
- /* If we execute BuildCommands directly in SP, we have a big problem with events
- * so we need to delay is for 1 tick */
- AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback);
- }
-
- /* Set _local_player back */
- _local_player = old_lp;
-
- return res;
-}
-
-
-int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
-{
- return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL);
-}
-
-
-/**
- * Run 1 tick of the AI. Don't overdo it, keep it realistic.
- */
-static void AI_RunTick(PlayerID player)
-{
- extern void AiNewDoGameLoop(Player *p);
-
- Player *p = GetPlayer(player);
- _current_player = player;
-
- if (_patches.ainew_active) {
- AiNewDoGameLoop(p);
- } else {
- /* Enable all kind of cheats the old AI needs in order to operate correctly... */
- _is_old_ai_player = true;
- AiDoGameLoop(p);
- _is_old_ai_player = false;
- }
-}
-
-
-/**
- * The gameloop for AIs.
- * Handles one tick for all the AIs.
- */
-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, or the AI has been disabled */
- if (_networking && (!_network_server || !_patches.ai_in_multiplayer)) return;
-
- /* New tick */
- _ai.tick++;
-
- /* Make sure the AI follows the difficulty rule.. */
- assert(_opt.diff.competitor_speed <= 4);
- if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return;
-
- /* Check for AI-client (so joining a network with an AI) */
- if (!_networking || _network_server) {
- /* Check if we want to run AIs (server or SP only) */
- const Player* p;
-
- FOR_ALL_PLAYERS(p) {
- if (p->is_active && p->is_ai) {
- /* This should always be true, else something went wrong... */
- assert(_ai_player[p->index].active);
-
- /* Run the script */
- AI_DequeueCommands(p->index);
- AI_RunTick(p->index);
- }
- }
- }
-
- _current_player = OWNER_NONE;
-}
-
-/**
- * A new AI sees the day of light. You can do here what ever you think is needed.
- */
-void AI_StartNewAI(PlayerID player)
-{
- assert(IsValidPlayer(player));
-
- /* Called if a new AI is booted */
- _ai_player[player].active = true;
-}
-
-/**
- * This AI player died. Give it some chance to make a final puf.
- */
-void AI_PlayerDied(PlayerID player)
-{
- /* Called if this AI died */
- _ai_player[player].active = false;
-}
-
-/**
- * Initialize some AI-related stuff.
- */
-void AI_Initialize(void)
-{
- /* First, make sure all AIs are DEAD! */
- AI_Uninitialize();
-
- memset(&_ai, 0, sizeof(_ai));
- memset(&_ai_player, 0, sizeof(_ai_player));
-
- _ai.enabled = true;
-}
-
-/**
- * Deinitializer for AI-related stuff.
- */
-void AI_Uninitialize(void)
-{
- const Player* p;
-
- FOR_ALL_PLAYERS(p) {
- if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
- }
-}
diff --git a/ai/ai.h b/ai/ai.h
deleted file mode 100644
index 6123970ac..000000000
--- a/ai/ai.h
+++ /dev/null
@@ -1,111 +0,0 @@
-#ifndef AI_H
-#define AI_H
-
-#include "../functions.h"
-#include "../network/network.h"
-#include "../player.h"
-#include "../command.h"
-
-/* How DoCommands look like for an AI */
-typedef struct AICommand {
- uint32 tile;
- uint32 p1;
- uint32 p2;
- uint32 procc;
- CommandCallback* callback;
-
- char *text;
- uint uid;
-
- struct AICommand *next;
-} AICommand;
-
-/* The struct for an AIScript Player */
-typedef struct AIPlayer {
- bool active; ///< Is this AI active?
- AICommand *queue; ///< The commands that he has in his queue
- AICommand *queue_tail; ///< The tail of this queue
-} AIPlayer;
-
-/* The struct to keep some data about the AI in general */
-typedef struct AIStruct {
- /* General */
- bool enabled; ///< Is AI enabled?
- uint tick; ///< The current tick (something like _frame_counter, only for AIs)
-} AIStruct;
-
-VARDEF AIStruct _ai;
-VARDEF AIPlayer _ai_player[MAX_PLAYERS];
-
-// ai.c
-void AI_StartNewAI(PlayerID player);
-void AI_PlayerDied(PlayerID player);
-void AI_RunGameLoop(void);
-void AI_Initialize(void);
-void AI_Uninitialize(void);
-int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
-int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
-
-/** 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))
-
-/**
- * The random-function that should be used by ALL AIs.
- */
-static inline uint AI_RandomRange(uint max)
-{
- /* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
- * but we pick InteractiveRandomRange if we are a network_server or network-client.
- */
- if (_networking)
- return InteractiveRandomRange(max);
- else
- return RandomRange(max);
-}
-
-/**
- * The random-function that should be used by ALL AIs.
- */
-static inline uint32 AI_Random(void)
-{
-/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
- * but we pick InteractiveRandomRange if we are a network_server or network-client.
- */
- if (_networking)
- return InteractiveRandom();
- else
- return Random();
-}
-
-#endif /* AI_H */
diff --git a/ai/default/default.c b/ai/default/default.c
deleted file mode 100644
index 143e724b9..000000000
--- a/ai/default/default.c
+++ /dev/null
@@ -1,3934 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../aircraft.h"
-#include "../../bridge_map.h"
-#include "../../functions.h"
-#include "../../map.h"
-#include "../../rail_map.h"
-#include "../../road_map.h"
-#include "../../roadveh.h"
-#include "../../station_map.h"
-#include "../../tile.h"
-#include "../../player.h"
-#include "../../tunnel_map.h"
-#include "../../vehicle.h"
-#include "../../engine.h"
-#include "../../command.h"
-#include "../../town.h"
-#include "../../industry.h"
-#include "../../station.h"
-#include "../../pathfind.h"
-#include "../../economy.h"
-#include "../../airport.h"
-#include "../../depot.h"
-#include "../../variables.h"
-#include "../../bridge.h"
-#include "../../date.h"
-#include "default.h"
-
-// remove some day perhaps?
-static uint _ai_service_interval;
-
-typedef void AiStateAction(Player *p);
-
-enum {
- AIS_0 = 0,
- AIS_1 = 1,
- AIS_VEH_LOOP = 2,
- AIS_VEH_CHECK_REPLACE_VEHICLE = 3,
- AIS_VEH_DO_REPLACE_VEHICLE = 4,
- AIS_WANT_NEW_ROUTE = 5,
- AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6,
- AIS_BUILD_RAIL = 7,
- AIS_BUILD_RAIL_VEH = 8,
- AIS_DELETE_RAIL_BLOCKS = 9,
- AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10,
- AIS_BUILD_ROAD = 11,
- AIS_BUILD_ROAD_VEHICLES = 12,
- AIS_DELETE_ROAD_BLOCKS = 13,
- AIS_AIRPORT_STUFF = 14,
- AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15,
- AIS_BUILD_AIRCRAFT_VEHICLES = 16,
- AIS_CHECK_SHIP_STUFF = 17,
- AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18,
- AIS_DO_SHIP_STUFF = 19,
- AIS_SELL_VEHICLE = 20,
- AIS_REMOVE_STATION = 21,
- AIS_REMOVE_TRACK = 22,
- AIS_REMOVE_SINGLE_RAIL_TILE = 23
-};
-
-
-#include "../../table/ai_rail.h"
-
-static byte GetRailTrackStatus(TileIndex tile)
-{
- uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL);
- return (byte) (r | r >> 8);
-}
-
-
-static void AiCase0(Player *p)
-{
- p->ai.state = AIS_REMOVE_TRACK;
- p->ai.state_counter = 0;
-}
-
-static void AiCase1(Player *p)
-{
- p->ai.cur_veh = NULL;
- p->ai.state = AIS_VEH_LOOP;
-}
-
-static void AiStateVehLoop(Player *p)
-{
- Vehicle *v;
- uint index;
-
- index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1;
-
- FOR_ALL_VEHICLES_FROM(v, index) {
- if (v->owner != _current_player) continue;
-
- if ((v->type == VEH_Train && v->subtype == 0) ||
- v->type == VEH_Road ||
- (v->type == VEH_Aircraft && v->subtype <= 2) ||
- v->type == VEH_Ship) {
- /* replace engine? */
- if (v->type == VEH_Train && v->engine_type < 3 &&
- (_price.build_railvehicle >> 3) < p->player_money) {
- p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
- p->ai.cur_veh = v;
- return;
- }
-
- /* not profitable? */
- if (v->age >= 730 &&
- v->profit_last_year < _price.station_value * 5 &&
- v->profit_this_year < _price.station_value * 5) {
- p->ai.state_counter = 0;
- p->ai.state = AIS_SELL_VEHICLE;
- p->ai.cur_veh = v;
- return;
- }
-
- /* not reliable? */
- if (v->age >= v->max_age || (
- v->age != 0 &&
- GetEngine(v->engine_type)->reliability < 35389
- )) {
- p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
- p->ai.cur_veh = v;
- return;
- }
- }
- }
-
- p->ai.state = AIS_WANT_NEW_ROUTE;
- p->ai.state_counter = 0;
-}
-
-static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag, TileIndex tile)
-{
- EngineID best_veh_index = INVALID_ENGINE;
- byte best_veh_score = 0;
- int32 ret;
- EngineID i;
-
- for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
- const RailVehicleInfo *rvi = RailVehInfo(i);
- const Engine* e = GetEngine(i);
-
- if (!IsCompatibleRail(e->railtype, railtype) ||
- rvi->flags & RVI_WAGON ||
- (rvi->flags & RVI_MULTIHEAD && flag & 1) ||
- !HASBIT(e->player_avail, _current_player) ||
- e->reliability < 0x8A3D) {
- continue;
- }
-
- ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
- if (!CmdFailed(ret) && ret <= money && rvi->ai_rank >= best_veh_score) {
- best_veh_score = rvi->ai_rank;
- best_veh_index = i;
- }
- }
-
- return best_veh_index;
-}
-
-static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile)
-{
- EngineID best_veh_index = INVALID_ENGINE;
- int32 best_veh_rating = 0;
- EngineID i = ROAD_ENGINES_INDEX;
- EngineID end = i + NUM_ROAD_ENGINES;
-
- for (; i != end; i++) {
- const RoadVehicleInfo *rvi = RoadVehInfo(i);
- const Engine* e = GetEngine(i);
- int32 rating;
- int32 ret;
-
- if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
- continue;
- }
-
- /* Skip vehicles which can't take our cargo type */
- if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue;
-
- /* Rate and compare the engine by speed & capacity */
- rating = rvi->max_speed * rvi->capacity;
- if (rating <= best_veh_rating) continue;
-
- ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
- if (CmdFailed(ret)) continue;
-
- /* Add the cost of refitting */
- if (rvi->cargo_type != cargo) ret += GetRefitCost(i);
- if (ret > money) continue;
-
- best_veh_rating = rating;
- best_veh_index = i;
- }
-
- return best_veh_index;
-}
-
-static EngineID AiChooseAircraftToBuild(int32 money, byte flag)
-{
- EngineID best_veh_index = INVALID_ENGINE;
- int32 best_veh_cost = 0;
- EngineID i;
-
- for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) {
- const Engine* e = GetEngine(i);
- int32 ret;
-
- if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
- continue;
- }
-
- if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue;
-
- ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
- if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
- best_veh_cost = ret;
- best_veh_index = i;
- }
- }
-
- return best_veh_index;
-}
-
-static int32 AiGetBasePrice(const Player* p)
-{
- int32 base = _price.station_value;
-
- // adjust base price when more expensive vehicles are available
- switch (p->ai.railtype_to_use) {
- default: NOT_REACHED();
- case RAILTYPE_RAIL: break;
- case RAILTYPE_ELECTRIC: break;
- case RAILTYPE_MONO: base = (base * 3) >> 1; break;
- case RAILTYPE_MAGLEV: base *= 2; break;
- }
-
- return base;
-}
-
-#if 0
-static EngineID AiChooseShipToBuild(byte cargo, int32 money)
-{
- // XXX: not done
- return INVALID_ENGINE;
-}
-#endif
-
-static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v)
-{
- int32 avail_money = p->player_money + v->value;
- return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile);
-}
-
-static EngineID AiChooseAircraftToReplaceWith(const Player* p, const Vehicle* v)
-{
- int32 avail_money = p->player_money + v->value;
- return AiChooseAircraftToBuild(
- avail_money, AircraftVehInfo(v->engine_type)->subtype & AIR_CTOL
- );
-}
-
-static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v)
-{
- int32 avail_money = p->player_money + v->value;
- const Vehicle* u = v;
- int num = 0;
-
- while (++num, u->next != NULL) {
- u = u->next;
- }
-
- // XXX: check if a wagon
- return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile);
-}
-
-static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v)
-{
- error("!AiChooseShipToReplaceWith");
-
- /* maybe useless, but avoids compiler warning this way */
- return INVALID_ENGINE;
-}
-
-static void AiHandleGotoDepot(Player *p, int cmd)
-{
- if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT)
- DoCommand(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd);
-
- if (++p->ai.state_counter <= 1387) {
- p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
- return;
- }
-
- if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) {
- p->ai.cur_veh->current_order.type = OT_DUMMY;
- p->ai.cur_veh->current_order.flags = 0;
- InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index);
- }
-}
-
-static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
-{
- uint i;
-
- for (i = 0; bak->order[i].type != OT_NOTHING; i++) {
- if (!DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK))
- break;
- }
-}
-
-static void AiHandleReplaceTrain(Player *p)
-{
- const Vehicle* v = p->ai.cur_veh;
- BackuppedOrders orderbak[1];
- EngineID veh;
-
- // wait until the vehicle reaches the depot.
- if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
- AiHandleGotoDepot(p, CMD_SEND_TRAIN_TO_DEPOT);
- return;
- }
-
- veh = AiChooseTrainToReplaceWith(p, v);
- if (veh != INVALID_ENGINE) {
- TileIndex tile;
-
- BackupVehicleOrders(v, orderbak);
- tile = v->tile;
-
- if (!CmdFailed(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
- !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE))) {
- VehicleID veh = _new_vehicle_id;
- AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
-
- DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
- }
- }
-}
-
-static void AiHandleReplaceRoadVeh(Player *p)
-{
- const Vehicle* v = p->ai.cur_veh;
- BackuppedOrders orderbak[1];
- EngineID veh;
-
- if (!IsRoadVehInDepotStopped(v)) {
- AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT);
- return;
- }
-
- veh = AiChooseRoadVehToReplaceWith(p, v);
- if (veh != INVALID_ENGINE) {
- TileIndex tile;
-
- BackupVehicleOrders(v, orderbak);
- tile = v->tile;
-
- if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
- !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) {
- VehicleID veh = _new_vehicle_id;
-
- AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
- DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
- }
- }
-}
-
-static void AiHandleReplaceAircraft(Player *p)
-{
- const Vehicle* v = p->ai.cur_veh;
- BackuppedOrders orderbak[1];
- EngineID veh;
-
- if (!IsAircraftInHangarStopped(v)) {
- AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR);
- return;
- }
-
- veh = AiChooseAircraftToReplaceWith(p, v);
- if (veh != INVALID_ENGINE) {
- TileIndex tile;
-
- BackupVehicleOrders(v, orderbak);
- tile = v->tile;
-
- if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
- !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) {
- VehicleID veh = _new_vehicle_id;
- AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
-
- DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
- }
- }
-}
-
-static void AiHandleReplaceShip(Player *p)
-{
- error("!AiHandleReplaceShip");
-}
-
-typedef EngineID CheckReplaceProc(const Player* p, const Vehicle* v);
-
-static CheckReplaceProc* const _veh_check_replace_proc[] = {
- AiChooseTrainToReplaceWith,
- AiChooseRoadVehToReplaceWith,
- AiChooseShipToReplaceWith,
- AiChooseAircraftToReplaceWith,
-};
-
-typedef void DoReplaceProc(Player *p);
-static DoReplaceProc* const _veh_do_replace_proc[] = {
- AiHandleReplaceTrain,
- AiHandleReplaceRoadVeh,
- AiHandleReplaceShip,
- AiHandleReplaceAircraft
-};
-
-static void AiStateCheckReplaceVehicle(Player *p)
-{
- const Vehicle* v = p->ai.cur_veh;
-
- if (!IsValidVehicle(v) ||
- v->owner != _current_player ||
- v->type > VEH_Ship ||
- _veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) {
- p->ai.state = AIS_VEH_LOOP;
- } else {
- p->ai.state_counter = 0;
- p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
- }
-}
-
-static void AiStateDoReplaceVehicle(Player *p)
-{
- const Vehicle* v = p->ai.cur_veh;
-
- p->ai.state = AIS_VEH_LOOP;
- // vehicle is not owned by the player anymore, something went very wrong.
- if (!IsValidVehicle(v) || v->owner != _current_player) return;
- _veh_do_replace_proc[v->type - VEH_Train](p);
-}
-
-typedef struct FoundRoute {
- int distance;
- CargoID cargo;
- void *from;
- void *to;
-} FoundRoute;
-
-static Town *AiFindRandomTown(void)
-{
- return GetRandomTown();
-}
-
-static Industry *AiFindRandomIndustry(void)
-{
- return GetRandomIndustry();
-}
-
-static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
-{
- uint i;
- CargoID cargo;
- const Subsidy* s;
- Industry* from;
- TileIndex to_xy;
-
- // initially error
- fr->distance = -1;
-
- // Randomize subsidy index..
- i = RandomRange(lengthof(_subsidies) * 3);
- if (i >= lengthof(_subsidies)) return;
-
- s = &_subsidies[i];
-
- // Don't want passengers or mail
- cargo = s->cargo_type;
- if (cargo == CT_INVALID ||
- cargo == CT_PASSENGERS ||
- cargo == CT_MAIL ||
- s->age > 7) {
- return;
- }
- fr->cargo = cargo;
-
- fr->from = from = GetIndustry(s->from);
-
- if (cargo == CT_GOODS || cargo == CT_FOOD) {
- Town* to_tow = GetTown(s->to);
-
- if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error
- fr->to = to_tow;
- to_xy = to_tow->xy;
- } else {
- Industry* to_ind = GetIndustry(s->to);
-
- fr->to = to_ind;
- to_xy = to_ind->xy;
- }
-
- fr->distance = DistanceManhattan(from->xy, to_xy);
-}
-
-static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
-{
- uint i;
- const Subsidy* s;
- Town *from,*to;
-
- // initially error
- fr->distance = -1;
-
- // Randomize subsidy index..
- i = RandomRange(lengthof(_subsidies) * 3);
- if (i >= lengthof(_subsidies)) return;
-
- s = &_subsidies[i];
-
- // Only want passengers
- if (s->cargo_type != CT_PASSENGERS || s->age > 7) return;
- fr->cargo = s->cargo_type;
-
- fr->from = from = GetTown(s->from);
- fr->to = to = GetTown(s->to);
-
- // They must be big enough
- if (from->population < 400 || to->population < 400) return;
-
- fr->distance = DistanceManhattan(from->xy, to->xy);
-}
-
-static void AiFindRandomIndustryRoute(FoundRoute *fr)
-{
- Industry* i;
- uint32 r;
- CargoID cargo;
-
- // initially error
- fr->distance = -1;
-
- r = Random();
-
- // pick a source
- fr->from = i = AiFindRandomIndustry();
- if (i == NULL) return;
-
- // pick a random produced cargo
- cargo = i->produced_cargo[0];
- if (r & 1 && i->produced_cargo[1] != CT_INVALID) cargo = i->produced_cargo[1];
-
- fr->cargo = cargo;
-
- // don't allow passengers
- if (cargo == CT_INVALID || cargo == CT_PASSENGERS) return;
-
- if (cargo != CT_GOODS && cargo != CT_FOOD) {
- // pick a dest, and see if it can receive
- Industry* i2 = AiFindRandomIndustry();
-
- if (i2 == NULL || i == i2 || (
- i2->accepts_cargo[0] != cargo &&
- i2->accepts_cargo[1] != cargo &&
- i2->accepts_cargo[2] != cargo)
- ) {
- return;
- }
-
- fr->to = i2;
- fr->distance = DistanceManhattan(i->xy, i2->xy);
- } else {
- // pick a dest town, and see if it's big enough
- Town* t = AiFindRandomTown();
-
- if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) return;
-
- fr->to = t;
- fr->distance = DistanceManhattan(i->xy, t->xy);
- }
-}
-
-static void AiFindRandomPassengerRoute(FoundRoute *fr)
-{
- Town* source;
- Town* dest;
-
- // initially error
- fr->distance = -1;
-
- fr->from = source = AiFindRandomTown();
- if (source == NULL || source->population < 400) return;
-
- fr->to = dest = AiFindRandomTown();
- if (dest == NULL || source == dest || dest->population < 400) return;
-
- fr->distance = DistanceManhattan(source->xy, dest->xy);
-}
-
-// Warn: depends on 'xy' being the first element in both Town and Industry
-#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy)
-
-static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask)
-{
- TileIndex from_tile, to_tile;
- Station *st;
- int dist;
- uint same_station = 0;
-
- // Make sure distance to closest station is < 37 pixels.
- from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from);
- to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to);
-
- dist = 0xFFFF;
- FOR_ALL_STATIONS(st) {
- int cur;
-
- if (st->owner != _current_player) continue;
- cur = DistanceMax(from_tile, st->xy);
- if (cur < dist) dist = cur;
- cur = DistanceMax(to_tile, st->xy);
- if (cur < dist) dist = cur;
- if (to_tile == from_tile && st->xy == to_tile) same_station++;
- }
-
- // To prevent the AI from building ten busstations in the same town, do some calculations
- // For each road or airport station, we want 350 of population!
- if ((bitmask == 2 || bitmask == 4) &&
- same_station > 2 &&
- ((Town*)fr->from)->population < same_station * 350) {
- return false;
- }
-
- if (dist != 0xFFFF && dist > 37) return false;
-
- if (p->ai.route_type_mask != 0 &&
- !(p->ai.route_type_mask & bitmask) &&
- !CHANCE16(1, 5)) {
- return false;
- }
-
- if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) {
- const Town* from = fr->from;
- const Town* to = fr->to;
-
- if (from->pct_pass_transported > 0x99 ||
- to->pct_pass_transported > 0x99) {
- return false;
- }
-
- // Make sure it has a reasonably good rating
- if (from->ratings[_current_player] < -100 ||
- to->ratings[_current_player] < -100) {
- return false;
- }
- } else {
- const Industry* i = (const Industry*)fr->from;
-
- if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 ||
- i->total_production[fr->cargo != i->produced_cargo[0]] == 0) {
- return false;
- }
- }
-
- p->ai.route_type_mask |= bitmask;
- return true;
-}
-
-static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b)
-{
- byte i = (TileX(a) < TileX(b)) ? 1 : 0;
- if (TileY(a) >= TileY(b)) i ^= 3;
- return i;
-}
-
-static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct)
-{
- return TileXY(
- TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8),
- TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8)
- );
-}
-
-static void AiWantLongIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
-
- // Fill the source field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x24;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- p->ai.src.spec_tile,
- p->ai.dst.spec_tile
- );
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
-
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0x34;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- p->ai.dst.spec_tile,
- p->ai.src.spec_tile
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill middle field 1
- p->ai.mid1.spec_tile = AiGetPctTileBetween(
- p->ai.src.spec_tile,
- p->ai.dst.spec_tile,
- 0x55
- );
- p->ai.mid1.use_tile = 0;
- p->ai.mid1.rand_rng = 6;
- p->ai.mid1.cur_building_rule = 0xFF;
- p->ai.mid1.unk6 = 2;
- p->ai.mid1.unk7 = 1;
- p->ai.mid1.buildcmd_a = 0x30;
- p->ai.mid1.buildcmd_b = 0xFF;
- p->ai.mid1.direction = p->ai.src.direction;
- p->ai.mid1.cargo = fr.cargo;
-
- // Fill middle field 2
- p->ai.mid2.spec_tile = AiGetPctTileBetween(
- p->ai.src.spec_tile,
- p->ai.dst.spec_tile,
- 0xAA
- );
- p->ai.mid2.use_tile = 0;
- p->ai.mid2.rand_rng = 6;
- p->ai.mid2.cur_building_rule = 0xFF;
- p->ai.mid2.unk6 = 2;
- p->ai.mid2.unk7 = 1;
- p->ai.mid2.buildcmd_a = 0xFF;
- p->ai.mid2.buildcmd_b = 0xFF;
- p->ai.mid2.direction = p->ai.dst.direction;
- p->ai.mid2.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 3;
- p->ai.build_kind = 2;
- p->ai.num_build_rec = 4;
- p->ai.num_loco_to_build = 2;
- p->ai.num_want_fullload = 2;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantMediumIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x10;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 3;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 1;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantShortIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x10;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 2;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 1;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantMailRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- fr.cargo = CT_MAIL;
- if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 7;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x24;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 7;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0x34;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill middle field 1
- p->ai.mid1.spec_tile = AiGetPctTileBetween(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- 0x55
- );
- p->ai.mid1.use_tile = 0;
- p->ai.mid1.rand_rng = 6;
- p->ai.mid1.cur_building_rule = 0xFF;
- p->ai.mid1.unk6 = 2;
- p->ai.mid1.unk7 = 1;
- p->ai.mid1.buildcmd_a = 0x30;
- p->ai.mid1.buildcmd_b = 0xFF;
- p->ai.mid1.direction = p->ai.src.direction;
- p->ai.mid1.cargo = fr.cargo;
-
- // Fill middle field 2
- p->ai.mid2.spec_tile = AiGetPctTileBetween(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- 0xAA
- );
- p->ai.mid2.use_tile = 0;
- p->ai.mid2.rand_rng = 6;
- p->ai.mid2.cur_building_rule = 0xFF;
- p->ai.mid2.unk6 = 2;
- p->ai.mid2.unk7 = 1;
- p->ai.mid2.buildcmd_a = 0xFF;
- p->ai.mid2.buildcmd_b = 0xFF;
- p->ai.mid2.direction = p->ai.dst.direction;
- p->ai.mid2.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 3;
- p->ai.build_kind = 2;
- p->ai.num_build_rec = 4;
- p->ai.num_loco_to_build = 2;
- p->ai.num_want_fullload = 0;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantPassengerRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- fr.cargo = CT_PASSENGERS;
- if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 7;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x10;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 7;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 2;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 0;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantTrainRoute(Player *p)
-{
- uint16 r = GB(Random(), 0, 16);
-
- p->ai.railtype_to_use = GetBestRailtype(p);
-
- if (r > 0xD000) {
- AiWantLongIndustryRoute(p);
- } else if (r > 0x6000) {
- AiWantMediumIndustryRoute(p);
- } else if (r > 0x1000) {
- AiWantShortIndustryRoute(p);
- } else if (r > 0x800) {
- AiWantPassengerRoute(p);
- } else {
- AiWantMailRoute(p);
- }
-}
-
-static void AiWantLongRoadIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 5;
- p->ai.num_want_fullload = 5;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantMediumRoadIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 3;
- p->ai.num_want_fullload = 3;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantLongRoadPassengerRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- fr.cargo = CT_PASSENGERS;
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 10;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = CT_PASSENGERS;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 10;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = CT_PASSENGERS;
-
- // Fill common fields
- p->ai.cargo_type = CT_PASSENGERS;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 4;
- p->ai.num_want_fullload = 0;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantPassengerRouteInsideTown(Player *p)
-{
- int i;
- FoundRoute fr;
- Town *t;
-
- i = 60;
- for (;;) {
- // Find a town big enough
- t = AiFindRandomTown();
- if (t != NULL && t->population >= 700) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- fr.cargo = CT_PASSENGERS;
- fr.from = fr.to = t;
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = t->xy;
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 10;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = CT_PASSENGERS;
-
- // Fill the dest field
- p->ai.dst.spec_tile = t->xy;
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 10;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = CT_PASSENGERS;
-
- // Fill common fields
- p->ai.cargo_type = CT_PASSENGERS;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 2;
- p->ai.num_want_fullload = 0;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantRoadRoute(Player *p)
-{
- uint16 r = GB(Random(), 0, 16);
-
- if (r > 0x4000) {
- AiWantLongRoadIndustryRoute(p);
- } else if (r > 0x2000) {
- AiWantMediumRoadIndustryRoute(p);
- } else if (r > 0x1000) {
- AiWantLongRoadPassengerRoute(p);
- } else {
- AiWantPassengerRouteInsideTown(p);
- }
-}
-
-static void AiWantPassengerAircraftRoute(Player *p)
-{
- FoundRoute fr;
- int i;
-
- i = 60;
- for (;;) {
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break;
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- fr.cargo = CT_PASSENGERS;
- if (!AiCheckIfRouteIsGood(p, &fr, 4)) return;
-
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 12;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.cargo = fr.cargo;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 12;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.build_kind = 0;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 1;
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_AIRPORT_STUFF;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantOilRigAircraftRoute(Player *p)
-{
- int i;
- FoundRoute fr;
- Town *t;
- Industry *in;
-
- i = 60;
- for (;;) {
- // Find a town
- t = AiFindRandomTown();
- if (t != NULL) {
- // Find a random oil rig industry
- in = AiFindRandomIndustry();
- if (in != NULL && in->type == IT_OIL_RIG) {
- if (DistanceManhattan(t->xy, in->xy) < 60)
- break;
- }
- }
-
- // only test 60 times
- if (--i == 0) return;
- }
-
- fr.cargo = CT_PASSENGERS;
- fr.from = fr.to = t;
-
- if (!AiCheckIfRouteIsGood(p, &fr, 4)) return;
-
- // Fill the source field
- p->ai.src.spec_tile = t->xy;
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 12;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.cargo = CT_PASSENGERS;
-
- // Fill the dest field
- p->ai.dst.spec_tile = in->xy;
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 5;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.cargo = CT_PASSENGERS;
-
- // Fill common fields
- p->ai.cargo_type = CT_PASSENGERS;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 0;
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_AIRPORT_STUFF;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantAircraftRoute(Player *p)
-{
- uint16 r = (uint16)Random();
-
- if (r >= 0x2AAA || _date < 0x3912 + DAYS_TILL_ORIGINAL_BASE_YEAR) {
- AiWantPassengerAircraftRoute(p);
- } else {
- AiWantOilRigAircraftRoute(p);
- }
-}
-
-static void AiWantShipRoute(Player *p)
-{
- // XXX
-// error("AiWaitShipRoute");
-}
-
-
-
-static void AiStateWantNewRoute(Player *p)
-{
- uint16 r;
- int i;
-
- if (p->player_money < AiGetBasePrice(p) * 500) {
- p->ai.state = AIS_0;
- return;
- }
-
- i = 200;
- for (;;) {
- r = (uint16)Random();
-
- if (_patches.ai_disable_veh_train &&
- _patches.ai_disable_veh_roadveh &&
- _patches.ai_disable_veh_aircraft &&
- _patches.ai_disable_veh_ship) {
- return;
- }
-
- if (r < 0x7626) {
- if (_patches.ai_disable_veh_train) continue;
- AiWantTrainRoute(p);
- } else if (r < 0xC4EA) {
- if (_patches.ai_disable_veh_roadveh) continue;
- AiWantRoadRoute(p);
- } else if (r < 0xD89B) {
- if (_patches.ai_disable_veh_aircraft) continue;
- AiWantAircraftRoute(p);
- } else {
- if (_patches.ai_disable_veh_ship) continue;
- AiWantShipRoute(p);
- }
-
- // got a route?
- if (p->ai.state != AIS_WANT_NEW_ROUTE) break;
-
- // time out?
- if (--i == 0) {
- if (++p->ai.state_counter == 556) p->ai.state = AIS_0;
- break;
- }
- }
-}
-
-static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
- uint rad = (_patches.modified_catchment) ? CA_TRAIN : 4;
-
- for (; p->mode != 4; p++) {
- AcceptedCargo values;
- TileIndex tile2;
- uint w;
- uint h;
-
- if (p->mode != 1) continue;
-
- tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
- w = GB(p->attr, 1, 3);
- h = GB(p->attr, 4, 3);
-
- if (p->attr & 1) uintswap(w, h);
-
- if (cargo & 0x80) {
- GetProductionAroundTiles(values, tile2, w, h, rad);
- return values[cargo & 0x7F] != 0;
- } else {
- GetAcceptanceAroundTiles(values, tile2, w, h, rad);
- if (!(values[cargo] & ~7))
- return false;
- if (cargo != CT_MAIL)
- return true;
- return !!((values[cargo]>>1) & ~7);
- }
- }
-
- return true;
-}
-
-static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag)
-{
- int32 ret;
- int32 total_cost = 0;
- Town *t = NULL;
- int rating = 0;
- int i,j,k;
-
- for (;;) {
- // This will seldomly overflow for valid reasons. Mask it to be on the safe side.
- uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
-
- _cleared_town = NULL;
-
- if (p->mode < 2) {
- if (p->mode == 0) {
- // Depot
- ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
- } else {
- // Station
- ret = DoCommand(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION);
- }
-
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
-
-clear_town_stuff:;
- if (_cleared_town != NULL) {
- if (t != NULL && t != _cleared_town)
- return CMD_ERROR;
- t = _cleared_town;
- rating += _cleared_town_rating;
- }
- } else if (p->mode == 2) {
- // Rail
- if (IsTileType(c, MP_RAILWAY)) return CMD_ERROR;
-
- j = p->attr;
- k = 0;
-
- // Build the rail
- for (i = 0; i != 6; i++, j >>= 1) {
- if (j&1) {
- k = i;
- ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
- }
- }
-
- /* signals too? */
- if (j & 3) {
- // Can't build signals on a road.
- if (IsTileType(c, MP_STREET)) return CMD_ERROR;
-
- if (flag & DC_EXEC) {
- j = 4 - j;
- do {
- ret = DoCommand(c, k, 0, flag, CMD_BUILD_SIGNALS);
- } while (--j);
- } else {
- ret = _price.build_signals;
- }
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
- }
- } else if (p->mode == 3) {
- //Clear stuff and then build single rail.
- if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
- ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret + _price.build_rail;
-
- if (flag & DC_EXEC) {
- DoCommand(c, railtype, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL);
- }
-
- goto clear_town_stuff;
- } else {
- // Unk
- break;
- }
-
- p++;
- }
-
- if (!(flag & DC_EXEC)) {
- if (t != NULL && rating > t->ratings[_current_player]) {
- return CMD_ERROR;
- }
- }
-
- return total_cost;
-}
-
-// Returns rule and cost
-static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, int32* cost)
-{
- int i;
- const AiDefaultRailBlock *p;
-
- for (i = 0; (p = _default_rail_track_data[i]) != NULL; i++) {
- if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 &&
- (p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) {
- *cost = AiDoBuildDefaultRailTrack(tile, p->data, railtype, DC_NO_TOWN_RATING);
- if (!CmdFailed(*cost) && AiCheckTrackResources(tile, p->data, cargo))
- return i;
- }
- }
-
- return -1;
-}
-
-static const byte _terraform_up_flags[] = {
- 14, 13, 12, 11,
- 10, 9, 8, 7,
- 6, 5, 4, 3,
- 2, 1, 0, 1,
- 2, 1, 4, 1,
- 2, 1, 8, 1,
- 2, 1, 4, 2,
- 2, 1
-};
-
-static const byte _terraform_down_flags[] = {
- 1, 2, 3, 4,
- 5, 6, 1, 8,
- 9, 10, 8, 12,
- 4, 2, 0, 0,
- 1, 2, 3, 4,
- 5, 6, 2, 8,
- 9, 10, 1, 12,
- 8, 4
-};
-
-static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode)
-{
- PlayerID old_player;
- uint32 r;
- Slope slope;
- uint h;
-
- old_player = _current_player;
- _current_player = OWNER_NONE;
-
- r = Random();
-
- unk &= (int)r;
-
- do {
- tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
-
- r >>= 2;
- if (r & 2) {
- dir++;
- if (r & 1) dir -= 2;
- }
- dir &= 3;
- } while (--unk >= 0);
-
- slope = GetTileSlope(tile, &h);
-
- if (slope != SLOPE_FLAT) {
- if (mode > 0 || (mode == 0 && !(r & 0xC))) {
- // Terraform up
- DoCommand(tile, _terraform_up_flags[slope - 1], 1,
- DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
- } else if (h != 0) {
- // Terraform down
- DoCommand(tile, _terraform_down_flags[slope - 1], 0,
- DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
- }
- }
-
- _current_player = old_player;
-}
-
-static void AiStateBuildDefaultRailBlocks(Player *p)
-{
- uint i;
- int j;
- AiBuildRec *aib;
- int rule;
- int32 cost;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_RAIL_BLOCKS;
- return;
- }
-
- // do the following 8 times
- for (i = 0; i < 8; i++) {
- // check if we can build the default track
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- // this item has already been built?
- if (aib->cur_building_rule != 255) continue;
-
- // adjust the coordinate randomly,
- // to make sure that we find a position.
- aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
- // check if the track can be build there.
- rule = AiBuildDefaultRailTrack(aib->use_tile,
- p->ai.build_kind, p->ai.num_wagons,
- aib->unk6, aib->unk7,
- aib->direction, aib->cargo,
- p->ai.railtype_to_use,
- &cost
- );
-
- if (rule == -1) {
- // cannot build, terraform after a while
- if (p->ai.state_counter >= 600) {
- AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
- }
- // also try the other terraform direction
- if (++p->ai.state_counter >= 1000) {
- p->ai.state_counter = 0;
- p->ai.state_mode = -p->ai.state_mode;
- }
- } else if (CheckPlayerHasMoney(cost)) {
- int32 r;
- // player has money, build it.
- aib->cur_building_rule = rule;
-
- r = AiDoBuildDefaultRailTrack(
- aib->use_tile,
- _default_rail_track_data[rule]->data,
- p->ai.railtype_to_use,
- DC_EXEC | DC_NO_TOWN_RATING
- );
- assert(!CmdFailed(r));
- }
- } while (++aib,--j);
- }
-
- // check if we're done with all of them
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- if (aib->cur_building_rule == 255) return;
- } while (++aib,--j);
-
- // yep, all are done. switch state to the rail building state.
- p->ai.state = AIS_BUILD_RAIL;
- p->ai.state_mode = 255;
-}
-
-static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir)
-{
- const AiDefaultBlockData *p = _default_rail_track_data[rule]->data;
-
- while (p->mode != 3 || !((--cmd) & 0x80)) p++;
-
- return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDiagDir(*dir = p->attr);
-}
-
-typedef struct AiRailPathFindData {
- TileIndex tile;
- TileIndex tile2;
- int count;
- bool flag;
-} AiRailPathFindData;
-
-static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state)
-{
- if (a->flag) return true;
-
- if (length > 20 || tile == a->tile) {
- a->flag = true;
- return true;
- }
-
- if (DistanceMax(tile, a->tile2) < 4) a->count++;
-
- return false;
-}
-
-static bool AiDoFollowTrack(const Player* p)
-{
- AiRailPathFindData arpfd;
-
- arpfd.tile = p->ai.start_tile_a;
- arpfd.tile2 = p->ai.cur_tile_a;
- arpfd.flag = false;
- arpfd.count = 0;
- FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2,
- (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd);
- return arpfd.count > 8;
-}
-
-typedef struct AiRailFinder {
- TileIndex final_tile;
- byte final_dir;
- byte depth;
- byte recursive_mode;
- byte cur_best_dir;
- byte best_dir;
- byte cur_best_depth;
- byte best_depth;
- uint cur_best_dist;
- const byte *best_ptr;
- uint best_dist;
- TileIndex cur_best_tile, best_tile;
- TileIndex bridge_end_tile;
- Player *player;
-} AiRailFinder;
-
-static const byte _ai_table_15[4][8] = {
- {0, 0, 4, 3, 3, 1, 128 + 0, 64},
- {1, 1, 2, 0, 4, 2, 128 + 1, 65},
- {0, 2, 2, 3, 5, 1, 128 + 2, 66},
- {1, 3, 5, 0, 3, 2, 128 + 3, 67}
-};
-
-static const byte _dir_table_1[] = { 3, 9, 12, 6};
-static const byte _dir_table_2[] = {12, 6, 3, 9};
-
-
-static bool AiIsTileBanned(const Player* p, TileIndex tile, byte val)
-{
- int i;
-
- for (i = 0; i != p->ai.banned_tile_count; i++) {
- if (p->ai.banned_tiles[i] == tile && p->ai.banned_val[i] == val) {
- return true;
- }
- }
- return false;
-}
-
-static void AiBanTile(Player* p, TileIndex tile, byte val)
-{
- uint i;
-
- for (i = lengthof(p->ai.banned_tiles) - 1; i != 0; i--) {
- p->ai.banned_tiles[i] = p->ai.banned_tiles[i - 1];
- p->ai.banned_val[i] = p->ai.banned_val[i - 1];
- }
-
- p->ai.banned_tiles[0] = tile;
- p->ai.banned_val[0] = val;
-
- if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) {
- p->ai.banned_tile_count++;
- }
-}
-
-static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir);
-
-static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p)
-{
- bool better = false;
-
- if (arf->recursive_mode < 1) {
- // Mode is 0. This means destination has not been found yet.
- // If the found path is shorter than the current one, remember it.
- if (arf->cur_best_dist < arf->best_dist) {
- arf->best_dir = arf->cur_best_dir;
- arf->best_dist = arf->cur_best_dist;
- arf->best_ptr = p;
- arf->best_tile = arf->cur_best_tile;
- better = true;
- }
- } else if (arf->recursive_mode > 1) {
- // Mode is 2.
- if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
- arf->best_depth = arf->cur_best_depth;
- arf->best_dist = 0;
- arf->best_ptr = p;
- arf->best_tile = 0;
- better = true;
- }
- }
- arf->recursive_mode = 0;
- arf->cur_best_dist = (uint)-1;
- arf->cur_best_depth = 0xff;
-
- return better;
-}
-
-static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
-{
- Slope tileh;
- uint z;
- bool flag;
-
- int dir2 = p[0] & 3;
-
- tileh = GetTileSlope(tile, &z);
- if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
- TileIndex tile_new = tile;
-
- // Allow bridges directly over bottom tiles
- flag = z == 0;
- for (;;) {
- TileType type;
-
- if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible!
- tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2));
- type = GetTileType(tile_new);
-
- if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) {
- if (!flag) return;
- break;
- }
- if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return;
- flag = true;
- }
-
- // Is building a (rail)bridge possible at this place (type doesn't matter)?
- if (CmdFailed(DoCommand(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, DC_AUTO, CMD_BUILD_BRIDGE))) {
- return;
- }
- AiBuildRailRecursive(arf, tile_new, dir2);
-
- // At the bottom depth, check if the new path is better than the old one.
- if (arf->depth == 1) {
- if (AiCheckRailPathBetter(arf, p)) arf->bridge_end_tile = tile_new;
- }
- }
-}
-
-static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p)
-{
- uint z;
-
- if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
- int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
-
- if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
- AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
- if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
- }
- }
-}
-
-
-static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
-{
- const byte *p;
-
- tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
-
- // Reached destination?
- if (tile == arf->final_tile) {
- if (arf->final_dir != (dir^2)) {
- if (arf->recursive_mode != 2) arf->recursive_mode = 1;
- } else if (arf->recursive_mode != 2) {
- arf->recursive_mode = 2;
- arf->cur_best_depth = arf->depth;
- } else {
- if (arf->depth < arf->cur_best_depth) arf->cur_best_depth = arf->depth;
- }
- return;
- }
-
- // Depth too deep?
- if (arf->depth >= 4) {
- uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
-
- if (dist < arf->cur_best_dist) {
- // Store the tile that is closest to the final position.
- arf->cur_best_depth = arf->depth;
- arf->cur_best_dist = dist;
- arf->cur_best_tile = tile;
- arf->cur_best_dir = dir;
- }
- return;
- }
-
- // Increase recursion depth
- arf->depth++;
-
- // Grab pointer to list of stuff that is possible to build
- p = _ai_table_15[dir];
-
- // Try to build a single rail in all directions.
- if (GetTileZ(tile) == 0) {
- p += 6;
- } else {
- do {
- // Make sure the tile is not in the list of banned tiles and that a rail can be built here.
- if (!AiIsTileBanned(arf->player, tile, p[0]) &&
- !CmdFailed(DoCommand(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) {
- AiBuildRailRecursive(arf, tile, p[1]);
- }
-
- // At the bottom depth?
- if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
-
- p += 2;
- } while (!(p[0]&0x80));
- }
-
- AiCheckBuildRailBridgeHere(arf, tile, p);
- AiCheckBuildRailTunnelHere(arf, tile, p+1);
-
- arf->depth--;
-}
-
-
-static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16};
-
-static void AiBuildRailConstruct(Player *p)
-{
- AiRailFinder arf;
- int i;
-
- // Check too much lookahead?
- if (AiDoFollowTrack(p)) {
- p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks
- p->ai.state_mode = 1; // Start destruct
-
- // Ban this tile and don't reach it for a while.
- AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
- return;
- }
-
- // Setup recursive finder and call it.
- arf.player = p;
- arf.final_tile = p->ai.cur_tile_b;
- arf.final_dir = p->ai.cur_dir_b;
- arf.depth = 0;
- arf.recursive_mode = 0;
- arf.best_ptr = NULL;
- arf.cur_best_dist = (uint)-1;
- arf.cur_best_depth = 0xff;
- arf.best_dist = (uint)-1;
- arf.best_depth = 0xff;
- arf.cur_best_tile = 0;
- arf.best_tile = 0;
- AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
-
- // Reached destination?
- if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
- p->ai.state_mode = 255;
- return;
- }
-
- // Didn't find anything to build?
- if (arf.best_ptr == NULL) {
- // Terraform some
- for (i = 0; i != 5; i++) {
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
- }
-
- if (++p->ai.state_counter == 21) {
- p->ai.state_counter = 40;
- p->ai.state_mode = 1;
-
- // Ban this tile
- AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
- }
- return;
- }
-
- p->ai.cur_tile_a += TileOffsByDiagDir(p->ai.cur_dir_a);
-
- if (arf.best_ptr[0] & 0x80) {
- int i;
- int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a);
-
- /* Figure out which (rail)bridge type to build
- * start with best bridge, then go down to worse and worse bridges
- * unnecessary to check for worst bridge (i=0), since AI will always build
- * that. AI is so fucked up that fixing this small thing will probably not
- * solve a thing
- */
- for (i = MAX_BRIDGES - 1; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- int32 cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
- }
- }
-
- // Build it
- DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
- p->ai.cur_tile_a = arf.bridge_end_tile;
- p->ai.state_counter = 0;
- } else if (arf.best_ptr[0] & 0x40) {
- // tunnel
- DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
- p->ai.cur_tile_a = _build_tunnel_endtile;
- p->ai.state_counter = 0;
- } else {
- // rail
- p->ai.cur_dir_a = arf.best_ptr[1];
- DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
- DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL);
- p->ai.state_counter = 0;
- }
-
- if (arf.best_tile != 0) {
- for (i = 0; i != 2; i++) {
- AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
- }
- }
-}
-
-static bool AiRemoveTileAndGoForward(Player *p)
-{
- byte b;
- int bit;
- const byte *ptr;
- TileIndex tile = p->ai.cur_tile_a;
- TileIndex tilenew;
-
- if (IsTileType(tile, MP_TUNNELBRIDGE)) {
- if (IsTunnel(tile)) {
- // Clear the tunnel and continue at the other side of it.
- if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
- return false;
- p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(p->ai.cur_dir_a));
- return true;
- } else {
- // Check if the bridge points in the right direction.
- // This is not really needed the first place AiRemoveTileAndGoForward is called.
- if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1U)) return false;
-
- tile = GetOtherBridgeEnd(tile);
-
- tilenew = TILE_MASK(tile - TileOffsByDiagDir(p->ai.cur_dir_a));
- // And clear the bridge.
- if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
- return false;
- p->ai.cur_tile_a = tilenew;
- return true;
- }
- }
-
- // Find the railtype at the position. Quit if no rail there.
- b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a];
- if (b == 0) return false;
-
- // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects.
- bit = FindFirstBit(b);
-
- // Then remove and signals if there are any.
- if (IsTileType(tile, MP_RAILWAY) &&
- GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
- DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
- }
-
- // And also remove the rail.
- if (CmdFailed(DoCommand(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)))
- return false;
-
- // Find the direction at the other edge of the rail.
- ptr = _ai_table_15[p->ai.cur_dir_a ^ 2];
- while (ptr[0] != bit) ptr += 2;
- p->ai.cur_dir_a = ptr[1] ^ 2;
-
- // And then also switch tile.
- p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDiagDir(p->ai.cur_dir_a));
-
- return true;
-}
-
-
-static void AiBuildRailDestruct(Player *p)
-{
- // Decrease timeout.
- if (!--p->ai.state_counter) {
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- }
-
- // Don't do anything if the destination is already reached.
- if (p->ai.cur_tile_a == p->ai.start_tile_a) return;
-
- AiRemoveTileAndGoForward(p);
-}
-
-
-static void AiBuildRail(Player *p)
-{
- switch (p->ai.state_mode) {
- case 0: // Construct mode, build new rail.
- AiBuildRailConstruct(p);
- break;
-
- case 1: // Destruct mode, destroy the rail currently built.
- AiBuildRailDestruct(p);
- break;
-
- case 2: {
- uint i;
-
- // Terraform some and then try building again.
- for (i = 0; i != 4; i++) {
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
- }
-
- if (++p->ai.state_counter == 4) {
- p->ai.state_counter = 0;
- p->ai.state_mode = 0;
- }
- }
-
- default: break;
- }
-}
-
-static void AiStateBuildRail(Player *p)
-{
- int num;
- AiBuildRec *aib;
- byte cmd;
- TileIndex tile;
- int dir;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_RAIL_BLOCKS;
- return;
- }
-
- // Currently building a rail between two points?
- if (p->ai.state_mode != 255) {
- AiBuildRail(p);
-
- // Alternate between edges
- swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
- swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
- swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
- swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
- return;
- }
-
- // Now, find two new points to build between
- num = p->ai.num_build_rec;
- aib = &p->ai.src;
-
- for (;;) {
- cmd = aib->buildcmd_a;
- aib->buildcmd_a = 255;
- if (cmd != 255) break;
-
- cmd = aib->buildcmd_b;
- aib->buildcmd_b = 255;
- if (cmd != 255) break;
-
- aib++;
- if (--num == 0) {
- p->ai.state = AIS_BUILD_RAIL_VEH;
- p->ai.state_counter = 0; // timeout
- return;
- }
- }
-
- // Find first edge to build from.
- tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir);
- p->ai.start_tile_a = tile;
- p->ai.cur_tile_a = tile;
- p->ai.start_dir_a = dir;
- p->ai.cur_dir_a = dir;
- DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
-
- assert(TILE_MASK(tile) != 0xFF00);
-
- // Find second edge to build to
- aib = (&p->ai.src) + ((cmd >> 4)&0xF);
- tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir);
- p->ai.start_tile_b = tile;
- p->ai.cur_tile_b = tile;
- p->ai.start_dir_b = dir;
- p->ai.cur_dir_b = dir;
- DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
-
- assert(TILE_MASK(tile) != 0xFF00);
-
- // And setup state.
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- p->ai.banned_tile_count = 0;
-}
-
-static StationID AiGetStationIdByDef(TileIndex tile, int id)
-{
- const AiDefaultBlockData *p = _default_rail_track_data[id]->data;
- while (p->mode != 1) p++;
- return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)));
-}
-
-static EngineID AiFindBestWagon(CargoID cargo, RailType railtype)
-{
- EngineID best_veh_index = INVALID_ENGINE;
- EngineID i;
- uint16 best_capacity = 0;
- uint16 best_speed = 0;
- uint speed;
-
- for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
- const RailVehicleInfo *rvi = RailVehInfo(i);
- const Engine* e = GetEngine(i);
-
- if (!IsCompatibleRail(e->railtype, railtype) ||
- !(rvi->flags & RVI_WAGON) ||
- !HASBIT(e->player_avail, _current_player)) {
- continue;
- }
-
- if (rvi->cargo_type != cargo) continue;
-
- /* max_speed of 0 indicates no speed limit */
- speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed;
-
- if (rvi->capacity >= best_capacity && speed >= best_speed) {
- best_capacity = rvi->capacity;
- best_speed = best_speed;
- best_veh_index = i;
- }
- }
-
- return best_veh_index;
-}
-
-static void AiStateBuildRailVeh(Player *p)
-{
- const AiDefaultBlockData *ptr;
- TileIndex tile;
- EngineID veh;
- int i;
- CargoID cargo;
- int32 cost;
- Vehicle *v;
- VehicleID loco_id;
-
- ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
- while (ptr->mode != 0) ptr++;
-
- tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
-
- cargo = p->ai.cargo_type;
- for (i = 0;;) {
- if (p->ai.wagon_list[i] == INVALID_VEHICLE) {
- veh = AiFindBestWagon(cargo, p->ai.railtype_to_use);
- /* veh will return INVALID_ENGINE if no suitable wagon is available.
- * We shall treat this in the same way as having no money */
- if (veh == INVALID_ENGINE) goto handle_nocash;
- cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
- if (CmdFailed(cost)) goto handle_nocash;
- p->ai.wagon_list[i] = _new_vehicle_id;
- p->ai.wagon_list[i + 1] = INVALID_VEHICLE;
- return;
- }
- if (cargo == CT_MAIL) cargo = CT_PASSENGERS;
- if (++i == p->ai.num_wagons * 2 - 1) break;
- }
-
- // Which locomotive to build?
- veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile);
- if (veh == INVALID_ENGINE) {
-handle_nocash:
- // after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
- if (++p->ai.state_counter == 1000) {
- for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
- cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
- assert(!CmdFailed(cost));
- }
- p->ai.state = AIS_0;
- }
- return;
- }
-
- // Try to build the locomotive
- cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
- assert(!CmdFailed(cost));
- loco_id = _new_vehicle_id;
-
- // Sell a vehicle if the train is double headed.
- v = GetVehicle(loco_id);
- if (v->next != NULL) {
- i = p->ai.wagon_list[p->ai.num_wagons * 2 - 2];
- p->ai.wagon_list[p->ai.num_wagons * 2 - 2] = INVALID_VEHICLE;
- DoCommand(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
- }
-
- // Move the wagons onto the train
- for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
- DoCommand(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
- }
-
- for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
- const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i];
- bool is_pass = (
- p->ai.cargo_type == CT_PASSENGERS ||
- p->ai.cargo_type == CT_MAIL ||
- (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)
- );
- Order order;
-
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule);
-
- if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
- if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
- order.flags |= OF_FULL_LOAD;
-
- DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
-
- DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
-
- if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
-
- if (--p->ai.num_loco_to_build != 0) {
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- } else {
- p->ai.state = AIS_0;
- }
-}
-
-static void AiStateDeleteRailBlocks(Player *p)
-{
- const AiBuildRec* aib = &p->ai.src;
- uint num = p->ai.num_build_rec;
-
- do {
- const AiDefaultBlockData* b;
-
- if (aib->cur_building_rule == 255) continue;
- for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) {
- DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- }
- } while (++aib,--num);
-
- p->ai.state = AIS_0;
-}
-
-static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
- uint values[NUM_CARGO];
- int rad;
-
- if (_patches.modified_catchment) {
- rad = CA_TRUCK; // Same as CA_BUS at the moment?
- } else { // change that at some point?
- rad = 4;
- }
-
- for (;; p++) {
- if (p->mode == 4) {
- return true;
- } else if (p->mode == 1) {
- TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-
- if (cargo & 0x80) {
- GetProductionAroundTiles(values, tile2, 1, 1, rad);
- return values[cargo & 0x7F] != 0;
- } else {
- GetAcceptanceAroundTiles(values, tile2, 1, 1, rad);
- return (values[cargo]&~7) != 0;
- }
- }
- }
-}
-
-static bool _want_road_truck_station;
-static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
-
-// Returns rule and cost
-static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost)
-{
- int i;
- const AiDefaultRoadBlock *p;
-
- _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS;
-
- for (i = 0; (p = _road_default_block_data[i]) != NULL; i++) {
- if (p->dir == direction) {
- *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0);
- if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo))
- return i;
- }
- }
-
- return -1;
-}
-
-static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
- int32 ret;
- int32 total_cost = 0;
- Town *t = NULL;
- int rating = 0;
- int roadflag = 0;
-
- for (;p->mode != 4;p++) {
- TileIndex c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
-
- _cleared_town = NULL;
-
- if (p->mode == 2) {
- if (IsTileType(c, MP_STREET) &&
- GetRoadTileType(c) == ROAD_TILE_NORMAL &&
- (GetRoadBits(c) & p->attr) != 0) {
- roadflag |= 2;
-
- // all bits are already built?
- if ((GetRoadBits(c) & p->attr) == p->attr) continue;
- }
-
- ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
-
- continue;
- }
-
- if (p->mode == 0) {
- // Depot
- ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT);
- goto clear_town_stuff;
- } else if (p->mode == 1) {
- if (_want_road_truck_station) {
- // Truck station
- ret = DoCommand(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
- } else {
- // Bus station
- ret = DoCommand(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
- }
-clear_town_stuff:;
-
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
-
- if (_cleared_town != NULL) {
- if (t != NULL && t != _cleared_town) return CMD_ERROR;
- t = _cleared_town;
- rating += _cleared_town_rating;
- }
- } else if (p->mode == 3) {
- if (flag & DC_EXEC) continue;
-
- if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
-
- if (!IsTileType(c, MP_STREET) || GetRoadTileType(c) != ROAD_TILE_NORMAL) {
- ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
- if (CmdFailed(ret)) return CMD_ERROR;
- }
-
- }
- }
-
- if (!_want_road_truck_station && !(roadflag & 2)) return CMD_ERROR;
-
- if (!(flag & DC_EXEC)) {
- if (t != NULL && rating > t->ratings[_current_player]) return CMD_ERROR;
- }
- return total_cost;
-}
-
-// Make sure the blocks are not too close to each other
-static bool AiCheckBlockDistances(Player *p, TileIndex tile)
-{
- const AiBuildRec* aib = &p->ai.src;
- uint num = p->ai.num_build_rec;
-
- do {
- if (aib->cur_building_rule != 255) {
- if (DistanceManhattan(aib->use_tile, tile) < 9) return false;
- }
- } while (++aib, --num);
-
- return true;
-}
-
-
-static void AiStateBuildDefaultRoadBlocks(Player *p)
-{
- uint i;
- int j;
- AiBuildRec *aib;
- int rule;
- int32 cost;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_RAIL_BLOCKS;
- return;
- }
-
- // do the following 8 times
- for (i = 0; i != 8; i++) {
- // check if we can build the default track
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- // this item has already been built?
- if (aib->cur_building_rule != 255) continue;
-
- // adjust the coordinate randomly,
- // to make sure that we find a position.
- aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
- // check if the road can be built there.
- rule = AiFindBestDefaultRoadBlock(
- aib->use_tile, aib->direction, aib->cargo, &cost
- );
-
- if (rule == -1) {
- // cannot build, terraform after a while
- if (p->ai.state_counter >= 600) {
- AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
- }
- // also try the other terraform direction
- if (++p->ai.state_counter >= 1000) {
- p->ai.state_counter = 0;
- p->ai.state_mode = -p->ai.state_mode;
- }
- } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
- int32 r;
-
- // player has money, build it.
- aib->cur_building_rule = rule;
-
- r = AiDoBuildDefaultRoadBlock(
- aib->use_tile,
- _road_default_block_data[rule]->data,
- DC_EXEC | DC_NO_TOWN_RATING
- );
- assert(!CmdFailed(r));
- }
- } while (++aib,--j);
- }
-
- // check if we're done with all of them
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- if (aib->cur_building_rule == 255) return;
- } while (++aib,--j);
-
- // yep, all are done. switch state to the rail building state.
- p->ai.state = AIS_BUILD_ROAD;
- p->ai.state_mode = 255;
-}
-
-typedef struct {
- TileIndex final_tile;
- byte final_dir;
- byte depth;
- byte recursive_mode;
- byte cur_best_dir;
- byte best_dir;
- byte cur_best_depth;
- byte best_depth;
- uint cur_best_dist;
- const byte *best_ptr;
- uint best_dist;
- TileIndex cur_best_tile, best_tile;
- TileIndex bridge_end_tile;
- Player *player;
-} AiRoadFinder;
-
-typedef struct AiRoadEnum {
- TileIndex dest;
- TileIndex best_tile;
- int best_track;
- uint best_dist;
-} AiRoadEnum;
-
-static const byte _dir_by_track[] = {
- 0, 1, 0, 1, 2, 1,
- 0, 0,
- 2, 3, 3, 2, 3, 0,
-};
-
-static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir);
-
-static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p)
-{
- bool better = false;
-
- if (arf->recursive_mode < 1) {
- // Mode is 0. This means destination has not been found yet.
- // If the found path is shorter than the current one, remember it.
- if (arf->cur_best_dist < arf->best_dist ||
- (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) {
- arf->best_depth = arf->cur_best_depth;
- arf->best_dist = arf->cur_best_dist;
- arf->best_dir = arf->cur_best_dir;
- arf->best_ptr = p;
- arf->best_tile = arf->cur_best_tile;
- better = true;
- }
- } else if (arf->recursive_mode > 1) {
- // Mode is 2.
- if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
- arf->best_depth = arf->cur_best_depth;
- arf->best_dist = 0;
- arf->best_ptr = p;
- arf->best_tile = 0;
- better = true;
- }
- }
- arf->recursive_mode = 0;
- arf->cur_best_dist = (uint)-1;
- arf->cur_best_depth = 0xff;
-
- return better;
-}
-
-
-static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state)
-{
- uint dist = DistanceManhattan(tile, a->dest);
-
- if (dist <= a->best_dist) {
- TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track]));
-
- if (IsTileType(tile2, MP_STREET) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) {
- a->best_dist = dist;
- a->best_tile = tile;
- a->best_track = track;
- }
- }
-
- return false;
-}
-
-static const uint16 _ai_road_table_and[4] = {
- 0x1009,
- 0x16,
- 0x520,
- 0x2A00,
-};
-
-static bool AiCheckRoadFinished(Player *p)
-{
- AiRoadEnum are;
- TileIndex tile;
- int dir = p->ai.cur_dir_a;
- uint32 bits;
- int i;
-
- are.dest = p->ai.cur_tile_b;
- tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(dir));
-
- if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false;
- bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir];
- if (bits == 0) return false;
-
- are.best_dist = (uint)-1;
-
- for_each_bit(i, bits) {
- FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are);
- }
-
- if (DistanceManhattan(tile, are.dest) <= are.best_dist) return false;
-
- if (are.best_dist == 0) return true;
-
- p->ai.cur_tile_a = are.best_tile;
- p->ai.cur_dir_a = _dir_by_track[are.best_track];
- return false;
-}
-
-
-static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
-{
- static const RoadBits _road_bits[] = {
- ROAD_X,
- ROAD_Y,
- ROAD_NW | ROAD_NE,
- ROAD_SW | ROAD_SE,
- ROAD_NW | ROAD_SW,
- ROAD_SE | ROAD_NE
- };
- return !CmdFailed(DoCommand(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
-}
-
-static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
-{
- Slope tileh;
- uint z;
- bool flag;
-
- int dir2 = p[0] & 3;
-
- tileh = GetTileSlope(tile, &z);
- if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
- TileIndex tile_new = tile;
-
- // Allow bridges directly over bottom tiles
- flag = z == 0;
- for (;;) {
- TileType type;
-
- if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible!
- tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2));
- type = GetTileType(tile_new);
-
- if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
- // Allow a bridge if either we have a tile that's water, rail or street,
- // or if we found an up tile.
- if (!flag) return;
- break;
- }
- if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return;
- flag = true;
- }
-
- // Is building a (rail)bridge possible at this place (type doesn't matter)?
- if (CmdFailed(DoCommand(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE)))
- return;
- AiBuildRoadRecursive(arf, tile_new, dir2);
-
- // At the bottom depth, check if the new path is better than the old one.
- if (arf->depth == 1) {
- if (AiCheckRoadPathBetter(arf, p)) arf->bridge_end_tile = tile_new;
- }
- }
-}
-
-static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
-{
- uint z;
-
- if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
- int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
-
- if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
- AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
- if (arf->depth == 1) AiCheckRoadPathBetter(arf, p);
- }
- }
-}
-
-
-
-static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir)
-{
- const byte *p;
-
- tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
-
- // Reached destination?
- if (tile == arf->final_tile) {
- if ((arf->final_dir^2) == dir) {
- arf->recursive_mode = 2;
- arf->cur_best_depth = arf->depth;
- }
- return;
- }
-
- // Depth too deep?
- if (arf->depth >= 4) {
- uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
- if (dist < arf->cur_best_dist) {
- // Store the tile that is closest to the final position.
- arf->cur_best_dist = dist;
- arf->cur_best_tile = tile;
- arf->cur_best_dir = dir;
- arf->cur_best_depth = arf->depth;
- }
- return;
- }
-
- // Increase recursion depth
- arf->depth++;
-
- // Grab pointer to list of stuff that is possible to build
- p = _ai_table_15[dir];
-
- // Try to build a single rail in all directions.
- if (GetTileZ(tile) == 0) {
- p += 6;
- } else {
- do {
- // Make sure that a road can be built here.
- if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) {
- AiBuildRoadRecursive(arf, tile, p[1]);
- }
-
- // At the bottom depth?
- if (arf->depth == 1) AiCheckRoadPathBetter(arf, p);
-
- p += 2;
- } while (!(p[0] & 0x80));
- }
-
- AiCheckBuildRoadBridgeHere(arf, tile, p);
- AiCheckBuildRoadTunnelHere(arf, tile, p+1);
-
- arf->depth--;
-}
-
-
-static void AiBuildRoadConstruct(Player *p)
-{
- AiRoadFinder arf;
- int i;
- TileIndex tile;
-
- // Reached destination?
- if (AiCheckRoadFinished(p)) {
- p->ai.state_mode = 255;
- return;
- }
-
- // Setup recursive finder and call it.
- arf.player = p;
- arf.final_tile = p->ai.cur_tile_b;
- arf.final_dir = p->ai.cur_dir_b;
- arf.depth = 0;
- arf.recursive_mode = 0;
- arf.best_ptr = NULL;
- arf.cur_best_dist = (uint)-1;
- arf.cur_best_depth = 0xff;
- arf.best_dist = (uint)-1;
- arf.best_depth = 0xff;
- arf.cur_best_tile = 0;
- arf.best_tile = 0;
- AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
-
- // Reached destination?
- if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
- p->ai.state_mode = 255;
- return;
- }
-
- // Didn't find anything to build?
- if (arf.best_ptr == NULL) {
- // Terraform some
-do_some_terraform:
- for (i = 0; i != 5; i++)
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
- if (++p->ai.state_counter == 21) {
- p->ai.state_mode = 1;
-
- p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a));
- p->ai.cur_dir_a ^= 2;
- p->ai.state_counter = 0;
- }
- return;
- }
-
- tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a));
-
- if (arf.best_ptr[0]&0x80) {
- int i;
- int32 bridge_len;
- p->ai.cur_tile_a = arf.bridge_end_tile;
- bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile
-
- /* Figure out what (road)bridge type to build
- * start with best bridge, then go down to worse and worse bridges
- * unnecessary to check for worse bridge (i=0), since AI will always build that.
- *AI is so fucked up that fixing this small thing will probably not solve a thing
- */
- for (i = 10; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
- }
- }
-
- // Build it
- DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
- p->ai.state_counter = 0;
- } else if (arf.best_ptr[0]&0x40) {
- // tunnel
- DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
- p->ai.cur_tile_a = _build_tunnel_endtile;
- p->ai.state_counter = 0;
- } else {
- // road
- if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0]))
- goto do_some_terraform;
-
- p->ai.cur_dir_a = arf.best_ptr[1];
- p->ai.cur_tile_a = tile;
- p->ai.state_counter = 0;
- }
-
- if (arf.best_tile != 0) {
- for (i = 0; i != 2; i++)
- AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
- }
-}
-
-
-static void AiBuildRoad(Player *p)
-{
- if (p->ai.state_mode < 1) {
- // Construct mode, build new road.
- AiBuildRoadConstruct(p);
- } else if (p->ai.state_mode == 1) {
- // Destruct mode, not implemented for roads.
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- } else if (p->ai.state_mode == 2) {
- uint i;
-
- // Terraform some and then try building again.
- for (i = 0; i != 4; i++) {
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
- }
-
- if (++p->ai.state_counter == 4) {
- p->ai.state_counter = 0;
- p->ai.state_mode = 0;
- }
- }
-}
-
-static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir)
-{
- const AiDefaultBlockData *p = _road_default_block_data[rule]->data;
- while (p->mode != 1) p++;
- *dir = p->attr;
- return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-}
-
-
-static void AiStateBuildRoad(Player *p)
-{
- int num;
- AiBuildRec *aib;
- byte cmd;
- TileIndex tile;
- int dir;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_ROAD_BLOCKS;
- return;
- }
-
- // Currently building a road between two points?
- if (p->ai.state_mode != 255) {
- AiBuildRoad(p);
-
- // Alternate between edges
- swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
- swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
- swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
- swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
-
- return;
- }
-
- // Now, find two new points to build between
- num = p->ai.num_build_rec;
- aib = &p->ai.src;
-
- for (;;) {
- cmd = aib->buildcmd_a;
- aib->buildcmd_a = 255;
- if (cmd != 255) break;
-
- aib++;
- if (--num == 0) {
- p->ai.state = AIS_BUILD_ROAD_VEHICLES;
- return;
- }
- }
-
- // Find first edge to build from.
- tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
- p->ai.start_tile_a = tile;
- p->ai.cur_tile_a = tile;
- p->ai.start_dir_a = dir;
- p->ai.cur_dir_a = dir;
-
- // Find second edge to build to
- aib = (&p->ai.src) + (cmd&0xF);
- tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
- p->ai.start_tile_b = tile;
- p->ai.cur_tile_b = tile;
- p->ai.start_dir_b = dir;
- p->ai.cur_dir_b = dir;
-
- // And setup state.
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- p->ai.banned_tile_count = 0;
-}
-
-static StationID AiGetStationIdFromRoadBlock(TileIndex tile, int id)
-{
- const AiDefaultBlockData *p = _road_default_block_data[id]->data;
- while (p->mode != 1) p++;
- return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)));
-}
-
-static void AiStateBuildRoadVehicles(Player *p)
-{
- const AiDefaultBlockData *ptr;
- TileIndex tile;
- VehicleID loco_id;
- EngineID veh;
- uint i;
-
- ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
- for (; ptr->mode != 0; ptr++) {}
- tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
- veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
- if (veh == INVALID_ENGINE) {
- p->ai.state = AIS_0;
- return;
- }
-
- if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
-
- loco_id = _new_vehicle_id;
-
- if (GetVehicle(loco_id)->cargo_type != p->ai.cargo_type) {
- /* Cargo type doesn't match, so refit it */
- if (CmdFailed(DoCommand(tile, loco_id, p->ai.cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
- /* Refit failed... sell the vehicle */
- DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
- return;
- }
- }
-
- for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
- const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i];
- bool is_pass = (
- p->ai.cargo_type == CT_PASSENGERS ||
- p->ai.cargo_type == CT_MAIL ||
- (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)
- );
- Order order;
-
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule);
-
- if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
- if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
- order.flags |= OF_FULL_LOAD;
-
- DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
- DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
-
- if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
- if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0;
-}
-
-static void AiStateDeleteRoadBlocks(Player *p)
-{
- const AiBuildRec* aib = &p->ai.src;
- uint num = p->ai.num_build_rec;
-
- do {
- const AiDefaultBlockData* b;
-
- if (aib->cur_building_rule == 255) continue;
- for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) {
- if (b->mode > 1) continue;
- DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- }
- } while (++aib,--num);
-
- p->ai.state = AIS_0;
-}
-
-
-static void AiStateAirportStuff(Player *p)
-{
- const Station* st;
- byte acc_planes;
- int i;
- AiBuildRec *aib;
- byte rule;
-
- // Here we look for an airport we could use instead of building a new
- // one. If we find such an aiport for any waypoint,
- // AiStateBuildDefaultAirportBlocks() will kindly skip that one when
- // building the waypoints.
-
- i = 0;
- do {
- // We do this all twice - once for the source (town in the case
- // of oilrig route) and then for the destination (oilrig in the
- // case of oilrig route).
- aib = &p->ai.src + i;
-
- FOR_ALL_STATIONS(st) {
- // Is this an airport?
- if (!(st->facilities & FACIL_AIRPORT)) continue;
-
- // Do we own the airport? (Oilrigs aren't owned, though.)
- if (st->owner != OWNER_NONE && st->owner != _current_player) continue;
-
- acc_planes = GetAirport(st->airport_type)->acc_planes;
-
- // Dismiss heliports, unless we are checking an oilrig.
- if (acc_planes == HELICOPTERS_ONLY && (p->ai.build_kind != 1 || i != 1))
- continue;
-
- // Dismiss country airports if we are doing the other
- // endpoint of an oilrig route.
- if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0))
- continue;
-
- // Dismiss airports too far away.
- if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng)
- continue;
-
- // It's ideal airport, let's take it!
-
- /* XXX: This part is utterly broken - rule should
- * contain number of the rule appropriate for the
- * airport type (country, town, ...), see
- * _airport_default_block_data (rule is just an index
- * in this array). But the only difference between the
- * currently existing two rules (rule 0 - town and rule
- * 1 - country) is the attr field which is used only
- * when building new airports - and that's irrelevant
- * for us. So using just about any rule will suffice
- * here for now (some of the new airport types would be
- * broken because they will probably need different
- * tileoff values etc), no matter that
- * IsHangarTile() makes no sense. --pasky */
- if (acc_planes == HELICOPTERS_ONLY) {
- /* Heliports should have maybe own rulesets but
- * OTOH we don't want AI to pick them up when
- * looking for a suitable airport type to build.
- * So any of rules 0 or 1 would do for now. The
- * original rule number was 2 but that's a bug
- * because we have no such rule. */
- rule = 1;
- } else {
- rule = IsHangarTile(st->airport_tile);
- }
-
- aib->cur_building_rule = rule;
- aib->use_tile = st->airport_tile;
- break;
- }
- } while (++i != p->ai.num_build_rec);
-
- p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS;
- p->ai.state_mode = 255;
- p->ai.state_counter = 0;
-}
-
-static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
- int32 total_cost = 0, ret;
-
- for (; p->mode == 0; p++) {
- if (!HASBIT(_avail_aircraft, p->attr)) return CMD_ERROR;
- ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
- }
-
- return total_cost;
-}
-
-static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
- uint values[NUM_CARGO];
- int rad;
-
- if (_patches.modified_catchment) {
- rad = CA_AIR_LARGE; // I Have NFI what airport the
- } else { // AI is going to build here
- rad = 4;
- }
-
- for (; p->mode == 0; p++) {
- TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
- const AirportFTAClass* airport = GetAirport(p->attr);
- uint w = airport->size_x;
- uint h = airport->size_y;
-
- if (cargo & 0x80) {
- GetProductionAroundTiles(values, tile2, w, h, rad);
- return values[cargo & 0x7F] != 0;
- } else {
- GetAcceptanceAroundTiles(values, tile2, w, h, rad);
- return values[cargo] >= 8;
- }
- }
- return true;
-}
-
-static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost)
-{
- const AiDefaultBlockData *p;
- uint i;
-
- for (i = 0; (p = _airport_default_block_data[i]) != NULL; i++) {
- // If we are doing a helicopter service, avoid building
- // airports where they can't land.
- if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) continue;
-
- *cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
- if (!CmdFailed(*cost) && AiCheckAirportResources(tile, p, cargo))
- return i;
- }
- return -1;
-}
-
-static void AiStateBuildDefaultAirportBlocks(Player *p)
-{
- int i, j;
- AiBuildRec *aib;
- int rule;
- int32 cost;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_0;
- return;
- }
-
- // do the following 8 times
- i = 8;
- do {
- // check if we can build the default
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- // this item has already been built?
- if (aib->cur_building_rule != 255) continue;
-
- // adjust the coordinate randomly,
- // to make sure that we find a position.
- aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
- // check if the aircraft stuff can be built there.
- rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost);
-
-// SetRedErrorSquare(aib->use_tile);
-
- if (rule == -1) {
- // cannot build, terraform after a while
- if (p->ai.state_counter >= 600) {
- AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
- }
- // also try the other terraform direction
- if (++p->ai.state_counter >= 1000) {
- p->ai.state_counter = 0;
- p->ai.state_mode = -p->ai.state_mode;
- }
- } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
- // player has money, build it.
- int32 r;
-
- aib->cur_building_rule = rule;
-
- r = AiDoBuildDefaultAirportBlock(
- aib->use_tile,
- _airport_default_block_data[rule],
- DC_EXEC | DC_NO_TOWN_RATING
- );
- assert(!CmdFailed(r));
- }
- } while (++aib,--j);
- } while (--i);
-
- // check if we're done with all of them
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- if (aib->cur_building_rule == 255) return;
- } while (++aib,--j);
-
- // yep, all are done. switch state.
- p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES;
-}
-
-static StationID AiGetStationIdFromAircraftBlock(TileIndex tile, int id)
-{
- const AiDefaultBlockData *p = _airport_default_block_data[id];
- while (p->mode != 1) p++;
- return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)));
-}
-
-static void AiStateBuildAircraftVehicles(Player *p)
-{
- const AiDefaultBlockData *ptr;
- TileIndex tile;
- EngineID veh;
- int i;
- VehicleID loco_id;
-
- ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
- for (; ptr->mode != 0; ptr++) {}
-
- tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
- veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL);
- if (veh == INVALID_ENGINE) return;
-
- /* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type
- * and offset to the FIRST depot because the AI picks the st->xy tile */
- tile += ToTileIndexDiff(GetAirport(GetStationByTile(tile)->airport_type)->airport_depots[0]);
- if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
- loco_id = _new_vehicle_id;
-
- for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
- AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
- bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
- Order order;
-
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule);
-
- if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
- if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
- order.flags |= OF_FULL_LOAD;
-
- DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
-
- DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
-
- if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
-
- if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0;
-}
-
-static void AiStateCheckShipStuff(Player *p)
-{
- // XXX
- error("!AiStateCheckShipStuff");
-}
-
-static void AiStateBuildDefaultShipBlocks(Player *p)
-{
- // XXX
- error("!AiStateBuildDefaultShipBlocks");
-}
-
-static void AiStateDoShipStuff(Player *p)
-{
- // XXX
- error("!AiStateDoShipStuff");
-}
-
-static void AiStateSellVeh(Player *p)
-{
- Vehicle *v = p->ai.cur_veh;
-
- if (v->owner == _current_player) {
- if (v->type == VEH_Train) {
-
- if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
- if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT);
- goto going_to_depot;
- }
-
- // Sell whole train
- DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
-
- } else if (v->type == VEH_Road) {
- if (!IsRoadVehInDepotStopped(v)) {
- if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
- goto going_to_depot;
- }
-
- DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
- } else if (v->type == VEH_Aircraft) {
- if (!IsAircraftInHangarStopped(v)) {
- if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
- goto going_to_depot;
- }
-
- DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
- } else if (v->type == VEH_Ship) {
- // XXX: not implemented
- error("!v->type == VEH_Ship");
- }
- }
-
- goto return_to_loop;
-going_to_depot:;
- if (++p->ai.state_counter <= 832) return;
-
- if (v->current_order.type == OT_GOTO_DEPOT) {
- v->current_order.type = OT_DUMMY;
- v->current_order.flags = 0;
- InvalidateWindow(WC_VEHICLE_VIEW, v->index);
- }
-return_to_loop:;
- p->ai.state = AIS_VEH_LOOP;
-}
-
-static void AiStateRemoveStation(Player *p)
-{
- // Remove stations that aren't in use by any vehicle
- byte *in_use;
- const Order *ord;
- const Station *st;
- TileIndex tile;
-
- // Go to this state when we're done.
- p->ai.state = AIS_1;
-
- // Get a list of all stations that are in use by a vehicle
- in_use = malloc(GetMaxStationIndex() + 1);
- memset(in_use, 0, GetMaxStationIndex() + 1);
- FOR_ALL_ORDERS(ord) {
- if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1;
- }
-
- // Go through all stations and delete those that aren't in use
- FOR_ALL_STATIONS(st) {
- if (st->owner == _current_player && !in_use[st->index] &&
- ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) ||
- (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 ||
- (tile = st->train_tile) != 0 ||
- (tile = st->dock_tile) != 0 ||
- (tile = st->airport_tile) != 0)) {
- DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- }
- }
-
- free(in_use);
-}
-
-static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile)
-{
- TrackBits rails;
-
- if (IsTileType(tile, MP_RAILWAY)) {
- if (!IsTileOwner(tile, _current_player)) return;
-
- if (IsPlainRailTile(tile)) {
-is_rail_crossing:;
- rails = GetRailTrackStatus(tile);
-
- if (rails == TRACK_BIT_HORZ || rails == TRACK_BIT_VERT) return;
-
- if (rails & TRACK_BIT_3WAY_NE) {
-pos_0:
- if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & TRACK_BIT_3WAY_SW) == 0) {
- p->ai.cur_dir_a = 0;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
-
- if (rails & TRACK_BIT_3WAY_SE) {
-pos_1:
- if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & TRACK_BIT_3WAY_NW) == 0) {
- p->ai.cur_dir_a = 1;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
-
- if (rails & TRACK_BIT_3WAY_SW) {
-pos_2:
- if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & TRACK_BIT_3WAY_NE) == 0) {
- p->ai.cur_dir_a = 2;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
-
- if (rails & TRACK_BIT_3WAY_NW) {
-pos_3:
- if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & TRACK_BIT_3WAY_SE) == 0) {
- p->ai.cur_dir_a = 3;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
- } else {
- static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A};
-
- DiagDirection dir = GetRailDepotDirection(tile);
-
- if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir])
- return;
-
- DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- }
- } else if (IsTileType(tile, MP_STREET)) {
- if (!IsTileOwner(tile, _current_player)) return;
-
- if (IsLevelCrossing(tile)) goto is_rail_crossing;
-
- if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
- DiagDirection dir;
- TileIndex t;
-
- // Check if there are any stations around.
- t = tile + TileDiffXY(-1, 0);
- if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
-
- t = tile + TileDiffXY(1, 0);
- if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
-
- t = tile + TileDiffXY(0, -1);
- if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
-
- t = tile + TileDiffXY(0, 1);
- if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
-
- dir = GetRoadDepotDirection(tile);
-
- DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- DoCommand(
- TILE_MASK(tile + TileOffsByDiagDir(dir)),
- DiagDirToRoadBits(ReverseDiagDir(dir)),
- 0,
- DC_EXEC,
- CMD_REMOVE_ROAD);
- }
- } else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
- if (!IsTileOwner(tile, _current_player) ||
- !IsBridge(tile) ||
- GetBridgeTransportType(tile) != TRANSPORT_RAIL) {
- return;
- }
-
- rails = 0;
-
- switch (GetBridgeRampDirection(tile)) {
- default:
- case DIAGDIR_NE: goto pos_2;
- case DIAGDIR_SE: goto pos_3;
- case DIAGDIR_SW: goto pos_0;
- case DIAGDIR_NW: goto pos_1;
- }
- }
-}
-
-static void AiStateRemoveTrack(Player *p)
-{
- /* Was 1000 for standard 8x8 maps. */
- int num = MapSizeX() * 4;
-
- do {
- TileIndex tile = ++p->ai.state_counter;
-
- // Iterated all tiles?
- if (tile >= MapSize()) {
- p->ai.state = AIS_REMOVE_STATION;
- return;
- }
-
- // Remove player stuff in that tile
- AiRemovePlayerRailOrRoad(p, tile);
- if (p->ai.state != AIS_REMOVE_TRACK) return;
- } while (--num);
-}
-
-static void AiStateRemoveSingleRailTile(Player *p)
-{
- // Remove until we can't remove more.
- if (!AiRemoveTileAndGoForward(p)) p->ai.state = AIS_REMOVE_TRACK;
-}
-
-static AiStateAction * const _ai_actions[] = {
- AiCase0,
- AiCase1,
- AiStateVehLoop,
- AiStateCheckReplaceVehicle,
- AiStateDoReplaceVehicle,
- AiStateWantNewRoute,
-
- AiStateBuildDefaultRailBlocks,
- AiStateBuildRail,
- AiStateBuildRailVeh,
- AiStateDeleteRailBlocks,
-
- AiStateBuildDefaultRoadBlocks,
- AiStateBuildRoad,
- AiStateBuildRoadVehicles,
- AiStateDeleteRoadBlocks,
-
- AiStateAirportStuff,
- AiStateBuildDefaultAirportBlocks,
- AiStateBuildAircraftVehicles,
-
- AiStateCheckShipStuff,
- AiStateBuildDefaultShipBlocks,
- AiStateDoShipStuff,
-
- AiStateSellVeh,
- AiStateRemoveStation,
- AiStateRemoveTrack,
-
- AiStateRemoveSingleRailTile
-};
-
-extern void ShowBuyCompanyDialog(uint player);
-
-static void AiHandleTakeover(Player *p)
-{
- if (p->bankrupt_timeout != 0) {
- p->bankrupt_timeout -= 8;
- if (p->bankrupt_timeout > 0) return;
- p->bankrupt_timeout = 0;
- DeleteWindowById(WC_BUY_COMPANY, _current_player);
- if (IsLocalPlayer()) {
- AskExitToGameMenu();
- return;
- }
- if (IsHumanPlayer(_current_player)) return;
- }
-
- if (p->bankrupt_asked == 255) return;
-
- {
- uint asked = p->bankrupt_asked;
- Player *pp, *best_pl = NULL;
- int32 best_val = -1;
- uint old_p;
-
- // Ask the guy with the highest performance hist.
- FOR_ALL_PLAYERS(pp) {
- if (pp->is_active &&
- !(asked&1) &&
- pp->bankrupt_asked == 0 &&
- best_val < pp->old_economy[1].performance_history) {
- best_val = pp->old_economy[1].performance_history;
- best_pl = pp;
- }
- asked>>=1;
- }
-
- // Asked all players?
- if (best_val == -1) {
- p->bankrupt_asked = 255;
- return;
- }
-
- SETBIT(p->bankrupt_asked, best_pl->index);
-
- if (best_pl->index == _local_player) {
- p->bankrupt_timeout = 4440;
- ShowBuyCompanyDialog(_current_player);
- return;
- }
- if (IsHumanPlayer(best_pl->index)) return;
-
- // Too little money for computer to buy it?
- if (best_pl->player_money >> 1 >= p->bankrupt_value) {
- // Computer wants to buy it.
- old_p = _current_player;
- _current_player = p->index;
- DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY);
- _current_player = old_p;
- }
- }
-}
-
-static void AiAdjustLoan(const Player* p)
-{
- int32 base = AiGetBasePrice(p);
-
- if (p->player_money > base * 1400) {
- // Decrease loan
- if (p->current_loan != 0) {
- DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
- }
- } else if (p->player_money < base * 500) {
- // Increase loan
- if (p->current_loan < _economy.max_loan &&
- p->num_valid_stat_ent >= 2 &&
- -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) {
- DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
- }
- }
-}
-
-static void AiBuildCompanyHQ(Player *p)
-{
- TileIndex tile;
-
- if (p->location_of_house == 0 &&
- p->last_build_coordinate != 0) {
- tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8);
- DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
- }
-}
-
-
-void AiDoGameLoop(Player *p)
-{
- if (p->bankrupt_asked != 0) {
- AiHandleTakeover(p);
- return;
- }
-
- // Ugly hack to make sure the service interval of the AI is good, not looking
- // to the patch-setting
- // Also, it takes into account the setting if the service-interval is in days
- // or in %
- _ai_service_interval = _patches.servint_ispercent?80:180;
-
- if (IsHumanPlayer(_current_player)) return;
-
- AiAdjustLoan(p);
- AiBuildCompanyHQ(p);
-
-#if 0
- {
- static byte old_state = 99;
- static bool hasdots = false;
- char *_ai_state_names[]={
- "AiCase0",
- "AiCase1",
- "AiStateVehLoop",
- "AiStateCheckReplaceVehicle",
- "AiStateDoReplaceVehicle",
- "AiStateWantNewRoute",
- "AiStateBuildDefaultRailBlocks",
- "AiStateBuildRail",
- "AiStateBuildRailVeh",
- "AiStateDeleteRailBlocks",
- "AiStateBuildDefaultRoadBlocks",
- "AiStateBuildRoad",
- "AiStateBuildRoadVehicles",
- "AiStateDeleteRoadBlocks",
- "AiStateAirportStuff",
- "AiStateBuildDefaultAirportBlocks",
- "AiStateBuildAircraftVehicles",
- "AiStateCheckShipStuff",
- "AiStateBuildDefaultShipBlocks",
- "AiStateDoShipStuff",
- "AiStateSellVeh",
- "AiStateRemoveStation",
- "AiStateRemoveTrack",
- "AiStateRemoveSingleRailTile"
- };
-
- if (p->ai.state != old_state) {
- if (hasdots)
- printf("\n");
- hasdots=false;
- printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]);
- } else {
- printf(".");
- hasdots=true;
- }
- }
-#endif
-
- _ai_actions[p->ai.state](p);
-}
diff --git a/ai/default/default.h b/ai/default/default.h
deleted file mode 100644
index d367d4a72..000000000
--- a/ai/default/default.h
+++ /dev/null
@@ -1,8 +0,0 @@
-/* $Id$ */
-
-#ifndef DEFAULT_H
-#define DEFAULT_H
-
-void AiDoGameLoop(Player*);
-
-#endif
diff --git a/ai/trolly/build.c b/ai/trolly/build.c
deleted file mode 100644
index 9959d0d04..000000000
--- a/ai/trolly/build.c
+++ /dev/null
@@ -1,324 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../debug.h"
-#include "../../functions.h"
-#include "../../map.h"
-#include "../../road_map.h"
-#include "../../tile.h"
-#include "../../vehicle.h"
-#include "../../command.h"
-#include "trolly.h"
-#include "../../engine.h"
-#include "../../station.h"
-#include "../../variables.h"
-#include "../../bridge.h"
-#include "../ai.h"
-
-// Build HQ
-// Params:
-// tile : tile where HQ is going to be build
-bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
-{
- if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
- return false;
- AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
- return true;
-}
-
-
-// Build station
-// Params:
-// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
-// tile : tile where station is going to be build
-// length : in case of AI_TRAIN: length of station
-// numtracks : in case of AI_TRAIN: tracks of station
-// direction : the direction of the station
-// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
-int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
-{
- if (type == AI_TRAIN)
- return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
-
- if (type == AI_BUS)
- return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
-
- return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
-}
-
-
-// Builds a brdige. The second best out of the ones available for this player
-// Params:
-// tile_a : starting point
-// tile_b : end point
-// flag : flag passed to DoCommand
-int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
-{
- int bridge_type, bridge_len, type, type2;
-
- // Find a good bridgetype (the best money can buy)
- bridge_len = GetBridgeLength(tile_a, tile_b);
- type = type2 = 0;
- for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
- if (CheckBridge_Stuff(bridge_type, bridge_len)) {
- type2 = type;
- type = bridge_type;
- // We found two bridges, exit
- if (type2 != 0) break;
- }
- }
- // There is only one bridge that can be built
- if (type2 == 0 && type != 0) type2 = type;
-
- // Now, simply, build the bridge!
- if (p->ainew.tbt == AI_TRAIN) {
- return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
- } else {
- return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
- }
-}
-
-
-// Build the route part by part
-// Basicly what this function do, is build that amount of parts of the route
-// that go in the same direction. It sets 'part' to the last part of the route builded.
-// The return value is the cost for the builded parts
-//
-// Params:
-// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
-// part : Which part we need to build
-//
-// TODO: skip already builded road-pieces (e.g.: cityroad)
-int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
-{
- int part = PathFinderInfo->position;
- byte *route_extra = PathFinderInfo->route_extra;
- TileIndex *route = PathFinderInfo->route;
- int dir;
- int old_dir = -1;
- int cost = 0;
- int res;
- // We need to calculate the direction with the parent of the parent.. so we skip
- // the first pieces and the last piece
- if (part < 1) part = 1;
- // When we are done, stop it
- if (part >= PathFinderInfo->route_length - 1) {
- PathFinderInfo->position = -2;
- return 0;
- }
-
-
- if (PathFinderInfo->rail_or_road) {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
- return 0;
- }
- return cost;
- }
-
- // Build normal rail
- // Keep it doing till we go an other way
- if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
- while (route_extra[part] == 0) {
- // Get the current direction
- dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // Build the tile
- res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(res)) {
- // Problem.. let's just abort it all!
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- }
- cost += res;
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- }
- // We want to return the last position, so we go back one
- PathFinderInfo->position = part;
- } else {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
- return 0;
- }
- return cost;
- }
-
- // Build normal road
- // Keep it doing till we go an other way
- // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
- // it will wait till the vehicle is gone..
- if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- // Get the current direction
- dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // There is already some road, and it is a bridge.. don't build!!!
- if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
- // Build the tile
- res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
- // Currently, we ignore CMD_ERRORs!
- if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
- // Problem.. let's just abort it all!
- DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- }
-
- if (!CmdFailed(res)) cost += res;
- }
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- // We want to return the last position, so we go back one
- }
- if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
- PathFinderInfo->position = part;
- }
-
- return cost;
-}
-
-
-// This functions tries to find the best vehicle for this type of cargo
-// It returns INVALID_ENGINE if not suitable engine is found
-EngineID AiNew_PickVehicle(Player *p)
-{
- if (p->ainew.tbt == AI_TRAIN) {
- // Not supported yet
- return INVALID_ENGINE;
- } else {
- EngineID best_veh_index = INVALID_ENGINE;
- int32 best_veh_rating = 0;
- EngineID start = ROAD_ENGINES_INDEX;
- EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
- EngineID i;
-
- /* Loop through all road vehicles */
- for (i = start; i != end; i++) {
- const RoadVehicleInfo *rvi = RoadVehInfo(i);
- const Engine* e = GetEngine(i);
- int32 rating;
- int32 ret;
-
- /* Skip vehicles which can't take our cargo type */
- if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
-
- // Is it availiable?
- // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
- if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
-
- /* Rate and compare the engine by speed & capacity */
- rating = rvi->max_speed * rvi->capacity;
- if (rating <= best_veh_rating) continue;
-
- // Can we build it?
- ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (CmdFailed(ret)) continue;
-
- best_veh_rating = rating;
- best_veh_index = i;
- }
-
- return best_veh_index;
- }
-}
-
-
-void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
-{
- Player* p = GetPlayer(_current_player);
-
- if (success) {
- p->ainew.state = AI_STATE_GIVE_ORDERS;
- p->ainew.veh_id = _new_vehicle_id;
-
- if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
- /* Cargo type doesn't match, so refit it */
- if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
- /* Refit failed, so sell the vehicle */
- DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
- p->ainew.state = AI_STATE_NOTHING;
- }
- }
- } else {
- /* XXX this should be handled more gracefully */
- p->ainew.state = AI_STATE_NOTHING;
- }
-}
-
-
-// Builds the best vehicle possible
-int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
-{
- EngineID i = AiNew_PickVehicle(p);
-
- if (i == INVALID_ENGINE) return CMD_ERROR;
- if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
-
- if (flag & DC_EXEC) {
- return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
- } else {
- return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
- }
-}
-
-int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
-{
- int ret, ret2;
- if (p->ainew.tbt == AI_TRAIN) {
- return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
- } else {
- ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (CmdFailed(ret)) return ret;
- // Try to build the road from the depot
- ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- // If it fails, ignore it..
- if (CmdFailed(ret2)) return ret;
- return ret + ret2;
- }
-}
diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c
deleted file mode 100644
index 6ffdf1fec..000000000
--- a/ai/trolly/pathfinder.c
+++ /dev/null
@@ -1,510 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../bridge_map.h"
-#include "../../debug.h"
-#include "../../functions.h"
-#include "../../map.h"
-#include "../../tile.h"
-#include "../../command.h"
-#include "trolly.h"
-#include "../../depot.h"
-#include "../../tunnel_map.h"
-#include "../../bridge.h"
-#include "../ai.h"
-
-#define TEST_STATION_NO_DIR 0xFF
-
-// Tests if a station can be build on the given spot
-// TODO: make it train compatible
-static bool TestCanBuildStationHere(TileIndex tile, byte dir)
-{
- Player *p = GetPlayer(_current_player);
-
- if (dir == TEST_STATION_NO_DIR) {
- int32 ret;
- // TODO: currently we only allow spots that can be access from al 4 directions...
- // should be fixed!!!
- for (dir = 0; dir < 4; dir++) {
- ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
- if (!CmdFailed(ret)) return true;
- }
- return false;
- }
-
- // return true if command succeeded, so the inverse of CmdFailed()
- return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
-}
-
-
-static bool IsRoad(TileIndex tile)
-{
- return
- // MP_STREET, but not a road depot?
- (IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
- (IsTileType(tile, MP_TUNNELBRIDGE) && (
- (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) ||
- (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD)
- ));
-}
-
-
-// Checks if a tile 'a' is between the tiles 'b' and 'c'
-#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
-
-
-// Check if the current tile is in our end-area
-static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
-{
- const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
-
- // It is not allowed to have a station on the end of a bridge or tunnel ;)
- if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
- if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
- if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
- if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile, AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
- return AYSTAR_FOUND_END_NODE;
-
- return AYSTAR_DONE;
-}
-
-
-// Calculates the hash
-// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
-static uint AiPathFinder_Hash(uint key1, uint key2)
-{
- return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
-}
-
-
-// Clear the memory of all the things
-static void AyStar_AiPathFinder_Free(AyStar *aystar)
-{
- AyStarMain_Free(aystar);
- free(aystar);
-}
-
-
-static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
-static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
-static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
-static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
-
-
-// This creates the AiPathFinder
-AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
-{
- PathNode start_node;
- uint x;
- uint y;
- // Create AyStar
- AyStar *result = malloc(sizeof(AyStar));
- init_AyStar(result, AiPathFinder_Hash, 1 << 10);
- // Set the function pointers
- result->CalculateG = AyStar_AiPathFinder_CalculateG;
- result->CalculateH = AyStar_AiPathFinder_CalculateH;
- result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
- result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
- result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
-
- result->free = AyStar_AiPathFinder_Free;
-
- // Set some information
- result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
- result->max_path_cost = 0;
- result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
-
- // Set the user_data to the PathFinderInfo
- result->user_target = PathFinderInfo;
-
- // Set the start node
- start_node.parent = NULL;
- start_node.node.direction = 0;
- start_node.node.user_data[0] = 0;
-
- // Now we add all the starting tiles
- for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
- for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
- start_node.node.tile = TileXY(x, y);
- result->addstart(result, &start_node.node, 0);
- }
- }
-
- return result;
-}
-
-
-// To reuse AyStar we sometimes have to clean all the memory
-void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
-{
- PathNode start_node;
- uint x;
- uint y;
-
- aystar->clear(aystar);
-
- // Set the user_data to the PathFinderInfo
- aystar->user_target = PathFinderInfo;
-
- // Set the start node
- start_node.parent = NULL;
- start_node.node.direction = 0;
- start_node.node.user_data[0] = 0;
- start_node.node.tile = PathFinderInfo->start_tile_tl;
-
- // Now we add all the starting tiles
- for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
- for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
- TileIndex tile = TileXY(x, y);
-
- if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) continue;
- if (!TestCanBuildStationHere(tile, TEST_STATION_NO_DIR)) continue;
- start_node.node.tile = tile;
- aystar->addstart(aystar, &start_node.node, 0);
- }
- }
-}
-
-
-// The h-value, simple calculation
-static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
-{
- const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
- int r, r2;
-
- if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
- // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
- r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction));
- r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction));
- } else {
- // No direction, so just get the fastest route to the station
- r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
- r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br);
- }
- // See if the bottomright is faster than the topleft..
- if (r2 < r) r = r2;
- return r * AI_PATHFINDER_H_MULTIPLER;
-}
-
-
-// We found the end.. let's get the route back and put it in an array
-static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
-{
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- uint i = 0;
- PathNode *parent = &current->path;
-
- do {
- PathFinderInfo->route_extra[i] = parent->node.user_data[0];
- PathFinderInfo->route[i++] = parent->node.tile;
- if (i > lengthof(PathFinderInfo->route)) {
- // We ran out of space for the PathFinder
- DEBUG(ai, 0, "No more space in pathfinder route[] array");
- PathFinderInfo->route_length = -1; // -1 indicates out of space
- return;
- }
- parent = parent->parent;
- } while (parent != NULL);
- PathFinderInfo->route_length = i;
- DEBUG(ai, 1, "Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
-}
-
-
-// What tiles are around us.
-static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
-{
- uint i;
- int ret;
- int dir;
-
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
-
- aystar->num_neighbours = 0;
-
- // Go through all surrounding tiles and check if they are within the limits
- for (i = 0; i < 4; i++) {
- TileIndex ctile = current->path.node.tile; // Current tile
- TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile
-
- if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
- TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) {
- // We also directly test if the current tile can connect to this tile..
- // We do this simply by just building the tile!
-
- // If the next step is a bridge, we have to enter it the right way
- if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
- if (IsTileType(atile, MP_TUNNELBRIDGE)) {
- if (IsTunnel(atile)) {
- if (GetTunnelDirection(atile) != i) continue;
- } else {
- if ((_m[atile].m5 & 1U) != DiagDirToAxis(i)) continue;
- }
- }
- }
- // But also if we are on a bridge, we can only move a certain direction
- if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
- if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
- // An existing bridge/tunnel... let's test the direction ;)
- if ((_m[ctile].m5 & 1U) != (i & 1)) continue;
- }
- }
-
- if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
- (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
- // We are a bridge/tunnel, how cool!!
- // This means we can only point forward.. get the direction from the user_data
- if (i != (current->path.node.user_data[0] >> 8)) continue;
- }
- dir = 0;
-
- // First, check if we have a parent
- if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
- // If not, this means we are at the starting station
- if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
- // We do need a direction?
- if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
- // We are not pointing the right way, invalid tile
- continue;
- }
- }
- } else if (current->path.node.user_data[0] == 0) {
- if (PathFinderInfo->rail_or_road) {
- // Rail check
- dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
- ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(ret)) continue;
-#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
- if (current->path.parent->parent != NULL) {
- // Check if we don't make a 90degree curve
- int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
- if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
- continue;
- }
- }
-#endif
- } else {
- // Road check
- dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
- if (IsRoad(ctile)) {
- if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
- // We have a bridge, how nicely! We should mark it...
- dir = 0;
- } else {
- // It already has road.. check if we miss any bits!
- if ((_m[ctile].m5 & dir) != dir) {
- // We do miss some pieces :(
- dir &= ~_m[ctile].m5;
- } else {
- dir = 0;
- }
- }
- }
- // Only destruct things if it is MP_CLEAR of MP_TREES
- if (dir != 0) {
- ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- if (CmdFailed(ret)) continue;
- }
- }
- }
-
- // The tile can be connected
- aystar->neighbours[aystar->num_neighbours].tile = atile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- }
- }
-
- // Next step, check for bridges and tunnels
- if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
- // First we get the dir from this tile and his parent
- DiagDirection dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
- // It means we can only walk with the track, so the bridge has to be in the same direction
- TileIndex tile = current->path.node.tile;
- TileIndex new_tile = tile;
- Slope tileh = GetTileSlope(tile, NULL);
-
- // Bridges can only be build on land that is not flat
- // And if there is a road or rail blocking
- if (tileh != SLOPE_FLAT ||
- (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) ||
- (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) {
- for (;;) {
- new_tile += TileOffsByDiagDir(dir);
-
- // Precheck, is the length allowed?
- if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break;
-
- // Check if we hit the station-tile.. we don't like that!
- if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
-
- // Try building the bridge..
- ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdFailed(ret)) continue;
- // We can build a bridge here.. add him to the neighbours
- aystar->neighbours[aystar->num_neighbours].tile = new_tile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- // We can only have 12 neighbours, and we need 1 left for tunnels
- if (aystar->num_neighbours == 11) break;
- }
- }
-
- // Next, check for tunnels!
- // Tunnels can only be built on slopes corresponding to the direction
- // For now, we check both sides for this tile.. terraforming gives fuzzy result
- if ((dir == DIAGDIR_NE && tileh == SLOPE_NE) ||
- (dir == DIAGDIR_SE && tileh == SLOPE_SE) ||
- (dir == DIAGDIR_SW && tileh == SLOPE_SW) ||
- (dir == DIAGDIR_NW && tileh == SLOPE_NW)) {
- // Now simply check if a tunnel can be build
- ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
- tileh = GetTileSlope(_build_tunnel_endtile, NULL);
- if (!CmdFailed(ret) && (tileh == SLOPE_SW || tileh == SLOPE_SE || tileh == SLOPE_NW || tileh == SLOPE_NE)) {
- aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- }
- }
- }
-}
-
-
-extern uint GetRailFoundation(Slope tileh, TrackBits bits); // XXX function declaration in .c
-extern uint GetRoadFoundation(Slope tileh, uint bits); // XXX function declaration in .c
-extern uint GetBridgeFoundation(Slope tileh, Axis); // XXX function declaration in .c
-enum {
- BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
-};
-
-// The most important function: it calculates the g-value
-static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
-{
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- int r, res = 0;
- Slope tileh = GetTileSlope(current->tile, NULL);
- Slope parent_tileh = GetTileSlope(parent->path.node.tile, NULL);
-
- // Check if we hit the end-tile
- if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
- // We are at the end-tile, check if we had a direction or something...
- if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) {
- // We are not pointing the right way, invalid tile
- return AYSTAR_INVALID_NODE;
- }
- // If it was valid, drop out.. we don't build on the endtile
- return 0;
- }
-
- // Give everything a small penalty
- res += AI_PATHFINDER_PENALTY;
-
- if (!PathFinderInfo->rail_or_road) {
- // Road has the lovely advantage it can use other road... check if
- // the current tile is road, and if so, give a good bonus
- if (IsRoad(current->tile)) {
- res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
- }
- }
-
- // We should give a penalty when the tile is going up or down.. this is one way to do so!
- // Too bad we have to count it from the parent.. but that is not so bad.
- // We also dislike long routes on slopes, since they do not look too realistic
- // when there is a flat land all around, they are more expensive to build, and
- // especially they essentially block the ability to connect or cross the road
- // from one side.
- if (parent_tileh != SLOPE_FLAT && parent->path.parent != NULL) {
- // Skip if the tile was from a bridge or tunnel
- if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
- if (PathFinderInfo->rail_or_road) {
- r = GetRailFoundation(parent_tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
- // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
- if (r >= 15 || (r == 0 && HASBIT(BRIDGE_NO_FOUNDATION, tileh))) {
- res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
- } else {
- res += AI_PATHFINDER_FOUNDATION_PENALTY;
- }
- } else {
- if (!IsRoad(parent->path.node.tile) || !IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE)) {
- r = GetRoadFoundation(parent_tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
- if (r >= 15 || r == 0) {
- res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
- } else {
- res += AI_PATHFINDER_FOUNDATION_PENALTY;
- }
- }
- }
- }
- }
-
- // Are we part of a tunnel?
- if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
- // Tunnels are very expensive when build on long routes..
- // Ironicly, we are using BridgeCode here ;)
- r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
- res += r + (r >> 8);
- }
-
- // Are we part of a bridge?
- if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
- // That means for every length a penalty
- res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
- // Check if we are going up or down, first for the starting point
- // In user_data[0] is at the 8th bit the direction
- if (!HASBIT(BRIDGE_NO_FOUNDATION, parent_tileh)) {
- if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
- // Second for the end point
- if (!HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
- if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
- if (parent_tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- if (tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
-
- // To prevent the AI from taking the fastest way in tiles, but not the fastest way
- // in speed, we have to give a good penalty to direction changing
- // This way, we get almost the fastest way in tiles, and a very good speed on the track
- if (!PathFinderInfo->rail_or_road) {
- if (parent->path.parent != NULL &&
- AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
- // When road exists, we don't like turning, but its free, so don't be to piggy about it
- if (IsRoad(parent->path.node.tile)) {
- res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
- } else {
- res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
- }
- }
- } else {
- // For rail we have 1 exeption: diagonal rail..
- // So we fetch 2 raildirection. That of the current one, and of the one before that
- if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
- int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
- int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
- // First, see if we are on diagonal path, that is better than straight path
- if (dir1 > 1) res -= AI_PATHFINDER_DIAGONAL_BONUS;
-
- // First see if they are different
- if (dir1 != dir2) {
- // dir 2 and 3 are 1 diagonal track, and 4 and 5.
- if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
- // It is not, so we changed of direction
- res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
- }
- if (parent->path.parent->parent->parent != NULL) {
- int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
- // Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
- if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
- res += AI_PATHFINDER_CURVE_PENALTY;
- }
- }
- }
- }
- }
-
- return (res < 0) ? 0 : res;
-}
diff --git a/ai/trolly/shared.c b/ai/trolly/shared.c
deleted file mode 100644
index e683b60ea..000000000
--- a/ai/trolly/shared.c
+++ /dev/null
@@ -1,118 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../debug.h"
-#include "../../map.h"
-#include "trolly.h"
-#include "../../vehicle.h"
-
-int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
-{
- // 0 = vert
- // 1 = horz
- // 2 = dig up-left
- // 3 = dig down-right
- // 4 = dig down-left
- // 5 = dig up-right
-
- uint x1 = TileX(tile_a);
- uint x2 = TileX(tile_b);
- uint x3 = TileX(tile_c);
-
- uint y1 = TileY(tile_a);
- uint y2 = TileY(tile_b);
- uint y3 = TileY(tile_c);
-
- if (y1 == y2 && y2 == y3) return 0;
- if (x1 == x2 && x2 == x3) return 1;
- if (y2 > y1) return x2 > x3 ? 2 : 4;
- if (x2 > x1) return y2 > y3 ? 2 : 5;
- if (y1 > y2) return x2 > x3 ? 5 : 3;
- if (x1 > x2) return y2 > y3 ? 4 : 3;
-
- return 0;
-}
-
-int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
-{
- int x1, x2, x3;
- int y1, y2, y3;
- int r;
-
- x1 = TileX(tile_a);
- x2 = TileX(tile_b);
- x3 = TileX(tile_c);
-
- y1 = TileY(tile_a);
- y2 = TileY(tile_b);
- y3 = TileY(tile_c);
-
- r = 0;
-
- if (x1 < x2) r += 8;
- if (y1 < y2) r += 1;
- if (x1 > x2) r += 2;
- if (y1 > y2) r += 4;
-
- if (x2 < x3) r += 2;
- if (y2 < y3) r += 4;
- if (x2 > x3) r += 8;
- if (y2 > y3) r += 1;
-
- return r;
-}
-
-// Get's the direction between 2 tiles seen from tile_a
-DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
-{
- if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE;
- if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW;
- if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW;
- return DIAGDIR_NE;
-}
-
-
-// This functions looks up if this vehicle is special for this AI
-// and returns his flag
-uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v)
-{
- uint i;
-
- for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
- if (p->ainew.special_vehicles[i].veh_id == v->index) {
- return p->ainew.special_vehicles[i].flag;
- }
- }
-
- // Not found :(
- return 0;
-}
-
-
-bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag)
-{
- int new_id = -1;
- uint i;
-
- for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
- if (p->ainew.special_vehicles[i].veh_id == v->index) {
- p->ainew.special_vehicles[i].flag |= flag;
- return true;
- }
- if (new_id == -1 &&
- p->ainew.special_vehicles[i].veh_id == 0 &&
- p->ainew.special_vehicles[i].flag == 0) {
- new_id = i;
- }
- }
-
- // Out of special_vehicle spots :s
- if (new_id == -1) {
- DEBUG(ai, 1, "special_vehicles list is too small");
- return false;
- }
- p->ainew.special_vehicles[new_id].veh_id = v->index;
- p->ainew.special_vehicles[new_id].flag = flag;
- return true;
-}
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
deleted file mode 100644
index d67a064b4..000000000
--- a/ai/trolly/trolly.c
+++ /dev/null
@@ -1,1353 +0,0 @@
-/* $Id$ */
-
-/*
- * This AI was created as a direct reaction to the big demand for some good AIs
- * in OTTD. Too bad it never left alpha-stage, and it is considered dead in its
- * current form.
- * By the time of writing this, we, the creator of this AI and a good friend of
- * mine, are designing a whole new AI-system that allows us to create AIs
- * easier and without all the fuzz we encountered while I was working on this
- * AI. By the time that system is finished, you can expect that this AI will
- * dissapear, because it is pretty obselete and bad programmed.
- *
- * Meanwhile I wish you all much fun with this AI; if you are interested as
- * AI-developer in this AI, I advise you not stare too long to some code, some
- * things in here really are... strange ;) But in either way: enjoy :)
- *
- * -- TrueLight :: 2005-09-01
- */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../debug.h"
-#include "../../functions.h"
-#include "../../road_map.h"
-#include "../../station_map.h"
-#include "../../table/strings.h"
-#include "../../map.h"
-#include "../../tile.h"
-#include "../../command.h"
-#include "trolly.h"
-#include "../../town.h"
-#include "../../industry.h"
-#include "../../station.h"
-#include "../../engine.h"
-#include "../../gui.h"
-#include "../../depot.h"
-#include "../../vehicle.h"
-#include "../../date.h"
-#include "../ai.h"
-
-// This function is called after StartUp. It is the init of an AI
-static void AiNew_State_FirstTime(Player *p)
-{
- // This assert is used to protect those function from misuse
- // You have quickly a small mistake in the state-array
- // With that, everything would go wrong. Finding that, is almost impossible
- // With this assert, that problem can never happen.
- assert(p->ainew.state == AI_STATE_FIRST_TIME);
- // We first have to init some things
-
- if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
-
- // The PathFinder (AyStar)
- // TODO: Maybe when an AI goes bankrupt, this is de-init
- // or when coming from a savegame.. should be checked out!
- p->ainew.path_info.start_tile_tl = 0;
- p->ainew.path_info.start_tile_br = 0;
- p->ainew.path_info.end_tile_tl = 0;
- p->ainew.path_info.end_tile_br = 0;
- p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
-
- p->ainew.idle = 0;
- p->ainew.last_vehiclecheck_date = _date;
-
- // We ALWAYS start with a bus route.. just some basic money ;)
- p->ainew.action = AI_ACTION_BUS_ROUTE;
-
- // Let's popup the news, and after that, start building..
- p->ainew.state = AI_STATE_WAKE_UP;
-}
-
-
-// This function just waste some time
-// It keeps it more real. The AI can build on such tempo no normal user
-// can ever keep up with that. The competitor_speed already delays a bit
-// but after the AI finished a track it really needs to go to sleep.
-//
-// Let's say, we sleep between one and three days if the AI is put on Very Fast.
-// This means that on Very Slow it will be between 16 and 48 days.. slow enough?
-static void AiNew_State_Nothing(Player *p)
-{
- assert(p->ainew.state == AI_STATE_NOTHING);
- // If we are done idling, start over again
- if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
- if (--p->ainew.idle == 0) {
- // We are done idling.. what you say? Let's do something!
- // I mean.. the next tick ;)
- p->ainew.state = AI_STATE_WAKE_UP;
- }
-}
-
-
-// This function picks out a task we are going to do.
-// Currently supported:
-// - Make new route
-// - Check route
-// - Build HQ
-static void AiNew_State_WakeUp(Player *p)
-{
- int32 money;
- int c;
- assert(p->ainew.state == AI_STATE_WAKE_UP);
- // First, check if we have a HQ
- if (p->location_of_house == 0) {
- // We have no HQ yet, build one on a random place
- // Random till we found a place for it!
- // TODO: this should not be on a random place..
- AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
- // Enough for now, but we want to come back here the next time
- // so we do not change any status
- return;
- }
-
- money = p->player_money - AI_MINIMUM_MONEY;
-
- // Let's pick an action!
- if (p->ainew.action == AI_ACTION_NONE) {
- c = AI_Random() & 0xFF;
- if (p->current_loan > 0 &&
- p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
- c < 10) {
- p->ainew.action = AI_ACTION_REPAY_LOAN;
- } else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
- // Check all vehicles once in a while
- p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
- p->ainew.last_vehiclecheck_date = _date;
- } else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
- // Do we have any spots for road-vehicles left open?
- if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
- if (c < 85) {
- p->ainew.action = AI_ACTION_TRUCK_ROUTE;
- } else {
- p->ainew.action = AI_ACTION_BUS_ROUTE;
- }
- }
-#if 0
- } else if (c < 200 && !_patches.ai_disable_veh_train) {
- if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
- p->ainew.action = AI_ACTION_TRAIN_ROUTE;
- }
-#endif
- }
-
- p->ainew.counter = 0;
- }
-
- if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
-
- if (_patches.ai_disable_veh_roadveh && (
- p->ainew.action == AI_ACTION_BUS_ROUTE ||
- p->ainew.action == AI_ACTION_TRUCK_ROUTE
- )) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
-
- if (p->ainew.action == AI_ACTION_REPAY_LOAN &&
- money > AI_MINIMUM_LOAN_REPAY_MONEY) {
- // We start repaying some money..
- p->ainew.state = AI_STATE_REPAY_MONEY;
- return;
- }
-
- if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) {
- p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES;
- return;
- }
-
- // It is useless to start finding a route if we don't have enough money
- // to build the route anyway..
- if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
- money > AI_MINIMUM_BUS_ROUTE_MONEY) {
- if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
- p->ainew.cargo = AI_NEED_CARGO;
- p->ainew.state = AI_STATE_LOCATE_ROUTE;
- p->ainew.tbt = AI_BUS; // Bus-route
- return;
- }
- if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
- money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
- if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
- p->ainew.action = AI_ACTION_NONE;
- return;
- }
- p->ainew.cargo = AI_NEED_CARGO;
- p->ainew.last_id = 0;
- p->ainew.state = AI_STATE_LOCATE_ROUTE;
- p->ainew.tbt = AI_TRUCK;
- return;
- }
-
- p->ainew.state = AI_STATE_NOTHING;
-}
-
-
-static void AiNew_State_ActionDone(Player *p)
-{
- p->ainew.action = AI_ACTION_NONE;
- p->ainew.state = AI_STATE_NOTHING;
-}
-
-
-// Check if a city or industry is good enough to start a route there
-static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
-{
- if (type == AI_CITY) {
- const Town* t = GetTown(ic);
- const Station* st;
- uint count = 0;
- int j = 0;
-
- // We don't like roadconstructions, don't even true such a city
- if (t->road_build_months != 0) return false;
-
- // Check if the rating in a city is high enough
- // If not, take a chance if we want to continue
- if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
-
- if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
-
- // Check if we have build a station in this town the last 6 months
- // else we don't do it. This is done, because stat updates can be slow
- // and sometimes it takes up to 4 months before the stats are corectly.
- // This way we don't get 12 busstations in one city of 100 population ;)
- FOR_ALL_STATIONS(st) {
- // Do we own it?
- if (st->owner == _current_player) {
- // Are we talking busses?
- if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
- // Is it the same city as we are in now?
- if (st->town != t) continue;
- // When was this station build?
- if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
- // Cound the amount of stations in this city that we own
- count++;
- } else {
- // We do not own it, request some info about the station
- // we want to know if this station gets the same good. If so,
- // we want to know its rating. If it is too high, we are not going
- // to build there
- if (!st->goods[CT_PASSENGERS].last_speed) continue;
- // Is it around our city
- if (DistanceManhattan(st->xy, t->xy) > 10) continue;
- // It does take this cargo.. what is his rating?
- if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
- j++;
- // When this is the first station, we build a second with no problem ;)
- if (j == 1) continue;
- // The rating is high.. second station...
- // a little chance that we still continue
- // But if there are 3 stations of this size, we never go on...
- if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
- // We don't like this station :(
- return false;
- }
- }
-
- // We are about to add one...
- count++;
- // Check if we the city can provide enough cargo for this amount of stations..
- if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
-
- // All check are okay, so we can build here!
- return true;
- }
- if (type == AI_INDUSTRY) {
- const Industry* i = GetIndustry(ic);
- const Station* st;
- int count = 0;
- int j = 0;
-
- if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
-
- // No limits on delevering stations!
- // Or for industry that does not give anything yet
- if (i->produced_cargo[0] == CT_INVALID || i->total_production[0] == 0) return true;
-
- if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
-
- // Check if we have build a station in this town the last 6 months
- // else we don't do it. This is done, because stat updates can be slow
- // and sometimes it takes up to 4 months before the stats are corectly.
- FOR_ALL_STATIONS(st) {
- // Do we own it?
- if (st->owner == _current_player) {
- // Are we talking trucks?
- if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
- // Is it the same city as we are in now?
- if (st->town != i->town) continue;
- // When was this station build?
- if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
- // Cound the amount of stations in this city that we own
- count++;
- } else {
- // We do not own it, request some info about the station
- // we want to know if this station gets the same good. If so,
- // we want to know its rating. If it is too high, we are not going
- // to build there
- if (i->produced_cargo[0] == CT_INVALID) continue;
- // It does not take this cargo
- if (!st->goods[i->produced_cargo[0]].last_speed) continue;
- // Is it around our industry
- if (DistanceManhattan(st->xy, i->xy) > 5) continue;
- // It does take this cargo.. what is his rating?
- if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
- j++;
- // The rating is high.. a little chance that we still continue
- // But if there are 2 stations of this size, we never go on...
- if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
- // We don't like this station :(
- return false;
- }
- }
-
- // We are about to add one...
- count++;
- // Check if we the city can provide enough cargo for this amount of stations..
- if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
-
- // All check are okay, so we can build here!
- return true;
- }
-
- return true;
-}
-
-
-// This functions tries to locate a good route
-static void AiNew_State_LocateRoute(Player *p)
-{
- assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
- // For now, we only support PASSENGERS, CITY and BUSSES
-
- // We don't have a route yet
- if (p->ainew.cargo == AI_NEED_CARGO) {
- p->ainew.new_cost = 0; // No cost yet
- p->ainew.temp = -1;
- // Reset the counter
- p->ainew.counter = 0;
-
- p->ainew.from_ic = -1;
- p->ainew.to_ic = -1;
- if (p->ainew.tbt == AI_BUS) {
- // For now we only have a passenger route
- p->ainew.cargo = CT_PASSENGERS;
-
- // Find a route to cities
- p->ainew.from_type = AI_CITY;
- p->ainew.to_type = AI_CITY;
- } else if (p->ainew.tbt == AI_TRUCK) {
- p->ainew.cargo = AI_NO_CARGO;
-
- p->ainew.from_type = AI_INDUSTRY;
- p->ainew.to_type = AI_INDUSTRY;
- }
-
- // Now we are doing initing, we wait one tick
- return;
- }
-
- // Increase the counter and abort if it is taking too long!
- p->ainew.counter++;
- if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
- // Switch back to doing nothing!
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- // We are going to locate a city from where we are going to connect
- if (p->ainew.from_ic == -1) {
- if (p->ainew.temp == -1) {
- // First, we pick a random spot to search from
- if (p->ainew.from_type == AI_CITY) {
- p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
- } else {
- p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
- }
- }
-
- if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
- // It was not a valid city
- // increase the temp with one, and return. We will come back later here
- // to try again
- p->ainew.temp++;
- if (p->ainew.from_type == AI_CITY) {
- if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
- } else {
- if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
- }
-
- // Don't do an attempt if we are trying the same id as the last time...
- if (p->ainew.last_id == p->ainew.temp) return;
- p->ainew.last_id = p->ainew.temp;
-
- return;
- }
-
- // We found a good city/industry, save the data of it
- p->ainew.from_ic = p->ainew.temp;
-
- // Start the next tick with finding a to-city
- p->ainew.temp = -1;
- return;
- }
-
- // Find a to-city
- if (p->ainew.temp == -1) {
- // First, we pick a random spot to search to
- if (p->ainew.to_type == AI_CITY) {
- p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
- } else {
- p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
- }
- }
-
- // The same city is not allowed
- // Also check if the city is valid
- if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
- // Maybe it is valid..
-
- /* We need to know if they are not to far apart from eachother..
- * We do that by checking how much cargo we have to move and how long the
- * route is.
- */
-
- if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
- const Town* town_from = GetTown(p->ainew.from_ic);
- const Town* town_temp = GetTown(p->ainew.temp);
- uint distance = DistanceManhattan(town_from->xy, town_temp->xy);
- int max_cargo;
-
- max_cargo = town_from->max_pass + town_temp->max_pass;
- max_cargo -= town_from->act_pass + town_temp->act_pass;
-
- // max_cargo is now the amount of cargo we can move between the two cities
- // If it is more than the distance, we allow it
- if (distance <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
- // We found a good city/industry, save the data of it
- p->ainew.to_ic = p->ainew.temp;
- p->ainew.state = AI_STATE_FIND_STATION;
-
- DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
- distance,
- p->ainew.from_ic,
- p->ainew.temp
- );
-
- p->ainew.from_tile = 0;
- p->ainew.to_tile = 0;
-
- return;
- }
- } else if (p->ainew.tbt == AI_TRUCK) {
- const Industry* ind_from = GetIndustry(p->ainew.from_ic);
- const Industry* ind_temp = GetIndustry(p->ainew.temp);
- bool found = false;
- int max_cargo = 0;
- uint i;
-
- // TODO: in max_cargo, also check other cargo (beside [0])
- // First we check if the from_ic produces cargo that this ic accepts
- if (ind_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) {
- for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
- if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
- if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
- // Found a compatible industry
- max_cargo = ind_from->total_production[0] - ind_from->total_transported[0];
- found = true;
- p->ainew.from_deliver = true;
- p->ainew.to_deliver = false;
- break;
- }
- }
- }
- if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) {
- // If not check if the current ic produces cargo that the from_ic accepts
- for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) {
- if (ind_from->accepts_cargo[i] == CT_INVALID) break;
- if (ind_temp->produced_cargo[0] == ind_from->accepts_cargo[i]) {
- // Found a compatbiel industry
- found = true;
- max_cargo = ind_temp->total_production[0] - ind_temp->total_transported[0];
- p->ainew.from_deliver = false;
- p->ainew.to_deliver = true;
- break;
- }
- }
- }
- if (found) {
- // Yeah, they are compatible!!!
- // Check the length against the amount of goods
- uint distance = DistanceManhattan(ind_from->xy, ind_temp->xy);
-
- if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
- distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
- p->ainew.to_ic = p->ainew.temp;
- if (p->ainew.from_deliver) {
- p->ainew.cargo = ind_from->produced_cargo[0];
- } else {
- p->ainew.cargo = ind_temp->produced_cargo[0];
- }
- p->ainew.state = AI_STATE_FIND_STATION;
-
- DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
- distance,
- p->ainew.from_ic,
- p->ainew.temp
- );
-
- p->ainew.from_tile = 0;
- p->ainew.to_tile = 0;
-
- return;
- }
- }
- }
- }
-
- // It was not a valid city
- // increase the temp with one, and return. We will come back later here
- // to try again
- p->ainew.temp++;
- if (p->ainew.to_type == AI_CITY) {
- if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
- } else {
- if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
- }
-
- // Don't do an attempt if we are trying the same id as the last time...
- if (p->ainew.last_id == p->ainew.temp) return;
- p->ainew.last_id = p->ainew.temp;
-}
-
-
-// Check if there are not more than a certain amount of vehicles pointed to a certain
-// station. This to prevent 10 busses going to one station, which gives... problems ;)
-static bool AiNew_CheckVehicleStation(Player *p, Station *st)
-{
- int count = 0;
- Vehicle *v;
-
- // Also check if we don't have already a lot of busses to this city...
- FOR_ALL_VEHICLES(v) {
- if (v->owner == _current_player) {
- const Order *order;
-
- FOR_VEHICLE_ORDERS(v, order) {
- if (order->type == OT_GOTO_STATION && GetStation(order->dest) == st) {
- // This vehicle has this city in its list
- count++;
- }
- }
- }
- }
-
- if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
- return true;
-}
-
-// This function finds a good spot for a station
-static void AiNew_State_FindStation(Player *p)
-{
- TileIndex tile;
- Station *st;
- int count = 0;
- EngineID i;
- TileIndex new_tile = 0;
- byte direction = 0;
- Town *town = NULL;
- assert(p->ainew.state == AI_STATE_FIND_STATION);
-
- if (p->ainew.from_tile == 0) {
- // First we scan for a station in the from-city
- if (p->ainew.from_type == AI_CITY) {
- town = GetTown(p->ainew.from_ic);
- tile = town->xy;
- } else {
- tile = GetIndustry(p->ainew.from_ic)->xy;
- }
- } else if (p->ainew.to_tile == 0) {
- // Second we scan for a station in the to-city
- if (p->ainew.to_type == AI_CITY) {
- town = GetTown(p->ainew.to_ic);
- tile = town->xy;
- } else {
- tile = GetIndustry(p->ainew.to_ic)->xy;
- }
- } else {
- // Unsupported request
- // Go to FIND_PATH
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_PATH;
- return;
- }
-
- // First, we are going to look at the stations that already exist inside the city
- // If there is enough cargo left in the station, we take that station
- // If that is not possible, and there are more than 2 stations in the city, abort
- i = AiNew_PickVehicle(p);
- // Euhmz, this should not happen _EVER_
- // Quit finding a route...
- if (i == INVALID_ENGINE) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- FOR_ALL_STATIONS(st) {
- if (st->owner == _current_player) {
- if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
- if (st->town == town) {
- // Check how much cargo there is left in the station
- if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
- if (AiNew_CheckVehicleStation(p, st)) {
- // We did found a station that was good enough!
- new_tile = st->xy;
- direction = GetRoadStopDir(st->xy);
- break;
- }
- }
- count++;
- }
- }
- }
- }
- // We are going to add a new station...
- if (new_tile == 0) count++;
- // No more than 2 stations allowed in a city
- // This is because only the best 2 stations of one cargo do get any cargo
- if (count > 2) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
- uint x, y, i = 0;
- int r;
- uint best;
- uint accepts[NUM_CARGO];
- TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
- uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
- // To find a good spot we scan a range from the center, a get the point
- // where we get the most cargo and where it is buildable.
- // TODO: also check for station of myself and make sure we are not
- // taking eachothers passangers away (bad result when it does not)
- for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
- for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
- new_tile = TileXY(x, y);
- if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) {
- // This tile we can build on!
- // Check acceptance
- // XXX - Get the catchment area
- GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4);
- // >> 3 == 0 means no cargo
- if (accepts[p->ainew.cargo] >> 3 == 0) continue;
- // See if we can build the station
- r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
- if (CmdFailed(r)) continue;
- // We can build it, so add it to found_spot
- found_spot[i] = new_tile;
- found_best[i++] = accepts[p->ainew.cargo];
- }
- }
- }
-
- // If i is still zero, we did not find anything
- if (i == 0) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- // Go through all the found_best and check which has the highest value
- best = 0;
- new_tile = 0;
-
- for (x = 0; x < i; x++) {
- if (found_best[x] > best ||
- (found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
- new_tile = found_spot[x];
- best = found_best[x];
- }
- }
-
- // See how much it is going to cost us...
- r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
- p->ainew.new_cost += r;
-
- direction = AI_PATHFINDER_NO_DIRECTION;
- } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
- // Truck station locater works differently.. a station can be on any place
- // as long as it is in range. So we give back code AI_STATION_RANGE
- // so the pathfinder routine can work it out!
- new_tile = AI_STATION_RANGE;
- direction = AI_PATHFINDER_NO_DIRECTION;
- }
-
- if (p->ainew.from_tile == 0) {
- p->ainew.from_tile = new_tile;
- p->ainew.from_direction = direction;
- // Now we found thisone, go in for to_tile
- return;
- } else if (p->ainew.to_tile == 0) {
- p->ainew.to_tile = new_tile;
- p->ainew.to_direction = direction;
- // K, done placing stations!
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_PATH;
- return;
- }
-}
-
-
-// We try to find a path between 2 points
-static void AiNew_State_FindPath(Player *p)
-{
- int r;
- assert(p->ainew.state == AI_STATE_FIND_PATH);
-
- // First time, init some data
- if (p->ainew.temp == -1) {
- // Init path_info
- if (p->ainew.from_tile == AI_STATION_RANGE) {
- const Industry* i = GetIndustry(p->ainew.from_ic);
-
- // For truck routes we take a range around the industry
- p->ainew.path_info.start_tile_tl = i->xy - TileDiffXY(1, 1);
- p->ainew.path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
- p->ainew.path_info.start_direction = p->ainew.from_direction;
- } else {
- p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
- p->ainew.path_info.start_tile_br = p->ainew.from_tile;
- p->ainew.path_info.start_direction = p->ainew.from_direction;
- }
-
- if (p->ainew.to_tile == AI_STATION_RANGE) {
- const Industry* i = GetIndustry(p->ainew.to_ic);
-
- p->ainew.path_info.end_tile_tl = i->xy - TileDiffXY(1, 1);
- p->ainew.path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
- p->ainew.path_info.end_direction = p->ainew.to_direction;
- } else {
- p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
- p->ainew.path_info.end_tile_br = p->ainew.to_tile;
- p->ainew.path_info.end_direction = p->ainew.to_direction;
- }
-
- p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN);
-
- // First, clean the pathfinder with our new begin and endpoints
- clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
-
- p->ainew.temp = 0;
- }
-
- // Start the pathfinder
- r = p->ainew.pathfinder->main(p->ainew.pathfinder);
- switch (r) {
- case AYSTAR_NO_PATH:
- DEBUG(ai, 1, "No route found by pathfinder");
- // Start all over again
- p->ainew.state = AI_STATE_NOTHING;
- break;
-
- case AYSTAR_FOUND_END_NODE: // We found the end-point
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_DEPOT;
- break;
-
- // In any other case, we are still busy finding the route
- default: break;
- }
-}
-
-
-// This function tries to locate a good place for a depot!
-static void AiNew_State_FindDepot(Player *p)
-{
- // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
- // Simple, easy, works!
- // To make the depot stand in the middle of the route, we start from the center..
- // But first we walk through the route see if we can find a depot that is ours
- // this keeps things nice ;)
- int g, i, r;
- DiagDirection j;
- TileIndex tile;
- assert(p->ainew.state == AI_STATE_FIND_DEPOT);
-
- p->ainew.depot_tile = 0;
-
- for (i=2;i<p->ainew.path_info.route_length-2;i++) {
- tile = p->ainew.path_info.route[i];
- for (j = 0; j < 4; j++) {
- TileIndex t = tile + TileOffsByDiagDir(j);
-
- if (IsTileType(t, MP_STREET) &&
- GetRoadTileType(t) == ROAD_TILE_DEPOT &&
- IsTileOwner(t, _current_player) &&
- GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
- p->ainew.depot_tile = t;
- p->ainew.depot_direction = ReverseDiagDir(j);
- p->ainew.state = AI_STATE_VERIFY_ROUTE;
- return;
- }
- }
- }
-
- // This routine let depot finding start in the middle, and work his way to the stations
- // It makes depot placing nicer :)
- i = p->ainew.path_info.route_length / 2;
- g = 1;
- while (i > 1 && i < p->ainew.path_info.route_length - 2) {
- i += g;
- g *= -1;
- (g < 0?g--:g++);
-
- if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
- // Bridge or tunnel.. we can't place a depot there
- continue;
- }
-
- tile = p->ainew.path_info.route[i];
-
- for (j = 0; j < 4; j++) {
- TileIndex t = tile + TileOffsByDiagDir(j);
-
- // It may not be placed on the road/rail itself
- // And because it is not build yet, we can't see it on the tile..
- // So check the surrounding tiles :)
- if (t == p->ainew.path_info.route[i - 1] ||
- t == p->ainew.path_info.route[i + 1]) {
- continue;
- }
- // Not around a bridge?
- if (p->ainew.path_info.route_extra[i] != 0) continue;
- if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
- // Is the terrain clear?
- if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
- // If the current tile is on a slope then we do not allow this
- if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
- // Check if everything went okay..
- r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0);
- if (CmdFailed(r)) continue;
- // Found a spot!
- p->ainew.new_cost += r;
- p->ainew.depot_tile = t;
- p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction
- p->ainew.state = AI_STATE_VERIFY_ROUTE;
- return;
- }
- }
- }
-
- // Failed to find a depot?
- p->ainew.state = AI_STATE_NOTHING;
-}
-
-
-// This function calculates how many vehicles there are needed on this
-// traject.
-// It works pretty simple: get the length, see how much we move around
-// and hussle that, and you know how many vehicles there are needed.
-// It returns the cost for the vehicles
-static int AiNew_HowManyVehicles(Player *p)
-{
- if (p->ainew.tbt == AI_BUS) {
- // For bus-routes we look at the time before we are back in the station
- EngineID i;
- int length, tiles_a_day;
- int amount;
- i = AiNew_PickVehicle(p);
- if (i == INVALID_ENGINE) return 0;
- // Passenger run.. how long is the route?
- length = p->ainew.path_info.route_length;
- // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
- tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
- // We want a vehicle in a station once a month at least, so, calculate it!
- // (the * 2 is because we have 2 stations ;))
- amount = length * 2 * 2 / tiles_a_day / 30;
- if (amount == 0) amount = 1;
- return amount;
- } else if (p->ainew.tbt == AI_TRUCK) {
- // For truck-routes we look at the cargo
- EngineID i;
- int length, amount, tiles_a_day;
- int max_cargo;
- i = AiNew_PickVehicle(p);
- if (i == INVALID_ENGINE) return 0;
- // Passenger run.. how long is the route?
- length = p->ainew.path_info.route_length;
- // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
- tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
- if (p->ainew.from_deliver) {
- max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
- } else {
- max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
- }
-
- // This is because moving 60% is more than we can dream of!
- max_cargo *= 0.6;
- // We want all the cargo to be gone in a month.. so, we know the cargo it delivers
- // we know what the vehicle takes with him, and we know the time it takes him
- // to get back here.. now let's do some math!
- amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity;
- amount += 1;
- return amount;
- } else {
- // Currently not supported
- return 0;
- }
-}
-
-
-// This function checks:
-// - If the route went okay
-// - Calculates the amount of money needed to build the route
-// - Calculates how much vehicles needed for the route
-static void AiNew_State_VerifyRoute(Player *p)
-{
- int res, i;
- assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
-
- // Let's calculate the cost of the path..
- // new_cost already contains the cost of the stations
- p->ainew.path_info.position = -1;
-
- do {
- p->ainew.path_info.position++;
- p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
- } while (p->ainew.path_info.position != -2);
-
- // Now we know the price of build station + path. Now check how many vehicles
- // we need and what the price for that will be
- res = AiNew_HowManyVehicles(p);
- // If res == 0, no vehicle was found, or an other problem did occour
- if (res == 0) {
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- p->ainew.amount_veh = res;
- p->ainew.cur_veh = 0;
-
- // Check how much it it going to cost us..
- for (i=0;i<res;i++) {
- p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
- }
-
- // Now we know how much the route is going to cost us
- // Check if we have enough money for it!
- if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
- // Too bad..
- DEBUG(ai, 1, "Insufficient funds to build route (%d)", p->ainew.new_cost);
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- // Now we can build the route, check the direction of the stations!
- if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
- p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
- }
- if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
- p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
- }
- if (p->ainew.from_tile == AI_STATION_RANGE)
- p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
- if (p->ainew.to_tile == AI_STATION_RANGE)
- p->ainew.to_tile = p->ainew.path_info.route[0];
-
- p->ainew.state = AI_STATE_BUILD_STATION;
- p->ainew.temp = 0;
-
- DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile);
-}
-
-
-// Build the stations
-static void AiNew_State_BuildStation(Player *p)
-{
- int res = 0;
- assert(p->ainew.state == AI_STATE_BUILD_STATION);
- if (p->ainew.temp == 0) {
- if (!IsTileType(p->ainew.from_tile, MP_STATION))
- res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
- } else {
- if (!IsTileType(p->ainew.to_tile, MP_STATION))
- res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
- p->ainew.state = AI_STATE_BUILD_PATH;
- }
- if (CmdFailed(res)) {
- DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile);
- p->ainew.state = AI_STATE_NOTHING;
- // If the first station _was_ build, destroy it
- if (p->ainew.temp != 0)
- AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- return;
- }
- p->ainew.temp++;
-}
-
-
-// Build the path
-static void AiNew_State_BuildPath(Player *p)
-{
- assert(p->ainew.state == AI_STATE_BUILD_PATH);
- // p->ainew.temp is set to -1 when this function is called for the first time
- if (p->ainew.temp == -1) {
- DEBUG(ai, 1, "Starting to build new path");
- // Init the counter
- p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
- // Set the position to the startingplace (-1 because in a minute we do ++)
- p->ainew.path_info.position = -1;
- // And don't do this again
- p->ainew.temp = 0;
- }
- // Building goes very fast on normal rate, so we are going to slow it down..
- // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
- if (--p->ainew.counter != 0) return;
- p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
-
- // Increase the building position
- p->ainew.path_info.position++;
- // Build route
- AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
- if (p->ainew.path_info.position == -2) {
- // This means we are done building!
-
- if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
- // If they not queue, they have to go up and down to try again at a station...
- // We don't want that, so try building some road left or right of the station
- int dir1, dir2, dir3;
- TileIndex tile;
- int i, ret;
- for (i=0;i<2;i++) {
- if (i == 0) {
- tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
- dir1 = p->ainew.from_direction - 1;
- if (dir1 < 0) dir1 = 3;
- dir2 = p->ainew.from_direction + 1;
- if (dir2 > 3) dir2 = 0;
- dir3 = p->ainew.from_direction;
- } else {
- tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction);
- dir1 = p->ainew.to_direction - 1;
- if (dir1 < 0) dir1 = 3;
- dir2 = p->ainew.to_direction + 1;
- if (dir2 > 3) dir2 = 0;
- dir3 = p->ainew.to_direction;
- }
-
- ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- dir1 = TileOffsByDiagDir(dir1);
- if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
- ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
- AI_DoCommand(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- }
- }
- }
-
- ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- dir2 = TileOffsByDiagDir(dir2);
- if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
- ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
- AI_DoCommand(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- }
- }
- }
-
- ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- dir3 = TileOffsByDiagDir(dir3);
- if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
- ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- if (!CmdFailed(ret)) {
- if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
- AI_DoCommand(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
- }
- }
- }
- }
- }
-
- DEBUG(ai, 1, "Finished building path, cost: %d", p->ainew.new_cost);
- p->ainew.state = AI_STATE_BUILD_DEPOT;
- }
-}
-
-
-// Builds the depot
-static void AiNew_State_BuildDepot(Player *p)
-{
- int res = 0;
- assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
-
- if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
- if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
- // The depot is already built
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
- return;
- } else {
- // There is a depot, but not of our team! :(
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- }
-
- // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
- if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
- return;
-
- res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
- if (CmdFailed(res)) {
- DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile);
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
-
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
- p->ainew.idle = 10;
- p->ainew.veh_main_id = INVALID_VEHICLE;
-}
-
-
-// Build vehicles
-static void AiNew_State_BuildVehicle(Player *p)
-{
- int res;
- assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
-
- // Check if we need to build a vehicle
- if (p->ainew.amount_veh == 0) {
- // Nope, we are done!
- // This means: we are all done! The route is open.. go back to NOTHING
- // He will idle some time and it will all start over again.. :)
- p->ainew.state = AI_STATE_ACTION_DONE;
- return;
- }
- if (--p->ainew.idle != 0) return;
- // It is realistic that the AI can only build 1 vehicle a day..
- // This makes sure of that!
- p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
-
- // Build the vehicle
- res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
- if (CmdFailed(res)) {
- // This happens when the AI can't build any more vehicles!
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- // Increase the current counter
- p->ainew.cur_veh++;
- // Decrease the total counter
- p->ainew.amount_veh--;
- // Go give some orders!
- p->ainew.state = AI_STATE_WAIT_FOR_BUILD;
-}
-
-
-// Put the stations in the order list
-static void AiNew_State_GiveOrders(Player *p)
-{
- int idx;
- Order order;
-
- assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
-
- if (p->ainew.veh_main_id != INVALID_VEHICLE) {
- AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
-
- p->ainew.state = AI_STATE_START_VEHICLE;
- return;
- } else {
- p->ainew.veh_main_id = p->ainew.veh_id;
- }
-
- // Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
- if (_patches.gotodepot) {
- idx = 0;
- order.type = OT_GOTO_DEPOT;
- order.flags = OF_UNLOAD;
- order.dest = GetDepotByTile(p->ainew.depot_tile)->index;
- AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- idx = 0;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = GetStationIndex(p->ainew.to_tile);
- if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
- order.flags |= OF_FULL_LOAD;
- AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
-
- idx = 0;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = GetStationIndex(p->ainew.from_tile);
- if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
- order.flags |= OF_FULL_LOAD;
- AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
-
- // Start the engines!
- p->ainew.state = AI_STATE_START_VEHICLE;
-}
-
-
-// Start the vehicle
-static void AiNew_State_StartVehicle(Player *p)
-{
- assert(p->ainew.state == AI_STATE_START_VEHICLE);
-
- // Skip the first order if it is a second vehicle
- // This to make vehicles go different ways..
- if (p->ainew.cur_veh & 1)
- AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
-
- // 3, 2, 1... go! (give START_STOP command ;))
- AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
- // Try to build an other vehicle (that function will stop building when needed)
- p->ainew.idle = 10;
- p->ainew.state = AI_STATE_BUILD_VEHICLE;
-}
-
-
-// Repays money
-static void AiNew_State_RepayMoney(Player *p)
-{
- uint i;
-
- for (i = 0; i < AI_LOAN_REPAY; i++) {
- AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
- }
- p->ainew.state = AI_STATE_ACTION_DONE;
-}
-
-
-static void AiNew_CheckVehicle(Player *p, Vehicle *v)
-{
- // When a vehicle is under the 6 months, we don't check for anything
- if (v->age < 180) return;
-
- // When a vehicle is older then 1 year, it should make money...
- if (v->age > 360) {
- // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
- // it is not worth the line I guess...
- if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
- (v->reliability * 100 >> 16) < 40) {
- // There is a possibility that the route is fucked up...
- if (v->cargo_days > AI_VEHICLE_LOST_DAYS) {
- // The vehicle is lost.. check the route, or else, get the vehicle
- // back to a depot
- // TODO: make this piece of code
- }
-
-
- // We are already sending him back
- if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
- if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
- (v->vehstatus&VS_STOPPED)) {
- // We are at the depot, sell the vehicle
- AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
- }
- return;
- }
-
- if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
- {
- int ret = 0;
- if (v->type == VEH_Road)
- ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
- // This means we can not find a depot :s
- // if (CmdFailed(ret))
- }
- }
- }
-}
-
-
-// Checks all vehicles if they are still valid and make money and stuff
-static void AiNew_State_CheckAllVehicles(Player *p)
-{
- Vehicle *v;
-
- FOR_ALL_VEHICLES(v) {
- if (v->owner != p->index) continue;
- // Currently, we only know how to handle road-vehicles
- if (v->type != VEH_Road) continue;
-
- AiNew_CheckVehicle(p, v);
- }
-
- p->ainew.state = AI_STATE_ACTION_DONE;
-}
-
-
-// Using the technique simular to the original AI
-// Keeps things logical
-// It really should be in the same order as the AI_STATE's are!
-static AiNew_StateFunction* const _ainew_state[] = {
- NULL,
- AiNew_State_FirstTime,
- AiNew_State_Nothing,
- AiNew_State_WakeUp,
- AiNew_State_LocateRoute,
- AiNew_State_FindStation,
- AiNew_State_FindPath,
- AiNew_State_FindDepot,
- AiNew_State_VerifyRoute,
- AiNew_State_BuildStation,
- AiNew_State_BuildPath,
- AiNew_State_BuildDepot,
- AiNew_State_BuildVehicle,
- NULL,
- AiNew_State_GiveOrders,
- AiNew_State_StartVehicle,
- AiNew_State_RepayMoney,
- AiNew_State_CheckAllVehicles,
- AiNew_State_ActionDone,
- NULL,
-};
-
-static void AiNew_OnTick(Player *p)
-{
- if (_ainew_state[p->ainew.state] != NULL)
- _ainew_state[p->ainew.state](p);
-}
-
-
-void AiNewDoGameLoop(Player *p)
-{
- if (p->ainew.state == AI_STATE_STARTUP) {
- // The AI just got alive!
- p->ainew.state = AI_STATE_FIRST_TIME;
- p->ainew.tick = 0;
-
- // Only startup the AI
- return;
- }
-
- // We keep a ticker. We use it for competitor_speed
- p->ainew.tick++;
-
- // If we come here, we can do a tick.. do so!
- AiNew_OnTick(p);
-}
diff --git a/ai/trolly/trolly.h b/ai/trolly/trolly.h
deleted file mode 100644
index e0d70fbf6..000000000
--- a/ai/trolly/trolly.h
+++ /dev/null
@@ -1,262 +0,0 @@
-/* $Id$ */
-
-#ifndef AI_TROLLY_H
-#define AI_TROLLY_H
-
-#include "../../aystar.h"
-#include "../../player.h"
-
-/*
- * These defines can be altered to change the behavoir of the AI
- *
- * WARNING:
- * This can also alter the AI in a negative way. I will never claim these settings
- * are perfect, but don't change them if you don't know what the effect is.
- */
-
-// How many times it the H multiplied. The higher, the more it will go straight to the
-// end point. The lower, how more it will find the route with the lowest cost.
-// also: the lower, the longer it takes before route is calculated..
-#define AI_PATHFINDER_H_MULTIPLER 100
-
-// How many loops may AyStar do before it stops
-// 0 = infinite
-#define AI_PATHFINDER_LOOPS_PER_TICK 5
-
-// How long may the AI search for one route?
-// 0 = infinite
-// This number is the number of tiles tested.
-// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
-// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
-// (that is: if the AI is on VERY FAST! :p
-#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
-
-// If you enable this, the AI is not allowed to make 90degree turns
-#define AI_PATHFINDER_NO_90DEGREES_TURN
-
-// Below are defines for the g-calculation
-
-// Standard penalty given to a tile
-#define AI_PATHFINDER_PENALTY 150
-// The penalty given to a tile that is going up
-#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
-// The penalty given to a tile which would have to use fundation
-#define AI_PATHFINDER_FOUNDATION_PENALTY 100
-// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
-#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
-// Same penalty, only for when road already exists
-#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
-// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
-// a bonus for using diagonal track
-#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
-#define AI_PATHFINDER_DIAGONAL_BONUS 95
-#else
-#define AI_PATHFINDER_DIAGONAL_BONUS 75
-#endif
-// If a roadblock already exists, it gets a bonus
-#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
-// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
-#define AI_PATHFINDER_CURVE_PENALTY 200
-
-// Penalty a bridge gets per length
-#define AI_PATHFINDER_BRIDGE_PENALTY 180
-// The penalty for a bridge going up
-#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
-
-// Tunnels are expensive...
-// Because of that, every tile the cost is increased with 1/8th of his value
-// This is also true if you are building a tunnel yourself
-#define AI_PATHFINDER_TUNNEL_PENALTY 350
-
-/*
- * Ai_New defines
- */
-
-// How long may we search cities and industry for a new route?
-#define AI_LOCATE_ROUTE_MAX_COUNTER 200
-
-// How many days must there be between building the first station and the second station
-// within one city. This number is in days and should be more than 4 months.
-#define AI_CHECKCITY_DATE_BETWEEN 180
-
-// How many cargo is needed for one station in a city?
-#define AI_CHECKCITY_CARGO_PER_STATION 60
-// How much cargo must there not be used in a city before we can build a new station?
-#define AI_CHECKCITY_NEEDED_CARGO 50
-// When there is already a station which takes the same good and the rating of that
-// city is higher then this numer, we are not going to attempt to build anything
-// there
-#define AI_CHECKCITY_CARGO_RATING 50
-// But, there is a chance of 1 out of this number, that we do ;)
-#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
-// If a city is too small to contain a station, there is a small chance
-// that we still do so.. just to make the city bigger!
-#define AI_CHECKCITY_CITY_CHANCE 5
-
-// This number indicates for every unit of cargo, how many tiles two stations maybe be away
-// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
-// of the cargo in the other station, both stations can be 96 units away from eachother, if the
-// next number is 0.4.
-#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
-#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
-// In whole tiles, the minimum distance for a truck route
-#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
-
-// The amount of tiles in a square from -X to +X that is scanned for a station spot
-// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
-// Safe values are between 15 and 5
-#define AI_FINDSTATION_TILE_RANGE 10
-
-// Building on normal speed goes very fast. Idle this amount of ticks between every
-// building part. It is calculated like this: (4 - competitor_speed) * num + 1
-// where competitor_speed is between 0 (very slow) to 4 (very fast)
-#define AI_BUILDPATH_PAUSE 10
-
-// Minimum % of reliabilty a vehicle has to have before the AI buys it
-#define AI_VEHICLE_MIN_RELIABILTY 60
-
-// The minimum amount of money a player should always have
-#define AI_MINIMUM_MONEY 15000
-
-// If the most cheap route is build, how much is it going to cost..
-// This is to prevent the AI from trying to build a route which can not be paid for
-#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
-#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
-
-// The minimum amount of money before we are going to repay any money
-#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
-// How many repays do we do if we have enough money to do so?
-// Every repay is 10000
-#define AI_LOAN_REPAY 2
-// How much income must we have before paying back a loan? Month-based (and looked at the last month)
-#define AI_MINIMUM_INCOME_FOR_LOAN 7000
-
-// If there is <num> time as much cargo in the station then the vehicle can handle
-// reuse the station instead of building a new one!
-#define AI_STATION_REUSE_MULTIPLER 2
-
-// No more than this amount of vehicles per station..
-#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
-
-// How many thick between building 2 vehicles
-#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS
-
-// How many days must there between vehicle checks
-// The more often, the less non-money-making lines there will be
-// but the unfair it may seem to a human player
-#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
-
-// How money profit does a vehicle needs to make to stay in order
-// This is the profit of this year + profit of last year
-// But also for vehicles that are just one year old. In other words:
-// Vehicles of 2 years do easier meet this setting then vehicles
-// of one year. This is a very good thing. New vehicles are filtered,
-// while old vehicles stay longer, because we do get less in return.
-#define AI_MINIMUM_ROUTE_PROFIT 1000
-
-// A vehicle is considered lost when he his cargo is more than 180 days old
-#define AI_VEHICLE_LOST_DAYS 180
-
-// How many times may the AI try to find a route before it gives up
-#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
-
-/*
- * End of defines
- */
-
-// This stops 90degrees curves
-static const byte _illegal_curves[6] = {
- 255, 255, // Horz and vert, don't have the effect
- 5, // upleft and upright are not valid
- 4, // downright and downleft are not valid
- 2, // downleft and upleft are not valid
- 3, // upright and downright are not valid
-};
-
-enum {
- AI_STATE_STARTUP = 0,
- AI_STATE_FIRST_TIME,
- AI_STATE_NOTHING,
- AI_STATE_WAKE_UP,
- AI_STATE_LOCATE_ROUTE,
- AI_STATE_FIND_STATION,
- AI_STATE_FIND_PATH,
- AI_STATE_FIND_DEPOT,
- AI_STATE_VERIFY_ROUTE,
- AI_STATE_BUILD_STATION,
- AI_STATE_BUILD_PATH,
- AI_STATE_BUILD_DEPOT,
- AI_STATE_BUILD_VEHICLE,
- AI_STATE_WAIT_FOR_BUILD,
- AI_STATE_GIVE_ORDERS,
- AI_STATE_START_VEHICLE,
- AI_STATE_REPAY_MONEY,
- AI_STATE_CHECK_ALL_VEHICLES,
- AI_STATE_ACTION_DONE,
- AI_STATE_STOP, // Temporary function to stop the AI
-};
-
-// Used for tbt (train/bus/truck)
-enum {
- AI_TRAIN = 0,
- AI_BUS,
- AI_TRUCK,
-};
-
-enum {
- AI_ACTION_NONE = 0,
- AI_ACTION_BUS_ROUTE,
- AI_ACTION_TRUCK_ROUTE,
- AI_ACTION_REPAY_LOAN,
- AI_ACTION_CHECK_ALL_VEHICLES,
-};
-
-// Used for from_type/to_type
-enum {
- AI_NO_TYPE = 0,
- AI_CITY,
- AI_INDUSTRY,
-};
-
-// Flags for in the vehicle
-enum {
- AI_VEHICLEFLAG_SELL = 1,
- // Remember, flags must be in power of 2
-};
-
-#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
-#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
-#define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY())
-
-#define AI_PATHFINDER_NO_DIRECTION (byte)-1
-
-// Flags used in user_data
-#define AI_PATHFINDER_FLAG_BRIDGE 1
-#define AI_PATHFINDER_FLAG_TUNNEL 2
-
-typedef void AiNew_StateFunction(Player *p);
-
-// ai_new.c
-void AiNewDoGameLoop(Player *p);
-
-// ai_pathfinder.c
-AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
-void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
-
-// ai_shared.c
-int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
-int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
-DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b);
-bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
-uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
-
-// ai_build.c
-bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
-int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
-int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
-int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
-EngineID AiNew_PickVehicle(Player *p);
-int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
-int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag);
-
-#endif /* AI_TROLLY_H */