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authortruelight <truelight@openttd.org>2004-08-20 09:32:32 +0000
committertruelight <truelight@openttd.org>2004-08-20 09:32:32 +0000
commit788ace088d8b3ba2afd77a8b21b532abc40d9eba (patch)
tree493248c0850e836b9a0d35c0fdddf9673b2a01b3 /ai_build.c
parent80b1e25b6ce190a773ab9fe50927a983c8f2d038 (diff)
downloadopenttd-788ace088d8b3ba2afd77a8b21b532abc40d9eba.tar.xz
(svn r85) -Add: initial commit of new AI (enable in Patch menu)
-Add: generalised A* Algorithm -Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
Diffstat (limited to 'ai_build.c')
-rw-r--r--ai_build.c257
1 files changed, 257 insertions, 0 deletions
diff --git a/ai_build.c b/ai_build.c
new file mode 100644
index 000000000..6a565342b
--- /dev/null
+++ b/ai_build.c
@@ -0,0 +1,257 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "command.h"
+#include "ai.h"
+#include "engine.h"
+
+// Build HQ
+// Params:
+// tile : tile where HQ is going to be build
+bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
+ if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
+ return false;
+ DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
+ return true;
+}
+
+// Build station
+// Params:
+// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
+// tile : tile where station is going to be build
+// length : in case of AI_TRAIN: length of station
+// numtracks : in case of AI_TRAIN: tracks of station
+// direction : the direction of the station
+// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
+int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
+ if (type == AI_TRAIN)
+ return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
+ else if (type == AI_BUS)
+ return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
+ else
+ return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
+}
+
+// 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, uint tile_a, uint tile_b, byte flag) {
+ int bridge_type, bridge_len, type, type2;
+
+ // Find a good bridgetype (the best money can buy)
+ bridge_len = GetBridgeLength(tile_a, tile_b);
+ type = type2 = 0;
+ for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
+ if (CheckBridge_Stuff(bridge_type, bridge_len)) {
+ type2 = type;
+ type = bridge_type;
+ // We found two bridges, exit
+ if (type2 != 0)
+ break;
+ }
+ }
+ // There is only one bridge that can be build..
+ if (type2 == 0 && type != 0) type2 = type;
+
+ // Now, simply, build the bridge!
+ if (p->ainew.tbt == AI_TRAIN)
+ return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+ else
+ return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+}
+
+
+// Build the route part by part
+// Basicly what this function do, is build that amount of parts of the route
+// that go in the same direction. It sets 'part' to the last part of the route builded.
+// The return value is the cost for the builded parts
+//
+// Params:
+// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
+// part : Which part we need to build
+//
+// TODO: skip already builded road-pieces (e.g.: cityroad)
+int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
+ int part = PathFinderInfo->position;
+ byte *route_extra = PathFinderInfo->route_extra;
+ TileIndex *route = PathFinderInfo->route;
+ int dir;
+ int old_dir = -1;
+ int cost = 0;
+ int res;
+ // We need to calculate the direction with the parent of the parent.. so we skip
+ // the first pieces and the last piece
+ if (part < 1) part = 1;
+ // When we are done, stop it
+ if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
+
+
+ if (PathFinderInfo->rail_or_road) {
+ // Tunnel code
+ if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+ cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+ // Bridge code
+ if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
+ cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+
+ // Build normal rail
+ // Keep it doing till we go an other way
+ if (route_extra[part-1] == 0 && route_extra[part] == 0) {
+ while (route_extra[part] == 0) {
+ // Get the current direction
+ dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
+ // Is it the same as the last one?
+ if (old_dir != -1 && old_dir != dir) break;
+ old_dir = dir;
+ // Build the tile
+ res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
+ if (res == CMD_ERROR) {
+ // Problem.. let's just abort it all!
+ p->ainew.state = AI_STATE_NOTHING;
+ return 0;
+ }
+ cost += res;
+ // Go to the next tile
+ part++;
+ // Check if it is still in range..
+ if (part >= PathFinderInfo->route_length - 1) break;
+ }
+ part--;
+ }
+ // We want to return the last position, so we go back one
+ PathFinderInfo->position = part;
+ } else {
+ // Tunnel code
+ if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+ cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+ // Bridge code
+ if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
+ cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (cost == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ return 0;
+ }
+ return cost;
+ }
+
+ // Build normal road
+ // Keep it doing till we go an other way
+ // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
+ // it will wait till the vehicle is gone..
+ if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
+ while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
+ // Get the current direction
+ dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
+ // Is it the same as the last one?
+ if (old_dir != -1 && old_dir != dir) break;
+ old_dir = dir;
+ // There is already some road, and it is a bridge.. don't build!!!
+ if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) {
+ // Build the tile
+ res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
+ // Currently, we ignore CMD_ERRORs!
+ if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) {
+ // Problem.. let's just abort it all!
+ DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
+ p->ainew.state = AI_STATE_NOTHING;
+ return 0;
+ } else {
+ if (res != CMD_ERROR)
+ cost += res;
+ }
+ }
+ // Go to the next tile
+ part++;
+ // Check if it is still in range..
+ if (part >= PathFinderInfo->route_length - 1) break;
+ }
+ part--;
+ // We want to return the last position, so we go back one
+ }
+ if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
+ PathFinderInfo->position = part;
+ }
+
+ return cost;
+}
+
+// This functions tries to find the best vehicle for this type of cargo
+// It returns vehicle_id or -1 if not found
+int AiNew_PickVehicle(Player *p) {
+ if (p->ainew.tbt == AI_TRAIN) {
+ // Not supported yet
+ return -1;
+ } else {
+ int start, count, i, r = CMD_ERROR;
+ start = _cargoc.ai_roadveh_start[p->ainew.cargo];
+ count = _cargoc.ai_roadveh_count[p->ainew.cargo];
+
+ // Let's check it backwards.. we simply want to best engine available..
+ for (i=start+count-1;i>=start;i--) {
+ // Is it availiable?
+ // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
+ if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
+ // Can we build it?
+ r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
+ if (r != CMD_ERROR) break;
+ }
+ // We did not find a vehicle :(
+ if (r == CMD_ERROR) { return -1; }
+ return i;
+ }
+}
+
+// Builds the best vehicle possible
+int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
+ int i = AiNew_PickVehicle(p);
+ if (i == -1) return CMD_ERROR;
+
+ if (p->ainew.tbt == AI_TRAIN) {
+ return CMD_ERROR;
+ } else {
+ return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
+ }
+}
+
+int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
+ static const byte _roadbits_by_dir[4] = {2,1,8,4};
+ int r, r2;
+ if (p->ainew.tbt == AI_TRAIN) {
+ return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
+ } else {
+ r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
+ if (r == CMD_ERROR) return r;
+ // Try to build the road from the depot
+ r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ // If it fails, ignore it..
+ if (r2 == CMD_ERROR) return r;
+ return r + r2;
+ }
+}