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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_new.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_new.c')
-rw-r--r--ai_new.c1221
1 files changed, 1221 insertions, 0 deletions
diff --git a/ai_new.c b/ai_new.c
new file mode 100644
index 000000000..1a79a50bf
--- /dev/null
+++ b/ai_new.c
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+/*
+ * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI
+ */
+
+// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen
+// doet de AI helemaal niets meer
+// TODO: depot rondjes rijden stom iets dingus
+// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne...
+// TODO: als er iets in path komt, bouwt AI gewoon verder :(
+// TODO: mail routes
+
+/*
+ * End of Dutch part
+ */
+
+#include "stdafx.h"
+#include "ttd.h"
+#include "command.h"
+#include "ai.h"
+#include "town.h"
+#include "industry.h"
+#include "station.h"
+#include "engine.h"
+#include "gui.h"
+
+// This function is called after StartUp. It is the init of an AI
+static void AiNew_State_FirstTime(Player *p) {
+ // This assert is used to protect those function from misuse
+ // You have quickly a small mistake in the state-array
+ // With that, everything would go wrong. Finding that, is almost impossible
+ // With this assert, that problem can never happen.
+ assert(p->ainew.state == AI_STATE_FIRST_TIME);
+ // We first have to init some things
+
+ if (_current_player == 1) {
+ ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
+ }
+
+ // The PathFinder (AyStar)
+ // TODO: Maybe when an AI goes bankrupt, this is de-init
+ // or when coming from a savegame.. should be checked out!
+ p->ainew.path_info.start_tile_tl = 0;
+ p->ainew.path_info.start_tile_br = 0;
+ p->ainew.path_info.end_tile_tl = 0;
+ p->ainew.path_info.end_tile_br = 0;
+ p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
+
+ p->ainew.idle = 0;
+
+ // 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
+ // There go 74 ticks in a day
+ if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74;
+ 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..
+ while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { }
+ // Enough for now, but we want to come back here the next time
+ // so we do not change any status
+ return;
+ }
+
+ money = p->player_money - AI_MINIMUM_MONEY;
+
+ // Let's pick an action!
+ if (p->ainew.action == AI_ACTION_NONE) {
+ c = Random() & 0xFF;
+ if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
+ c < 10) {
+ p->ainew.action = AI_ACTION_REPAY_LOAN;
+ } else if (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 < 65) p->ainew.action = AI_ACTION_TRUCK_ROUTE;
+ else p->ainew.action = AI_ACTION_BUS_ROUTE;
+ }
+ }/* else if (c < 200 && !_patches.ai_disable_veh_train) {
+ if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
+ p->ainew.action = AI_ACTION_TRAIN_ROUTE;
+ }
+ }*/
+ }
+
+ if (_patches.ai_disable_veh_roadveh && (
+ p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+
+ if (_patches.ai_disable_veh_roadveh && (
+ p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+
+ if (p->ainew.action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) {
+ // We start repaying some money..
+ p->ainew.state = AI_STATE_REPAY_MONEY;
+ return;
+ }
+
+ // It is useless to start finding a route if we don't have enough money
+ // to build the route anyway..
+ if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) {
+ if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+ p->ainew.cargo = AI_NEED_CARGO;
+ p->ainew.state = AI_STATE_LOCATE_ROUTE;
+ p->ainew.tbt = AI_BUS; // Bus-route
+ return;
+ }
+ if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
+ if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
+ p->ainew.action = AI_ACTION_NONE;
+ return;
+ }
+ p->ainew.cargo = AI_NEED_CARGO;
+ p->ainew.last_id = 0;
+ p->ainew.state = AI_STATE_LOCATE_ROUTE;
+ p->ainew.tbt = AI_TRUCK;
+ return;
+ }
+
+ p->ainew.state = AI_STATE_NOTHING;
+}
+
+static void AiNew_State_ActionDone(Player *p) {
+ p->ainew.action = AI_ACTION_NONE;
+ p->ainew.state = AI_STATE_NOTHING;
+}
+
+// Check if a city or industry is good enough to start a route there
+static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
+ if (type == AI_CITY) {
+ Town *t = DEREF_TOWN(ic);
+ Station *st;
+ int count = 0;
+ int j = 0;
+
+ // We don't like roadconstructions, don't even true such a city
+ if (t->road_build_months != 0) return false;
+
+ // Check if the rating in a city is high enough
+ // If not, take a chance if we want to continue
+ if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
+
+ if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
+
+ // Check if we have build a station in this town the last 6 months
+ // else we don't do it. This is done, because stat updates can be slow
+ // and sometimes it takes up to 4 months before the stats are corectly.
+ // This way we don't get 12 busstations in one city of 100 population ;)
+ FOR_ALL_STATIONS(st) {
+ // Is it an active station
+ if (st->xy == 0) continue;
+ // Do we own it?
+ if (st->owner == _current_player) {
+ // Are we talking busses?
+ if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
+ // Is it the same city as we are in now?
+ if (st->town != t) continue;
+ // When was this station build?
+ if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
+ // Cound the amount of stations in this city that we own
+ count++;
+ } else {
+ // We do not own it, request some info about the station
+ // we want to know if this station gets the same good. If so,
+ // we want to know its rating. If it is too high, we are not going
+ // to build there
+ if (!st->goods[CT_PASSENGERS].last_speed) continue;
+ // Is it around our city
+ if (GetTileDist(st->xy, t->xy) > 10) continue;
+ // It does take this cargo.. what is his rating?
+ if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
+ j++;
+ // When this is the first station, we build a second with no problem ;)
+ if (j == 1) continue;
+ // The rating is high.. second station...
+ // a little chance that we still continue
+ // But if there are 3 stations of this size, we never go on...
+ if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
+ // We don't like this station :(
+ return false;
+ }
+ }
+
+ // We are about to add one...
+ count++;
+ // Check if we the city can provide enough cargo for this amount of stations..
+ if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
+
+ // All check are okay, so we can build here!
+ return true;
+ }
+ if (type == AI_INDUSTRY) {
+ Industry *i = DEREF_INDUSTRY(ic);
+ Station *st;
+ int count = 0;
+ int j = 0;
+
+ if (i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
+
+ // No limits on delevering stations!
+ // Or for industry that does not give anything yet
+ if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
+
+ if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
+
+ // Check if we have build a station in this town the last 6 months
+ // else we don't do it. This is done, because stat updates can be slow
+ // and sometimes it takes up to 4 months before the stats are corectly.
+ FOR_ALL_STATIONS(st) {
+ // Is it an active station
+ if (st->xy == 0) continue;
+
+ // Do we own it?
+ if (st->owner == _current_player) {
+ // Are we talking trucks?
+ if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
+ // Is it the same city as we are in now?
+ if (st->town != i->town) continue;
+ // When was this station build?
+ if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
+ // Cound the amount of stations in this city that we own
+ count++;
+ } else {
+ // We do not own it, request some info about the station
+ // we want to know if this station gets the same good. If so,
+ // we want to know its rating. If it is too high, we are not going
+ // to build there
+ if (i->produced_cargo[0] == 0xFF) continue;
+ // It does not take this cargo
+ if (!st->goods[i->produced_cargo[0]].last_speed) continue;
+ // Is it around our industry
+ if (GetTileDist(st->xy, i->xy) > 5) continue;
+ // It does take this cargo.. what is his rating?
+ if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
+ j++;
+ // The rating is high.. a little chance that we still continue
+ // But if there are 2 stations of this size, we never go on...
+ if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
+ // We don't like this station :(
+ return false;
+ }
+ }
+
+ // We are about to add one...
+ count++;
+ // Check if we the city can provide enough cargo for this amount of stations..
+ if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
+
+ // All check are okay, so we can build here!
+ return true;
+ }
+
+ return true;
+}
+
+// This functions tries to locate a good route
+static void AiNew_State_LocateRoute(Player *p) {
+ assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
+ // For now, we only support PASSENGERS, CITY and BUSSES
+
+ // We don't have a route yet
+ if (p->ainew.cargo == AI_NEED_CARGO) {
+ p->ainew.new_cost = 0; // No cost yet
+ p->ainew.temp = -1;
+ // Reset the counter
+ p->ainew.counter = 0;
+
+ p->ainew.from_ic = -1;
+ p->ainew.to_ic = -1;
+ if (p->ainew.tbt == AI_BUS) {
+ // For now we only have a passenger route
+ p->ainew.cargo = CT_PASSENGERS;
+
+ // Find a route to cities
+ p->ainew.from_type = AI_CITY;
+ p->ainew.to_type = AI_CITY;
+ } else if (p->ainew.tbt == AI_TRUCK) {
+ p->ainew.cargo = AI_NO_CARGO;
+
+ p->ainew.from_type = AI_INDUSTRY;
+ p->ainew.to_type = AI_INDUSTRY;
+ }
+
+ // Now we are doing initing, we wait one tick
+ return;
+ }
+
+ // Increase the counter and abort if it is taking too long!
+ p->ainew.counter++;
+ if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
+ // Switch back to doing nothing!
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ // We are going to locate a city from where we are going to connect
+ if (p->ainew.from_ic == -1) {
+ if (p->ainew.temp == -1) {
+ // First, we pick a random spot to search from
+ if (p->ainew.from_type == AI_CITY)
+ p->ainew.temp = RandomRange(_total_towns);
+ else
+ p->ainew.temp = RandomRange(_total_industries);
+ }
+
+ if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
+ // It was not a valid city
+ // increase the temp with one, and return. We will come back later here
+ // to try again
+ p->ainew.temp++;
+ if (p->ainew.from_type == AI_CITY) {
+ if (p->ainew.temp >= _total_towns) p->ainew.temp = 0;
+ } else {
+ if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+ }
+
+ // Don't do an attempt if we are trying the same id as the last time...
+ if (p->ainew.last_id == p->ainew.temp) return;
+ p->ainew.last_id = p->ainew.temp;
+
+ return;
+ }
+
+ // We found a good city/industry, save the data of it
+ p->ainew.from_ic = p->ainew.temp;
+
+ // Start the next tick with finding a to-city
+ p->ainew.temp = -1;
+ return;
+ }
+
+ // Find a to-city
+ if (p->ainew.temp == -1) {
+ // First, we pick a random spot to search to
+ if (p->ainew.to_type == AI_CITY)
+ p->ainew.temp = RandomRange(_total_towns);
+ else
+ p->ainew.temp = RandomRange(_total_industries);
+ }
+
+ // The same city is not allowed
+ // Also check if the city is valid
+ if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
+ // Maybe it is valid..
+
+ // We need to know if they are not to far apart from eachother..
+ // We do that by checking how much cargo we have to move and how long the route
+ // is.
+
+ if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
+ int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
+ max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
+ // max_cargo is now the amount of cargo we can move between the two cities
+ // If it is more then the distance, we allow it
+ if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
+ // We found a good city/industry, save the data of it
+ p->ainew.to_ic = p->ainew.temp;
+ p->ainew.state = AI_STATE_FIND_STATION;
+
+ DEBUG(ai,1)("[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
+
+ p->ainew.from_tile = 0;
+ p->ainew.to_tile = 0;
+
+ return;
+ }
+ } else if (p->ainew.tbt == AI_TRUCK) {
+ bool found = false;
+ int max_cargo = 0;
+ int i;
+ // TODO: in max_cargo, also check other cargo (beside [0])
+ // First we check if the from_ic produces cargo that this ic accepts
+ if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) {
+ for (i=0;i<3;i++) {
+ if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
+ if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) {
+ // Found a compatbiel industry
+ max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
+ found = true;
+ p->ainew.from_deliver = true;
+ p->ainew.to_deliver = false;
+ break;
+ }
+ }
+ }
+ if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.temp)->total_production[0] != 0) {
+ // If not check if the current ic produces cargo that the from_ic accepts
+ for (i=0;i<3;i++) {
+ if (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
+ if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) {
+ // Found a compatbiel industry
+ found = true;
+ max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
+ p->ainew.from_deliver = false;
+ p->ainew.to_deliver = true;
+ break;
+ }
+ }
+ }
+ if (found) {
+ // Yeah, they are compatible!!!
+ // Check the length against the amount of goods
+ if (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
+ GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
+ p->ainew.to_ic = p->ainew.temp;
+ if (p->ainew.from_deliver) {
+ p->ainew.cargo = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0];
+ } else {
+ p->ainew.cargo = DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0];
+ }
+ p->ainew.state = AI_STATE_FIND_STATION;
+
+ DEBUG(ai,1)("[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
+
+ p->ainew.from_tile = 0;
+ p->ainew.to_tile = 0;
+
+ return;
+ }
+ }
+ }
+ }
+
+ // It was not a valid city
+ // increase the temp with one, and return. We will come back later here
+ // to try again
+ p->ainew.temp++;
+ if (p->ainew.to_type == AI_CITY) {
+ if (p->ainew.temp >= _total_towns) p->ainew.temp = 0;
+ } else {
+ if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+ }
+
+ // Don't do an attempt if we are trying the same id as the last time...
+ if (p->ainew.last_id == p->ainew.temp) return;
+ p->ainew.last_id = p->ainew.temp;
+}
+
+// Check if there are not more then 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;
+ uint16 *sched;
+ uint16 ord;
+
+ // Also check if we don't have already a lot of busses to this city...
+ FOR_ALL_VEHICLES(v) {
+ if (v->owner == _current_player) {
+ sched = v->schedule_ptr;
+ while ((ord=*sched++) != 0) {
+ if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) {
+ // This vehicle has this city in his list
+ count++;
+ }
+ };
+ }
+ }
+
+ if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
+ return true;
+}
+
+extern const byte _roadveh_speed[88];
+extern const byte _roadveh_capacity[88];
+
+// This function finds a good spot for a station
+static void AiNew_State_FindStation(Player *p) {
+ TileIndex tile;
+ Station *st;
+ int i, count = 0;
+ TileIndex new_tile = 0;
+ byte direction = 0;
+ Town *town = NULL;
+ Industry *industry = NULL;
+ assert(p->ainew.state == AI_STATE_FIND_STATION);
+
+ if (p->ainew.from_tile == 0) {
+ // First we scan for a station in the from-city
+ if (p->ainew.from_type == AI_CITY) {
+ town = DEREF_TOWN(p->ainew.from_ic);
+ tile = town->xy;
+ } else {
+ industry = DEREF_INDUSTRY(p->ainew.from_ic);
+ tile = industry->xy;
+ }
+ } else if (p->ainew.to_tile == 0) {
+ // Second we scan for a station in the to-city
+ if (p->ainew.to_type == AI_CITY) {
+ town = DEREF_TOWN(p->ainew.to_ic);
+ tile = town->xy;
+ } else {
+ industry = DEREF_INDUSTRY(p->ainew.to_ic);
+ tile = industry->xy;
+ }
+ } else {
+ // Unsupported request
+ // Go to FIND_PATH
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_PATH;
+ return;
+ }
+
+ // First, we are going to look at the stations that already exist inside the city
+ // If there is enough cargo left in the station, we take that station
+ // If that is not possible, and there are more then 2 stations in the city, abort
+ i = AiNew_PickVehicle(p);
+ // Euhmz, this should not happen _EVER_
+ // Quit finding a route...
+ if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
+
+ FOR_ALL_STATIONS(st) {
+ if (st->xy != 0) {
+ if (st->owner == _current_player) {
+ if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
+ if (st->town == town) {
+ // Check how much cargo there is left in the station
+ if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) {
+ if (AiNew_CheckVehicleStation(p, st)) {
+ // We did found a station that was good enough!
+ new_tile = st->xy;
+ // Cheap way to get the direction of the station...
+ // Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
+ direction = _map5[st->xy] - 0x47;
+ break;
+ }
+ }
+ count++;
+ }
+ }
+ }
+ }
+ }
+ // We are going to add a new station...
+ if (new_tile == 0) count++;
+ // No more then 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 = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
+ for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
+ new_tile = TILE_XY(x,y);
+ if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) {
+ // This tile we can build on!
+ // Check acceptance
+ GetAcceptanceAroundTiles(accepts, new_tile, 1, 1);
+ // >> 3 == 0 means no cargo
+ if (accepts[p->ainew.cargo] >> 3 == 0) continue;
+ // See if we can build the station
+ r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
+ if (r == CMD_ERROR) continue;
+ // We can build it, so add it to found_spot
+ found_spot[i] = new_tile;
+ found_best[i++] = accepts[p->ainew.cargo];
+ }
+ }
+ }
+
+ // If i is still zero, we did not found anything :(
+ if (i == 0) {
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ // Go through all the found_best and check which has the highest value
+ best = 0;
+ new_tile = 0;
+
+ for (x=0;x<i;x++) {
+ if (found_best[x] > best ||
+ (found_best[x] == best && GetTileDist(tile, new_tile) > GetTileDist(tile, found_spot[x]))) {
+ new_tile = found_spot[x];
+ best = found_best[x];
+ }
+ }
+
+ // See how much it is going to cost us...
+ r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
+ p->ainew.new_cost += r;
+
+ direction = AI_PATHFINDER_NO_DIRECTION;
+ } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
+ // Truck station locater works differently.. a station can be on any place
+ // as long as it is in range. So we give back code AI_STATION_RANGE
+ // so the pathfinder routine can work it out!
+ new_tile = AI_STATION_RANGE;
+ direction = AI_PATHFINDER_NO_DIRECTION;
+ }
+
+ if (p->ainew.from_tile == 0) {
+ p->ainew.from_tile = new_tile;
+ p->ainew.from_direction = direction;
+ // Now we found thisone, go in for to_tile
+ return;
+ } else if (p->ainew.to_tile == 0) {
+ p->ainew.to_tile = new_tile;
+ p->ainew.to_direction = direction;
+ // K, done placing stations!
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_PATH;
+ return;
+ }
+}
+
+// We try to find a path between 2 points
+static void AiNew_State_FindPath(Player *p) {
+ int r;
+ assert(p->ainew.state == AI_STATE_FIND_PATH);
+
+ // First time, init some data
+ if (p->ainew.temp == -1) {
+ // Init path_info
+ if (p->ainew.from_tile == AI_STATION_RANGE) {
+ // For truck routes we take a range around the industry
+ p->ainew.path_info.start_tile_tl = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1);
+ p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(1,1);
+ p->ainew.path_info.start_direction = p->ainew.from_direction;
+ } else {
+ p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
+ p->ainew.path_info.start_tile_br = p->ainew.from_tile;
+ p->ainew.path_info.start_direction = p->ainew.from_direction;
+ }
+
+ if (p->ainew.to_tile == AI_STATION_RANGE) {
+ p->ainew.path_info.end_tile_tl = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1);
+ p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(1,1);
+ p->ainew.path_info.end_direction = p->ainew.to_direction;
+ } else {
+ p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
+ p->ainew.path_info.end_tile_br = p->ainew.to_tile;
+ p->ainew.path_info.end_direction = p->ainew.to_direction;
+ }
+
+ if (p->ainew.tbt == AI_TRAIN)
+ p->ainew.path_info.rail_or_road = true;
+ else
+ p->ainew.path_info.rail_or_road = false;
+
+ // First, clean the pathfinder with our new begin and endpoints
+ clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
+
+ p->ainew.temp = 0;
+ }
+
+ // Start the pathfinder
+ r = p->ainew.pathfinder->main(p->ainew.pathfinder);
+ // If it return: no match, stop it...
+ if (r == AYSTAR_NO_PATH) {
+ DEBUG(ai,1)("[AiNew] PathFinder found no route!");
+ // Start all over again...
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ if (r == AYSTAR_FOUND_END_NODE) {
+ // We found the end-point
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_DEPOT;
+ return;
+ }
+ // In any other case, we are still busy finding the route...
+}
+
+// This function tries to locate a good place for a depot!
+static void AiNew_State_FindDepot(Player *p) {
+ // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
+ // Simple, easy, works!
+ // To make the depot stand in the middle of the route, we start from the center..
+ // But first we walk through the route see if we can find a depot that is ours
+ // this keeps things nice ;)
+ int g, i, j, r;
+ TileIndex tile;
+ assert(p->ainew.state == AI_STATE_FIND_DEPOT);
+
+ p->ainew.depot_tile = 0;
+
+ for (i=2;i<p->ainew.path_info.route_length-2;i++) {
+ tile = p->ainew.path_info.route[i];
+ for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
+ if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_STREET)) {
+ // Its a street, test if it is a depot
+ if (_map5[tile + _tileoffs_by_dir[j]] & 0x20) {
+ // We found a depot, is it ours? (TELL ME!!!)
+ if (_map_owner[tile + _tileoffs_by_dir[j]] == _current_player) {
+ // Now, is it pointing to the right direction.........
+ if ((_map5[tile + _tileoffs_by_dir[j]] & 3) == (j ^ 2)) {
+ // Yeah!!!
+ p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
+ p->ainew.depot_direction = j ^ 2; // Reverse direction
+ p->ainew.state = AI_STATE_VERIFY_ROUTE;
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // This routine let depot finding start in the middle, and work his way to the stations
+ // It makes depot placing nicer :)
+ i = p->ainew.path_info.route_length / 2;
+ g = 1;
+ while (i > 1 && i < p->ainew.path_info.route_length - 2) {
+ i += g;
+ g *= -1;
+ (g < 0?g--:g++);
+
+ if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
+ // Bridge or tunnel.. we can't place a depot there
+ continue;
+ }
+
+ tile = p->ainew.path_info.route[i];
+
+ for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
+ // It may not be placed on the road/rail itself
+ // And because it is not build yet, we can't see it on the tile..
+ // So check the surrounding tiles :)
+ if (tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i-1] ||
+ tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue;
+ // Not around a bridge?
+ if (p->ainew.path_info.route_extra[i] != 0) continue;
+ if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue;
+ // Is the terrain clear?
+ if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) ||
+ IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) {
+ TileInfo ti;
+ FindLandscapeHeightByTile(&ti, tile);
+ // If the current tile is on a slope (tileh != 0) then we do not allow this
+ if (ti.tileh != 0) continue;
+ // Check if everything went okay..
+ r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0);
+ if (r == CMD_ERROR) continue;
+ // Found a spot!
+ p->ainew.new_cost += r;
+ p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
+ p->ainew.depot_direction = j ^ 2; // Reverse direction
+ p->ainew.state = AI_STATE_VERIFY_ROUTE;
+ return;
+ }
+ }
+ }
+
+ // Failed to find a depot?
+ p->ainew.state = AI_STATE_NOTHING;
+}
+
+
+// This function calculates how many vehicles there are needed on this
+// traject.
+// It works pretty simple: get the length, see how much we move around
+// and hussle that, and you know how many vehicles there are needed.
+// It returns the cost for the vehicles
+static int AiNew_HowManyVehicles(Player *p) {
+ if (p->ainew.tbt == AI_BUS) {
+ // For bus-routes we look at the time before we are back in the station
+ int i, length, tiles_a_day;
+ int amount;
+ i = AiNew_PickVehicle(p);
+ if (i == -1) return 0;
+ // Passenger run.. how long is the route?
+ length = p->ainew.path_info.route_length;
+ // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
+ // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
+ tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 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 = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2;
+ if (amount == 0) amount = 1;
+ return amount;
+ } else if (p->ainew.tbt == AI_TRUCK) {
+ // For truck-routes we look at the cargo
+ int i, length, amount, tiles_a_day;
+ int max_cargo;
+ i = AiNew_PickVehicle(p);
+ if (i == -1) return 0;
+ // Passenger run.. how long is the route?
+ length = p->ainew.path_info.route_length;
+ // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
+ // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
+ tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
+ if (p->ainew.from_deliver)
+ max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
+ else
+ max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
+
+ // This is because moving 60% is more then 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 = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX]));
+ amount += 1;
+ return amount;
+ } else {
+ // Currently not supported
+ return 0;
+ }
+}
+
+
+// This function checks:
+// - If the route went okay
+// - Calculates the amount of money needed to build the route
+// - Calculates how much vehicles needed for the route
+static void AiNew_State_VerifyRoute(Player *p) {
+ int res, i;
+ assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
+
+ // Let's calculate the cost of the path..
+ // new_cost already contains the cost of the stations
+ p->ainew.path_info.position = -1;
+
+ do {
+ p->ainew.path_info.position++;
+ p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
+ } while (p->ainew.path_info.position != -2);
+
+ // Now we know the price of build station + path. Now check how many vehicles
+ // we need and what the price for that will be
+ res = AiNew_HowManyVehicles(p);
+ // If res == 0, no vehicle was found, or an other problem did occour
+ if (res == 0) {
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ p->ainew.amount_veh = res;
+ p->ainew.cur_veh = 0;
+
+ // Check how much it it going to cost us..
+ for (i=0;i<res;i++) {
+ p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
+ }
+
+ // Now we know how much the route is going to cost us
+ // Check if we have enough money for it!
+ if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
+ // Too bad..
+ DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ // Now we can build the route, check the direction of the stations!
+ if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
+ p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
+ }
+ if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
+ p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
+ }
+ if (p->ainew.from_tile == AI_STATION_RANGE)
+ p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
+ if (p->ainew.to_tile == AI_STATION_RANGE)
+ p->ainew.to_tile = p->ainew.path_info.route[0];
+
+ p->ainew.state = AI_STATE_BUILD_STATION;
+ p->ainew.temp = 0;
+
+ DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
+}
+
+// Build the stations
+static void AiNew_State_BuildStation(Player *p) {
+ int res = 0;
+ assert(p->ainew.state == AI_STATE_BUILD_STATION);
+ if (p->ainew.temp == 0) {
+ if (!IS_TILETYPE(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 (!IS_TILETYPE(p->ainew.to_tile, MP_STATION))
+ res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
+ p->ainew.state = AI_STATE_BUILD_PATH;
+ }
+ if (res == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
+ p->ainew.state = AI_STATE_NOTHING;
+ // If the first station _was_ build, destroy it
+ if (p->ainew.temp != 0)
+ DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ return;
+ }
+ p->ainew.temp++;
+}
+
+// Build the path
+static void AiNew_State_BuildPath(Player *p) {
+ assert(p->ainew.state == AI_STATE_BUILD_PATH);
+ // p->ainew.temp is set to -1 when this function is called for the first time
+ if (p->ainew.temp == -1) {
+ DEBUG(ai,1)("[AiNew] Starting to build the path..");
+ // Init the counter
+ p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
+ // Set the position to the startingplace (-1 because in a minute we do ++)
+ p->ainew.path_info.position = -1;
+ // And don't do this again
+ p->ainew.temp = 0;
+ }
+ // Building goes very fast on normal rate, so we are going to slow it down..
+ // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
+ if (--p->ainew.counter != 0) return;
+ p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
+
+ // Increase the building position
+ p->ainew.path_info.position++;
+ // Build route
+ AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
+ if (p->ainew.path_info.position == -2) {
+ // This means we are done building!
+
+ if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
+ static const byte _roadbits_by_dir[4] = {2,1,8,4};
+ // If they not queue, they have to go up and down to try again at a station...
+ // We don't want that, so try building some road left or right of the station
+ short dir1, dir2, dir3;
+ TileIndex tile;
+ int i, r;
+ for (i=0;i<2;i++) {
+ if (i == 0) {
+ tile = p->ainew.from_tile + _tileoffs_by_dir[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 + _tileoffs_by_dir[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;
+ }
+
+ DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+
+ dir1 = _tileoffs_by_dir[dir1];
+ dir2 = _tileoffs_by_dir[dir2];
+ dir3 = _tileoffs_by_dir[dir3];
+ r = CMD_ERROR;
+ if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES))
+ r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r != CMD_ERROR)
+ if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1+dir1, MP_TREES))
+ DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+
+ r = CMD_ERROR;
+ if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
+ DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r != CMD_ERROR)
+ if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES))
+ DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+
+ r = CMD_ERROR;
+ if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
+ DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r != CMD_ERROR)
+ if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES))
+ DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ }
+ }
+
+
+ DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
+ p->ainew.state = AI_STATE_BUILD_DEPOT;
+ }
+}
+
+// Builds the depot
+static void AiNew_State_BuildDepot(Player *p) {
+ int res = 0;
+ assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
+
+ if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
+ if (_map_owner[p->ainew.depot_tile] == _current_player) {
+ // The depot is already builded!
+ p->ainew.state = AI_STATE_BUILD_VEHICLE;
+ return;
+ } else {
+ // There is a depot, but not of our team! :(
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ }
+
+ // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
+ if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction]))
+ return;
+
+ res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
+ if (res == CMD_ERROR) {
+ DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ p->ainew.state = AI_STATE_BUILD_VEHICLE;
+ p->ainew.idle = 1;
+ p->ainew.veh_main_id = (VehicleID)-1;
+}
+
+// Build vehicles
+static void AiNew_State_BuildVehicle(Player *p) {
+ int res;
+ assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
+
+ // Check if we need to build a vehicle
+ if (p->ainew.amount_veh == 0) {
+ // Nope, we are done!
+ // This means: we are all done! The route is open.. go back to NOTHING
+ // He will idle some time and it will all start over again.. :)
+ p->ainew.state = AI_STATE_ACTION_DONE;
+ return;
+ }
+ if (--p->ainew.idle != 0) return;
+ // It is realistic that the AI can only build 1 vehicle a day..
+ // This makes sure of that!
+ p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
+
+ // Build the vehicle
+ res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
+ if (res == CMD_ERROR) {
+ // This happens when the AI can't build any more vehicles!
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+ // Increase the current counter
+ p->ainew.cur_veh++;
+ // Decrease the total counter
+ p->ainew.amount_veh--;
+ // Get the new ID
+ if (p->ainew.tbt == AI_TRAIN) {
+ } else {
+ p->ainew.veh_id = _new_roadveh_id;
+ }
+ // Go give some orders!
+ p->ainew.state = AI_STATE_GIVE_ORDERS;
+}
+
+// Put the stations in the order list
+static void AiNew_State_GiveOrders(Player *p) {
+ int order, flags;
+ assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
+
+ if (p->ainew.veh_main_id != (VehicleID)-1) {
+ DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
+
+ // Skip the first order if it is a second vehicle
+ // This to make vehicles go different ways..
+ if (p->ainew.veh_id & 1)
+ DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
+ p->ainew.state = AI_STATE_START_VEHICLE;
+ return;
+ } else {
+ p->ainew.veh_main_id = p->ainew.veh_id;
+ }
+
+ // When more then 1 vehicle, we send them to different directions
+ order = 0;
+ flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
+ if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
+ flags |= OF_FULL_LOAD;
+ DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+
+ order = 1;
+ flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION;
+ if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
+ flags |= OF_FULL_LOAD;
+ DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+
+ // Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
+ if (_patches.gotodepot) {
+ order = 2;
+ flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD;
+ DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+ }
+
+ // Start the engines!
+ p->ainew.state = AI_STATE_START_VEHICLE;
+}
+
+// Start the vehicle
+static void AiNew_State_StartVehicle(Player *p) {
+ assert(p->ainew.state == AI_STATE_START_VEHICLE);
+
+ // 3, 2, 1... go! (give START_STOP command ;))
+ DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+ // Try to build an other vehicle (that function will stop building when needed)
+ p->ainew.state = AI_STATE_BUILD_VEHICLE;
+}
+
+// Repays money
+static void AiNew_State_RepayMoney(Player *p) {
+ int i;
+ for (i=0;i<AI_LOAN_REPAY;i++)
+ DoCommandByTile(0, _current_player, 0, DC_EXEC, CMD_DECREASE_LOAN);
+ p->ainew.state = AI_STATE_ACTION_DONE;
+}
+
+// Using the technique simular to the original AI
+// Keeps things logical
+// It really should be in the same order as the AI_STATE's are!
+static AiNew_StateFunction* const _ainew_state[] = {
+ NULL,
+ AiNew_State_FirstTime,
+ AiNew_State_Nothing,
+ AiNew_State_WakeUp,
+ AiNew_State_LocateRoute,
+ AiNew_State_FindStation,
+ AiNew_State_FindPath,
+ AiNew_State_FindDepot,
+ AiNew_State_VerifyRoute,
+ AiNew_State_BuildStation,
+ AiNew_State_BuildPath,
+ AiNew_State_BuildDepot,
+ AiNew_State_BuildVehicle,
+ AiNew_State_GiveOrders,
+ AiNew_State_StartVehicle,
+ AiNew_State_RepayMoney,
+ AiNew_State_ActionDone,
+ NULL,
+};
+
+static void AiNew_OnTick(Player *p) {
+ if (_ainew_state[p->ainew.state] != NULL)
+ _ainew_state[p->ainew.state](p);
+}
+
+void AiNewDoGameLoop(Player *p) {
+ // If it is a human player, it is not an AI, so bubye!
+ if (IS_HUMAN_PLAYER(_current_player))
+ return;
+
+ if (p->ainew.state == AI_STATE_STARTUP) {
+ // The AI just got alive!
+ p->ainew.state = AI_STATE_FIRST_TIME;
+ p->ainew.tick = 0;
+
+ // Only startup the AI
+ return;
+ }
+
+ // We keep a ticker. We use it for competitor_speed
+ p->ainew.tick++;
+
+ // See what the speed is
+ switch (_opt.diff.competitor_speed) {
+ case 0: // Very slow
+ if (!(p->ainew.tick&8)) return;
+ break;
+ case 1: // Slow
+ if (!(p->ainew.tick&4)) return;
+ break;
+ case 2:
+ if (!(p->ainew.tick&2)) return;
+ break;
+ case 3:
+ if (!(p->ainew.tick&1)) return;
+ break;
+ case 4: // Very fast
+ default: // Cool, a new speed setting.. ;) VERY fast ;)
+ break;
+ }
+
+ // If we come here, we can do a tick.. do so!
+ AiNew_OnTick(p);
+}