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author | truelight <truelight@openttd.org> | 2004-08-31 16:12:52 +0000 |
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committer | truelight <truelight@openttd.org> | 2004-08-31 16:12:52 +0000 |
commit | 5eba928cb8afb98d25d8145b8f026e0de199d875 (patch) | |
tree | b97b894f85152a05546c2ecb614f2488d094de11 /player.h | |
parent | a7dd461672f1802054c1e879dc1250bfcaac464f (diff) | |
download | openttd-5eba928cb8afb98d25d8145b8f026e0de199d875.tar.xz |
(svn r146) -Fix [AI]: Tunnel/bridge bug
-Fix [AI]: Minor problems
-Add [AI]: Profit check (if not making enough money, vehicles are sold)
Diffstat (limited to 'player.h')
-rw-r--r-- | player.h | 54 |
1 files changed, 32 insertions, 22 deletions
@@ -47,19 +47,19 @@ typedef struct PlayerAI { TileIndex cur_tile_a; byte cur_dir_a; byte start_dir_a; - + TileIndex start_tile_b; TileIndex cur_tile_b; byte cur_dir_b; byte start_dir_b; Vehicle *cur_veh; /* only used by some states */ - + AiBuildRec src, dst, mid1, mid2; - + VehicleID wagon_list[9]; byte order_list_blocks[20]; - + TileIndex banned_tiles[16]; byte banned_val[16]; } PlayerAI; @@ -76,58 +76,68 @@ typedef struct Ai_PathFinderInfo { byte route_extra[500]; // Some extra information about the route like bridge/tunnel int route_length; int position; // Current position in the build-path, needed to build the path - + bool rail_or_road; // true = rail, false = road } Ai_PathFinderInfo; +// The amount of memory reserved for the AI-special-vehicles +#define AI_MAX_SPECIAL_VEHICLES 100 + +typedef struct Ai_SpecialVehicle { + VehicleID veh_id; + uint32 flag; +} Ai_SpecialVehicle; + typedef struct PlayerAiNew { uint8 state; uint tick; uint idle; - + int temp; // A value used in more then one function, but it just temporary // The use is pretty simple: with this we can 'think' about stuff // in more then one tick, and more then one AI. A static will not // do, because they are not saved. This way, the AI is almost human ;) int counter; // For the same reason as temp, we have counter. It can count how // long we are trying something, and just abort if it takes too long - + // Pathfinder stuff Ai_PathFinderInfo path_info; AyStar *pathfinder; - + // Route stuff - + byte cargo; byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK int new_cost; - + byte action; - + uint last_id; // here is stored the last id of the searched city/industry - + uint last_vehiclecheck_date; // Used in CheckVehicle + Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; // Some vehicles have some special flags + TileIndex from_tile; TileIndex to_tile; - + byte from_direction; byte to_direction; - + bool from_deliver; // True if this is the station that GIVES cargo bool to_deliver; - + TileIndex depot_tile; byte depot_direction; - + byte amount_veh; // How many vehicles we are going to build in this route byte cur_veh; // How many vehicles did we bought? VehicleID veh_id; // Used when bought a vehicle VehicleID veh_main_id; // The ID of the first vehicle, for shared copy - + int from_ic; // ic = industry/city. This is the ID of them byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY int to_ic; byte to_type; - + } PlayerAiNew; @@ -155,12 +165,12 @@ typedef struct Player { TileIndex location_of_house; TileIndex last_build_coordinate; - + byte share_owners[4]; - + byte inaugurated_year; byte num_valid_stat_ent; - + byte quarters_of_bankrupcy; byte bankrupt_asked; // which players were asked about buying it? int16 bankrupt_timeout; @@ -170,7 +180,7 @@ typedef struct Player { byte is_ai; PlayerAI ai; PlayerAiNew ainew; - + int64 yearly_expenses[3][13]; PlayerEconomyEntry cur_economy; PlayerEconomyEntry old_economy[24]; |