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authortruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
committertruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
commita3dd7506d377b1434f913bd65c019eed52b64b6e (patch)
treeced1a262eb143ad6e64ec02f4a4c89835c0c32fd /src/ai/api/ai_tunnel.cpp
parent9294f9616866b9778c22076c19b5a32b4f85f788 (diff)
downloadopenttd-a3dd7506d377b1434f913bd65c019eed52b64b6e.tar.xz
(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
Diffstat (limited to 'src/ai/api/ai_tunnel.cpp')
-rw-r--r--src/ai/api/ai_tunnel.cpp119
1 files changed, 119 insertions, 0 deletions
diff --git a/src/ai/api/ai_tunnel.cpp b/src/ai/api/ai_tunnel.cpp
new file mode 100644
index 000000000..1991ef89b
--- /dev/null
+++ b/src/ai/api/ai_tunnel.cpp
@@ -0,0 +1,119 @@
+/* $Id$ */
+
+/** @file ai_tunnel.cpp Implementation of AITunnel. */
+
+#include "ai_tunnel.hpp"
+#include "ai_map.hpp"
+#include "ai_rail.hpp"
+#include "../ai_instance.hpp"
+#include "../../openttd.h"
+#include "../../landscape.h"
+#include "../../tunnel_map.h"
+#include "../../road_type.h"
+#include "../../command_func.h"
+#include "../../tunnelbridge.h"
+#include "../../road_func.h"
+
+/* static */ bool AITunnel::IsTunnelTile(TileIndex tile)
+{
+ if (!::IsValidTile(tile)) return false;
+ return ::IsTunnelTile(tile);
+}
+
+/* static */ TileIndex AITunnel::GetOtherTunnelEnd(TileIndex tile)
+{
+ if (!::IsValidTile(tile)) return INVALID_TILE;
+
+ /* If it's a tunnel alread, take the easy way out! */
+ if (IsTunnelTile(tile)) return ::GetOtherTunnelEnd(tile);
+
+ ::DoCommand(tile, 0, 0, DC_AUTO, CMD_BUILD_TUNNEL);
+ return _build_tunnel_endtile == 0 ? INVALID_TILE : _build_tunnel_endtile;
+}
+
+static void _DoCommandReturnBuildTunnel2(class AIInstance *instance)
+{
+ if (!AITunnel::_BuildTunnelRoad2()) {
+ AIObject::SetLastCommandRes(false);
+ AIInstance::DoCommandReturn(instance);
+ return;
+ }
+
+ /* This can never happen, as in test-mode this callback is never executed,
+ * and in execute-mode, the other callback is called. */
+ NOT_REACHED();
+}
+
+static void _DoCommandReturnBuildTunnel1(class AIInstance *instance)
+{
+ if (!AITunnel::_BuildTunnelRoad1()) {
+ AIObject::SetLastCommandRes(false);
+ AIInstance::DoCommandReturn(instance);
+ return;
+ }
+
+ /* This can never happen, as in test-mode this callback is never executed,
+ * and in execute-mode, the other callback is called. */
+ NOT_REACHED();
+}
+
+/* static */ bool AITunnel::BuildTunnel(AIVehicle::VehicleType vehicle_type, TileIndex start)
+{
+ EnforcePrecondition(false, ::IsValidTile(start));
+ EnforcePrecondition(false, vehicle_type == AIVehicle::VEHICLE_RAIL || vehicle_type == AIVehicle::VEHICLE_ROAD);
+ EnforcePrecondition(false, vehicle_type != AIVehicle::VEHICLE_RAIL || AIRail::IsRailTypeAvailable(AIRail::GetCurrentRailType()));
+
+ uint type = 0;
+ if (vehicle_type == AIVehicle::VEHICLE_ROAD) {
+ type |= (TRANSPORT_ROAD << 9);
+ type |= RoadTypeToRoadTypes((::RoadType)AIObject::GetRoadType());
+ } else {
+ type |= (TRANSPORT_RAIL << 9);
+ type |= AIRail::GetCurrentRailType();
+ }
+
+ /* For rail we do nothing special */
+ if (vehicle_type == AIVehicle::VEHICLE_RAIL) {
+ return AIObject::DoCommand(start, type, 0, CMD_BUILD_TUNNEL);
+ }
+
+ AIObject::SetCallbackVariable(0, start);
+ if (!AIObject::DoCommand(start, type, 0, CMD_BUILD_TUNNEL, NULL, &_DoCommandReturnBuildTunnel1)) return false;
+
+ /* In case of test-mode, test if we can build both road pieces */
+ return _BuildTunnelRoad1();
+}
+
+/* static */ bool AITunnel::_BuildTunnelRoad1()
+{
+ /* Build the piece of road on the 'start' side of the tunnel */
+ TileIndex end = AIObject::GetCallbackVariable(0);
+ TileIndex start = AITunnel::GetOtherTunnelEnd(end);
+
+ DiagDirection dir_1 = (DiagDirection)((::TileX(start) == ::TileX(end)) ? (::TileY(start) < ::TileY(end) ? DIAGDIR_NW : DIAGDIR_SE) : (::TileX(start) < ::TileX(end) ? DIAGDIR_NE : DIAGDIR_SW));
+ DiagDirection dir_2 = ::ReverseDiagDir(dir_1);
+
+ if (!AIObject::DoCommand(start + ::TileOffsByDiagDir(dir_1), ::DiagDirToRoadBits(dir_2) | (AIObject::GetRoadType() << 4), 0, CMD_BUILD_ROAD, NULL, &_DoCommandReturnBuildTunnel2)) return false;
+
+ /* In case of test-mode, test the other road piece too */
+ return _BuildTunnelRoad2();
+}
+
+/* static */ bool AITunnel::_BuildTunnelRoad2()
+{
+ /* Build the piece of road on the 'end' side of the tunnel */
+ TileIndex end = AIObject::GetCallbackVariable(0);
+ TileIndex start = AITunnel::GetOtherTunnelEnd(end);
+
+ DiagDirection dir_1 = (DiagDirection)((::TileX(start) == ::TileX(end)) ? (::TileY(start) < ::TileY(end) ? DIAGDIR_NW : DIAGDIR_SE) : (::TileX(start) < ::TileX(end) ? DIAGDIR_NE : DIAGDIR_SW));
+ DiagDirection dir_2 = ::ReverseDiagDir(dir_1);
+
+ return AIObject::DoCommand(end + ::TileOffsByDiagDir(dir_2), ::DiagDirToRoadBits(dir_1) | (AIObject::GetRoadType() << 4), 0, CMD_BUILD_ROAD);
+}
+
+/* static */ bool AITunnel::RemoveTunnel(TileIndex tile)
+{
+ EnforcePrecondition(false, IsTunnelTile(tile));
+
+ return AIObject::DoCommand(tile, 0, 0, CMD_LANDSCAPE_CLEAR);
+}