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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 /src/ai/trolly/build.c
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 'src/ai/trolly/build.c')
-rw-r--r--src/ai/trolly/build.c324
1 files changed, 324 insertions, 0 deletions
diff --git a/src/ai/trolly/build.c b/src/ai/trolly/build.c
new file mode 100644
index 000000000..9959d0d04
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+++ b/src/ai/trolly/build.c
@@ -0,0 +1,324 @@
+/* $Id$ */
+
+#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;
+ }
+}