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Diffstat (limited to 'ai/trolly/trolly.c')
-rw-r--r-- | ai/trolly/trolly.c | 1379 |
1 files changed, 1379 insertions, 0 deletions
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c new file mode 100644 index 000000000..5e16c51a9 --- /dev/null +++ b/ai/trolly/trolly.c @@ -0,0 +1,1379 @@ +/* $Id: ai_new.c 2891 2005-08-26 20:26:34Z tron $ */ + +/* + * This AI was created as a direct reaction to the big demand for some good AIs in OTTD. + * Too bad it never left alpha-stage, and it is considered dead in his current form. + * By the time of writing this, we, the creator of this AI and a good friend of mine, + * are designing a whole new AI-system that allows us to create AIs easier and without + * all the fuzz we encountered while I was working on this AI. By the time that system + * is finished, you can expect that this AI will dissapear, because it is pretty + * obselete and bad programmed. + * + * In the meanwhile I wish you all much fun with this AI; if you are interested as + * AI-developer in this AI, I advise you not stare too long to some code, some things in + * here really are... strange ;) But in either way: enjoy :) + * + * -- TrueLight :: 2005-09-01 + */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../debug.h" +#include "../../functions.h" +#include "../../table/strings.h" +#include "../../map.h" +#include "../../tile.h" +#include "../../command.h" +#include "trolly.h" +#include "../../town.h" +#include "../../industry.h" +#include "../../station.h" +#include "../../engine.h" +#include "../../gui.h" +#include "../../depot.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; + p->ainew.last_vehiclecheck_date = _date; + + // 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 + if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS; + 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.. + AiNew_Build_CompanyHQ(p, Random() % MapSize()); + // 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 (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) { + // Check all vehicles once in a while + p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES; + p->ainew.last_vehiclecheck_date = _date; + } 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 < 85) + 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; + } + }*/ + + p->ainew.counter = 0; + } + + if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_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 (_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; + } + + if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) { + p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES; + 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 = GetTown(ic); + Station *st; + uint 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 (DistanceManhattan(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 = GetIndustry(ic); + Station *st; + int count = 0; + int j = 0; + + if (i->town != NULL && 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 (DistanceManhattan(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 >= (int)_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 = GetTown(p->ainew.from_ic)->max_pass + GetTown(p->ainew.temp)->max_pass; + max_cargo -= GetTown(p->ainew.from_ic)->act_pass + GetTown(p->ainew.temp)->act_pass; + // max_cargo is now the amount of cargo we can move between the two cities + // If it is more than the distance, we allow it + if (DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(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)", + DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(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 (GetIndustry(p->ainew.from_ic)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.from_ic)->total_production[0] != 0) { + for (i=0;i<3;i++) { + if (GetIndustry(p->ainew.temp)->accepts_cargo[i] == 0xFF) break; + if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] == GetIndustry(p->ainew.temp)->accepts_cargo[i]) { + // Found a compatbiel industry + max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0]; + found = true; + p->ainew.from_deliver = true; + p->ainew.to_deliver = false; + break; + } + } + } + if (!found && GetIndustry(p->ainew.temp)->produced_cargo[0] != 0xFF && GetIndustry(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 (GetIndustry(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break; + if (GetIndustry(p->ainew.temp)->produced_cargo[0] == GetIndustry(p->ainew.from_ic)->accepts_cargo[i]) { + // Found a compatbiel industry + found = true; + max_cargo = GetIndustry(p->ainew.temp)->total_production[0] - GetIndustry(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 (DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && + DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(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 = GetIndustry(p->ainew.from_ic)->produced_cargo[0]; + } else { + p->ainew.cargo = GetIndustry(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)", + DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(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 >= (int)_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 than 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; + + // Also check if we don't have already a lot of busses to this city... + FOR_ALL_VEHICLES(v) { + if (v->owner == _current_player) { + const Order *order; + + FOR_VEHICLE_ORDERS(v, order) { + if (order->type == OT_GOTO_STATION && GetStation(order->station) == st) { + // This vehicle has this city in its list + count++; + } + } + } + } + + if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false; + return true; +} + +// 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 = GetTown(p->ainew.from_ic); + tile = town->xy; + } else { + industry = GetIndustry(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 = GetTown(p->ainew.to_ic); + tile = town->xy; + } else { + industry = GetIndustry(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 than 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) > RoadVehInfo(i)->capacity * 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 = _m[st->xy].m5 - 0x47; + break; + } + } + count++; + } + } + } + } + } + // We are going to add a new station... + if (new_tile == 0) count++; + // No more than 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 = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) { + for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) { + new_tile = TileXY(x, y); + if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) { + // This tile we can build on! + // Check acceptance + // XXX - Get the catchment area + GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4); + // >> 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 && DistanceManhattan(tile, new_tile) > DistanceManhattan(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 = GetIndustry(p->ainew.from_ic)->xy - TileDiffXY(1, 1); + p->ainew.path_info.start_tile_br = GetIndustry(p->ainew.from_ic)->xy + TileDiffXY(GetIndustry(p->ainew.from_ic)->width, GetIndustry(p->ainew.from_ic)->height) + TileDiffXY(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 = GetIndustry(p->ainew.to_ic)->xy - TileDiffXY(1, 1); + p->ainew.path_info.end_tile_br = GetIndustry(p->ainew.to_ic)->xy + TileDiffXY(GetIndustry(p->ainew.to_ic)->width, GetIndustry(p->ainew.to_ic)->height) + TileDiffXY(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 < 4; j++) { + if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) { + // Its a street, test if it is a depot + if (_m[tile + TileOffsByDir(j)].m5 & 0x20) { + // We found a depot, is it ours? (TELL ME!!!) + if (IsTileOwner(tile + TileOffsByDir(j), _current_player)) { + // Now, is it pointing to the right direction......... + if ((_m[tile + TileOffsByDir(j)].m5 & 3) == (j ^ 2)) { + // Yeah!!! + p->ainew.depot_tile = tile + TileOffsByDir(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 < 4; 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 + TileOffsByDir(j) == p->ainew.path_info.route[i-1] || + tile + TileOffsByDir(j) == p->ainew.path_info.route[i+1]) + continue; + // Not around a bridge? + if (p->ainew.path_info.route_extra[i] != 0) continue; + if (IsTileType(tile, MP_TUNNELBRIDGE)) continue; + // Is the terrain clear? + if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) || + IsTileType(tile + TileOffsByDir(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 + TileOffsByDir(j), j ^ 2, 0); + if (r == CMD_ERROR) continue; + // Found a spot! + p->ainew.new_cost += r; + p->ainew.depot_tile = tile + TileOffsByDir(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! + tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 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 = length * 2 * 2 / tiles_a_day / 30; + 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! + tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; + if (p->ainew.from_deliver) + max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0]; + else + max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0]; + + // This is because moving 60% is more than 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 = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity; + 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 (!IsTileType(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 (!IsTileType(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 + int dir1, dir2, dir3; + TileIndex tile; + int i, ret; + for (i=0;i<2;i++) { + if (i == 0) { + tile = p->ainew.from_tile + TileOffsByDir(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 + TileOffsByDir(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; + } + + ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + dir1 = TileOffsByDir(dir1); + if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) { + ret = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(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); + } + } + } + + ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + dir2 = TileOffsByDir(dir2); + if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) { + ret = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(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); + } + } + } + + ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + dir3 = TileOffsByDir(dir3); + if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) { + ret = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (!CmdFailed(ret)) { + if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(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 (IsTileType(p->ainew.depot_tile, MP_STREET) && _m[p->ainew.depot_tile].m5 & 0x20) { + if (IsTileOwner(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 + TileOffsByDir(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 idx; + Order order; + + 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 than 1 vehicle, we send them to different directions + idx = 0; + order.type = OT_GOTO_STATION; + order.flags = 0; + order.station = _m[p->ainew.from_tile].m2; + if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) + order.flags |= OF_FULL_LOAD; + DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + + idx = 1; + order.type = OT_GOTO_STATION; + order.flags = 0; + order.station = _m[p->ainew.to_tile].m2; + if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver) + order.flags |= OF_FULL_LOAD; + DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + + // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) + if (_patches.gotodepot) { + idx = 2; + order.type = OT_GOTO_DEPOT; + order.flags = OF_UNLOAD; + order.station = GetDepotByTile(p->ainew.depot_tile)->index; + DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), 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, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); + p->ainew.state = AI_STATE_ACTION_DONE; +} + + +static void AiNew_CheckVehicle(Player *p, Vehicle *v) +{ + // When a vehicle is under the 6 months, we don't check for anything + if (v->age < 180) return; + + // When a vehicle is older then 1 year, it should make money... + if (v->age > 360) { + // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT, + // it is not worth the line I guess... + if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT || + (v->reliability * 100 >> 16) < 40) { + // There is a possibility that the route is fucked up... + if (v->cargo_days > AI_VEHICLE_LOST_DAYS) { + // The vehicle is lost.. check the route, or else, get the vehicle + // back to a depot + // TODO: make this piece of code + } + + + // We are already sending him back + if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) { + if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) && + (v->vehstatus&VS_STOPPED)) { + // We are at the depot, sell the vehicle + DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + } + return; + } + + if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return; + { + int ret = 0; + if (v->type == VEH_Road) + ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); + // This means we can not find a depot :s + // if (CmdFailed(ret)) + } + } + } +} + + +// Checks all vehicles if they are still valid and make money and stuff +static void AiNew_State_CheckAllVehicles(Player *p) +{ + Vehicle *v; + + FOR_ALL_VEHICLES(v) { + if (v->type == 0) continue; + if (v->owner != p->index) continue; + // Currently, we only know how to handle road-vehicles + if (v->type != VEH_Road) continue; + + AiNew_CheckVehicle(p, v); + } + + 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_CheckAllVehicles, + 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); +} |