diff options
Diffstat (limited to 'ai')
-rw-r--r-- | ai/ai.c | 8 | ||||
-rw-r--r-- | ai/ai.h | 32 | ||||
-rw-r--r-- | ai/trolly/build.c | 33 | ||||
-rw-r--r-- | ai/trolly/pathfinder.c | 9 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 117 |
5 files changed, 125 insertions, 74 deletions
@@ -145,6 +145,14 @@ void AI_RunGameLoop(void) /* Don't do anything if ai is disabled */ if (!_ai.enabled) return; + /* Don't do anything if we are a network-client + * (too bad when a client joins, he thinks the AIs are real, so it wants to control + * them.. this avoids that, while loading a network game in singleplayer, does make + * the AIs to continue ;)) + */ + if (_networking && !_network_server && !_ai.network_client) + return; + /* New tick */ _ai.tick++; @@ -2,6 +2,7 @@ #define AI_H #include "../functions.h" +#include "../network.h" /* How DoCommands look like for an AI */ typedef struct AICommand { @@ -44,6 +45,37 @@ void AI_Initialize(void); void AI_Uninitialize(void); int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc); +/** Is it allowed to start a new AI. + * This function checks some boundries to see if we should launch a new AI. + * @return True if we can start a new AI. + */ +static inline bool AI_AllowNewAI(void) +{ + /* If disabled, no AI */ + if (!_ai.enabled) + return false; + + /* If in network, but no server, no AI */ + if (_networking && !_network_server) + return false; + + /* If in network, and server, possible AI */ + if (_networking && _network_server) { + /* Do we want AIs in multiplayer? */ + if (!_patches.ai_in_multiplayer) + return false; + + /* Only the NewAI is allowed... sadly enough the old AI just doesn't support this + * system, because all commands are delayed by at least 1 tick, which causes + * a big problem, because it uses variables that are only set AFTER the command + * is really executed... */ + if (!_patches.ainew_active) + return false; + } + + return true; +} + #define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) #define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) diff --git a/ai/trolly/build.c b/ai/trolly/build.c index 96920dddb..1f56213e0 100644 --- a/ai/trolly/build.c +++ b/ai/trolly/build.c @@ -11,15 +11,16 @@ #include "../../engine.h" #include "../../station.h" #include "../../variables.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(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) + if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) return false; - DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); return true; } @@ -35,12 +36,12 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) { if (type == AI_TRAIN) - return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); + 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 DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); + return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); - return DoCommandByTile(tile, direction, RS_TRUCK, 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); } @@ -69,9 +70,9 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) // Now, simply, build the bridge! if (p->ainew.tbt == AI_TRAIN) - return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); - return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); } @@ -104,7 +105,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla if (PathFinderInfo->rail_or_road) { // Tunnel code if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); + cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { @@ -135,7 +136,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla if (old_dir != -1 && old_dir != dir) break; old_dir = dir; // Build the tile - res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); + 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; @@ -154,7 +155,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla } else { // Tunnel code if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); + cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { @@ -189,7 +190,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla // There is already some road, and it is a bridge.. don't build!!! if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { // Build the tile - res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); + 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! @@ -234,7 +235,7 @@ int AiNew_PickVehicle(Player *p) // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; // Can we build it? - ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); if (!CmdFailed(ret)) break; } // We did not find a vehicle :( @@ -252,7 +253,7 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; - return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); + return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); } int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag) @@ -260,12 +261,12 @@ int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag) static const byte _roadbits_by_dir[4] = {2,1,8,4}; int ret, ret2; if (p->ainew.tbt == AI_TRAIN) - return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); + return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); - ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); + 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 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + ret2 = AI_DoCommand(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); // If it fails, ignore it.. if (CmdFailed(ret2)) return ret; return ret + ret2; diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c index 126e0cd41..1d9d43ac3 100644 --- a/ai/trolly/pathfinder.c +++ b/ai/trolly/pathfinder.c @@ -10,6 +10,7 @@ #include "trolly.h" #include "../../depot.h" #include "../../variables.h" +#include "../ai.h" #define TEST_STATION_NO_DIR 0xFF @@ -271,7 +272,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr if (PathFinderInfo->rail_or_road) { // Rail check dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile); - ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); + ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(ret)) continue; #ifdef AI_PATHFINDER_NO_90DEGREES_TURN if (current->path.parent->parent != NULL) { @@ -301,7 +302,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr } // Only destruct things if it is MP_CLEAR of MP_TREES if (dir != 0) { - ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdFailed(ret)) continue; } } @@ -340,7 +341,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break; // Try building the bridge.. - ret = DoCommandByTile(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); + ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); if (CmdFailed(ret)) continue; // We can build a bridge here.. add him to the neighbours aystar->neighbours[aystar->num_neighbours].tile = new_tile; @@ -359,7 +360,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr (dir == 2 && ti.tileh == 3) || (dir == 3 && ti.tileh == 9)) { // Now simply check if a tunnel can be build - ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); + ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index f57644b10..21a5ee582 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -32,6 +32,7 @@ #include "../../engine.h" #include "../../gui.h" #include "../../depot.h" +#include "../ai.h" // This function is called after StartUp. It is the init of an AI static void AiNew_State_FirstTime(Player *p) @@ -78,7 +79,7 @@ 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) p->ainew.idle = AI_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 ;) @@ -102,7 +103,7 @@ static void AiNew_State_WakeUp(Player *p) // 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()); + AiNew_Build_CompanyHQ(p, AI_Random() % MapSize()); // Enough for now, but we want to come back here the next time // so we do not change any status return; @@ -112,7 +113,7 @@ static void AiNew_State_WakeUp(Player *p) // Let's pick an action! if (p->ainew.action == AI_ACTION_NONE) { - c = Random() & 0xFF; + c = AI_Random() & 0xFF; if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && c < 10) { @@ -222,9 +223,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // 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->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false; - if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false; + if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_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 @@ -259,7 +260,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // 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; + if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; // We don't like this station :( return false; } @@ -279,7 +280,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) int count = 0; int j = 0; - if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; + if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false; // No limits on delevering stations! // Or for industry that does not give anything yet @@ -319,7 +320,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) 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; + if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; // We don't like this station :( return false; } @@ -384,9 +385,9 @@ static void AiNew_State_LocateRoute(Player *p) 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); + p->ainew.temp = AI_RandomRange(_total_towns); else - p->ainew.temp = RandomRange(_total_industries); + p->ainew.temp = AI_RandomRange(_total_industries); } if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { @@ -419,9 +420,9 @@ static void AiNew_State_LocateRoute(Player *p) 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); + p->ainew.temp = AI_RandomRange(_total_towns); else - p->ainew.temp = RandomRange(_total_industries); + p->ainew.temp = AI_RandomRange(_total_industries); } // The same city is not allowed @@ -993,7 +994,7 @@ static void AiNew_State_BuildStation(Player *p) 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); + AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); return; } p->ainew.temp++; @@ -1050,38 +1051,38 @@ static void AiNew_State_BuildPath(Player *p) dir3 = p->ainew.to_direction; } - ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + ret = AI_DoCommand(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); + ret = AI_DoCommand(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); + AI_DoCommand(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); + ret = AI_DoCommand(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); + ret = AI_DoCommand(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); + AI_DoCommand(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); + ret = AI_DoCommand(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); + ret = AI_DoCommand(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); + AI_DoCommand(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); } } } @@ -1125,7 +1126,7 @@ static void AiNew_State_BuildDepot(Player *p) } p->ainew.state = AI_STATE_BUILD_VEHICLE; - p->ainew.idle = 1; + p->ainew.idle = 10; p->ainew.veh_main_id = (VehicleID)-1; } @@ -1160,11 +1161,6 @@ static void AiNew_State_BuildVehicle(Player *p) 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; } @@ -1178,44 +1174,51 @@ static void AiNew_State_GiveOrders(Player *p) assert(p->ainew.state == AI_STATE_GIVE_ORDERS); + // Get the new ID + /* XXX -- Because this AI isn't using any event-system, this is VERY dangerous! + * There is no way telling if the vehicle is already bought (or delayed by the + * network), and if bought, if not an other vehicle is bought in between.. in + * other words, there is absolutely no way knowing if this id is the true + * id.. soon this will all change, but for now, we needed something to test + * on ;) -- TrueLight -- 21-11-2005 */ + if (p->ainew.tbt == AI_TRAIN) { + } else { + p->ainew.veh_id = _new_roadveh_id; + } + 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); + AI_DoCommand(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 + // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) + if (_patches.gotodepot) { + idx = 0; + order.type = OT_GOTO_DEPOT; + order.flags = OF_UNLOAD; + order.station = GetDepotByTile(p->ainew.depot_tile)->index; + AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + 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.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); + AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); - idx = 1; + idx = 0; 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.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); - - // 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); - } + AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); // Start the engines! p->ainew.state = AI_STATE_START_VEHICLE; @@ -1227,9 +1230,15 @@ static void AiNew_State_StartVehicle(Player *p) { assert(p->ainew.state == AI_STATE_START_VEHICLE); + // Skip the first order if it is a second vehicle + // This to make vehicles go different ways.. + if (p->ainew.cur_veh & 1) + AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER); + // 3, 2, 1... go! (give START_STOP command ;)) - DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + AI_DoCommand(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.idle = 10; p->ainew.state = AI_STATE_BUILD_VEHICLE; } @@ -1239,7 +1248,7 @@ 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); + AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); p->ainew.state = AI_STATE_ACTION_DONE; } @@ -1268,7 +1277,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) 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); + AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); } return; } @@ -1277,7 +1286,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) { int ret = 0; if (v->type == VEH_Road) - ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); + ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); // This means we can not find a depot :s // if (CmdFailed(ret)) } |