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-rw-r--r--ai_new.c1085
1 files changed, 570 insertions, 515 deletions
diff --git a/ai_new.c b/ai_new.c
index b766383d8..9619c2194 100644
--- a/ai_new.c
+++ b/ai_new.c
@@ -34,12 +34,13 @@
#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);
+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) {
@@ -49,10 +50,10 @@ static void AiNew_State_FirstTime(Player *p) {
// 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.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;
@@ -65,6 +66,7 @@ static void AiNew_State_FirstTime(Player *p) {
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
@@ -72,9 +74,10 @@ static void AiNew_State_FirstTime(Player *p) {
//
// 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
+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!
@@ -83,12 +86,14 @@ static void AiNew_State_Nothing(Player *p) {
}
}
+
// 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) {
+static void AiNew_State_WakeUp(Player *p)
+{
int32 money;
int c;
assert(p->ainew.state == AI_STATE_WAKE_UP);
@@ -108,9 +113,10 @@ static void AiNew_State_WakeUp(Player *p) {
// 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;
+ 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;
@@ -118,8 +124,10 @@ static void AiNew_State_WakeUp(Player *p) {
} 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;
+ 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) {
@@ -136,18 +144,23 @@ static void AiNew_State_WakeUp(Player *p) {
}
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_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_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) {
+ 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;
@@ -160,7 +173,8 @@ static void AiNew_State_WakeUp(Player *p) {
// 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 (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;
@@ -170,7 +184,8 @@ static void AiNew_State_WakeUp(Player *p) {
p->ainew.tbt = AI_BUS; // Bus-route
return;
}
- if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
+ 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;
@@ -185,13 +200,17 @@ static void AiNew_State_WakeUp(Player *p) {
p->ainew.state = AI_STATE_NOTHING;
}
-static void AiNew_State_ActionDone(Player *p) {
+
+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) {
+static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
+{
if (type == AI_CITY) {
Town *t = GetTown(ic);
Station *st;
@@ -318,183 +337,185 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
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;
+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.cargo = AI_NO_CARGO;
- p->ainew.from_type = AI_INDUSTRY;
- p->ainew.to_type = AI_INDUSTRY;
+ 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;
- }
+ // 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;
+ }
- // 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;
+ // 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);
+ }
- return;
- }
+ 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;
+ }
- // We found a good city/industry, save the data of it
- p->ainew.from_ic = p->ainew.temp;
+ // 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;
- // Start the next tick with finding a to-city
- p->ainew.temp = -1;
- return;
- }
+ 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);
+ // 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
- );
+ 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;
- 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;
+ 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;
+ 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;
- }
- }
- }
- }
+ 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
@@ -506,14 +527,16 @@ static void AiNew_State_LocateRoute(Player *p) {
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;
+ // 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) {
+static bool AiNew_CheckVehicleStation(Player *p, Station *st)
+{
int count = 0;
Vehicle *v;
@@ -536,45 +559,46 @@ static bool AiNew_CheckVehicleStation(Player *p, Station *st) {
}
// 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
+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...
@@ -611,54 +635,54 @@ static void AiNew_State_FindStation(Player *p) {
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];
- }
- }
+ 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);
@@ -674,61 +698,63 @@ static void AiNew_State_FindStation(Player *p) {
}
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;
+ 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;
- }
+ 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;
- }
+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;
+ 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);
+ clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
- p->ainew.temp = 0;
+ p->ainew.temp = 0;
}
- // Start the pathfinder
+ // Start the pathfinder
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
// If it return: no match, stop it...
if (r == AYSTAR_NO_PATH) {
@@ -746,13 +772,15 @@ static void AiNew_State_FindPath(Player *p) {
// 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 ;)
+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);
@@ -802,7 +830,8 @@ static void AiNew_State_FindDepot(Player *p) {
// 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;
+ 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;
@@ -836,45 +865,46 @@ static void AiNew_State_FindDepot(Player *p) {
// 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) {
+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
+ // 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;
+ // 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
+ // 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;
+ // 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;
@@ -886,17 +916,18 @@ static int AiNew_HowManyVehicles(Player *p) {
// - 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);
+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
@@ -942,32 +973,35 @@ static void AiNew_State_VerifyRoute(Player *p) {
DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
}
+
// Build the stations
-static void AiNew_State_BuildStation(Player *p) {
+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) {
+ 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++;
+ }
+ p->ainew.temp++;
}
+
// Build the path
-static void AiNew_State_BuildPath(Player *p) {
+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) {
@@ -993,29 +1027,29 @@ static void AiNew_State_BuildPath(Player *p) {
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 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)) {
@@ -1050,8 +1084,8 @@ static void AiNew_State_BuildPath(Player *p) {
}
}
}
- }
- }
+ }
+ }
DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
@@ -1059,8 +1093,10 @@ static void AiNew_State_BuildPath(Player *p) {
}
}
+
// Builds the depot
-static void AiNew_State_BuildDepot(Player *p) {
+static void AiNew_State_BuildDepot(Player *p)
+{
int res = 0;
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
@@ -1081,107 +1117,113 @@ static void AiNew_State_BuildDepot(Player *p) {
return;
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
- if (res == CMD_ERROR) {
+ 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) {
+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;
+ 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);
+static void AiNew_State_GiveOrders(Player *p)
+{
+ int idx;
+ Order 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);
+ 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);
+ 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!
+ // Start the engines!
p->ainew.state = AI_STATE_START_VEHICLE;
}
+
// Start the vehicle
-static void AiNew_State_StartVehicle(Player *p) {
+static void AiNew_State_StartVehicle(Player *p)
+{
assert(p->ainew.state == AI_STATE_START_VEHICLE);
// 3, 2, 1... go! (give START_STOP command ;))
@@ -1190,15 +1232,19 @@ static void AiNew_State_StartVehicle(Player *p) {
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_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) {
+
+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;
@@ -1207,7 +1253,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) {
// 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) {
+ (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
@@ -1219,7 +1265,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) {
// 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)) {
+ (v->vehstatus&VS_STOPPED)) {
// We are at the depot, sell the vehicle
DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
}
@@ -1232,14 +1278,16 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) {
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))
+ // if (CmdFailed(ret))
}
}
}
}
+
// Checks all vehicles if they are still valid and make money and stuff
-static void AiNew_State_CheckAllVehicles(Player *p) {
+static void AiNew_State_CheckAllVehicles(Player *p)
+{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
@@ -1254,40 +1302,43 @@ static void AiNew_State_CheckAllVehicles(Player *p) {
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,
+ 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,
+ AiNew_State_ActionDone,
+ NULL,
};
-static void AiNew_OnTick(Player *p) {
- if (_ainew_state[p->ainew.state] != NULL)
- _ainew_state[p->ainew.state](p);
+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;
+
+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!
@@ -1306,15 +1357,19 @@ void AiNewDoGameLoop(Player *p) {
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;