diff options
Diffstat (limited to 'bin/ai/wrightai')
-rw-r--r-- | bin/ai/wrightai/info.nut | 16 | ||||
-rw-r--r-- | bin/ai/wrightai/main.nut | 387 |
2 files changed, 0 insertions, 403 deletions
diff --git a/bin/ai/wrightai/info.nut b/bin/ai/wrightai/info.nut deleted file mode 100644 index 7a3feb8c5..000000000 --- a/bin/ai/wrightai/info.nut +++ /dev/null @@ -1,16 +0,0 @@ -/* $Id$ */ - -class WrightAI extends AIInfo { - function GetAuthor() { return "OpenTTD NoAI Developers Team"; } - function GetName() { return "WrightAI"; } - function GetShortName() { return "WRAI"; } - function GetDescription() { return "A simple AI that tries to beat you with only aircrafts"; } - function GetVersion() { return 2; } - function GetDate() { return "2008-02-24"; } - function CreateInstance() { return "WrightAI"; } - function GetSettings() { - AddSetting({name = "min_town_size", description = "The minimal size of towns to work on", min_value = 100, max_value = 1000, easy_value = 500, medium_value = 400, hard_value = 300, custom_value = 500, flags = 0}); - } -} - -RegisterAI(WrightAI()); diff --git a/bin/ai/wrightai/main.nut b/bin/ai/wrightai/main.nut deleted file mode 100644 index 3c10aeca9..000000000 --- a/bin/ai/wrightai/main.nut +++ /dev/null @@ -1,387 +0,0 @@ -/* $Id$ */ - -class WrightAI extends AIController { - name = null; - towns_used = null; - route_1 = null; - route_2 = null; - distance_of_route = {}; - vehicle_to_depot = {}; - delay_build_airport_route = 1000; - passenger_cargo_id = -1; - - function Start(); - - constructor() { - this.towns_used = AIList(); - this.route_1 = AIList(); - this.route_2 = AIList(); - - local list = AICargoList(); - for (local i = list.Begin(); list.HasNext(); i = list.Next()) { - if (AICargo.HasCargoClass(i, AICargo.CC_PASSENGERS)) { - this.passenger_cargo_id = i; - break; - } - } - } -}; - -/** - * Check if we have enough money (via loan and on bank). - */ -function WrightAI::HasMoney(money) -{ - if (AICompany.GetBankBalance(AICompany.COMPANY_SELF) + (AICompany.GetMaxLoanAmount() - AICompany.GetLoanAmount()) > money) return true; - return false; -} - -/** - * Get the amount of money requested, loan if needed. - */ -function WrightAI::GetMoney(money) -{ - if (!this.HasMoney(money)) return; - if (AICompany.GetBankBalance(AICompany.COMPANY_SELF) > money) return; - - local loan = money - AICompany.GetBankBalance(AICompany.COMPANY_SELF) + AICompany.GetLoanInterval() + AICompany.GetLoanAmount(); - loan = loan - loan % AICompany.GetLoanInterval(); - AILog.Info("Need a loan to get " + money + ": " + loan); - AICompany.SetLoanAmount(loan); -} - -/** - * Build an airport route. Find 2 cities that are big enough and try to build airport in both cities. - * Then we can build an aircraft and make some money. - */ -function WrightAI::BuildAirportRoute() -{ - local airport_type = (AIAirport.AirportAvailable(AIAirport.AT_SMALL) ? AIAirport.AT_SMALL : AIAirport.AT_LARGE); - - /* Get enough money to work with */ - this.GetMoney(150000); - - AILog.Info("Trying to build an airport route"); - - local tile_1 = this.FindSuitableAirportSpot(airport_type, 0); - if (tile_1 < 0) return -1; - local tile_2 = this.FindSuitableAirportSpot(airport_type, tile_1); - if (tile_2 < 0) { - this.towns_used.RemoveValue(tile_1); - return -2; - } - - /* Build the airports for real */ - if (!AIAirport.BuildAirport(tile_1, airport_type, true)) { - AILog.Error("Although the testing told us we could build 2 airports, it still failed on the first airport at tile " + tile_1 + "."); - this.towns_used.RemoveValue(tile_1); - this.towns_used.RemoveValue(tile_2); - return -3; - } - if (!AIAirport.BuildAirport(tile_2, airport_type, true)) { - AILog.Error("Although the testing told us we could build 2 airports, it still failed on the second airport at tile " + tile_2 + "."); - AIAirport.RemoveAirport(tile_1); - this.towns_used.RemoveValue(tile_1); - this.towns_used.RemoveValue(tile_2); - return -4; - } - - local ret = this.BuildAircraft(tile_1, tile_2); - if (ret < 0) { - AIAirport.RemoveAirport(tile_1); - AIAirport.RemoveAirport(tile_2); - this.towns_used.RemoveValue(tile_1); - this.towns_used.RemoveValue(tile_2); - return ret; - } - - AILog.Info("Done building a route"); - return ret; -} - -/** - * Build an aircraft with orders from tile_1 to tile_2. - * The best available aircraft of that time will be bought. - */ -function WrightAI::BuildAircraft(tile_1, tile_2) -{ - /* Build an aircraft */ - local hangar = AIAirport.GetHangarOfAirport(tile_1); - local engine = null; - - local engine_list = AIEngineList(AIVehicle.VT_AIR); - - /* When bank balance < 300000, buy cheaper planes */ - local balance = AICompany.GetBankBalance(AICompany.COMPANY_SELF); - engine_list.Valuate(AIEngine.GetPrice); - engine_list.KeepBelowValue(balance < 300000 ? 50000 : (balance < 1000000 ? 300000 : 1000000)); - - engine_list.Valuate(AIEngine.GetCargoType); - engine_list.KeepValue(this.passenger_cargo_id); - - engine_list.Valuate(AIEngine.GetCapacity); - engine_list.KeepTop(1); - - engine = engine_list.Begin(); - - if (!AIEngine.IsValidEngine(engine)) { - AILog.Error("Couldn't find a suitable engine"); - return -5; - } - local vehicle = AIVehicle.BuildVehicle(hangar, engine); - if (!AIVehicle.IsValidVehicle(vehicle)) { - AILog.Error("Couldn't build the aircraft"); - return -6; - } - /* Send him on his way */ - AIOrder.AppendOrder(vehicle, tile_1, AIOrder.AIOF_NONE); - AIOrder.AppendOrder(vehicle, tile_2, AIOrder.AIOF_NONE); - AIVehicle.StartStopVehicle(vehicle); - this.distance_of_route.rawset(vehicle, AIMap.DistanceManhattan(tile_1, tile_2)); - this.route_1.AddItem(vehicle, tile_1); - this.route_2.AddItem(vehicle, tile_2); - - AILog.Info("Done building an aircraft"); - - return 0; -} - -/** - * Find a suitable spot for an airport, walking all towns hoping to find one. - * When a town is used, it is marked as such and not re-used. - */ -function WrightAI::FindSuitableAirportSpot(airport_type, center_tile) -{ - local airport_x, airport_y, airport_rad; - - airport_x = AIAirport.GetAirportWidth(airport_type); - airport_y = AIAirport.GetAirportHeight(airport_type); - airport_rad = AIAirport.GetAirportCoverageRadius(airport_type); - - local town_list = AITownList(); - /* Remove all the towns we already used */ - town_list.RemoveList(this.towns_used); - - town_list.Valuate(AITown.GetPopulation); - town_list.KeepAboveValue(GetSetting("min_town_size")); - /* Keep the best 10, if we can't find 2 stations in there, just leave it anyway */ - town_list.KeepTop(10); - town_list.Valuate(AIBase.RandItem); - - /* Now find 2 suitable towns */ - for (local town = town_list.Begin(); town_list.HasNext(); town = town_list.Next()) { - /* Don't make this a CPU hog */ - Sleep(1); - - local tile = AITown.GetLocation(town); - - /* Create a 30x30 grid around the core of the town and see if we can find a spot for a small airport */ - local list = AITileList(); - /* XXX -- We assume we are more than 15 tiles away from the border! */ - list.AddRectangle(tile - AIMap.GetTileIndex(15, 15), tile + AIMap.GetTileIndex(15, 15)); - list.Valuate(AITile.IsBuildableRectangle, airport_x, airport_y); - list.KeepValue(1); - if (center_tile != 0) { - /* If we have a tile defined, we don't want to be within 25 tiles of this tile */ - list.Valuate(AITile.GetDistanceSquareToTile, center_tile); - list.KeepAboveValue(625); - } - /* Sort on acceptance, remove places that don't have acceptance */ - list.Valuate(AITile.GetCargoAcceptance, this.passenger_cargo_id, airport_x, airport_y, airport_rad); - list.RemoveBelowValue(10); - - /* Couldn't find a suitable place for this town, skip to the next */ - if (list.Count() == 0) continue; - /* Walk all the tiles and see if we can build the airport at all */ - { - local test = AITestMode(); - local good_tile = 0; - - for (tile = list.Begin(); list.HasNext(); tile = list.Next()) { - Sleep(1); - if (!AIAirport.BuildAirport(tile, airport_type, true)) continue; - good_tile = tile; - break; - } - - /* Did we found a place to build the airport on? */ - if (good_tile == 0) continue; - } - - AILog.Info("Found a good spot for an airport in town " + town + " at tile " + tile); - - /* Make the town as used, so we don't use it again */ - this.towns_used.AddItem(town, tile); - - return tile; - } - - AILog.Info("Couldn't find a suitable town to build an airport in"); - return -1; -} - -function WrightAI::ManageAirRoutes() -{ - local list = AIVehicleList(); - list.Valuate(AIVehicle.GetAge); - /* Give the plane at least 2 years to make a difference */ - list.KeepAboveValue(365 * 2); - list.Valuate(AIVehicle.GetProfitLastYear); - - for (local i = list.Begin(); list.HasNext(); i = list.Next()) { - local profit = list.GetValue(i); - /* Profit last year and this year bad? Let's sell the vehicle */ - if (profit < 10000 && AIVehicle.GetProfitThisYear(i) < 10000) { - /* Send the vehicle to depot if we didn't do so yet */ - if (!vehicle_to_depot.rawin(i) || vehicle_to_depot.rawget(i) != true) { - AILog.Info("Sending " + i + " to depot as profit is: " + profit + " / " + AIVehicle.GetProfitThisYear(i)); - AIVehicle.SendVehicleToDepot(i); - vehicle_to_depot.rawset(i, true); - } - } - /* Try to sell it over and over till it really is in the depot */ - if (vehicle_to_depot.rawin(i) && vehicle_to_depot.rawget(i) == true) { - if (AIVehicle.SellVehicle(i)) { - AILog.Info("Selling " + i + " as it finally is in a depot."); - /* Check if we are the last one serving those airports; else sell the airports */ - local list2 = AIVehicleList_Station(AIStation.GetStationID(this.route_1.GetValue(i))); - if (list2.Count() == 0) this.SellAirports(i); - vehicle_to_depot.rawdelete(i); - } - } - } - - /* Don't try to add planes when we are short on cash */ - if (!this.HasMoney(50000)) return; - - list = AIStationList(AIStation.STATION_AIRPORT); - list.Valuate(AIStation.GetCargoWaiting, this.passenger_cargo_id); - list.KeepAboveValue(250); - - for (local i = list.Begin(); list.HasNext(); i = list.Next()) { - local list2 = AIVehicleList_Station(i); - /* No vehicles going to this station, abort and sell */ - if (list2.Count() == 0) { - this.SellAirports(i); - continue; - }; - - /* Find the first vehicle that is going to this station */ - local v = list2.Begin(); - local dist = this.distance_of_route.rawget(v); - - list2.Valuate(AIVehicle.GetAge); - list2.KeepBelowValue(dist); - /* Do not build a new vehicle if we bought a new one in the last DISTANCE days */ - if (list2.Count() != 0) continue; - - AILog.Info("Station " + i + " (" + AIStation.GetLocation(i) + ") has too many cargo, adding a new vehicle for the route."); - - /* Make sure we have enough money */ - this.GetMoney(50000); - - return this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v)); - } -} - -/** - * Sells the airports from route index i - * Removes towns from towns_used list too - */ -function WrightAI::SellAirports(i) { - /* Remove the airports */ - AILog.Info("Removing airports as nobody serves them anymore."); - AIAirport.RemoveAirport(this.route_1.GetValue(i)); - AIAirport.RemoveAirport(this.route_2.GetValue(i)); - /* Free the towns_used entries */ - this.towns_used.RemoveValue(this.route_1.GetValue(i)); - this.towns_used.RemoveValue(this.route_2.GetValue(i)); - /* Remove the route */ - this.route_1.RemoveItem(i); - this.route_2.RemoveItem(i); -} - -function WrightAI::HandleEvents() -{ - while (AIEventController.IsEventWaiting()) { - local e = AIEventController.GetNextEvent(); - switch (e.GetEventType()) { - case AIEvent.AI_ET_VEHICLE_CRASHED: { - local ec = AIEventVehicleCrashed.Convert(e); - local v = ec.GetVehicleID(); - AILog.Info("We have a crashed vehicle (" + v + "), buying a new one as replacement"); - this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v)); - this.route_1.RemoveItem(v); - this.route_2.RemoveItem(v); - } break; - - default: - break; - } - } -} - -function WrightAI::Start() -{ - if (this.passenger_cargo_id == -1) { - AILog.Error("WrightAI could not find the passenger cargo"); - return; - } - - /* Give the boy a name */ - if (!AICompany.SetName("WrightAI")) { - local i = 2; - while (!AICompany.SetName("WrightAI #" + i)) { - i++; - } - } - this.name = AICompany.GetName(AICompany.COMPANY_SELF); - /* Say hello to the user */ - AILog.Info("Welcome to WrightAI. I will be building airports all day long."); - AILog.Info(" - Minimum Town Size: " + GetSetting("min_town_size")); - - /* We start with almost no loan, and we take a loan when we want to build something */ - AICompany.SetLoanAmount(AICompany.GetLoanInterval()); - - /* We need our local ticker, as GetTick() will skip ticks */ - local ticker = 0; - /* Determine time we may sleep */ - local sleepingtime = 100; - if (this.delay_build_airport_route < sleepingtime) - sleepingtime = this.delay_build_airport_route; - - /* Let's go on for ever */ - while (true) { - /* Once in a while, with enough money, try to build something */ - if ((ticker % this.delay_build_airport_route == 0 || ticker == 0) && this.HasMoney(100000)) { - local ret = this.BuildAirportRoute(); - if (ret == -1 && ticker != 0) { - /* No more route found, delay even more before trying to find an other */ - this.delay_build_airport_route = 10000; - } - else if (ret < 0 && ticker == 0) { - /* The AI failed to build a first airport and is deemed */ - AICompany.SetName("Failed " + this.name); - AILog.Error("Failed to build first airport route, now giving up building. Repaying loan. Have a nice day!"); - AICompany.SetLoanAmount(0); - return; - } - } - /* Manage the routes once in a while */ - if (ticker % 2000 == 0) { - this.ManageAirRoutes(); - } - /* Try to get ride of our loan once in a while */ - if (ticker % 5000 == 0) { - AICompany.SetLoanAmount(0); - } - /* Check for events once in a while */ - if (ticker % 100 == 0) { - this.HandleEvents(); - } - /* Make sure we do not create infinite loops */ - Sleep(sleepingtime); - ticker += sleepingtime; - } -} - |