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+/* $Id$ */
+
+/*
+ * 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 its
+ * 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.
+ *
+ * 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 "../../road_map.h"
+#include "../../station_map.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"
+#include "../../vehicle.h"
+#include "../../date.h"
+#include "../ai.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(INVALID_STRING_ID, 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 = 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 ;)
+ 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, AI_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 = AI_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;
+ }
+ }
+#if 0
+ } else if (c < 200 && !_patches.ai_disable_veh_train) {
+ if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
+ p->ainew.action = AI_ACTION_TRAIN_ROUTE;
+ }
+#endif
+ }
+
+ 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 (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) {
+ const Town* t = GetTown(ic);
+ const 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 && AI_CHANCE16(1,4)) 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
+ // 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) {
+ // 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 && AI_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) {
+ const Industry* i = GetIndustry(ic);
+ const Station* st;
+ int count = 0;
+ int j = 0;
+
+ 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
+ if (i->produced_cargo[0] == CT_INVALID || 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) {
+ // 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] == CT_INVALID) 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 && AI_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 = AI_RandomRange(GetMaxTownIndex() + 1);
+ } else {
+ p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
+ }
+ }
+
+ 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 > GetMaxTownIndex()) p->ainew.temp = 0;
+ } else {
+ if (p->ainew.temp > GetMaxIndustryIndex()) 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 = AI_RandomRange(GetMaxTownIndex() + 1);
+ } else {
+ p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
+ }
+ }
+
+ // 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) {
+ const Town* town_from = GetTown(p->ainew.from_ic);
+ const Town* town_temp = GetTown(p->ainew.temp);
+ uint distance = DistanceManhattan(town_from->xy, town_temp->xy);
+ int max_cargo;
+
+ max_cargo = town_from->max_pass + town_temp->max_pass;
+ max_cargo -= town_from->act_pass + town_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 (distance <= 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, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
+ distance,
+ 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) {
+ const Industry* ind_from = GetIndustry(p->ainew.from_ic);
+ const Industry* ind_temp = GetIndustry(p->ainew.temp);
+ bool found = false;
+ int max_cargo = 0;
+ uint 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 (ind_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) {
+ for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
+ if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
+ if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
+ // Found a compatible industry
+ max_cargo = ind_from->total_production[0] - ind_from->total_transported[0];
+ found = true;
+ p->ainew.from_deliver = true;
+ p->ainew.to_deliver = false;
+ break;
+ }
+ }
+ }
+ if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) {
+ // If not check if the current ic produces cargo that the from_ic accepts
+ for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) {
+ if (ind_from->accepts_cargo[i] == CT_INVALID) break;
+ if (ind_temp->produced_cargo[0] == ind_from->accepts_cargo[i]) {
+ // Found a compatbiel industry
+ found = true;
+ max_cargo = ind_temp->total_production[0] - ind_temp->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
+ uint distance = DistanceManhattan(ind_from->xy, ind_temp->xy);
+
+ if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
+ distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
+ p->ainew.to_ic = p->ainew.temp;
+ if (p->ainew.from_deliver) {
+ p->ainew.cargo = ind_from->produced_cargo[0];
+ } else {
+ p->ainew.cargo = ind_temp->produced_cargo[0];
+ }
+ p->ainew.state = AI_STATE_FIND_STATION;
+
+ DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
+ distance,
+ 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 > GetMaxTownIndex()) p->ainew.temp = 0;
+ } else {
+ if (p->ainew.temp > GetMaxIndustryIndex()) 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->dest) == 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 count = 0;
+ EngineID i;
+ TileIndex new_tile = 0;
+ byte direction = 0;
+ Town *town = 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 {
+ tile = GetIndustry(p->ainew.from_ic)->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 {
+ tile = GetIndustry(p->ainew.to_ic)->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 == INVALID_ENGINE) {
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ FOR_ALL_STATIONS(st) {
+ 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;
+ direction = GetRoadStopDir(st->xy);
+ 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 (CmdFailed(r)) 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 find 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) {
+ const Industry* i = GetIndustry(p->ainew.from_ic);
+
+ // For truck routes we take a range around the industry
+ p->ainew.path_info.start_tile_tl = i->xy - TileDiffXY(1, 1);
+ p->ainew.path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 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) {
+ const Industry* i = GetIndustry(p->ainew.to_ic);
+
+ p->ainew.path_info.end_tile_tl = i->xy - TileDiffXY(1, 1);
+ p->ainew.path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 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;
+ }
+
+ p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN);
+
+ // 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);
+ switch (r) {
+ case AYSTAR_NO_PATH:
+ DEBUG(ai, 1, "No route found by pathfinder");
+ // Start all over again
+ p->ainew.state = AI_STATE_NOTHING;
+ break;
+
+ case AYSTAR_FOUND_END_NODE: // We found the end-point
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_DEPOT;
+ break;
+
+ // In any other case, we are still busy finding the route
+ default: break;
+ }
+}
+
+
+// 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, r;
+ DiagDirection j;
+ 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++) {
+ TileIndex t = tile + TileOffsByDiagDir(j);
+
+ if (IsTileType(t, MP_STREET) &&
+ GetRoadTileType(t) == ROAD_TILE_DEPOT &&
+ IsTileOwner(t, _current_player) &&
+ GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
+ p->ainew.depot_tile = t;
+ p->ainew.depot_direction = ReverseDiagDir(j);
+ 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++) {
+ TileIndex t = tile + TileOffsByDiagDir(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 (t == p->ainew.path_info.route[i - 1] ||
+ t == 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(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
+ // If the current tile is on a slope then we do not allow this
+ if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
+ // Check if everything went okay..
+ r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0);
+ if (CmdFailed(r)) continue;
+ // Found a spot!
+ p->ainew.new_cost += r;
+ p->ainew.depot_tile = t;
+ p->ainew.depot_direction = ReverseDiagDir(j); // 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
+ EngineID i;
+ int length, tiles_a_day;
+ int amount;
+ i = AiNew_PickVehicle(p);
+ if (i == INVALID_ENGINE) 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
+ EngineID i;
+ int length, amount, tiles_a_day;
+ int max_cargo;
+ i = AiNew_PickVehicle(p);
+ if (i == INVALID_ENGINE) 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, "Insufficient funds to build 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, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile);
+}
+
+
+// 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 (CmdFailed(res)) {
+ DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile);
+ p->ainew.state = AI_STATE_NOTHING;
+ // If the first station _was_ build, destroy it
+ if (p->ainew.temp != 0)
+ AI_DoCommand(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, "Starting to build new 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) {
+ // 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 + TileOffsByDiagDir(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 + TileOffsByDiagDir(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 = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (!CmdFailed(ret)) {
+ dir1 = TileOffsByDiagDir(dir1);
+ if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
+ 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))
+ 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 = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (!CmdFailed(ret)) {
+ dir2 = TileOffsByDiagDir(dir2);
+ if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
+ 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))
+ 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 = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (!CmdFailed(ret)) {
+ dir3 = TileOffsByDiagDir(dir3);
+ if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
+ 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))
+ 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);
+ }
+ }
+ }
+ }
+ }
+
+ DEBUG(ai, 1, "Finished building 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) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
+ if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
+ // The depot is already built
+ 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 + TileOffsByDiagDir(p->ainew.depot_direction)))
+ return;
+
+ res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
+ if (CmdFailed(res)) {
+ DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile);
+ p->ainew.state = AI_STATE_NOTHING;
+ return;
+ }
+
+ p->ainew.state = AI_STATE_BUILD_VEHICLE;
+ p->ainew.idle = 10;
+ p->ainew.veh_main_id = INVALID_VEHICLE;
+}
+
+
+// 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 (CmdFailed(res)) {
+ // 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--;
+ // Go give some orders!
+ p->ainew.state = AI_STATE_WAIT_FOR_BUILD;
+}
+
+
+// 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 != INVALID_VEHICLE) {
+ AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
+
+ p->ainew.state = AI_STATE_START_VEHICLE;
+ return;
+ } else {
+ p->ainew.veh_main_id = p->ainew.veh_id;
+ }
+
+ // 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.dest = 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.dest = GetStationIndex(p->ainew.to_tile);
+ if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
+ order.flags |= OF_FULL_LOAD;
+ 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.dest = GetStationIndex(p->ainew.from_tile);
+ if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
+ order.flags |= OF_FULL_LOAD;
+ 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;
+}
+
+
+// Start the vehicle
+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 ;))
+ 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;
+}
+
+
+// Repays money
+static void AiNew_State_RepayMoney(Player *p)
+{
+ uint i;
+
+ for (i = 0; i < AI_LOAN_REPAY; i++) {
+ AI_DoCommand(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
+ AI_DoCommand(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 = 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))
+ }
+ }
+ }
+}
+
+
+// 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->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,
+ NULL,
+ 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 (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++;
+
+ // If we come here, we can do a tick.. do so!
+ AiNew_OnTick(p);
+}