diff options
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/ai.c | 247 | ||||
-rw-r--r-- | src/ai/ai.h | 111 | ||||
-rw-r--r-- | src/ai/default/default.c | 3934 | ||||
-rw-r--r-- | src/ai/default/default.h | 8 | ||||
-rw-r--r-- | src/ai/trolly/build.c | 324 | ||||
-rw-r--r-- | src/ai/trolly/pathfinder.c | 510 | ||||
-rw-r--r-- | src/ai/trolly/shared.c | 118 | ||||
-rw-r--r-- | src/ai/trolly/trolly.c | 1353 | ||||
-rw-r--r-- | src/ai/trolly/trolly.h | 262 |
9 files changed, 6867 insertions, 0 deletions
diff --git a/src/ai/ai.c b/src/ai/ai.c new file mode 100644 index 000000000..58b97ad39 --- /dev/null +++ b/src/ai/ai.c @@ -0,0 +1,247 @@ +/* $Id$ */ + +#include "../stdafx.h" +#include "../openttd.h" +#include "../variables.h" +#include "../command.h" +#include "../network/network.h" +#include "ai.h" +#include "default/default.h" + +/** + * Dequeues commands put in the queue via AI_PutCommandInQueue. + */ +static void AI_DequeueCommands(PlayerID player) +{ + AICommand *com, *entry_com; + + entry_com = _ai_player[player].queue; + + /* It happens that DoCommandP issues a new DoCommandAI which adds a new command + * to this very same queue (don't argue about this, if it currently doesn't + * happen I can tell you it will happen with AIScript -- TrueLight). If we + * do not make the queue NULL, that commands will be dequeued immediatly. + * Therefor we safe the entry-point to entry_com, and make the queue NULL, so + * the new queue can be safely built up. */ + _ai_player[player].queue = NULL; + _ai_player[player].queue_tail = NULL; + + /* Dequeue all commands */ + while ((com = entry_com) != NULL) { + _current_player = player; + + _cmd_text = com->text; + DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc); + + /* Free item */ + entry_com = com->next; + free(com->text); + free(com); + } +} + +/** + * Needed for SP; we need to delay DoCommand with 1 tick, because else events + * will make infinite loops (AIScript). + */ +static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCallback* callback) +{ + AICommand *com; + + if (_ai_player[player].queue_tail == NULL) { + /* There is no item in the queue yet, create the queue */ + _ai_player[player].queue = malloc(sizeof(AICommand)); + _ai_player[player].queue_tail = _ai_player[player].queue; + } else { + /* Add an item at the end */ + _ai_player[player].queue_tail->next = malloc(sizeof(AICommand)); + _ai_player[player].queue_tail = _ai_player[player].queue_tail->next; + } + + /* This is our new item */ + com = _ai_player[player].queue_tail; + + /* Assign the info */ + com->tile = tile; + com->p1 = p1; + com->p2 = p2; + com->procc = procc; + com->callback = callback; + com->next = NULL; + com->text = NULL; + + /* Copy the cmd_text, if needed */ + if (_cmd_text != NULL) { + com->text = strdup(_cmd_text); + _cmd_text = NULL; + } +} + +/** + * Executes a raw DoCommand for the AI. + */ +int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback) +{ + PlayerID old_lp; + int32 res = 0; + const char* tmp_cmdtext; + + /* If you enable DC_EXEC with DC_QUERY_COST you are a really strange + * person.. should we check for those funny jokes? + */ + + /* The test already resets _cmd_text, so backup the pointer */ + tmp_cmdtext = _cmd_text; + + /* First, do a test-run to see if we can do this */ + res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc); + /* The command failed, or you didn't want to execute, or you are quering, return */ + if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) { + return res; + } + + /* Restore _cmd_text */ + _cmd_text = tmp_cmdtext; + + /* If we did a DC_EXEC, and the command did not return an error, execute it + * over the network */ + if (flags & DC_AUTO) procc |= CMD_AUTO; + if (flags & DC_NO_WATER) procc |= CMD_NO_WATER; + + /* NetworkSend_Command needs _local_player to be set correctly, so + * adjust it, and put it back right after the function */ + old_lp = _local_player; + _local_player = _current_player; + +#ifdef ENABLE_NETWORK + /* Send the command */ + if (_networking) { + /* Network is easy, send it to his handler */ + NetworkSend_Command(tile, p1, p2, procc, callback); + } else { +#else + { +#endif + /* If we execute BuildCommands directly in SP, we have a big problem with events + * so we need to delay is for 1 tick */ + AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback); + } + + /* Set _local_player back */ + _local_player = old_lp; + + return res; +} + + +int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc) +{ + return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL); +} + + +/** + * Run 1 tick of the AI. Don't overdo it, keep it realistic. + */ +static void AI_RunTick(PlayerID player) +{ + extern void AiNewDoGameLoop(Player *p); + + Player *p = GetPlayer(player); + _current_player = player; + + if (_patches.ainew_active) { + AiNewDoGameLoop(p); + } else { + /* Enable all kind of cheats the old AI needs in order to operate correctly... */ + _is_old_ai_player = true; + AiDoGameLoop(p); + _is_old_ai_player = false; + } +} + + +/** + * The gameloop for AIs. + * Handles one tick for all the AIs. + */ +void AI_RunGameLoop(void) +{ + /* Don't do anything if ai is disabled */ + if (!_ai.enabled) return; + + /* Don't do anything if we are a network-client, or the AI has been disabled */ + if (_networking && (!_network_server || !_patches.ai_in_multiplayer)) return; + + /* New tick */ + _ai.tick++; + + /* Make sure the AI follows the difficulty rule.. */ + assert(_opt.diff.competitor_speed <= 4); + if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return; + + /* Check for AI-client (so joining a network with an AI) */ + if (!_networking || _network_server) { + /* Check if we want to run AIs (server or SP only) */ + const Player* p; + + FOR_ALL_PLAYERS(p) { + if (p->is_active && p->is_ai) { + /* This should always be true, else something went wrong... */ + assert(_ai_player[p->index].active); + + /* Run the script */ + AI_DequeueCommands(p->index); + AI_RunTick(p->index); + } + } + } + + _current_player = OWNER_NONE; +} + +/** + * A new AI sees the day of light. You can do here what ever you think is needed. + */ +void AI_StartNewAI(PlayerID player) +{ + assert(IsValidPlayer(player)); + + /* Called if a new AI is booted */ + _ai_player[player].active = true; +} + +/** + * This AI player died. Give it some chance to make a final puf. + */ +void AI_PlayerDied(PlayerID player) +{ + /* Called if this AI died */ + _ai_player[player].active = false; +} + +/** + * Initialize some AI-related stuff. + */ +void AI_Initialize(void) +{ + /* First, make sure all AIs are DEAD! */ + AI_Uninitialize(); + + memset(&_ai, 0, sizeof(_ai)); + memset(&_ai_player, 0, sizeof(_ai_player)); + + _ai.enabled = true; +} + +/** + * Deinitializer for AI-related stuff. + */ +void AI_Uninitialize(void) +{ + const Player* p; + + FOR_ALL_PLAYERS(p) { + if (p->is_active && p->is_ai) AI_PlayerDied(p->index); + } +} diff --git a/src/ai/ai.h b/src/ai/ai.h new file mode 100644 index 000000000..6123970ac --- /dev/null +++ b/src/ai/ai.h @@ -0,0 +1,111 @@ +#ifndef AI_H +#define AI_H + +#include "../functions.h" +#include "../network/network.h" +#include "../player.h" +#include "../command.h" + +/* How DoCommands look like for an AI */ +typedef struct AICommand { + uint32 tile; + uint32 p1; + uint32 p2; + uint32 procc; + CommandCallback* callback; + + char *text; + uint uid; + + struct AICommand *next; +} AICommand; + +/* The struct for an AIScript Player */ +typedef struct AIPlayer { + bool active; ///< Is this AI active? + AICommand *queue; ///< The commands that he has in his queue + AICommand *queue_tail; ///< The tail of this queue +} AIPlayer; + +/* The struct to keep some data about the AI in general */ +typedef struct AIStruct { + /* General */ + bool enabled; ///< Is AI enabled? + uint tick; ///< The current tick (something like _frame_counter, only for AIs) +} AIStruct; + +VARDEF AIStruct _ai; +VARDEF AIPlayer _ai_player[MAX_PLAYERS]; + +// ai.c +void AI_StartNewAI(PlayerID player); +void AI_PlayerDied(PlayerID player); +void AI_RunGameLoop(void); +void AI_Initialize(void); +void AI_Uninitialize(void); +int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); +int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback); + +/** Is it allowed to start a new AI. + * This function checks some boundries to see if we should launch a new AI. + * @return True if we can start a new AI. + */ +static inline bool AI_AllowNewAI(void) +{ + /* If disabled, no AI */ + if (!_ai.enabled) + return false; + + /* If in network, but no server, no AI */ + if (_networking && !_network_server) + return false; + + /* If in network, and server, possible AI */ + if (_networking && _network_server) { + /* Do we want AIs in multiplayer? */ + if (!_patches.ai_in_multiplayer) + return false; + + /* Only the NewAI is allowed... sadly enough the old AI just doesn't support this + * system, because all commands are delayed by at least 1 tick, which causes + * a big problem, because it uses variables that are only set AFTER the command + * is really executed... */ + if (!_patches.ainew_active) + return false; + } + + return true; +} + +#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) +#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) + +/** + * The random-function that should be used by ALL AIs. + */ +static inline uint AI_RandomRange(uint max) +{ + /* We pick RandomRange if we are in SP (so when saved, we do the same over and over) + * but we pick InteractiveRandomRange if we are a network_server or network-client. + */ + if (_networking) + return InteractiveRandomRange(max); + else + return RandomRange(max); +} + +/** + * The random-function that should be used by ALL AIs. + */ +static inline uint32 AI_Random(void) +{ +/* We pick RandomRange if we are in SP (so when saved, we do the same over and over) + * but we pick InteractiveRandomRange if we are a network_server or network-client. + */ + if (_networking) + return InteractiveRandom(); + else + return Random(); +} + +#endif /* AI_H */ diff --git a/src/ai/default/default.c b/src/ai/default/default.c new file mode 100644 index 000000000..143e724b9 --- /dev/null +++ b/src/ai/default/default.c @@ -0,0 +1,3934 @@ +/* $Id$ */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../aircraft.h" +#include "../../bridge_map.h" +#include "../../functions.h" +#include "../../map.h" +#include "../../rail_map.h" +#include "../../road_map.h" +#include "../../roadveh.h" +#include "../../station_map.h" +#include "../../tile.h" +#include "../../player.h" +#include "../../tunnel_map.h" +#include "../../vehicle.h" +#include "../../engine.h" +#include "../../command.h" +#include "../../town.h" +#include "../../industry.h" +#include "../../station.h" +#include "../../pathfind.h" +#include "../../economy.h" +#include "../../airport.h" +#include "../../depot.h" +#include "../../variables.h" +#include "../../bridge.h" +#include "../../date.h" +#include "default.h" + +// remove some day perhaps? +static uint _ai_service_interval; + +typedef void AiStateAction(Player *p); + +enum { + AIS_0 = 0, + AIS_1 = 1, + AIS_VEH_LOOP = 2, + AIS_VEH_CHECK_REPLACE_VEHICLE = 3, + AIS_VEH_DO_REPLACE_VEHICLE = 4, + AIS_WANT_NEW_ROUTE = 5, + AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, + AIS_BUILD_RAIL = 7, + AIS_BUILD_RAIL_VEH = 8, + AIS_DELETE_RAIL_BLOCKS = 9, + AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, + AIS_BUILD_ROAD = 11, + AIS_BUILD_ROAD_VEHICLES = 12, + AIS_DELETE_ROAD_BLOCKS = 13, + AIS_AIRPORT_STUFF = 14, + AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, + AIS_BUILD_AIRCRAFT_VEHICLES = 16, + AIS_CHECK_SHIP_STUFF = 17, + AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, + AIS_DO_SHIP_STUFF = 19, + AIS_SELL_VEHICLE = 20, + AIS_REMOVE_STATION = 21, + AIS_REMOVE_TRACK = 22, + AIS_REMOVE_SINGLE_RAIL_TILE = 23 +}; + + +#include "../../table/ai_rail.h" + +static byte GetRailTrackStatus(TileIndex tile) +{ + uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL); + return (byte) (r | r >> 8); +} + + +static void AiCase0(Player *p) +{ + p->ai.state = AIS_REMOVE_TRACK; + p->ai.state_counter = 0; +} + +static void AiCase1(Player *p) +{ + p->ai.cur_veh = NULL; + p->ai.state = AIS_VEH_LOOP; +} + +static void AiStateVehLoop(Player *p) +{ + Vehicle *v; + uint index; + + index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1; + + FOR_ALL_VEHICLES_FROM(v, index) { + if (v->owner != _current_player) continue; + + if ((v->type == VEH_Train && v->subtype == 0) || + v->type == VEH_Road || + (v->type == VEH_Aircraft && v->subtype <= 2) || + v->type == VEH_Ship) { + /* replace engine? */ + if (v->type == VEH_Train && v->engine_type < 3 && + (_price.build_railvehicle >> 3) < p->player_money) { + p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; + p->ai.cur_veh = v; + return; + } + + /* not profitable? */ + if (v->age >= 730 && + v->profit_last_year < _price.station_value * 5 && + v->profit_this_year < _price.station_value * 5) { + p->ai.state_counter = 0; + p->ai.state = AIS_SELL_VEHICLE; + p->ai.cur_veh = v; + return; + } + + /* not reliable? */ + if (v->age >= v->max_age || ( + v->age != 0 && + GetEngine(v->engine_type)->reliability < 35389 + )) { + p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; + p->ai.cur_veh = v; + return; + } + } + } + + p->ai.state = AIS_WANT_NEW_ROUTE; + p->ai.state_counter = 0; +} + +static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag, TileIndex tile) +{ + EngineID best_veh_index = INVALID_ENGINE; + byte best_veh_score = 0; + int32 ret; + EngineID i; + + for (i = 0; i < NUM_TRAIN_ENGINES; i++) { + const RailVehicleInfo *rvi = RailVehInfo(i); + const Engine* e = GetEngine(i); + + if (!IsCompatibleRail(e->railtype, railtype) || + rvi->flags & RVI_WAGON || + (rvi->flags & RVI_MULTIHEAD && flag & 1) || + !HASBIT(e->player_avail, _current_player) || + e->reliability < 0x8A3D) { + continue; + } + + ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); + if (!CmdFailed(ret) && ret <= money && rvi->ai_rank >= best_veh_score) { + best_veh_score = rvi->ai_rank; + best_veh_index = i; + } + } + + return best_veh_index; +} + +static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile) +{ + EngineID best_veh_index = INVALID_ENGINE; + int32 best_veh_rating = 0; + EngineID i = ROAD_ENGINES_INDEX; + EngineID end = i + NUM_ROAD_ENGINES; + + for (; i != end; i++) { + const RoadVehicleInfo *rvi = RoadVehInfo(i); + const Engine* e = GetEngine(i); + int32 rating; + int32 ret; + + if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { + continue; + } + + /* Skip vehicles which can't take our cargo type */ + if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue; + + /* Rate and compare the engine by speed & capacity */ + rating = rvi->max_speed * rvi->capacity; + if (rating <= best_veh_rating) continue; + + ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); + if (CmdFailed(ret)) continue; + + /* Add the cost of refitting */ + if (rvi->cargo_type != cargo) ret += GetRefitCost(i); + if (ret > money) continue; + + best_veh_rating = rating; + best_veh_index = i; + } + + return best_veh_index; +} + +static EngineID AiChooseAircraftToBuild(int32 money, byte flag) +{ + EngineID best_veh_index = INVALID_ENGINE; + int32 best_veh_cost = 0; + EngineID i; + + for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) { + const Engine* e = GetEngine(i); + int32 ret; + + if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { + continue; + } + + if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue; + + ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT); + if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { + best_veh_cost = ret; + best_veh_index = i; + } + } + + return best_veh_index; +} + +static int32 AiGetBasePrice(const Player* p) +{ + int32 base = _price.station_value; + + // adjust base price when more expensive vehicles are available + switch (p->ai.railtype_to_use) { + default: NOT_REACHED(); + case RAILTYPE_RAIL: break; + case RAILTYPE_ELECTRIC: break; + case RAILTYPE_MONO: base = (base * 3) >> 1; break; + case RAILTYPE_MAGLEV: base *= 2; break; + } + + return base; +} + +#if 0 +static EngineID AiChooseShipToBuild(byte cargo, int32 money) +{ + // XXX: not done + return INVALID_ENGINE; +} +#endif + +static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v) +{ + int32 avail_money = p->player_money + v->value; + return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); +} + +static EngineID AiChooseAircraftToReplaceWith(const Player* p, const Vehicle* v) +{ + int32 avail_money = p->player_money + v->value; + return AiChooseAircraftToBuild( + avail_money, AircraftVehInfo(v->engine_type)->subtype & AIR_CTOL + ); +} + +static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v) +{ + int32 avail_money = p->player_money + v->value; + const Vehicle* u = v; + int num = 0; + + while (++num, u->next != NULL) { + u = u->next; + } + + // XXX: check if a wagon + return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile); +} + +static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v) +{ + error("!AiChooseShipToReplaceWith"); + + /* maybe useless, but avoids compiler warning this way */ + return INVALID_ENGINE; +} + +static void AiHandleGotoDepot(Player *p, int cmd) +{ + if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd); + + if (++p->ai.state_counter <= 1387) { + p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; + return; + } + + if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) { + p->ai.cur_veh->current_order.type = OT_DUMMY; + p->ai.cur_veh->current_order.flags = 0; + InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); + } +} + +static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) +{ + uint i; + + for (i = 0; bak->order[i].type != OT_NOTHING; i++) { + if (!DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)) + break; + } +} + +static void AiHandleReplaceTrain(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + EngineID veh; + + // wait until the vehicle reaches the depot. + if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { + AiHandleGotoDepot(p, CMD_SEND_TRAIN_TO_DEPOT); + return; + } + + veh = AiChooseTrainToReplaceWith(p, v); + if (veh != INVALID_ENGINE) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && + !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE))) { + VehicleID veh = _new_vehicle_id; + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); + + DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + } + } +} + +static void AiHandleReplaceRoadVeh(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + EngineID veh; + + if (!IsRoadVehInDepotStopped(v)) { + AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); + return; + } + + veh = AiChooseRoadVehToReplaceWith(p, v); + if (veh != INVALID_ENGINE) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) && + !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) { + VehicleID veh = _new_vehicle_id; + + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + } + } +} + +static void AiHandleReplaceAircraft(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + EngineID veh; + + if (!IsAircraftInHangarStopped(v)) { + AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); + return; + } + + veh = AiChooseAircraftToReplaceWith(p, v); + if (veh != INVALID_ENGINE) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && + !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) { + VehicleID veh = _new_vehicle_id; + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); + + DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + } + } +} + +static void AiHandleReplaceShip(Player *p) +{ + error("!AiHandleReplaceShip"); +} + +typedef EngineID CheckReplaceProc(const Player* p, const Vehicle* v); + +static CheckReplaceProc* const _veh_check_replace_proc[] = { + AiChooseTrainToReplaceWith, + AiChooseRoadVehToReplaceWith, + AiChooseShipToReplaceWith, + AiChooseAircraftToReplaceWith, +}; + +typedef void DoReplaceProc(Player *p); +static DoReplaceProc* const _veh_do_replace_proc[] = { + AiHandleReplaceTrain, + AiHandleReplaceRoadVeh, + AiHandleReplaceShip, + AiHandleReplaceAircraft +}; + +static void AiStateCheckReplaceVehicle(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + + if (!IsValidVehicle(v) || + v->owner != _current_player || + v->type > VEH_Ship || + _veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) { + p->ai.state = AIS_VEH_LOOP; + } else { + p->ai.state_counter = 0; + p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; + } +} + +static void AiStateDoReplaceVehicle(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + + p->ai.state = AIS_VEH_LOOP; + // vehicle is not owned by the player anymore, something went very wrong. + if (!IsValidVehicle(v) || v->owner != _current_player) return; + _veh_do_replace_proc[v->type - VEH_Train](p); +} + +typedef struct FoundRoute { + int distance; + CargoID cargo; + void *from; + void *to; +} FoundRoute; + +static Town *AiFindRandomTown(void) +{ + return GetRandomTown(); +} + +static Industry *AiFindRandomIndustry(void) +{ + return GetRandomIndustry(); +} + +static void AiFindSubsidyIndustryRoute(FoundRoute *fr) +{ + uint i; + CargoID cargo; + const Subsidy* s; + Industry* from; + TileIndex to_xy; + + // initially error + fr->distance = -1; + + // Randomize subsidy index.. + i = RandomRange(lengthof(_subsidies) * 3); + if (i >= lengthof(_subsidies)) return; + + s = &_subsidies[i]; + + // Don't want passengers or mail + cargo = s->cargo_type; + if (cargo == CT_INVALID || + cargo == CT_PASSENGERS || + cargo == CT_MAIL || + s->age > 7) { + return; + } + fr->cargo = cargo; + + fr->from = from = GetIndustry(s->from); + + if (cargo == CT_GOODS || cargo == CT_FOOD) { + Town* to_tow = GetTown(s->to); + + if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error + fr->to = to_tow; + to_xy = to_tow->xy; + } else { + Industry* to_ind = GetIndustry(s->to); + + fr->to = to_ind; + to_xy = to_ind->xy; + } + + fr->distance = DistanceManhattan(from->xy, to_xy); +} + +static void AiFindSubsidyPassengerRoute(FoundRoute *fr) +{ + uint i; + const Subsidy* s; + Town *from,*to; + + // initially error + fr->distance = -1; + + // Randomize subsidy index.. + i = RandomRange(lengthof(_subsidies) * 3); + if (i >= lengthof(_subsidies)) return; + + s = &_subsidies[i]; + + // Only want passengers + if (s->cargo_type != CT_PASSENGERS || s->age > 7) return; + fr->cargo = s->cargo_type; + + fr->from = from = GetTown(s->from); + fr->to = to = GetTown(s->to); + + // They must be big enough + if (from->population < 400 || to->population < 400) return; + + fr->distance = DistanceManhattan(from->xy, to->xy); +} + +static void AiFindRandomIndustryRoute(FoundRoute *fr) +{ + Industry* i; + uint32 r; + CargoID cargo; + + // initially error + fr->distance = -1; + + r = Random(); + + // pick a source + fr->from = i = AiFindRandomIndustry(); + if (i == NULL) return; + + // pick a random produced cargo + cargo = i->produced_cargo[0]; + if (r & 1 && i->produced_cargo[1] != CT_INVALID) cargo = i->produced_cargo[1]; + + fr->cargo = cargo; + + // don't allow passengers + if (cargo == CT_INVALID || cargo == CT_PASSENGERS) return; + + if (cargo != CT_GOODS && cargo != CT_FOOD) { + // pick a dest, and see if it can receive + Industry* i2 = AiFindRandomIndustry(); + + if (i2 == NULL || i == i2 || ( + i2->accepts_cargo[0] != cargo && + i2->accepts_cargo[1] != cargo && + i2->accepts_cargo[2] != cargo) + ) { + return; + } + + fr->to = i2; + fr->distance = DistanceManhattan(i->xy, i2->xy); + } else { + // pick a dest town, and see if it's big enough + Town* t = AiFindRandomTown(); + + if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) return; + + fr->to = t; + fr->distance = DistanceManhattan(i->xy, t->xy); + } +} + +static void AiFindRandomPassengerRoute(FoundRoute *fr) +{ + Town* source; + Town* dest; + + // initially error + fr->distance = -1; + + fr->from = source = AiFindRandomTown(); + if (source == NULL || source->population < 400) return; + + fr->to = dest = AiFindRandomTown(); + if (dest == NULL || source == dest || dest->population < 400) return; + + fr->distance = DistanceManhattan(source->xy, dest->xy); +} + +// Warn: depends on 'xy' being the first element in both Town and Industry +#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy) + +static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) +{ + TileIndex from_tile, to_tile; + Station *st; + int dist; + uint same_station = 0; + + // Make sure distance to closest station is < 37 pixels. + from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); + to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); + + dist = 0xFFFF; + FOR_ALL_STATIONS(st) { + int cur; + + if (st->owner != _current_player) continue; + cur = DistanceMax(from_tile, st->xy); + if (cur < dist) dist = cur; + cur = DistanceMax(to_tile, st->xy); + if (cur < dist) dist = cur; + if (to_tile == from_tile && st->xy == to_tile) same_station++; + } + + // To prevent the AI from building ten busstations in the same town, do some calculations + // For each road or airport station, we want 350 of population! + if ((bitmask == 2 || bitmask == 4) && + same_station > 2 && + ((Town*)fr->from)->population < same_station * 350) { + return false; + } + + if (dist != 0xFFFF && dist > 37) return false; + + if (p->ai.route_type_mask != 0 && + !(p->ai.route_type_mask & bitmask) && + !CHANCE16(1, 5)) { + return false; + } + + if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { + const Town* from = fr->from; + const Town* to = fr->to; + + if (from->pct_pass_transported > 0x99 || + to->pct_pass_transported > 0x99) { + return false; + } + + // Make sure it has a reasonably good rating + if (from->ratings[_current_player] < -100 || + to->ratings[_current_player] < -100) { + return false; + } + } else { + const Industry* i = (const Industry*)fr->from; + + if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || + i->total_production[fr->cargo != i->produced_cargo[0]] == 0) { + return false; + } + } + + p->ai.route_type_mask |= bitmask; + return true; +} + +static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b) +{ + byte i = (TileX(a) < TileX(b)) ? 1 : 0; + if (TileY(a) >= TileY(b)) i ^= 3; + return i; +} + +static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) +{ + return TileXY( + TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8), + TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8) + ); +} + +static void AiWantLongIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x24; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + p->ai.src.spec_tile, + p->ai.dst.spec_tile + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0x34; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + p->ai.dst.spec_tile, + p->ai.src.spec_tile + ); + p->ai.dst.cargo = fr.cargo; + + // Fill middle field 1 + p->ai.mid1.spec_tile = AiGetPctTileBetween( + p->ai.src.spec_tile, + p->ai.dst.spec_tile, + 0x55 + ); + p->ai.mid1.use_tile = 0; + p->ai.mid1.rand_rng = 6; + p->ai.mid1.cur_building_rule = 0xFF; + p->ai.mid1.unk6 = 2; + p->ai.mid1.unk7 = 1; + p->ai.mid1.buildcmd_a = 0x30; + p->ai.mid1.buildcmd_b = 0xFF; + p->ai.mid1.direction = p->ai.src.direction; + p->ai.mid1.cargo = fr.cargo; + + // Fill middle field 2 + p->ai.mid2.spec_tile = AiGetPctTileBetween( + p->ai.src.spec_tile, + p->ai.dst.spec_tile, + 0xAA + ); + p->ai.mid2.use_tile = 0; + p->ai.mid2.rand_rng = 6; + p->ai.mid2.cur_building_rule = 0xFF; + p->ai.mid2.unk6 = 2; + p->ai.mid2.unk7 = 1; + p->ai.mid2.buildcmd_a = 0xFF; + p->ai.mid2.buildcmd_b = 0xFF; + p->ai.mid2.direction = p->ai.dst.direction; + p->ai.mid2.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 2; + p->ai.num_build_rec = 4; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 2; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMediumIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantShortIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 2; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMailRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_MAIL; + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 7; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x24; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 7; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0x34; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill middle field 1 + p->ai.mid1.spec_tile = AiGetPctTileBetween( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + 0x55 + ); + p->ai.mid1.use_tile = 0; + p->ai.mid1.rand_rng = 6; + p->ai.mid1.cur_building_rule = 0xFF; + p->ai.mid1.unk6 = 2; + p->ai.mid1.unk7 = 1; + p->ai.mid1.buildcmd_a = 0x30; + p->ai.mid1.buildcmd_b = 0xFF; + p->ai.mid1.direction = p->ai.src.direction; + p->ai.mid1.cargo = fr.cargo; + + // Fill middle field 2 + p->ai.mid2.spec_tile = AiGetPctTileBetween( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + 0xAA + ); + p->ai.mid2.use_tile = 0; + p->ai.mid2.rand_rng = 6; + p->ai.mid2.cur_building_rule = 0xFF; + p->ai.mid2.unk6 = 2; + p->ai.mid2.unk7 = 1; + p->ai.mid2.buildcmd_a = 0xFF; + p->ai.mid2.buildcmd_b = 0xFF; + p->ai.mid2.direction = p->ai.dst.direction; + p->ai.mid2.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 2; + p->ai.num_build_rec = 4; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 0; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantPassengerRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 7; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 7; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 2; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 0; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantTrainRoute(Player *p) +{ + uint16 r = GB(Random(), 0, 16); + + p->ai.railtype_to_use = GetBestRailtype(p); + + if (r > 0xD000) { + AiWantLongIndustryRoute(p); + } else if (r > 0x6000) { + AiWantMediumIndustryRoute(p); + } else if (r > 0x1000) { + AiWantShortIndustryRoute(p); + } else if (r > 0x800) { + AiWantPassengerRoute(p); + } else { + AiWantMailRoute(p); + } +} + +static void AiWantLongRoadIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 5; + p->ai.num_want_fullload = 5; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMediumRoadIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 3; + p->ai.num_want_fullload = 3; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantLongRoadPassengerRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 10; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 10; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 4; + p->ai.num_want_fullload = 0; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantPassengerRouteInsideTown(Player *p) +{ + int i; + FoundRoute fr; + Town *t; + + i = 60; + for (;;) { + // Find a town big enough + t = AiFindRandomTown(); + if (t != NULL && t->population >= 700) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + fr.from = fr.to = t; + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = t->xy; + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 10; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = t->xy; + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 10; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 0; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantRoadRoute(Player *p) +{ + uint16 r = GB(Random(), 0, 16); + + if (r > 0x4000) { + AiWantLongRoadIndustryRoute(p); + } else if (r > 0x2000) { + AiWantMediumRoadIndustryRoute(p); + } else if (r > 0x1000) { + AiWantLongRoadPassengerRoute(p); + } else { + AiWantPassengerRouteInsideTown(p); + } +} + +static void AiWantPassengerAircraftRoute(Player *p) +{ + FoundRoute fr; + int i; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + if (!AiCheckIfRouteIsGood(p, &fr, 4)) return; + + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 12; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 12; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.build_kind = 0; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_AIRPORT_STUFF; + p->ai.timeout_counter = 0; +} + +static void AiWantOilRigAircraftRoute(Player *p) +{ + int i; + FoundRoute fr; + Town *t; + Industry *in; + + i = 60; + for (;;) { + // Find a town + t = AiFindRandomTown(); + if (t != NULL) { + // Find a random oil rig industry + in = AiFindRandomIndustry(); + if (in != NULL && in->type == IT_OIL_RIG) { + if (DistanceManhattan(t->xy, in->xy) < 60) + break; + } + } + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + fr.from = fr.to = t; + + if (!AiCheckIfRouteIsGood(p, &fr, 4)) return; + + // Fill the source field + p->ai.src.spec_tile = t->xy; + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 12; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = in->xy; + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 5; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 0; +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_AIRPORT_STUFF; + p->ai.timeout_counter = 0; +} + +static void AiWantAircraftRoute(Player *p) +{ + uint16 r = (uint16)Random(); + + if (r >= 0x2AAA || _date < 0x3912 + DAYS_TILL_ORIGINAL_BASE_YEAR) { + AiWantPassengerAircraftRoute(p); + } else { + AiWantOilRigAircraftRoute(p); + } +} + +static void AiWantShipRoute(Player *p) +{ + // XXX +// error("AiWaitShipRoute"); +} + + + +static void AiStateWantNewRoute(Player *p) +{ + uint16 r; + int i; + + if (p->player_money < AiGetBasePrice(p) * 500) { + p->ai.state = AIS_0; + return; + } + + i = 200; + for (;;) { + r = (uint16)Random(); + + if (_patches.ai_disable_veh_train && + _patches.ai_disable_veh_roadveh && + _patches.ai_disable_veh_aircraft && + _patches.ai_disable_veh_ship) { + return; + } + + if (r < 0x7626) { + if (_patches.ai_disable_veh_train) continue; + AiWantTrainRoute(p); + } else if (r < 0xC4EA) { + if (_patches.ai_disable_veh_roadveh) continue; + AiWantRoadRoute(p); + } else if (r < 0xD89B) { + if (_patches.ai_disable_veh_aircraft) continue; + AiWantAircraftRoute(p); + } else { + if (_patches.ai_disable_veh_ship) continue; + AiWantShipRoute(p); + } + + // got a route? + if (p->ai.state != AIS_WANT_NEW_ROUTE) break; + + // time out? + if (--i == 0) { + if (++p->ai.state_counter == 556) p->ai.state = AIS_0; + break; + } + } +} + +static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint rad = (_patches.modified_catchment) ? CA_TRAIN : 4; + + for (; p->mode != 4; p++) { + AcceptedCargo values; + TileIndex tile2; + uint w; + uint h; + + if (p->mode != 1) continue; + + tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + w = GB(p->attr, 1, 3); + h = GB(p->attr, 4, 3); + + if (p->attr & 1) uintswap(w, h); + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, w, h, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, w, h, rad); + if (!(values[cargo] & ~7)) + return false; + if (cargo != CT_MAIL) + return true; + return !!((values[cargo]>>1) & ~7); + } + } + + return true; +} + +static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag) +{ + int32 ret; + int32 total_cost = 0; + Town *t = NULL; + int rating = 0; + int i,j,k; + + for (;;) { + // This will seldomly overflow for valid reasons. Mask it to be on the safe side. + uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); + + _cleared_town = NULL; + + if (p->mode < 2) { + if (p->mode == 0) { + // Depot + ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); + } else { + // Station + ret = DoCommand(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); + } + + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + +clear_town_stuff:; + if (_cleared_town != NULL) { + if (t != NULL && t != _cleared_town) + return CMD_ERROR; + t = _cleared_town; + rating += _cleared_town_rating; + } + } else if (p->mode == 2) { + // Rail + if (IsTileType(c, MP_RAILWAY)) return CMD_ERROR; + + j = p->attr; + k = 0; + + // Build the rail + for (i = 0; i != 6; i++, j >>= 1) { + if (j&1) { + k = i; + ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + } + + /* signals too? */ + if (j & 3) { + // Can't build signals on a road. + if (IsTileType(c, MP_STREET)) return CMD_ERROR; + + if (flag & DC_EXEC) { + j = 4 - j; + do { + ret = DoCommand(c, k, 0, flag, CMD_BUILD_SIGNALS); + } while (--j); + } else { + ret = _price.build_signals; + } + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + } else if (p->mode == 3) { + //Clear stuff and then build single rail. + if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; + ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret + _price.build_rail; + + if (flag & DC_EXEC) { + DoCommand(c, railtype, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); + } + + goto clear_town_stuff; + } else { + // Unk + break; + } + + p++; + } + + if (!(flag & DC_EXEC)) { + if (t != NULL && rating > t->ratings[_current_player]) { + return CMD_ERROR; + } + } + + return total_cost; +} + +// Returns rule and cost +static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, int32* cost) +{ + int i; + const AiDefaultRailBlock *p; + + for (i = 0; (p = _default_rail_track_data[i]) != NULL; i++) { + if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && + (p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) { + *cost = AiDoBuildDefaultRailTrack(tile, p->data, railtype, DC_NO_TOWN_RATING); + if (!CmdFailed(*cost) && AiCheckTrackResources(tile, p->data, cargo)) + return i; + } + } + + return -1; +} + +static const byte _terraform_up_flags[] = { + 14, 13, 12, 11, + 10, 9, 8, 7, + 6, 5, 4, 3, + 2, 1, 0, 1, + 2, 1, 4, 1, + 2, 1, 8, 1, + 2, 1, 4, 2, + 2, 1 +}; + +static const byte _terraform_down_flags[] = { + 1, 2, 3, 4, + 5, 6, 1, 8, + 9, 10, 8, 12, + 4, 2, 0, 0, + 1, 2, 3, 4, + 5, 6, 2, 8, + 9, 10, 1, 12, + 8, 4 +}; + +static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) +{ + PlayerID old_player; + uint32 r; + Slope slope; + uint h; + + old_player = _current_player; + _current_player = OWNER_NONE; + + r = Random(); + + unk &= (int)r; + + do { + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); + + r >>= 2; + if (r & 2) { + dir++; + if (r & 1) dir -= 2; + } + dir &= 3; + } while (--unk >= 0); + + slope = GetTileSlope(tile, &h); + + if (slope != SLOPE_FLAT) { + if (mode > 0 || (mode == 0 && !(r & 0xC))) { + // Terraform up + DoCommand(tile, _terraform_up_flags[slope - 1], 1, + DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + } else if (h != 0) { + // Terraform down + DoCommand(tile, _terraform_down_flags[slope - 1], 0, + DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + } + } + + _current_player = old_player; +} + +static void AiStateBuildDefaultRailBlocks(Player *p) +{ + uint i; + int j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // do the following 8 times + for (i = 0; i < 8; i++) { + // check if we can build the default track + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the track can be build there. + rule = AiBuildDefaultRailTrack(aib->use_tile, + p->ai.build_kind, p->ai.num_wagons, + aib->unk6, aib->unk7, + aib->direction, aib->cargo, + p->ai.railtype_to_use, + &cost + ); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost)) { + int32 r; + // player has money, build it. + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultRailTrack( + aib->use_tile, + _default_rail_track_data[rule]->data, + p->ai.railtype_to_use, + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(!CmdFailed(r)); + } + } while (++aib,--j); + } + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) return; + } while (++aib,--j); + + // yep, all are done. switch state to the rail building state. + p->ai.state = AIS_BUILD_RAIL; + p->ai.state_mode = 255; +} + +static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir) +{ + const AiDefaultBlockData *p = _default_rail_track_data[rule]->data; + + while (p->mode != 3 || !((--cmd) & 0x80)) p++; + + return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDiagDir(*dir = p->attr); +} + +typedef struct AiRailPathFindData { + TileIndex tile; + TileIndex tile2; + int count; + bool flag; +} AiRailPathFindData; + +static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state) +{ + if (a->flag) return true; + + if (length > 20 || tile == a->tile) { + a->flag = true; + return true; + } + + if (DistanceMax(tile, a->tile2) < 4) a->count++; + + return false; +} + +static bool AiDoFollowTrack(const Player* p) +{ + AiRailPathFindData arpfd; + + arpfd.tile = p->ai.start_tile_a; + arpfd.tile2 = p->ai.cur_tile_a; + arpfd.flag = false; + arpfd.count = 0; + FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, + (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); + return arpfd.count > 8; +} + +typedef struct AiRailFinder { + TileIndex final_tile; + byte final_dir; + byte depth; + byte recursive_mode; + byte cur_best_dir; + byte best_dir; + byte cur_best_depth; + byte best_depth; + uint cur_best_dist; + const byte *best_ptr; + uint best_dist; + TileIndex cur_best_tile, best_tile; + TileIndex bridge_end_tile; + Player *player; +} AiRailFinder; + +static const byte _ai_table_15[4][8] = { + {0, 0, 4, 3, 3, 1, 128 + 0, 64}, + {1, 1, 2, 0, 4, 2, 128 + 1, 65}, + {0, 2, 2, 3, 5, 1, 128 + 2, 66}, + {1, 3, 5, 0, 3, 2, 128 + 3, 67} +}; + +static const byte _dir_table_1[] = { 3, 9, 12, 6}; +static const byte _dir_table_2[] = {12, 6, 3, 9}; + + +static bool AiIsTileBanned(const Player* p, TileIndex tile, byte val) +{ + int i; + + for (i = 0; i != p->ai.banned_tile_count; i++) { + if (p->ai.banned_tiles[i] == tile && p->ai.banned_val[i] == val) { + return true; + } + } + return false; +} + +static void AiBanTile(Player* p, TileIndex tile, byte val) +{ + uint i; + + for (i = lengthof(p->ai.banned_tiles) - 1; i != 0; i--) { + p->ai.banned_tiles[i] = p->ai.banned_tiles[i - 1]; + p->ai.banned_val[i] = p->ai.banned_val[i - 1]; + } + + p->ai.banned_tiles[0] = tile; + p->ai.banned_val[0] = val; + + if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) { + p->ai.banned_tile_count++; + } +} + +static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir); + +static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p) +{ + bool better = false; + + if (arf->recursive_mode < 1) { + // Mode is 0. This means destination has not been found yet. + // If the found path is shorter than the current one, remember it. + if (arf->cur_best_dist < arf->best_dist) { + arf->best_dir = arf->cur_best_dir; + arf->best_dist = arf->cur_best_dist; + arf->best_ptr = p; + arf->best_tile = arf->cur_best_tile; + better = true; + } + } else if (arf->recursive_mode > 1) { + // Mode is 2. + if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = 0; + arf->best_ptr = p; + arf->best_tile = 0; + better = true; + } + } + arf->recursive_mode = 0; + arf->cur_best_dist = (uint)-1; + arf->cur_best_depth = 0xff; + + return better; +} + +static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) +{ + Slope tileh; + uint z; + bool flag; + + int dir2 = p[0] & 3; + + tileh = GetTileSlope(tile, &z); + if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { + TileIndex tile_new = tile; + + // Allow bridges directly over bottom tiles + flag = z == 0; + for (;;) { + TileType type; + + if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); + type = GetTileType(tile_new); + + if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) { + if (!flag) return; + break; + } + if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; + flag = true; + } + + // Is building a (rail)bridge possible at this place (type doesn't matter)? + if (CmdFailed(DoCommand(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, DC_AUTO, CMD_BUILD_BRIDGE))) { + return; + } + AiBuildRailRecursive(arf, tile_new, dir2); + + // At the bottom depth, check if the new path is better than the old one. + if (arf->depth == 1) { + if (AiCheckRailPathBetter(arf, p)) arf->bridge_end_tile = tile_new; + } + } +} + +static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) +{ + uint z; + + if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { + int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); + + if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { + AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (arf->depth == 1) AiCheckRailPathBetter(arf, p); + } + } +} + + +static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) +{ + const byte *p; + + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); + + // Reached destination? + if (tile == arf->final_tile) { + if (arf->final_dir != (dir^2)) { + if (arf->recursive_mode != 2) arf->recursive_mode = 1; + } else if (arf->recursive_mode != 2) { + arf->recursive_mode = 2; + arf->cur_best_depth = arf->depth; + } else { + if (arf->depth < arf->cur_best_depth) arf->cur_best_depth = arf->depth; + } + return; + } + + // Depth too deep? + if (arf->depth >= 4) { + uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); + + if (dist < arf->cur_best_dist) { + // Store the tile that is closest to the final position. + arf->cur_best_depth = arf->depth; + arf->cur_best_dist = dist; + arf->cur_best_tile = tile; + arf->cur_best_dir = dir; + } + return; + } + + // Increase recursion depth + arf->depth++; + + // Grab pointer to list of stuff that is possible to build + p = _ai_table_15[dir]; + + // Try to build a single rail in all directions. + if (GetTileZ(tile) == 0) { + p += 6; + } else { + do { + // Make sure the tile is not in the list of banned tiles and that a rail can be built here. + if (!AiIsTileBanned(arf->player, tile, p[0]) && + !CmdFailed(DoCommand(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) { + AiBuildRailRecursive(arf, tile, p[1]); + } + + // At the bottom depth? + if (arf->depth == 1) AiCheckRailPathBetter(arf, p); + + p += 2; + } while (!(p[0]&0x80)); + } + + AiCheckBuildRailBridgeHere(arf, tile, p); + AiCheckBuildRailTunnelHere(arf, tile, p+1); + + arf->depth--; +} + + +static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; + +static void AiBuildRailConstruct(Player *p) +{ + AiRailFinder arf; + int i; + + // Check too much lookahead? + if (AiDoFollowTrack(p)) { + p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks + p->ai.state_mode = 1; // Start destruct + + // Ban this tile and don't reach it for a while. + AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); + return; + } + + // Setup recursive finder and call it. + arf.player = p; + arf.final_tile = p->ai.cur_tile_b; + arf.final_dir = p->ai.cur_dir_b; + arf.depth = 0; + arf.recursive_mode = 0; + arf.best_ptr = NULL; + arf.cur_best_dist = (uint)-1; + arf.cur_best_depth = 0xff; + arf.best_dist = (uint)-1; + arf.best_depth = 0xff; + arf.cur_best_tile = 0; + arf.best_tile = 0; + AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); + + // Reached destination? + if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { + p->ai.state_mode = 255; + return; + } + + // Didn't find anything to build? + if (arf.best_ptr == NULL) { + // Terraform some + for (i = 0; i != 5; i++) { + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + } + + if (++p->ai.state_counter == 21) { + p->ai.state_counter = 40; + p->ai.state_mode = 1; + + // Ban this tile + AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); + } + return; + } + + p->ai.cur_tile_a += TileOffsByDiagDir(p->ai.cur_dir_a); + + if (arf.best_ptr[0] & 0x80) { + int i; + int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a); + + /* Figure out which (rail)bridge type to build + * start with best bridge, then go down to worse and worse bridges + * unnecessary to check for worst bridge (i=0), since AI will always build + * that. AI is so fucked up that fixing this small thing will probably not + * solve a thing + */ + for (i = MAX_BRIDGES - 1; i != 0; i--) { + if (CheckBridge_Stuff(i, bridge_len)) { + int32 cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE); + if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break; + } + } + + // Build it + DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); + + p->ai.cur_tile_a = arf.bridge_end_tile; + p->ai.state_counter = 0; + } else if (arf.best_ptr[0] & 0x40) { + // tunnel + DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); + p->ai.cur_tile_a = _build_tunnel_endtile; + p->ai.state_counter = 0; + } else { + // rail + p->ai.cur_dir_a = arf.best_ptr[1]; + DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], + DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); + p->ai.state_counter = 0; + } + + if (arf.best_tile != 0) { + for (i = 0; i != 2; i++) { + AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); + } + } +} + +static bool AiRemoveTileAndGoForward(Player *p) +{ + byte b; + int bit; + const byte *ptr; + TileIndex tile = p->ai.cur_tile_a; + TileIndex tilenew; + + if (IsTileType(tile, MP_TUNNELBRIDGE)) { + if (IsTunnel(tile)) { + // Clear the tunnel and continue at the other side of it. + if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) + return false; + p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(p->ai.cur_dir_a)); + return true; + } else { + // Check if the bridge points in the right direction. + // This is not really needed the first place AiRemoveTileAndGoForward is called. + if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1U)) return false; + + tile = GetOtherBridgeEnd(tile); + + tilenew = TILE_MASK(tile - TileOffsByDiagDir(p->ai.cur_dir_a)); + // And clear the bridge. + if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) + return false; + p->ai.cur_tile_a = tilenew; + return true; + } + } + + // Find the railtype at the position. Quit if no rail there. + b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a]; + if (b == 0) return false; + + // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. + bit = FindFirstBit(b); + + // Then remove and signals if there are any. + if (IsTileType(tile, MP_RAILWAY) && + GetRailTileType(tile) == RAIL_TILE_SIGNALS) { + DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); + } + + // And also remove the rail. + if (CmdFailed(DoCommand(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL))) + return false; + + // Find the direction at the other edge of the rail. + ptr = _ai_table_15[p->ai.cur_dir_a ^ 2]; + while (ptr[0] != bit) ptr += 2; + p->ai.cur_dir_a = ptr[1] ^ 2; + + // And then also switch tile. + p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDiagDir(p->ai.cur_dir_a)); + + return true; +} + + +static void AiBuildRailDestruct(Player *p) +{ + // Decrease timeout. + if (!--p->ai.state_counter) { + p->ai.state_mode = 2; + p->ai.state_counter = 0; + } + + // Don't do anything if the destination is already reached. + if (p->ai.cur_tile_a == p->ai.start_tile_a) return; + + AiRemoveTileAndGoForward(p); +} + + +static void AiBuildRail(Player *p) +{ + switch (p->ai.state_mode) { + case 0: // Construct mode, build new rail. + AiBuildRailConstruct(p); + break; + + case 1: // Destruct mode, destroy the rail currently built. + AiBuildRailDestruct(p); + break; + + case 2: { + uint i; + + // Terraform some and then try building again. + for (i = 0; i != 4; i++) { + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + } + + if (++p->ai.state_counter == 4) { + p->ai.state_counter = 0; + p->ai.state_mode = 0; + } + } + + default: break; + } +} + +static void AiStateBuildRail(Player *p) +{ + int num; + AiBuildRec *aib; + byte cmd; + TileIndex tile; + int dir; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // Currently building a rail between two points? + if (p->ai.state_mode != 255) { + AiBuildRail(p); + + // Alternate between edges + swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); + swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); + swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); + swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); + return; + } + + // Now, find two new points to build between + num = p->ai.num_build_rec; + aib = &p->ai.src; + + for (;;) { + cmd = aib->buildcmd_a; + aib->buildcmd_a = 255; + if (cmd != 255) break; + + cmd = aib->buildcmd_b; + aib->buildcmd_b = 255; + if (cmd != 255) break; + + aib++; + if (--num == 0) { + p->ai.state = AIS_BUILD_RAIL_VEH; + p->ai.state_counter = 0; // timeout + return; + } + } + + // Find first edge to build from. + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir); + p->ai.start_tile_a = tile; + p->ai.cur_tile_a = tile; + p->ai.start_dir_a = dir; + p->ai.cur_dir_a = dir; + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + + assert(TILE_MASK(tile) != 0xFF00); + + // Find second edge to build to + aib = (&p->ai.src) + ((cmd >> 4)&0xF); + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir); + p->ai.start_tile_b = tile; + p->ai.cur_tile_b = tile; + p->ai.start_dir_b = dir; + p->ai.cur_dir_b = dir; + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + + assert(TILE_MASK(tile) != 0xFF00); + + // And setup state. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + p->ai.banned_tile_count = 0; +} + +static StationID AiGetStationIdByDef(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _default_rail_track_data[id]->data; + while (p->mode != 1) p++; + return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); +} + +static EngineID AiFindBestWagon(CargoID cargo, RailType railtype) +{ + EngineID best_veh_index = INVALID_ENGINE; + EngineID i; + uint16 best_capacity = 0; + uint16 best_speed = 0; + uint speed; + + for (i = 0; i < NUM_TRAIN_ENGINES; i++) { + const RailVehicleInfo *rvi = RailVehInfo(i); + const Engine* e = GetEngine(i); + + if (!IsCompatibleRail(e->railtype, railtype) || + !(rvi->flags & RVI_WAGON) || + !HASBIT(e->player_avail, _current_player)) { + continue; + } + + if (rvi->cargo_type != cargo) continue; + + /* max_speed of 0 indicates no speed limit */ + speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed; + + if (rvi->capacity >= best_capacity && speed >= best_speed) { + best_capacity = rvi->capacity; + best_speed = best_speed; + best_veh_index = i; + } + } + + return best_veh_index; +} + +static void AiStateBuildRailVeh(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + EngineID veh; + int i; + CargoID cargo; + int32 cost; + Vehicle *v; + VehicleID loco_id; + + ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data; + while (ptr->mode != 0) ptr++; + + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + + cargo = p->ai.cargo_type; + for (i = 0;;) { + if (p->ai.wagon_list[i] == INVALID_VEHICLE) { + veh = AiFindBestWagon(cargo, p->ai.railtype_to_use); + /* veh will return INVALID_ENGINE if no suitable wagon is available. + * We shall treat this in the same way as having no money */ + if (veh == INVALID_ENGINE) goto handle_nocash; + cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); + if (CmdFailed(cost)) goto handle_nocash; + p->ai.wagon_list[i] = _new_vehicle_id; + p->ai.wagon_list[i + 1] = INVALID_VEHICLE; + return; + } + if (cargo == CT_MAIL) cargo = CT_PASSENGERS; + if (++i == p->ai.num_wagons * 2 - 1) break; + } + + // Which locomotive to build? + veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile); + if (veh == INVALID_ENGINE) { +handle_nocash: + // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. + if (++p->ai.state_counter == 1000) { + for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); + assert(!CmdFailed(cost)); + } + p->ai.state = AIS_0; + } + return; + } + + // Try to build the locomotive + cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); + assert(!CmdFailed(cost)); + loco_id = _new_vehicle_id; + + // Sell a vehicle if the train is double headed. + v = GetVehicle(loco_id); + if (v->next != NULL) { + i = p->ai.wagon_list[p->ai.num_wagons * 2 - 2]; + p->ai.wagon_list[p->ai.num_wagons * 2 - 2] = INVALID_VEHICLE; + DoCommand(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); + } + + // Move the wagons onto the train + for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + DoCommand(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); + } + + for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { + const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i]; + bool is_pass = ( + p->ai.cargo_type == CT_PASSENGERS || + p->ai.cargo_type == CT_MAIL || + (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES) + ); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.dest = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); + + DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; + + if (--p->ai.num_loco_to_build != 0) { +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.wagon_list[0] = INVALID_VEHICLE; + } else { + p->ai.state = AIS_0; + } +} + +static void AiStateDeleteRailBlocks(Player *p) +{ + const AiBuildRec* aib = &p->ai.src; + uint num = p->ai.num_build_rec; + + do { + const AiDefaultBlockData* b; + + if (aib->cur_building_rule == 255) continue; + for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) { + DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } while (++aib,--num); + + p->ai.state = AIS_0; +} + +static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint values[NUM_CARGO]; + int rad; + + if (_patches.modified_catchment) { + rad = CA_TRUCK; // Same as CA_BUS at the moment? + } else { // change that at some point? + rad = 4; + } + + for (;; p++) { + if (p->mode == 4) { + return true; + } else if (p->mode == 1) { + TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, 1, 1, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, 1, 1, rad); + return (values[cargo]&~7) != 0; + } + } + } +} + +static bool _want_road_truck_station; +static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); + +// Returns rule and cost +static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost) +{ + int i; + const AiDefaultRoadBlock *p; + + _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS; + + for (i = 0; (p = _road_default_block_data[i]) != NULL; i++) { + if (p->dir == direction) { + *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); + if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo)) + return i; + } + } + + return -1; +} + +static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +{ + int32 ret; + int32 total_cost = 0; + Town *t = NULL; + int rating = 0; + int roadflag = 0; + + for (;p->mode != 4;p++) { + TileIndex c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); + + _cleared_town = NULL; + + if (p->mode == 2) { + if (IsTileType(c, MP_STREET) && + GetRoadTileType(c) == ROAD_TILE_NORMAL && + (GetRoadBits(c) & p->attr) != 0) { + roadflag |= 2; + + // all bits are already built? + if ((GetRoadBits(c) & p->attr) == p->attr) continue; + } + + ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + + continue; + } + + if (p->mode == 0) { + // Depot + ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT); + goto clear_town_stuff; + } else if (p->mode == 1) { + if (_want_road_truck_station) { + // Truck station + ret = DoCommand(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); + } else { + // Bus station + ret = DoCommand(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); + } +clear_town_stuff:; + + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + + if (_cleared_town != NULL) { + if (t != NULL && t != _cleared_town) return CMD_ERROR; + t = _cleared_town; + rating += _cleared_town_rating; + } + } else if (p->mode == 3) { + if (flag & DC_EXEC) continue; + + if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; + + if (!IsTileType(c, MP_STREET) || GetRoadTileType(c) != ROAD_TILE_NORMAL) { + ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return CMD_ERROR; + } + + } + } + + if (!_want_road_truck_station && !(roadflag & 2)) return CMD_ERROR; + + if (!(flag & DC_EXEC)) { + if (t != NULL && rating > t->ratings[_current_player]) return CMD_ERROR; + } + return total_cost; +} + +// Make sure the blocks are not too close to each other +static bool AiCheckBlockDistances(Player *p, TileIndex tile) +{ + const AiBuildRec* aib = &p->ai.src; + uint num = p->ai.num_build_rec; + + do { + if (aib->cur_building_rule != 255) { + if (DistanceManhattan(aib->use_tile, tile) < 9) return false; + } + } while (++aib, --num); + + return true; +} + + +static void AiStateBuildDefaultRoadBlocks(Player *p) +{ + uint i; + int j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // do the following 8 times + for (i = 0; i != 8; i++) { + // check if we can build the default track + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the road can be built there. + rule = AiFindBestDefaultRoadBlock( + aib->use_tile, aib->direction, aib->cargo, &cost + ); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + int32 r; + + // player has money, build it. + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultRoadBlock( + aib->use_tile, + _road_default_block_data[rule]->data, + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(!CmdFailed(r)); + } + } while (++aib,--j); + } + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) return; + } while (++aib,--j); + + // yep, all are done. switch state to the rail building state. + p->ai.state = AIS_BUILD_ROAD; + p->ai.state_mode = 255; +} + +typedef struct { + TileIndex final_tile; + byte final_dir; + byte depth; + byte recursive_mode; + byte cur_best_dir; + byte best_dir; + byte cur_best_depth; + byte best_depth; + uint cur_best_dist; + const byte *best_ptr; + uint best_dist; + TileIndex cur_best_tile, best_tile; + TileIndex bridge_end_tile; + Player *player; +} AiRoadFinder; + +typedef struct AiRoadEnum { + TileIndex dest; + TileIndex best_tile; + int best_track; + uint best_dist; +} AiRoadEnum; + +static const byte _dir_by_track[] = { + 0, 1, 0, 1, 2, 1, + 0, 0, + 2, 3, 3, 2, 3, 0, +}; + +static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir); + +static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) +{ + bool better = false; + + if (arf->recursive_mode < 1) { + // Mode is 0. This means destination has not been found yet. + // If the found path is shorter than the current one, remember it. + if (arf->cur_best_dist < arf->best_dist || + (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = arf->cur_best_dist; + arf->best_dir = arf->cur_best_dir; + arf->best_ptr = p; + arf->best_tile = arf->cur_best_tile; + better = true; + } + } else if (arf->recursive_mode > 1) { + // Mode is 2. + if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = 0; + arf->best_ptr = p; + arf->best_tile = 0; + better = true; + } + } + arf->recursive_mode = 0; + arf->cur_best_dist = (uint)-1; + arf->cur_best_depth = 0xff; + + return better; +} + + +static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state) +{ + uint dist = DistanceManhattan(tile, a->dest); + + if (dist <= a->best_dist) { + TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track])); + + if (IsTileType(tile2, MP_STREET) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) { + a->best_dist = dist; + a->best_tile = tile; + a->best_track = track; + } + } + + return false; +} + +static const uint16 _ai_road_table_and[4] = { + 0x1009, + 0x16, + 0x520, + 0x2A00, +}; + +static bool AiCheckRoadFinished(Player *p) +{ + AiRoadEnum are; + TileIndex tile; + int dir = p->ai.cur_dir_a; + uint32 bits; + int i; + + are.dest = p->ai.cur_tile_b; + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(dir)); + + if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false; + bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir]; + if (bits == 0) return false; + + are.best_dist = (uint)-1; + + for_each_bit(i, bits) { + FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); + } + + if (DistanceManhattan(tile, are.dest) <= are.best_dist) return false; + + if (are.best_dist == 0) return true; + + p->ai.cur_tile_a = are.best_tile; + p->ai.cur_dir_a = _dir_by_track[are.best_track]; + return false; +} + + +static bool AiBuildRoadHelper(TileIndex tile, int flags, int type) +{ + static const RoadBits _road_bits[] = { + ROAD_X, + ROAD_Y, + ROAD_NW | ROAD_NE, + ROAD_SW | ROAD_SE, + ROAD_NW | ROAD_SW, + ROAD_SE | ROAD_NE + }; + return !CmdFailed(DoCommand(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD)); +} + +static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) +{ + Slope tileh; + uint z; + bool flag; + + int dir2 = p[0] & 3; + + tileh = GetTileSlope(tile, &z); + if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { + TileIndex tile_new = tile; + + // Allow bridges directly over bottom tiles + flag = z == 0; + for (;;) { + TileType type; + + if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); + type = GetTileType(tile_new); + + if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != SLOPE_FLAT) { + // Allow a bridge if either we have a tile that's water, rail or street, + // or if we found an up tile. + if (!flag) return; + break; + } + if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; + flag = true; + } + + // Is building a (rail)bridge possible at this place (type doesn't matter)? + if (CmdFailed(DoCommand(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE))) + return; + AiBuildRoadRecursive(arf, tile_new, dir2); + + // At the bottom depth, check if the new path is better than the old one. + if (arf->depth == 1) { + if (AiCheckRoadPathBetter(arf, p)) arf->bridge_end_tile = tile_new; + } + } +} + +static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) +{ + uint z; + + if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { + int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); + + if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { + AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); + } + } +} + + + +static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) +{ + const byte *p; + + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); + + // Reached destination? + if (tile == arf->final_tile) { + if ((arf->final_dir^2) == dir) { + arf->recursive_mode = 2; + arf->cur_best_depth = arf->depth; + } + return; + } + + // Depth too deep? + if (arf->depth >= 4) { + uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); + if (dist < arf->cur_best_dist) { + // Store the tile that is closest to the final position. + arf->cur_best_dist = dist; + arf->cur_best_tile = tile; + arf->cur_best_dir = dir; + arf->cur_best_depth = arf->depth; + } + return; + } + + // Increase recursion depth + arf->depth++; + + // Grab pointer to list of stuff that is possible to build + p = _ai_table_15[dir]; + + // Try to build a single rail in all directions. + if (GetTileZ(tile) == 0) { + p += 6; + } else { + do { + // Make sure that a road can be built here. + if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) { + AiBuildRoadRecursive(arf, tile, p[1]); + } + + // At the bottom depth? + if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); + + p += 2; + } while (!(p[0] & 0x80)); + } + + AiCheckBuildRoadBridgeHere(arf, tile, p); + AiCheckBuildRoadTunnelHere(arf, tile, p+1); + + arf->depth--; +} + + +static void AiBuildRoadConstruct(Player *p) +{ + AiRoadFinder arf; + int i; + TileIndex tile; + + // Reached destination? + if (AiCheckRoadFinished(p)) { + p->ai.state_mode = 255; + return; + } + + // Setup recursive finder and call it. + arf.player = p; + arf.final_tile = p->ai.cur_tile_b; + arf.final_dir = p->ai.cur_dir_b; + arf.depth = 0; + arf.recursive_mode = 0; + arf.best_ptr = NULL; + arf.cur_best_dist = (uint)-1; + arf.cur_best_depth = 0xff; + arf.best_dist = (uint)-1; + arf.best_depth = 0xff; + arf.cur_best_tile = 0; + arf.best_tile = 0; + AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); + + // Reached destination? + if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { + p->ai.state_mode = 255; + return; + } + + // Didn't find anything to build? + if (arf.best_ptr == NULL) { + // Terraform some +do_some_terraform: + for (i = 0; i != 5; i++) + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + + if (++p->ai.state_counter == 21) { + p->ai.state_mode = 1; + + p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); + p->ai.cur_dir_a ^= 2; + p->ai.state_counter = 0; + } + return; + } + + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); + + if (arf.best_ptr[0]&0x80) { + int i; + int32 bridge_len; + p->ai.cur_tile_a = arf.bridge_end_tile; + bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile + + /* Figure out what (road)bridge type to build + * start with best bridge, then go down to worse and worse bridges + * unnecessary to check for worse bridge (i=0), since AI will always build that. + *AI is so fucked up that fixing this small thing will probably not solve a thing + */ + for (i = 10; i != 0; i--) { + if (CheckBridge_Stuff(i, bridge_len)) { + int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); + if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break; + } + } + + // Build it + DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); + + p->ai.state_counter = 0; + } else if (arf.best_ptr[0]&0x40) { + // tunnel + DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); + p->ai.cur_tile_a = _build_tunnel_endtile; + p->ai.state_counter = 0; + } else { + // road + if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0])) + goto do_some_terraform; + + p->ai.cur_dir_a = arf.best_ptr[1]; + p->ai.cur_tile_a = tile; + p->ai.state_counter = 0; + } + + if (arf.best_tile != 0) { + for (i = 0; i != 2; i++) + AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); + } +} + + +static void AiBuildRoad(Player *p) +{ + if (p->ai.state_mode < 1) { + // Construct mode, build new road. + AiBuildRoadConstruct(p); + } else if (p->ai.state_mode == 1) { + // Destruct mode, not implemented for roads. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + } else if (p->ai.state_mode == 2) { + uint i; + + // Terraform some and then try building again. + for (i = 0; i != 4; i++) { + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + } + + if (++p->ai.state_counter == 4) { + p->ai.state_counter = 0; + p->ai.state_mode = 0; + } + } +} + +static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir) +{ + const AiDefaultBlockData *p = _road_default_block_data[rule]->data; + while (p->mode != 1) p++; + *dir = p->attr; + return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); +} + + +static void AiStateBuildRoad(Player *p) +{ + int num; + AiBuildRec *aib; + byte cmd; + TileIndex tile; + int dir; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_ROAD_BLOCKS; + return; + } + + // Currently building a road between two points? + if (p->ai.state_mode != 255) { + AiBuildRoad(p); + + // Alternate between edges + swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); + swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); + swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); + swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); + + return; + } + + // Now, find two new points to build between + num = p->ai.num_build_rec; + aib = &p->ai.src; + + for (;;) { + cmd = aib->buildcmd_a; + aib->buildcmd_a = 255; + if (cmd != 255) break; + + aib++; + if (--num == 0) { + p->ai.state = AIS_BUILD_ROAD_VEHICLES; + return; + } + } + + // Find first edge to build from. + tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); + p->ai.start_tile_a = tile; + p->ai.cur_tile_a = tile; + p->ai.start_dir_a = dir; + p->ai.cur_dir_a = dir; + + // Find second edge to build to + aib = (&p->ai.src) + (cmd&0xF); + tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); + p->ai.start_tile_b = tile; + p->ai.cur_tile_b = tile; + p->ai.start_dir_b = dir; + p->ai.cur_dir_b = dir; + + // And setup state. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + p->ai.banned_tile_count = 0; +} + +static StationID AiGetStationIdFromRoadBlock(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _road_default_block_data[id]->data; + while (p->mode != 1) p++; + return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); +} + +static void AiStateBuildRoadVehicles(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + VehicleID loco_id; + EngineID veh; + uint i; + + ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; + for (; ptr->mode != 0; ptr++) {} + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile); + if (veh == INVALID_ENGINE) { + p->ai.state = AIS_0; + return; + } + + if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; + + loco_id = _new_vehicle_id; + + if (GetVehicle(loco_id)->cargo_type != p->ai.cargo_type) { + /* Cargo type doesn't match, so refit it */ + if (CmdFailed(DoCommand(tile, loco_id, p->ai.cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) { + /* Refit failed... sell the vehicle */ + DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + return; + } + } + + for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { + const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i]; + bool is_pass = ( + p->ai.cargo_type == CT_PASSENGERS || + p->ai.cargo_type == CT_MAIL || + (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES) + ); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.dest = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; + if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; +} + +static void AiStateDeleteRoadBlocks(Player *p) +{ + const AiBuildRec* aib = &p->ai.src; + uint num = p->ai.num_build_rec; + + do { + const AiDefaultBlockData* b; + + if (aib->cur_building_rule == 255) continue; + for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) { + if (b->mode > 1) continue; + DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } while (++aib,--num); + + p->ai.state = AIS_0; +} + + +static void AiStateAirportStuff(Player *p) +{ + const Station* st; + byte acc_planes; + int i; + AiBuildRec *aib; + byte rule; + + // Here we look for an airport we could use instead of building a new + // one. If we find such an aiport for any waypoint, + // AiStateBuildDefaultAirportBlocks() will kindly skip that one when + // building the waypoints. + + i = 0; + do { + // We do this all twice - once for the source (town in the case + // of oilrig route) and then for the destination (oilrig in the + // case of oilrig route). + aib = &p->ai.src + i; + + FOR_ALL_STATIONS(st) { + // Is this an airport? + if (!(st->facilities & FACIL_AIRPORT)) continue; + + // Do we own the airport? (Oilrigs aren't owned, though.) + if (st->owner != OWNER_NONE && st->owner != _current_player) continue; + + acc_planes = GetAirport(st->airport_type)->acc_planes; + + // Dismiss heliports, unless we are checking an oilrig. + if (acc_planes == HELICOPTERS_ONLY && (p->ai.build_kind != 1 || i != 1)) + continue; + + // Dismiss country airports if we are doing the other + // endpoint of an oilrig route. + if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0)) + continue; + + // Dismiss airports too far away. + if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng) + continue; + + // It's ideal airport, let's take it! + + /* XXX: This part is utterly broken - rule should + * contain number of the rule appropriate for the + * airport type (country, town, ...), see + * _airport_default_block_data (rule is just an index + * in this array). But the only difference between the + * currently existing two rules (rule 0 - town and rule + * 1 - country) is the attr field which is used only + * when building new airports - and that's irrelevant + * for us. So using just about any rule will suffice + * here for now (some of the new airport types would be + * broken because they will probably need different + * tileoff values etc), no matter that + * IsHangarTile() makes no sense. --pasky */ + if (acc_planes == HELICOPTERS_ONLY) { + /* Heliports should have maybe own rulesets but + * OTOH we don't want AI to pick them up when + * looking for a suitable airport type to build. + * So any of rules 0 or 1 would do for now. The + * original rule number was 2 but that's a bug + * because we have no such rule. */ + rule = 1; + } else { + rule = IsHangarTile(st->airport_tile); + } + + aib->cur_building_rule = rule; + aib->use_tile = st->airport_tile; + break; + } + } while (++i != p->ai.num_build_rec); + + p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; + p->ai.state_mode = 255; + p->ai.state_counter = 0; +} + +static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +{ + int32 total_cost = 0, ret; + + for (; p->mode == 0; p++) { + if (!HASBIT(_avail_aircraft, p->attr)) return CMD_ERROR; + ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + + return total_cost; +} + +static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint values[NUM_CARGO]; + int rad; + + if (_patches.modified_catchment) { + rad = CA_AIR_LARGE; // I Have NFI what airport the + } else { // AI is going to build here + rad = 4; + } + + for (; p->mode == 0; p++) { + TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + const AirportFTAClass* airport = GetAirport(p->attr); + uint w = airport->size_x; + uint h = airport->size_y; + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, w, h, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, w, h, rad); + return values[cargo] >= 8; + } + } + return true; +} + +static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) +{ + const AiDefaultBlockData *p; + uint i; + + for (i = 0; (p = _airport_default_block_data[i]) != NULL; i++) { + // If we are doing a helicopter service, avoid building + // airports where they can't land. + if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) continue; + + *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); + if (!CmdFailed(*cost) && AiCheckAirportResources(tile, p, cargo)) + return i; + } + return -1; +} + +static void AiStateBuildDefaultAirportBlocks(Player *p) +{ + int i, j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_0; + return; + } + + // do the following 8 times + i = 8; + do { + // check if we can build the default + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the aircraft stuff can be built there. + rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost); + +// SetRedErrorSquare(aib->use_tile); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + // player has money, build it. + int32 r; + + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultAirportBlock( + aib->use_tile, + _airport_default_block_data[rule], + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(!CmdFailed(r)); + } + } while (++aib,--j); + } while (--i); + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) return; + } while (++aib,--j); + + // yep, all are done. switch state. + p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; +} + +static StationID AiGetStationIdFromAircraftBlock(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _airport_default_block_data[id]; + while (p->mode != 1) p++; + return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); +} + +static void AiStateBuildAircraftVehicles(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + EngineID veh; + int i; + VehicleID loco_id; + + ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; + for (; ptr->mode != 0; ptr++) {} + + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL); + if (veh == INVALID_ENGINE) return; + + /* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type + * and offset to the FIRST depot because the AI picks the st->xy tile */ + tile += ToTileIndexDiff(GetAirport(GetStationByTile(tile)->airport_type)->airport_depots[0]); + if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; + loco_id = _new_vehicle_id; + + for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { + AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; + bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.dest = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); + + DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; + + if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; +} + +static void AiStateCheckShipStuff(Player *p) +{ + // XXX + error("!AiStateCheckShipStuff"); +} + +static void AiStateBuildDefaultShipBlocks(Player *p) +{ + // XXX + error("!AiStateBuildDefaultShipBlocks"); +} + +static void AiStateDoShipStuff(Player *p) +{ + // XXX + error("!AiStateDoShipStuff"); +} + +static void AiStateSellVeh(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + + if (v->owner == _current_player) { + if (v->type == VEH_Train) { + + if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT); + goto going_to_depot; + } + + // Sell whole train + DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); + + } else if (v->type == VEH_Road) { + if (!IsRoadVehInDepotStopped(v)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); + goto going_to_depot; + } + + DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + } else if (v->type == VEH_Aircraft) { + if (!IsAircraftInHangarStopped(v)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); + goto going_to_depot; + } + + DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); + } else if (v->type == VEH_Ship) { + // XXX: not implemented + error("!v->type == VEH_Ship"); + } + } + + goto return_to_loop; +going_to_depot:; + if (++p->ai.state_counter <= 832) return; + + if (v->current_order.type == OT_GOTO_DEPOT) { + v->current_order.type = OT_DUMMY; + v->current_order.flags = 0; + InvalidateWindow(WC_VEHICLE_VIEW, v->index); + } +return_to_loop:; + p->ai.state = AIS_VEH_LOOP; +} + +static void AiStateRemoveStation(Player *p) +{ + // Remove stations that aren't in use by any vehicle + byte *in_use; + const Order *ord; + const Station *st; + TileIndex tile; + + // Go to this state when we're done. + p->ai.state = AIS_1; + + // Get a list of all stations that are in use by a vehicle + in_use = malloc(GetMaxStationIndex() + 1); + memset(in_use, 0, GetMaxStationIndex() + 1); + FOR_ALL_ORDERS(ord) { + if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1; + } + + // Go through all stations and delete those that aren't in use + FOR_ALL_STATIONS(st) { + if (st->owner == _current_player && !in_use[st->index] && + ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) || + (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 || + (tile = st->train_tile) != 0 || + (tile = st->dock_tile) != 0 || + (tile = st->airport_tile) != 0)) { + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } + + free(in_use); +} + +static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile) +{ + TrackBits rails; + + if (IsTileType(tile, MP_RAILWAY)) { + if (!IsTileOwner(tile, _current_player)) return; + + if (IsPlainRailTile(tile)) { +is_rail_crossing:; + rails = GetRailTrackStatus(tile); + + if (rails == TRACK_BIT_HORZ || rails == TRACK_BIT_VERT) return; + + if (rails & TRACK_BIT_3WAY_NE) { +pos_0: + if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & TRACK_BIT_3WAY_SW) == 0) { + p->ai.cur_dir_a = 0; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (rails & TRACK_BIT_3WAY_SE) { +pos_1: + if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & TRACK_BIT_3WAY_NW) == 0) { + p->ai.cur_dir_a = 1; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (rails & TRACK_BIT_3WAY_SW) { +pos_2: + if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & TRACK_BIT_3WAY_NE) == 0) { + p->ai.cur_dir_a = 2; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (rails & TRACK_BIT_3WAY_NW) { +pos_3: + if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & TRACK_BIT_3WAY_SE) == 0) { + p->ai.cur_dir_a = 3; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + } else { + static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A}; + + DiagDirection dir = GetRailDepotDirection(tile); + + if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir]) + return; + + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } else if (IsTileType(tile, MP_STREET)) { + if (!IsTileOwner(tile, _current_player)) return; + + if (IsLevelCrossing(tile)) goto is_rail_crossing; + + if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) { + DiagDirection dir; + TileIndex t; + + // Check if there are any stations around. + t = tile + TileDiffXY(-1, 0); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + t = tile + TileDiffXY(1, 0); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + t = tile + TileDiffXY(0, -1); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + t = tile + TileDiffXY(0, 1); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + dir = GetRoadDepotDirection(tile); + + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + DoCommand( + TILE_MASK(tile + TileOffsByDiagDir(dir)), + DiagDirToRoadBits(ReverseDiagDir(dir)), + 0, + DC_EXEC, + CMD_REMOVE_ROAD); + } + } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { + if (!IsTileOwner(tile, _current_player) || + !IsBridge(tile) || + GetBridgeTransportType(tile) != TRANSPORT_RAIL) { + return; + } + + rails = 0; + + switch (GetBridgeRampDirection(tile)) { + default: + case DIAGDIR_NE: goto pos_2; + case DIAGDIR_SE: goto pos_3; + case DIAGDIR_SW: goto pos_0; + case DIAGDIR_NW: goto pos_1; + } + } +} + +static void AiStateRemoveTrack(Player *p) +{ + /* Was 1000 for standard 8x8 maps. */ + int num = MapSizeX() * 4; + + do { + TileIndex tile = ++p->ai.state_counter; + + // Iterated all tiles? + if (tile >= MapSize()) { + p->ai.state = AIS_REMOVE_STATION; + return; + } + + // Remove player stuff in that tile + AiRemovePlayerRailOrRoad(p, tile); + if (p->ai.state != AIS_REMOVE_TRACK) return; + } while (--num); +} + +static void AiStateRemoveSingleRailTile(Player *p) +{ + // Remove until we can't remove more. + if (!AiRemoveTileAndGoForward(p)) p->ai.state = AIS_REMOVE_TRACK; +} + +static AiStateAction * const _ai_actions[] = { + AiCase0, + AiCase1, + AiStateVehLoop, + AiStateCheckReplaceVehicle, + AiStateDoReplaceVehicle, + AiStateWantNewRoute, + + AiStateBuildDefaultRailBlocks, + AiStateBuildRail, + AiStateBuildRailVeh, + AiStateDeleteRailBlocks, + + AiStateBuildDefaultRoadBlocks, + AiStateBuildRoad, + AiStateBuildRoadVehicles, + AiStateDeleteRoadBlocks, + + AiStateAirportStuff, + AiStateBuildDefaultAirportBlocks, + AiStateBuildAircraftVehicles, + + AiStateCheckShipStuff, + AiStateBuildDefaultShipBlocks, + AiStateDoShipStuff, + + AiStateSellVeh, + AiStateRemoveStation, + AiStateRemoveTrack, + + AiStateRemoveSingleRailTile +}; + +extern void ShowBuyCompanyDialog(uint player); + +static void AiHandleTakeover(Player *p) +{ + if (p->bankrupt_timeout != 0) { + p->bankrupt_timeout -= 8; + if (p->bankrupt_timeout > 0) return; + p->bankrupt_timeout = 0; + DeleteWindowById(WC_BUY_COMPANY, _current_player); + if (IsLocalPlayer()) { + AskExitToGameMenu(); + return; + } + if (IsHumanPlayer(_current_player)) return; + } + + if (p->bankrupt_asked == 255) return; + + { + uint asked = p->bankrupt_asked; + Player *pp, *best_pl = NULL; + int32 best_val = -1; + uint old_p; + + // Ask the guy with the highest performance hist. + FOR_ALL_PLAYERS(pp) { + if (pp->is_active && + !(asked&1) && + pp->bankrupt_asked == 0 && + best_val < pp->old_economy[1].performance_history) { + best_val = pp->old_economy[1].performance_history; + best_pl = pp; + } + asked>>=1; + } + + // Asked all players? + if (best_val == -1) { + p->bankrupt_asked = 255; + return; + } + + SETBIT(p->bankrupt_asked, best_pl->index); + + if (best_pl->index == _local_player) { + p->bankrupt_timeout = 4440; + ShowBuyCompanyDialog(_current_player); + return; + } + if (IsHumanPlayer(best_pl->index)) return; + + // Too little money for computer to buy it? + if (best_pl->player_money >> 1 >= p->bankrupt_value) { + // Computer wants to buy it. + old_p = _current_player; + _current_player = p->index; + DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); + _current_player = old_p; + } + } +} + +static void AiAdjustLoan(const Player* p) +{ + int32 base = AiGetBasePrice(p); + + if (p->player_money > base * 1400) { + // Decrease loan + if (p->current_loan != 0) { + DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); + } + } else if (p->player_money < base * 500) { + // Increase loan + if (p->current_loan < _economy.max_loan && + p->num_valid_stat_ent >= 2 && + -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) { + DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN); + } + } +} + +static void AiBuildCompanyHQ(Player *p) +{ + TileIndex tile; + + if (p->location_of_house == 0 && + p->last_build_coordinate != 0) { + tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8); + DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + } +} + + +void AiDoGameLoop(Player *p) +{ + if (p->bankrupt_asked != 0) { + AiHandleTakeover(p); + return; + } + + // Ugly hack to make sure the service interval of the AI is good, not looking + // to the patch-setting + // Also, it takes into account the setting if the service-interval is in days + // or in % + _ai_service_interval = _patches.servint_ispercent?80:180; + + if (IsHumanPlayer(_current_player)) return; + + AiAdjustLoan(p); + AiBuildCompanyHQ(p); + +#if 0 + { + static byte old_state = 99; + static bool hasdots = false; + char *_ai_state_names[]={ + "AiCase0", + "AiCase1", + "AiStateVehLoop", + "AiStateCheckReplaceVehicle", + "AiStateDoReplaceVehicle", + "AiStateWantNewRoute", + "AiStateBuildDefaultRailBlocks", + "AiStateBuildRail", + "AiStateBuildRailVeh", + "AiStateDeleteRailBlocks", + "AiStateBuildDefaultRoadBlocks", + "AiStateBuildRoad", + "AiStateBuildRoadVehicles", + "AiStateDeleteRoadBlocks", + "AiStateAirportStuff", + "AiStateBuildDefaultAirportBlocks", + "AiStateBuildAircraftVehicles", + "AiStateCheckShipStuff", + "AiStateBuildDefaultShipBlocks", + "AiStateDoShipStuff", + "AiStateSellVeh", + "AiStateRemoveStation", + "AiStateRemoveTrack", + "AiStateRemoveSingleRailTile" + }; + + if (p->ai.state != old_state) { + if (hasdots) + printf("\n"); + hasdots=false; + printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]); + } else { + printf("."); + hasdots=true; + } + } +#endif + + _ai_actions[p->ai.state](p); +} diff --git a/src/ai/default/default.h b/src/ai/default/default.h new file mode 100644 index 000000000..d367d4a72 --- /dev/null +++ b/src/ai/default/default.h @@ -0,0 +1,8 @@ +/* $Id$ */ + +#ifndef DEFAULT_H +#define DEFAULT_H + +void AiDoGameLoop(Player*); + +#endif diff --git a/src/ai/trolly/build.c b/src/ai/trolly/build.c new file mode 100644 index 000000000..9959d0d04 --- /dev/null +++ b/src/ai/trolly/build.c @@ -0,0 +1,324 @@ +/* $Id$ */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../debug.h" +#include "../../functions.h" +#include "../../map.h" +#include "../../road_map.h" +#include "../../tile.h" +#include "../../vehicle.h" +#include "../../command.h" +#include "trolly.h" +#include "../../engine.h" +#include "../../station.h" +#include "../../variables.h" +#include "../../bridge.h" +#include "../ai.h" + +// Build HQ +// Params: +// tile : tile where HQ is going to be build +bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) +{ + if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) + return false; + AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + return true; +} + + +// Build station +// Params: +// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station +// tile : tile where station is going to be build +// length : in case of AI_TRAIN: length of station +// numtracks : in case of AI_TRAIN: tracks of station +// direction : the direction of the station +// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) +int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) +{ + if (type == AI_TRAIN) + return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); + + if (type == AI_BUS) + return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); + + return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); +} + + +// Builds a brdige. The second best out of the ones available for this player +// Params: +// tile_a : starting point +// tile_b : end point +// flag : flag passed to DoCommand +int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) +{ + int bridge_type, bridge_len, type, type2; + + // Find a good bridgetype (the best money can buy) + bridge_len = GetBridgeLength(tile_a, tile_b); + type = type2 = 0; + for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { + if (CheckBridge_Stuff(bridge_type, bridge_len)) { + type2 = type; + type = bridge_type; + // We found two bridges, exit + if (type2 != 0) break; + } + } + // There is only one bridge that can be built + if (type2 == 0 && type != 0) type2 = type; + + // Now, simply, build the bridge! + if (p->ainew.tbt == AI_TRAIN) { + return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + } else { + return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + } +} + + +// Build the route part by part +// Basicly what this function do, is build that amount of parts of the route +// that go in the same direction. It sets 'part' to the last part of the route builded. +// The return value is the cost for the builded parts +// +// Params: +// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder +// part : Which part we need to build +// +// TODO: skip already builded road-pieces (e.g.: cityroad) +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) +{ + int part = PathFinderInfo->position; + byte *route_extra = PathFinderInfo->route_extra; + TileIndex *route = PathFinderInfo->route; + int dir; + int old_dir = -1; + int cost = 0; + int res; + // We need to calculate the direction with the parent of the parent.. so we skip + // the first pieces and the last piece + if (part < 1) part = 1; + // When we are done, stop it + if (part >= PathFinderInfo->route_length - 1) { + PathFinderInfo->position = -2; + return 0; + } + + + if (PathFinderInfo->rail_or_road) { + // Tunnel code + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]); + return 0; + } + return cost; + } + + // Build normal rail + // Keep it doing till we go an other way + if (route_extra[part - 1] == 0 && route_extra[part] == 0) { + while (route_extra[part] == 0) { + // Get the current direction + dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // Build the tile + res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); + if (CmdFailed(res)) { + // Problem.. let's just abort it all! + p->ainew.state = AI_STATE_NOTHING; + return 0; + } + cost += res; + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + } + // We want to return the last position, so we go back one + PathFinderInfo->position = part; + } else { + // Tunnel code + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]); + return 0; + } + return cost; + } + + // Build normal road + // Keep it doing till we go an other way + // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way + // it will wait till the vehicle is gone.. + if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + // Get the current direction + dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // There is already some road, and it is a bridge.. don't build!!! + if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { + // Build the tile + res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); + // Currently, we ignore CMD_ERRORs! + if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { + // Problem.. let's just abort it all! + DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); + p->ainew.state = AI_STATE_NOTHING; + return 0; + } + + if (!CmdFailed(res)) cost += res; + } + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + // We want to return the last position, so we go back one + } + if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; + PathFinderInfo->position = part; + } + + return cost; +} + + +// This functions tries to find the best vehicle for this type of cargo +// It returns INVALID_ENGINE if not suitable engine is found +EngineID AiNew_PickVehicle(Player *p) +{ + if (p->ainew.tbt == AI_TRAIN) { + // Not supported yet + return INVALID_ENGINE; + } else { + EngineID best_veh_index = INVALID_ENGINE; + int32 best_veh_rating = 0; + EngineID start = ROAD_ENGINES_INDEX; + EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES; + EngineID i; + + /* Loop through all road vehicles */ + for (i = start; i != end; i++) { + const RoadVehicleInfo *rvi = RoadVehInfo(i); + const Engine* e = GetEngine(i); + int32 rating; + int32 ret; + + /* Skip vehicles which can't take our cargo type */ + if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue; + + // Is it availiable? + // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY + if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; + + /* Rate and compare the engine by speed & capacity */ + rating = rvi->max_speed * rvi->capacity; + if (rating <= best_veh_rating) continue; + + // Can we build it? + ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + if (CmdFailed(ret)) continue; + + best_veh_rating = rating; + best_veh_index = i; + } + + return best_veh_index; + } +} + + +void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) +{ + Player* p = GetPlayer(_current_player); + + if (success) { + p->ainew.state = AI_STATE_GIVE_ORDERS; + p->ainew.veh_id = _new_vehicle_id; + + if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) { + /* Cargo type doesn't match, so refit it */ + if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { + /* Refit failed, so sell the vehicle */ + DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + p->ainew.state = AI_STATE_NOTHING; + } + } + } else { + /* XXX this should be handled more gracefully */ + p->ainew.state = AI_STATE_NOTHING; + } +} + + +// Builds the best vehicle possible +int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) +{ + EngineID i = AiNew_PickVehicle(p); + + if (i == INVALID_ENGINE) return CMD_ERROR; + if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; + + if (flag & DC_EXEC) { + return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); + } else { + return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); + } +} + +int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) +{ + int ret, ret2; + if (p->ainew.tbt == AI_TRAIN) { + return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); + } else { + ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); + if (CmdFailed(ret)) return ret; + // Try to build the road from the depot + ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + // If it fails, ignore it.. + if (CmdFailed(ret2)) return ret; + return ret + ret2; + } +} diff --git a/src/ai/trolly/pathfinder.c b/src/ai/trolly/pathfinder.c new file mode 100644 index 000000000..6ffdf1fec --- /dev/null +++ b/src/ai/trolly/pathfinder.c @@ -0,0 +1,510 @@ +/* $Id$ */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../bridge_map.h" +#include "../../debug.h" +#include "../../functions.h" +#include "../../map.h" +#include "../../tile.h" +#include "../../command.h" +#include "trolly.h" +#include "../../depot.h" +#include "../../tunnel_map.h" +#include "../../bridge.h" +#include "../ai.h" + +#define TEST_STATION_NO_DIR 0xFF + +// Tests if a station can be build on the given spot +// TODO: make it train compatible +static bool TestCanBuildStationHere(TileIndex tile, byte dir) +{ + Player *p = GetPlayer(_current_player); + + if (dir == TEST_STATION_NO_DIR) { + int32 ret; + // TODO: currently we only allow spots that can be access from al 4 directions... + // should be fixed!!! + for (dir = 0; dir < 4; dir++) { + ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST); + if (!CmdFailed(ret)) return true; + } + return false; + } + + // return true if command succeeded, so the inverse of CmdFailed() + return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST)); +} + + +static bool IsRoad(TileIndex tile) +{ + return + // MP_STREET, but not a road depot? + (IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) || + (IsTileType(tile, MP_TUNNELBRIDGE) && ( + (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) || + (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD) + )); +} + + +// Checks if a tile 'a' is between the tiles 'b' and 'c' +#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c)) + + +// Check if the current tile is in our end-area +static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) +{ + const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target; + + // It is not allowed to have a station on the end of a bridge or tunnel ;) + if (current->path.node.user_data[0] != 0) return AYSTAR_DONE; + if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) + if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES)) + if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile, AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile))) + return AYSTAR_FOUND_END_NODE; + + return AYSTAR_DONE; +} + + +// Calculates the hash +// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64) +static uint AiPathFinder_Hash(uint key1, uint key2) +{ + return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5); +} + + +// Clear the memory of all the things +static void AyStar_AiPathFinder_Free(AyStar *aystar) +{ + AyStarMain_Free(aystar); + free(aystar); +} + + +static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent); +static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent); +static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current); +static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current); + + +// This creates the AiPathFinder +AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo) +{ + PathNode start_node; + uint x; + uint y; + // Create AyStar + AyStar *result = malloc(sizeof(AyStar)); + init_AyStar(result, AiPathFinder_Hash, 1 << 10); + // Set the function pointers + result->CalculateG = AyStar_AiPathFinder_CalculateG; + result->CalculateH = AyStar_AiPathFinder_CalculateH; + result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck; + result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode; + result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours; + + result->free = AyStar_AiPathFinder_Free; + + // Set some information + result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK; + result->max_path_cost = 0; + result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES; + + // Set the user_data to the PathFinderInfo + result->user_target = PathFinderInfo; + + // Set the start node + start_node.parent = NULL; + start_node.node.direction = 0; + start_node.node.user_data[0] = 0; + + // Now we add all the starting tiles + for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) { + for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) { + start_node.node.tile = TileXY(x, y); + result->addstart(result, &start_node.node, 0); + } + } + + return result; +} + + +// To reuse AyStar we sometimes have to clean all the memory +void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) +{ + PathNode start_node; + uint x; + uint y; + + aystar->clear(aystar); + + // Set the user_data to the PathFinderInfo + aystar->user_target = PathFinderInfo; + + // Set the start node + start_node.parent = NULL; + start_node.node.direction = 0; + start_node.node.user_data[0] = 0; + start_node.node.tile = PathFinderInfo->start_tile_tl; + + // Now we add all the starting tiles + for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) { + for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) { + TileIndex tile = TileXY(x, y); + + if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) continue; + if (!TestCanBuildStationHere(tile, TEST_STATION_NO_DIR)) continue; + start_node.node.tile = tile; + aystar->addstart(aystar, &start_node.node, 0); + } + } +} + + +// The h-value, simple calculation +static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) +{ + const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target; + int r, r2; + + if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) { + // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate + r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction)); + r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction)); + } else { + // No direction, so just get the fastest route to the station + r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl); + r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br); + } + // See if the bottomright is faster than the topleft.. + if (r2 < r) r = r2; + return r * AI_PATHFINDER_H_MULTIPLER; +} + + +// We found the end.. let's get the route back and put it in an array +static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current) +{ + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + uint i = 0; + PathNode *parent = ¤t->path; + + do { + PathFinderInfo->route_extra[i] = parent->node.user_data[0]; + PathFinderInfo->route[i++] = parent->node.tile; + if (i > lengthof(PathFinderInfo->route)) { + // We ran out of space for the PathFinder + DEBUG(ai, 0, "No more space in pathfinder route[] array"); + PathFinderInfo->route_length = -1; // -1 indicates out of space + return; + } + parent = parent->parent; + } while (parent != NULL); + PathFinderInfo->route_length = i; + DEBUG(ai, 1, "Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash)); +} + + +// What tiles are around us. +static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) +{ + uint i; + int ret; + int dir; + + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + + aystar->num_neighbours = 0; + + // Go through all surrounding tiles and check if they are within the limits + for (i = 0; i < 4; i++) { + TileIndex ctile = current->path.node.tile; // Current tile + TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile + + if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 && + TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) { + // We also directly test if the current tile can connect to this tile.. + // We do this simply by just building the tile! + + // If the next step is a bridge, we have to enter it the right way + if (!PathFinderInfo->rail_or_road && IsRoad(atile)) { + if (IsTileType(atile, MP_TUNNELBRIDGE)) { + if (IsTunnel(atile)) { + if (GetTunnelDirection(atile) != i) continue; + } else { + if ((_m[atile].m5 & 1U) != DiagDirToAxis(i)) continue; + } + } + } + // But also if we are on a bridge, we can only move a certain direction + if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) { + if (IsTileType(ctile, MP_TUNNELBRIDGE)) { + // An existing bridge/tunnel... let's test the direction ;) + if ((_m[ctile].m5 & 1U) != (i & 1)) continue; + } + } + + if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 || + (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) { + // We are a bridge/tunnel, how cool!! + // This means we can only point forward.. get the direction from the user_data + if (i != (current->path.node.user_data[0] >> 8)) continue; + } + dir = 0; + + // First, check if we have a parent + if (current->path.parent == NULL && current->path.node.user_data[0] == 0) { + // If not, this means we are at the starting station + if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) { + // We do need a direction? + if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) { + // We are not pointing the right way, invalid tile + continue; + } + } + } else if (current->path.node.user_data[0] == 0) { + if (PathFinderInfo->rail_or_road) { + // Rail check + dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile); + ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); + if (CmdFailed(ret)) continue; +#ifdef AI_PATHFINDER_NO_90DEGREES_TURN + if (current->path.parent->parent != NULL) { + // Check if we don't make a 90degree curve + int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile); + if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) { + continue; + } + } +#endif + } else { + // Road check + dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile); + if (IsRoad(ctile)) { + if (IsTileType(ctile, MP_TUNNELBRIDGE)) { + // We have a bridge, how nicely! We should mark it... + dir = 0; + } else { + // It already has road.. check if we miss any bits! + if ((_m[ctile].m5 & dir) != dir) { + // We do miss some pieces :( + dir &= ~_m[ctile].m5; + } else { + dir = 0; + } + } + } + // Only destruct things if it is MP_CLEAR of MP_TREES + if (dir != 0) { + ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + if (CmdFailed(ret)) continue; + } + } + } + + // The tile can be connected + aystar->neighbours[aystar->num_neighbours].tile = atile; + aystar->neighbours[aystar->num_neighbours].user_data[0] = 0; + aystar->neighbours[aystar->num_neighbours++].direction = 0; + } + } + + // Next step, check for bridges and tunnels + if (current->path.parent != NULL && current->path.node.user_data[0] == 0) { + // First we get the dir from this tile and his parent + DiagDirection dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile); + // It means we can only walk with the track, so the bridge has to be in the same direction + TileIndex tile = current->path.node.tile; + TileIndex new_tile = tile; + Slope tileh = GetTileSlope(tile, NULL); + + // Bridges can only be build on land that is not flat + // And if there is a road or rail blocking + if (tileh != SLOPE_FLAT || + (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) || + (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) { + for (;;) { + new_tile += TileOffsByDiagDir(dir); + + // Precheck, is the length allowed? + if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break; + + // Check if we hit the station-tile.. we don't like that! + if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break; + + // Try building the bridge.. + ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); + if (CmdFailed(ret)) continue; + // We can build a bridge here.. add him to the neighbours + aystar->neighbours[aystar->num_neighbours].tile = new_tile; + aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8); + aystar->neighbours[aystar->num_neighbours++].direction = 0; + // We can only have 12 neighbours, and we need 1 left for tunnels + if (aystar->num_neighbours == 11) break; + } + } + + // Next, check for tunnels! + // Tunnels can only be built on slopes corresponding to the direction + // For now, we check both sides for this tile.. terraforming gives fuzzy result + if ((dir == DIAGDIR_NE && tileh == SLOPE_NE) || + (dir == DIAGDIR_SE && tileh == SLOPE_SE) || + (dir == DIAGDIR_SW && tileh == SLOPE_SW) || + (dir == DIAGDIR_NW && tileh == SLOPE_NW)) { + // Now simply check if a tunnel can be build + ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); + tileh = GetTileSlope(_build_tunnel_endtile, NULL); + if (!CmdFailed(ret) && (tileh == SLOPE_SW || tileh == SLOPE_SE || tileh == SLOPE_NW || tileh == SLOPE_NE)) { + aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; + aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8); + aystar->neighbours[aystar->num_neighbours++].direction = 0; + } + } + } +} + + +extern uint GetRailFoundation(Slope tileh, TrackBits bits); // XXX function declaration in .c +extern uint GetRoadFoundation(Slope tileh, uint bits); // XXX function declaration in .c +extern uint GetBridgeFoundation(Slope tileh, Axis); // XXX function declaration in .c +enum { + BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12, +}; + +// The most important function: it calculates the g-value +static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) +{ + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + int r, res = 0; + Slope tileh = GetTileSlope(current->tile, NULL); + Slope parent_tileh = GetTileSlope(parent->path.node.tile, NULL); + + // Check if we hit the end-tile + if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) { + // We are at the end-tile, check if we had a direction or something... + if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) { + // We are not pointing the right way, invalid tile + return AYSTAR_INVALID_NODE; + } + // If it was valid, drop out.. we don't build on the endtile + return 0; + } + + // Give everything a small penalty + res += AI_PATHFINDER_PENALTY; + + if (!PathFinderInfo->rail_or_road) { + // Road has the lovely advantage it can use other road... check if + // the current tile is road, and if so, give a good bonus + if (IsRoad(current->tile)) { + res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS; + } + } + + // We should give a penalty when the tile is going up or down.. this is one way to do so! + // Too bad we have to count it from the parent.. but that is not so bad. + // We also dislike long routes on slopes, since they do not look too realistic + // when there is a flat land all around, they are more expensive to build, and + // especially they essentially block the ability to connect or cross the road + // from one side. + if (parent_tileh != SLOPE_FLAT && parent->path.parent != NULL) { + // Skip if the tile was from a bridge or tunnel + if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) { + if (PathFinderInfo->rail_or_road) { + r = GetRailFoundation(parent_tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information.. + if (r >= 15 || (r == 0 && HASBIT(BRIDGE_NO_FOUNDATION, tileh))) { + res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + } else { + res += AI_PATHFINDER_FOUNDATION_PENALTY; + } + } else { + if (!IsRoad(parent->path.node.tile) || !IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE)) { + r = GetRoadFoundation(parent_tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + if (r >= 15 || r == 0) { + res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + } else { + res += AI_PATHFINDER_FOUNDATION_PENALTY; + } + } + } + } + } + + // Are we part of a tunnel? + if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) { + // Tunnels are very expensive when build on long routes.. + // Ironicly, we are using BridgeCode here ;) + r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); + res += r + (r >> 8); + } + + // Are we part of a bridge? + if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) { + // That means for every length a penalty + res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); + // Check if we are going up or down, first for the starting point + // In user_data[0] is at the 8th bit the direction + if (!HASBIT(BRIDGE_NO_FOUNDATION, parent_tileh)) { + if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) { + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + } + // Second for the end point + if (!HASBIT(BRIDGE_NO_FOUNDATION, tileh)) { + if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) { + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + } + if (parent_tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + if (tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + + // To prevent the AI from taking the fastest way in tiles, but not the fastest way + // in speed, we have to give a good penalty to direction changing + // This way, we get almost the fastest way in tiles, and a very good speed on the track + if (!PathFinderInfo->rail_or_road) { + if (parent->path.parent != NULL && + AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) { + // When road exists, we don't like turning, but its free, so don't be to piggy about it + if (IsRoad(parent->path.node.tile)) { + res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY; + } else { + res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; + } + } + } else { + // For rail we have 1 exeption: diagonal rail.. + // So we fetch 2 raildirection. That of the current one, and of the one before that + if (parent->path.parent != NULL && parent->path.parent->parent != NULL) { + int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile); + int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile); + // First, see if we are on diagonal path, that is better than straight path + if (dir1 > 1) res -= AI_PATHFINDER_DIAGONAL_BONUS; + + // First see if they are different + if (dir1 != dir2) { + // dir 2 and 3 are 1 diagonal track, and 4 and 5. + if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) { + // It is not, so we changed of direction + res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; + } + if (parent->path.parent->parent->parent != NULL) { + int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile); + // Check if we changed 3 tiles of direction in 3 tiles.. bad!!! + if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) { + res += AI_PATHFINDER_CURVE_PENALTY; + } + } + } + } + } + + return (res < 0) ? 0 : res; +} diff --git a/src/ai/trolly/shared.c b/src/ai/trolly/shared.c new file mode 100644 index 000000000..e683b60ea --- /dev/null +++ b/src/ai/trolly/shared.c @@ -0,0 +1,118 @@ +/* $Id$ */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../debug.h" +#include "../../map.h" +#include "trolly.h" +#include "../../vehicle.h" + +int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c) +{ + // 0 = vert + // 1 = horz + // 2 = dig up-left + // 3 = dig down-right + // 4 = dig down-left + // 5 = dig up-right + + uint x1 = TileX(tile_a); + uint x2 = TileX(tile_b); + uint x3 = TileX(tile_c); + + uint y1 = TileY(tile_a); + uint y2 = TileY(tile_b); + uint y3 = TileY(tile_c); + + if (y1 == y2 && y2 == y3) return 0; + if (x1 == x2 && x2 == x3) return 1; + if (y2 > y1) return x2 > x3 ? 2 : 4; + if (x2 > x1) return y2 > y3 ? 2 : 5; + if (y1 > y2) return x2 > x3 ? 5 : 3; + if (x1 > x2) return y2 > y3 ? 4 : 3; + + return 0; +} + +int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c) +{ + int x1, x2, x3; + int y1, y2, y3; + int r; + + x1 = TileX(tile_a); + x2 = TileX(tile_b); + x3 = TileX(tile_c); + + y1 = TileY(tile_a); + y2 = TileY(tile_b); + y3 = TileY(tile_c); + + r = 0; + + if (x1 < x2) r += 8; + if (y1 < y2) r += 1; + if (x1 > x2) r += 2; + if (y1 > y2) r += 4; + + if (x2 < x3) r += 2; + if (y2 < y3) r += 4; + if (x2 > x3) r += 8; + if (y2 > y3) r += 1; + + return r; +} + +// Get's the direction between 2 tiles seen from tile_a +DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b) +{ + if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE; + if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW; + if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW; + return DIAGDIR_NE; +} + + +// This functions looks up if this vehicle is special for this AI +// and returns his flag +uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v) +{ + uint i; + + for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { + if (p->ainew.special_vehicles[i].veh_id == v->index) { + return p->ainew.special_vehicles[i].flag; + } + } + + // Not found :( + return 0; +} + + +bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag) +{ + int new_id = -1; + uint i; + + for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { + if (p->ainew.special_vehicles[i].veh_id == v->index) { + p->ainew.special_vehicles[i].flag |= flag; + return true; + } + if (new_id == -1 && + p->ainew.special_vehicles[i].veh_id == 0 && + p->ainew.special_vehicles[i].flag == 0) { + new_id = i; + } + } + + // Out of special_vehicle spots :s + if (new_id == -1) { + DEBUG(ai, 1, "special_vehicles list is too small"); + return false; + } + p->ainew.special_vehicles[new_id].veh_id = v->index; + p->ainew.special_vehicles[new_id].flag = flag; + return true; +} diff --git a/src/ai/trolly/trolly.c b/src/ai/trolly/trolly.c new file mode 100644 index 000000000..35115a880 --- /dev/null +++ b/src/ai/trolly/trolly.c @@ -0,0 +1,1353 @@ +/* $Id$ */ + +/* + * 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); +} diff --git a/src/ai/trolly/trolly.h b/src/ai/trolly/trolly.h new file mode 100644 index 000000000..e0d70fbf6 --- /dev/null +++ b/src/ai/trolly/trolly.h @@ -0,0 +1,262 @@ +/* $Id$ */ + +#ifndef AI_TROLLY_H +#define AI_TROLLY_H + +#include "../../aystar.h" +#include "../../player.h" + +/* + * These defines can be altered to change the behavoir of the AI + * + * WARNING: + * This can also alter the AI in a negative way. I will never claim these settings + * are perfect, but don't change them if you don't know what the effect is. + */ + +// How many times it the H multiplied. The higher, the more it will go straight to the +// end point. The lower, how more it will find the route with the lowest cost. +// also: the lower, the longer it takes before route is calculated.. +#define AI_PATHFINDER_H_MULTIPLER 100 + +// How many loops may AyStar do before it stops +// 0 = infinite +#define AI_PATHFINDER_LOOPS_PER_TICK 5 + +// How long may the AI search for one route? +// 0 = infinite +// This number is the number of tiles tested. +// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks +// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts +// (that is: if the AI is on VERY FAST! :p +#define AI_PATHFINDER_MAX_SEARCH_NODES 5000 + +// If you enable this, the AI is not allowed to make 90degree turns +#define AI_PATHFINDER_NO_90DEGREES_TURN + +// Below are defines for the g-calculation + +// Standard penalty given to a tile +#define AI_PATHFINDER_PENALTY 150 +// The penalty given to a tile that is going up +#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450 +// The penalty given to a tile which would have to use fundation +#define AI_PATHFINDER_FOUNDATION_PENALTY 100 +// Changing direction is a penalty, to prevent curved ways (with that: slow ways) +#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200 +// Same penalty, only for when road already exists +#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50 +// A diagonal track cost the same as a straigh, but a diagonal is faster... so give +// a bonus for using diagonal track +#ifdef AI_PATHFINDER_NO_90DEGREES_TURN +#define AI_PATHFINDER_DIAGONAL_BONUS 95 +#else +#define AI_PATHFINDER_DIAGONAL_BONUS 75 +#endif +// If a roadblock already exists, it gets a bonus +#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140 +// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation +#define AI_PATHFINDER_CURVE_PENALTY 200 + +// Penalty a bridge gets per length +#define AI_PATHFINDER_BRIDGE_PENALTY 180 +// The penalty for a bridge going up +#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000 + +// Tunnels are expensive... +// Because of that, every tile the cost is increased with 1/8th of his value +// This is also true if you are building a tunnel yourself +#define AI_PATHFINDER_TUNNEL_PENALTY 350 + +/* + * Ai_New defines + */ + +// How long may we search cities and industry for a new route? +#define AI_LOCATE_ROUTE_MAX_COUNTER 200 + +// How many days must there be between building the first station and the second station +// within one city. This number is in days and should be more than 4 months. +#define AI_CHECKCITY_DATE_BETWEEN 180 + +// How many cargo is needed for one station in a city? +#define AI_CHECKCITY_CARGO_PER_STATION 60 +// How much cargo must there not be used in a city before we can build a new station? +#define AI_CHECKCITY_NEEDED_CARGO 50 +// When there is already a station which takes the same good and the rating of that +// city is higher then this numer, we are not going to attempt to build anything +// there +#define AI_CHECKCITY_CARGO_RATING 50 +// But, there is a chance of 1 out of this number, that we do ;) +#define AI_CHECKCITY_CARGO_RATING_CHANCE 5 +// If a city is too small to contain a station, there is a small chance +// that we still do so.. just to make the city bigger! +#define AI_CHECKCITY_CITY_CHANCE 5 + +// This number indicates for every unit of cargo, how many tiles two stations maybe be away +// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units +// of the cargo in the other station, both stations can be 96 units away from eachother, if the +// next number is 0.4. +#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4 +#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7 +// In whole tiles, the minimum distance for a truck route +#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30 + +// The amount of tiles in a square from -X to +X that is scanned for a station spot +// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot +// Safe values are between 15 and 5 +#define AI_FINDSTATION_TILE_RANGE 10 + +// Building on normal speed goes very fast. Idle this amount of ticks between every +// building part. It is calculated like this: (4 - competitor_speed) * num + 1 +// where competitor_speed is between 0 (very slow) to 4 (very fast) +#define AI_BUILDPATH_PAUSE 10 + +// Minimum % of reliabilty a vehicle has to have before the AI buys it +#define AI_VEHICLE_MIN_RELIABILTY 60 + +// The minimum amount of money a player should always have +#define AI_MINIMUM_MONEY 15000 + +// If the most cheap route is build, how much is it going to cost.. +// This is to prevent the AI from trying to build a route which can not be paid for +#define AI_MINIMUM_BUS_ROUTE_MONEY 25000 +#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000 + +// The minimum amount of money before we are going to repay any money +#define AI_MINIMUM_LOAN_REPAY_MONEY 40000 +// How many repays do we do if we have enough money to do so? +// Every repay is 10000 +#define AI_LOAN_REPAY 2 +// How much income must we have before paying back a loan? Month-based (and looked at the last month) +#define AI_MINIMUM_INCOME_FOR_LOAN 7000 + +// If there is <num> time as much cargo in the station then the vehicle can handle +// reuse the station instead of building a new one! +#define AI_STATION_REUSE_MULTIPLER 2 + +// No more than this amount of vehicles per station.. +#define AI_CHECK_MAX_VEHICLE_PER_STATION 10 + +// How many thick between building 2 vehicles +#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS + +// How many days must there between vehicle checks +// The more often, the less non-money-making lines there will be +// but the unfair it may seem to a human player +#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30 + +// How money profit does a vehicle needs to make to stay in order +// This is the profit of this year + profit of last year +// But also for vehicles that are just one year old. In other words: +// Vehicles of 2 years do easier meet this setting then vehicles +// of one year. This is a very good thing. New vehicles are filtered, +// while old vehicles stay longer, because we do get less in return. +#define AI_MINIMUM_ROUTE_PROFIT 1000 + +// A vehicle is considered lost when he his cargo is more than 180 days old +#define AI_VEHICLE_LOST_DAYS 180 + +// How many times may the AI try to find a route before it gives up +#define AI_MAX_TRIES_FOR_SAME_ROUTE 8 + +/* + * End of defines + */ + +// This stops 90degrees curves +static const byte _illegal_curves[6] = { + 255, 255, // Horz and vert, don't have the effect + 5, // upleft and upright are not valid + 4, // downright and downleft are not valid + 2, // downleft and upleft are not valid + 3, // upright and downright are not valid +}; + +enum { + AI_STATE_STARTUP = 0, + AI_STATE_FIRST_TIME, + AI_STATE_NOTHING, + AI_STATE_WAKE_UP, + AI_STATE_LOCATE_ROUTE, + AI_STATE_FIND_STATION, + AI_STATE_FIND_PATH, + AI_STATE_FIND_DEPOT, + AI_STATE_VERIFY_ROUTE, + AI_STATE_BUILD_STATION, + AI_STATE_BUILD_PATH, + AI_STATE_BUILD_DEPOT, + AI_STATE_BUILD_VEHICLE, + AI_STATE_WAIT_FOR_BUILD, + AI_STATE_GIVE_ORDERS, + AI_STATE_START_VEHICLE, + AI_STATE_REPAY_MONEY, + AI_STATE_CHECK_ALL_VEHICLES, + AI_STATE_ACTION_DONE, + AI_STATE_STOP, // Temporary function to stop the AI +}; + +// Used for tbt (train/bus/truck) +enum { + AI_TRAIN = 0, + AI_BUS, + AI_TRUCK, +}; + +enum { + AI_ACTION_NONE = 0, + AI_ACTION_BUS_ROUTE, + AI_ACTION_TRUCK_ROUTE, + AI_ACTION_REPAY_LOAN, + AI_ACTION_CHECK_ALL_VEHICLES, +}; + +// Used for from_type/to_type +enum { + AI_NO_TYPE = 0, + AI_CITY, + AI_INDUSTRY, +}; + +// Flags for in the vehicle +enum { + AI_VEHICLEFLAG_SELL = 1, + // Remember, flags must be in power of 2 +}; + +#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry) +#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route +#define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY()) + +#define AI_PATHFINDER_NO_DIRECTION (byte)-1 + +// Flags used in user_data +#define AI_PATHFINDER_FLAG_BRIDGE 1 +#define AI_PATHFINDER_FLAG_TUNNEL 2 + +typedef void AiNew_StateFunction(Player *p); + +// ai_new.c +void AiNewDoGameLoop(Player *p); + +// ai_pathfinder.c +AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo); +void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo); + +// ai_shared.c +int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); +int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); +DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b); +bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag); +uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); + +// ai_build.c +bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); +int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); +int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); +EngineID AiNew_PickVehicle(Player *p); +int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); +int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag); + +#endif /* AI_TROLLY_H */ |