#include "stdafx.h" #include "ttd.h" #include "player.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" // remove some day perhaps? static Player *_cur_ai_player; 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, 0); 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; v = p->ai.cur_veh == NULL ? _vehicles : p->ai.cur_veh+1; for (;v != endof(_vehicles); v++) { if (v->type == 0 || 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 != 0 && _engines[v->engine_type].reliability < 35389) || v->age >= v->max_age) { 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; } // XXX static const byte _rail_locos_count[3] = { 27, 3, 5 }; extern const byte _rail_engines_start[3]; static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag) { int best_veh_index = -1; byte best_veh_score = 0; int32 r; int i = _rail_engines_start[railtype]; int end = i + _rail_locos_count[railtype]; Engine *e = &_engines[i]; do { assert(!(_rail_vehicle_info[i].flags & RVI_WAGON)); if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) continue; r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); if (r != CMD_ERROR && (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && r <= money && _cmd_build_rail_veh_score >= best_veh_score) { best_veh_score = _cmd_build_rail_veh_score; best_veh_index = i; } } while (++e, ++i != end); return best_veh_index; } static int AiChooseRoadVehToBuild(byte cargo, int32 money) { int best_veh_index = -1; int32 best_veh_cost = 0; int32 r; int i = _cargoc.ai_roadveh_start[cargo]; int end = i + _cargoc.ai_roadveh_count[cargo]; Engine *e = &_engines[i]; do { if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) continue; r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_ROAD_VEH); if (r != CMD_ERROR && r <= money && r >= best_veh_cost) { best_veh_cost = r; best_veh_index = i; } } while (++e, ++i != end); return best_veh_index; } static int AiChooseAircraftToBuild(int32 money, byte flag) { int best_veh_index = -1; int32 best_veh_cost = 0; int32 r; int i = AIRCRAFT_ENGINES_INDEX; int end = i + NUM_AIRCRAFT_ENGINES; Engine *e = &_engines[i]; do { if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) continue; if (flag&1) { if (i<253) continue; } else { if (i>=253) continue; } r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT); if (r != CMD_ERROR && r <= money && r >= best_veh_cost) { best_veh_cost = r; best_veh_index = i; } } while (++e, ++i != end); return best_veh_index; } static int32 AiGetBasePrice(Player *p) { int32 base = _price.station_value; // adjust base price when more expensive vehicles are available if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1; else if (p->ai.railtype_to_use == 2) base *= 2; return base; } #if 0 static int AiChooseShipToBuild(byte cargo, int32 money) { // XXX: not done return 0; } #endif static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v) { int32 avail_money = p->player_money + v->value; return AiChooseRoadVehToBuild(v->cargo_type, avail_money); } static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v) { int32 avail_money = p->player_money + v->value; return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0); } static int AiChooseTrainToReplaceWith(Player *p, Vehicle *v) { int32 avail_money = p->player_money + v->value; int num=0; Vehicle *u = v; while (++num, u->next != NULL) { u = u->next; } // XXX: check if a wagon return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0); } static int AiChooseShipToReplaceWith(Player *p, Vehicle *v) { error("!AiChooseShipToReplaceWith"); /* maybe useless, but avoids compiler warning this way */ return 0; } static void AiHandleGotoDepot(Player *p, int cmd) { if ((p->ai.cur_veh->next_order & OT_MASK) != OT_GOTO_DEPOT) DoCommandByTile(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->next_order&OT_MASK) == OT_GOTO_DEPOT) { p->ai.cur_veh->next_order = OT_DUMMY; InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); } } static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) { uint16 *os = bak->order, ord; int ind = 0; while ((ord = *os++) != 0) { if (DoCommandByTile(0, v->index + (ind << 16), ord, DC_EXEC, CMD_INSERT_ORDER) == CMD_ERROR) break; ind++; } } static void AiHandleReplaceTrain(Player *p) { Vehicle *v = p->ai.cur_veh; BackuppedOrders orderbak[1]; int veh; uint tile; // wait until the vehicle reaches the depot. if (!IsTrainDepotTile(v->tile) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT); return; } veh = AiChooseTrainToReplaceWith(p, v); if (veh != -1) { BackupVehicleOrders(v, orderbak); tile = v->tile; if (DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON) != CMD_ERROR && DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE) != CMD_ERROR) { veh = _new_train_id; AiRestoreVehicleOrders(&_vehicles[veh], orderbak); DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); } } } static void AiHandleReplaceRoadVeh(Player *p) { Vehicle *v = p->ai.cur_veh; BackuppedOrders orderbak[1]; int veh; uint tile; if (!IsRoadDepotTile(v->tile) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); return; } veh = AiChooseRoadVehToReplaceWith(p, v); if (veh != -1) { BackupVehicleOrders(v, orderbak); tile = v->tile; if (DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH) != CMD_ERROR && DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH) != CMD_ERROR) { veh = _new_roadveh_id; AiRestoreVehicleOrders(&_vehicles[veh], orderbak); DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); } } } static void AiHandleReplaceAircraft(Player *p) { Vehicle *v = p->ai.cur_veh; int veh; BackuppedOrders orderbak[1]; uint tile; if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); return; } veh = AiChooseAircraftToReplaceWith(p, v); if (veh != -1) { BackupVehicleOrders(v, orderbak); tile = v->tile; if (DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT) != CMD_ERROR && DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT) != CMD_ERROR) { veh = _new_aircraft_id; AiRestoreVehicleOrders(&_vehicles[veh], orderbak); DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); } } } static void AiHandleReplaceShip(Player *p) { error("!AiHandleReplaceShip"); } typedef int CheckReplaceProc(Player *p, 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) { Vehicle *v = p->ai.cur_veh; if (v->type == 0 || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == -1) { 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) { 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 (v->type == 0 || v->owner != _current_player) return; _veh_do_replace_proc[v->type - VEH_Train](p); } typedef struct FoundRoute { int distance; byte cargo; void *from; void *to; } FoundRoute; static Town *AiFindRandomTown() { Town *t = DEREF_TOWN(RandomRange(_total_towns)); return (t->xy != 0) ? t : NULL; } static Industry *AiFindRandomIndustry() { Industry *i = DEREF_INDUSTRY(RandomRange(_total_industries)); return (i->xy != 0) ? i : NULL; } static void AiFindSubsidyIndustryRoute(FoundRoute *fr) { int i; byte cargo; Subsidy *s; Industry *from, *to_ind; Town *to_tow; 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 == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7) return; fr->cargo = cargo; fr->from = from = DEREF_INDUSTRY(s->from); if (cargo == CT_GOODS || cargo == CT_FOOD) { to_tow = DEREF_TOWN(s->to); if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) return; // error fr->to = to_tow; to_xy = to_tow->xy; } else { to_ind = DEREF_INDUSTRY(s->to); fr->to = to_ind; to_xy = to_ind->xy; } fr->distance = GetTileDist(from->xy, to_xy); } static void AiFindSubsidyPassengerRoute(FoundRoute *fr) { uint i; 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 = DEREF_TOWN(s->from); fr->to = to = DEREF_TOWN(s->to); // They must be big enough if (from->population < 400 || to->population < 400) return; fr->distance = GetTileDist(from->xy, to->xy); } static void AiFindRandomIndustryRoute(FoundRoute *fr) { Industry *i,*i2; Town *t; uint32 r; byte 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] != 0xFF) cargo = i->produced_cargo[1]; fr->cargo = cargo; // don't allow passengers if (cargo == 0xFF || cargo == CT_PASSENGERS) return; if (cargo != CT_GOODS && cargo != CT_FOOD) { // pick a dest, and see if it can receive 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 = GetTileDist(i->xy, i2->xy); } else { // pick a dest town, and see if it's big enough t = AiFindRandomTown(); if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) return; fr->to = t; fr->distance = GetTileDist(i->xy, t->xy); } } static void AiFindRandomPassengerRoute(FoundRoute *fr) { uint32 r; Town *source, *dest; // initially error fr->distance = -1; r = Random(); 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 = GetTileDist(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, cur; 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) if (st->xy != 0 && st->owner == _current_player) { cur = GetTileDist1D(from_tile, st->xy); if (cur < dist) dist = cur; cur = GetTileDist1D(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) { if (((Town*)fr->from)->pct_pass_transported > 0x99 || ((Town*)fr->to)->pct_pass_transported > 0x99) return false; // Make sure it has a reasonably good rating if ( ((Town*)fr->from)->ratings[_current_player] < -100 || ((Town*)fr->to)->ratings[_current_player] < -100) return false; } else { Industry *i = (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 = (GET_TILE_X(a) < GET_TILE_X(b)) ? 1 : 0; if (GET_TILE_Y(a) >= GET_TILE_Y(b)) i ^= 3; return i; } static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) { return TILE_XY( GET_TILE_X(a) + ((GET_TILE_X(b) - GET_TILE_X(a)) * pct >> 8), GET_TILE_Y(a) + ((GET_TILE_Y(b) - GET_TILE_Y(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; p->ai.railtype_to_use = p->max_railtype - 1; r = (uint16)Random(); 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 = (uint16)Random(); 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 = DEREF_INDUSTRY(RandomRange(lengthof(_industries))); if (in != NULL && in->type == IT_OIL_RIG) { if (GetTileDist(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) { 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(;;) { byte dis; r = (uint16)Random(); 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 values[NUM_CARGO]; int w,h; uint tile2; for(;p->mode != 4;p++) if (p->mode == 1) { tile2 = TILE_ADD(tile, p->tileoffs); w = ((p->attr>>1) & 7); h = ((p->attr>>4) & 7); if (p->attr&1) intswap(w, h); if (cargo & 0x80) { GetProductionAroundTiles(values, tile2, w, h); return values[cargo & 0x7F] != 0; } else { GetAcceptanceAroundTiles(values, tile2, w, h); 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, byte flag) { int32 r; 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 + p->tileoffs); _cleared_town = NULL; if (p->mode < 2) { if (p->mode == 0) { // Depot r = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); } else { // Station r = DoCommandByTile(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); } if (r == CMD_ERROR) return CMD_ERROR; total_cost += r; 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 (IS_TILETYPE(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; r = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); if (r == CMD_ERROR) return CMD_ERROR; total_cost += r; } } /* signals too? */ if (j&3) { // Can't build signals on a road. if (IS_TILETYPE(c, MP_STREET)) return CMD_ERROR; if (flag & DC_EXEC) { j = 4 - j; do { r = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS); } while (--j); } else { r = _price.build_signals; } if (r == CMD_ERROR) return CMD_ERROR; total_cost += r; } } else if (p->mode == 3) { //Clear stuff and then build single rail. if (GetTileSlope(c,NULL) != 0) return CMD_ERROR; r = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); if (r == CMD_ERROR) return CMD_ERROR; total_cost += r + _price.build_rail; if (flag & DC_EXEC) { DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, 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, 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, DC_NO_TOWN_RATING); if (*cost != CMD_ERROR && 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) { byte old_player; uint32 r; uint slope; int h; old_player = _current_player; _current_player = OWNER_NONE; r = Random(); unk &= (int)r; do { tile = TILE_MASK(tile + _tileoffs_by_dir[dir]); r >>= 2; if (r&2) { dir++; if (r&1) dir -= 2; } dir &= 3; } while (--unk >= 0); slope = GetTileSlope(tile, &h); if (slope != 0) { if (mode > 0 || (mode == 0 && !(r&0xC))) { // Terraform up DoCommandByTile(tile, _terraform_up_flags[slope-1], 1, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } else if (h != 0) { // Terraform down DoCommandByTile(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) { int i, 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 i = 8; do { // 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, &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, DC_EXEC | DC_NO_TOWN_RATING ); assert(r != CMD_ERROR); } } 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 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 + p->tileoffs - _tileoffs_by_dir[*dir = p->attr]; } typedef struct AiRailPathFindData { TileIndex tile; TileIndex tile2; int count; bool flag; } AiRailPathFindData; static bool AiEnumFollowTrack(uint 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 (GetTileDist1D(tile, a->tile2) < 4) a->count++; return false; } static bool AiDoFollowTrack(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 + _tileoffs_by_dir[p->ai.cur_dir_a], 0x2000, 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; TileInfo ti; } 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(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) { int 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 void FORCEINLINE AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) { TileIndex tile_new; bool flag; int dir2 = p[0] & 3; FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { tile_new = tile; // Allow bridges directly over bottom tiles flag = arf->ti.z == 0; for(;;) { if (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible! tile_new = TILE_MASK(tile_new + _tileoffs_by_dir[dir2]); FindLandscapeHeightByTile(&arf->ti, tile_new); if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { if (!flag) return; break; } if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) return; flag = true; } // Is building a (rail)bridge possible at this place (type doesn't matter)? if (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8, DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR) 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 void FORCEINLINE AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) { FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (cost != CMD_ERROR && 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 + _tileoffs_by_dir[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 = GetTileDist1Db(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. FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.z == 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]) && DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL) != CMD_ERROR) { 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 += _tileoffs_by_dir[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 what (rail)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 + (p->ai.railtype_to_use << 8); i != 0; i--) { if (CheckBridge_Stuff(i, bridge_len)) { int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO, CMD_BUILD_BRIDGE); if (cost != CMD_ERROR && cost < (p->player_money >> 5)) break; } } // Build it DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, 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 DoCommandByTile(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]; DoCommandByTile(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; uint tile = p->ai.cur_tile_a; int offs; TileIndex tilenew; if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) { if (!(_map5[tile] & 0x80)) { // Clear the tunnel and continue at the other side of it. if (DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR) == CMD_ERROR) return false; p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - _tileoffs_by_dir[p->ai.cur_dir_a]); return true; } if (!(_map5[tile] & 0x40)) { // Check if the bridge points in the right direction. // This is not really needed the first place AiRemoveTileAndGoForward is called. if ((_map5[tile]&1) != (p->ai.cur_dir_a&1)) return false; // Find other side of bridge. offs = _tileoffs_by_dir[p->ai.cur_dir_a]; do { tile = TILE_MASK(tile - offs); } while (_map5[tile] & 0x40); tilenew = TILE_MASK(tile - offs); // And clear the bridge. if (DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR) == CMD_ERROR) 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 (IS_TILETYPE(tile, MP_RAILWAY) && (_map5[tile]&0xC0) == 0x40) { DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); } // And also remove the rail. if (DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL) == CMD_ERROR) 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 - _tileoffs_by_dir[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) { int i; if (p->ai.state_mode < 1) { // Construct mode, build new rail. AiBuildRailConstruct(p); } else if (p->ai.state_mode == 1) { // Destruct mode, destroy the rail currently built. AiBuildRailDestruct(p); } else if (p->ai.state_mode == 2) { // 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 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; DoCommandByTile(TILE_MASK(tile + _tileoffs_by_dir[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; DoCommandByTile(TILE_MASK(tile + _tileoffs_by_dir[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 int AiGetStationIdByDef(TileIndex tile, int id) { const AiDefaultBlockData *p = _default_rail_track_data[id]->data; while (p->mode != 1) p++; return _map2[TILE_ADD(tile,p->tileoffs)]; } static void AiStateBuildRailVeh(Player *p) { const AiDefaultBlockData *ptr; TileIndex tile; int i, veh; int cargo; int32 cost; Vehicle *v; uint 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, ptr->tileoffs); cargo = p->ai.cargo_type; for(i=0;;) { if (p->ai.wagon_list[i] == INVALID_VEHICLE) { veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo]; cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); if (cost == CMD_ERROR) goto handle_nocash; p->ai.wagon_list[i] = _new_wagon_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); if (veh == -1) { 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 = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); assert(cost != CMD_ERROR); } p->ai.state = AIS_0; } return; } // Try to build the locomotive cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); assert(cost != CMD_ERROR); loco_id = _new_train_id; // Sell a vehicle if the train is double headed. v = &_vehicles[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; DoCommandByTile(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++) { DoCommandByTile(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++) { AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; uint flags = (AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION; 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)); if (!is_pass && i == 1) flags |= OF_UNLOAD; if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD; DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER); } DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); 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) { int num; AiBuildRec *aib; const AiDefaultBlockData *b; num = p->ai.num_build_rec; aib = &p->ai.src; do { if (aib->cur_building_rule != 255) { b = _default_rail_track_data[aib->cur_building_rule]->data; while (b->mode != 4) { DoCommandByTile(TILE_ADD(aib->use_tile, b->tileoffs), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); b++; } } } while (++aib,--num); p->ai.state = AIS_0; } static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) { uint values[NUM_CARGO]; for(;;p++) { if (p->mode == 4) { return true; } else if (p->mode == 1) { uint tile2 = TILE_ADD(tile, p->tileoffs); if (cargo & 0x80) { GetProductionAroundTiles(values, tile2, 1, 1); return values[cargo & 0x7F] != 0; } else { GetAcceptanceAroundTiles(values, tile2, 1, 1); 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 (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo)) return i; } } return -1; } static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) { int32 r; int32 total_cost = 0; Town *t = NULL; int rating = 0; int roadflag = 0; for(;p->mode != 4;p++) { uint c = TILE_MASK(tile+ p->tileoffs); _cleared_town = NULL; if (p->mode == 2) { if (IS_TILETYPE(c, MP_STREET) && (_map5[c]&0xF0)==0 && (_map5[c]&p->attr)!=0) { roadflag |= 2; // all bits are already built? if ((_map5[c]&p->attr)==p->attr) continue; } r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); if (r == CMD_ERROR) return CMD_ERROR; total_cost += r; continue; } if (p->mode == 0) { // Depot r = DoCommandByTile(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 r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRUCK_STATION); } else { // Bus station r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_BUS_STATION); } clear_town_stuff:; if (r == CMD_ERROR) return CMD_ERROR; total_cost += r; 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) != 0) return CMD_ERROR; if (!(IS_TILETYPE(c, MP_STREET) && (_map5[c]&0xF0)==0)) { r = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); if (r == CMD_ERROR) 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) { AiBuildRec *aib; int num; num = p->ai.num_build_rec; aib = &p->ai.src; do { if (aib->cur_building_rule != 255) { if (GetTileDist(aib->use_tile, tile) < 9) return false; } } while (++aib, --num); return true; } static void AiStateBuildDefaultRoadBlocks(Player *p) { int i, 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 i = 8; do { // 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(r != CMD_ERROR); } } 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 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; TileInfo ti; } 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(uint tile, AiRoadEnum *a, int track, uint length, byte *state) { uint dist = GetTileDist(tile, a->dest); uint tile2; if (dist <= a->best_dist) { tile2 = TILE_MASK(tile + _tileoffs_by_dir[_dir_by_track[track]]); if (IS_TILETYPE(tile2, MP_STREET) && (_map5[tile2]&0xF0) == 0) { 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, }; bool AiCheckRoadFinished(Player *p) { AiRoadEnum are; uint 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 + _tileoffs_by_dir[dir]); bits = GetTileTrackStatus(tile, 2) & _ai_road_table_and[dir]; if (bits == 0) { return false; } are.best_dist = (uint)-1; for_each_bit(i, bits) { FollowTrack(tile, 0x3002, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); } if (GetTileDist(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(uint tile, int flags, int type) { static const byte _road_bits[] = { 8+2, 1+4, 1+8, 4+2, 1+2, 8+4, }; return DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD) != CMD_ERROR; } static void FORCEINLINE AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) { TileIndex tile_new; bool flag; int dir2 = p[0] & 3; FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { tile_new = tile; // Allow bridges directly over bottom tiles flag = arf->ti.z == 0; for(;;) { if (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible! tile_new = TILE_MASK(tile_new + _tileoffs_by_dir[dir2]); FindLandscapeHeightByTile(&arf->ti, tile_new); if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { // 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 (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) return; flag = true; } // Is building a (rail)bridge possible at this place (type doesn't matter)? if (DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR) 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 void FORCEINLINE AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) { FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (cost != CMD_ERROR && 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 + _tileoffs_by_dir[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 = GetTileDist1Db(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. FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.z == 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--; } int sw; static void AiBuildRoadConstruct(Player *p) { AiRoadFinder arf; int i; uint 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 + _tileoffs_by_dir[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 + _tileoffs_by_dir[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 = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); if (cost != CMD_ERROR && cost < (p->player_money >> 5)) break; } } // Build it DoCommandByTile(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 DoCommandByTile(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) { int i; 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) { // 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, 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); sw ^= 1; 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 int AiGetStationIdFromRoadBlock(TileIndex tile, int id) { const AiDefaultBlockData *p = _road_default_block_data[id]->data; while (p->mode != 1) p++; return _map2[TILE_ADD(tile, p->tileoffs)]; } static void AiStateBuildRoadVehicles(Player *p) { const AiDefaultBlockData *ptr; uint tile,loco_id; int veh, i; int32 cost; 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, ptr->tileoffs); veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money); if (veh == -1) { p->ai.state = AIS_0; return; } cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH); if (cost == CMD_ERROR) return; loco_id = _new_roadveh_id; for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; uint flags = (AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION; 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)); if (!is_pass && i == 1) flags |= OF_UNLOAD; if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD; DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER); } DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); 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) { int num; AiBuildRec *aib; const AiDefaultBlockData *b; num = p->ai.num_build_rec; aib = &p->ai.src; do { if (aib->cur_building_rule != 255) { b = _road_default_block_data[aib->cur_building_rule]->data; while (b->mode != 4) { if (b->mode <= 1) { DoCommandByTile(TILE_ADD(aib->use_tile, b->tileoffs), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } b++; } } } while (++aib,--num); p->ai.state = AIS_0; } static bool AiCheckIfHangar(Station *st) { uint tile = st->airport_tile; // HANGAR of airports // 0x20 - hangar large airport (32) // 0x41 - hangar small airport (65) return (_map5[tile] == 32 || _map5[tile] == 65); } static void AiStateAirportStuff(Player *p) { 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) { // Dismiss ghost stations. if (st->xy == 0) continue; // 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 (GetTileDist1D(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 * AiCheckIfHangar() 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 = AiCheckIfHangar(st); } 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, r; for(;p->mode == 0;p++) { if (!HASBIT(_avail_aircraft, p->attr)) return CMD_ERROR; r = DoCommandByTile(TILE_MASK(tile + p->tileoffs), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); if (r == CMD_ERROR) return CMD_ERROR; total_cost += r; } return total_cost; } static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) { uint values[NUM_CARGO]; int w,h; uint tile2; for(;p->mode==0;p++) { tile2 = TILE_ADD(tile, p->tileoffs); w = _airport_size_x[p->attr]; h = _airport_size_y[p->attr]; if (cargo & 0x80) { GetProductionAroundTiles(values, tile2, w, h); return values[cargo & 0x7F] != 0; } else { GetAcceptanceAroundTiles(values, tile2, w, h); return values[cargo] >= 8; } } return true; } static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) { int i; const AiDefaultBlockData *p; 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 (*cost != CMD_ERROR && 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); #if 0 if (!IS_TILETYPE(aib->use_tile, MP_STREET) && !IS_TILETYPE(aib->use_tile, MP_RAILWAY) && !IS_TILETYPE(aib->use_tile, MP_STATION) ) { _map_type_and_height[aib->use_tile] = 0xa1; _map5[aib->use_tile] = 0x80; MarkTileDirtyByTile(aib->use_tile); } #endif // redsq_debug(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(r != CMD_ERROR); } } 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 int AiGetStationIdFromAircraftBlock(TileIndex tile, int id) { const AiDefaultBlockData *p = _airport_default_block_data[id]; while (p->mode != 1) p++; return _map2[TILE_ADD(tile, p->tileoffs)]; } static void AiStateBuildAircraftVehicles(Player *p) { const AiDefaultBlockData *ptr; uint tile; int veh; int32 cost; int i; uint 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, ptr->tileoffs); veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0); if (veh == -1) { return; } cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT); if (cost == CMD_ERROR) return; loco_id = _new_aircraft_id; for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; uint flags = (AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION; bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); if (!is_pass && i == 1) flags |= OF_UNLOAD; if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD; DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER); } DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); 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 (!IsTrainDepotTile(v->tile) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT); goto going_to_depot; } // Sell whole train DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); } else if (v->type == VEH_Road) { if (!IsRoadDepotTile(v->tile) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); goto going_to_depot; } DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); } else if (v->type == VEH_Aircraft) { if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); goto going_to_depot; } DoCommandByTile(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->next_order&OT_MASK) == OT_GOTO_DEPOT) { v->next_order = OT_DUMMY; 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[256], *used; uint16 *ord; Station *st; uint 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 memset(in_use, 0, sizeof(in_use)); for(ord=_order_array; ord != _ptr_to_next_order; ord++) { if ((*ord & OT_MASK) == OT_GOTO_STATION) in_use[*ord >> 8] = 1; } // Go through all stations and delete those that aren't in use used=in_use; FOR_ALL_STATIONS(st) { if (st->xy != 0 && st->owner == _current_player && !*used && ((tile = st->bus_tile) != 0 || (tile = st->lorry_tile) != 0 || (tile = st->train_tile) != 0 || (tile = st->dock_tile) != 0 || (tile = st->airport_tile) != 0)) { DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } used++; } } static void AiRemovePlayerRailOrRoad(Player *p, uint tile) { byte m5; if (IS_TILETYPE(tile, MP_RAILWAY)) { if (_map_owner[tile] != _current_player) return; m5 = _map5[tile]; if ((m5&~0x3) != 0xC0) { is_rail_crossing:; m5 = GetRailTrackStatus(tile); if (m5 == 0xC || m5 == 0x30) return; if (m5&0x25) { pos_0: if (!(GetRailTrackStatus(TILE_MASK(tile-TILE_XY(1,0)))&0x19)) { p->ai.cur_dir_a = 0; p->ai.cur_tile_a = tile; p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; return; } } if (m5&0x2A) { pos_1: if (!(GetRailTrackStatus(TILE_MASK(tile+TILE_XY(0,1)))&0x16)) { p->ai.cur_dir_a = 1; p->ai.cur_tile_a = tile; p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; return; } } if (m5&0x19) { pos_2: if (!(GetRailTrackStatus(TILE_MASK(tile+TILE_XY(1,0)))&0x25)) { p->ai.cur_dir_a = 2; p->ai.cur_tile_a = tile; p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; return; } } if (m5&0x16) { pos_3: if (!(GetRailTrackStatus(TILE_MASK(tile-TILE_XY(0,1)))&0x2A)) { 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}; m5 &= 3; if (GetRailTrackStatus(tile + _tileoffs_by_dir[m5]) & _depot_bits[m5]) return; DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } } else if (IS_TILETYPE(tile, MP_STREET)) { if (_map_owner[tile] != _current_player) return; if ( (_map5[tile]&0xF0) == 0x10) goto is_rail_crossing; if ( (_map5[tile]&0xF0) == 0x20) { int dir; // Check if there are any stations around. if (IS_TILETYPE(tile + TILE_XY(-1,0), MP_STATION) && _map_owner[tile + TILE_XY(-1,0)] == _current_player) return; if (IS_TILETYPE(tile + TILE_XY(1,0), MP_STATION) && _map_owner[tile + TILE_XY(1,0)] == _current_player) return; if (IS_TILETYPE(tile + TILE_XY(0,-1), MP_STATION) && _map_owner[tile + TILE_XY(0,-1)] == _current_player) return; if (IS_TILETYPE(tile + TILE_XY(0,1), MP_STATION) && _map_owner[tile + TILE_XY(0,1)] == _current_player) return; dir = _map5[tile] & 3; DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); DoCommandByTile( TILE_MASK(tile + _tileoffs_by_dir[dir]), 8 >> (dir ^ 2), 0, DC_EXEC, CMD_REMOVE_ROAD); } } else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) { byte b; if (_map_owner[tile] != _current_player || (_map5[tile] & 0xC6) != 0x80) return; m5 = 0; b = _map5[tile] & 0x21; if (b == 0) goto pos_0; if (b == 1) goto pos_3; if (b == 0x20) goto pos_2; goto pos_1; } } static void AiStateRemoveTrack(Player *p) { int num = 1000; do { uint tile = ++p->ai.state_counter; // Iterated all tiles? if (tile == 0) { 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) { if ((p->bankrupt_timeout-=8) > 0) return; p->bankrupt_timeout = 0; DeleteWindowById(WC_BUY_COMPANY, _current_player); if (_current_player == _local_player) { AskExitToGameMenu(); return; } if (IS_HUMAN_PLAYER(_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 (IS_HUMAN_PLAYER(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; DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); _current_player = old_p; } } } static void AiAdjustLoan(Player *p) { int32 base = AiGetBasePrice(p); if (p->player_money > base * 1400) { // Decrease loan if (p->current_loan != 0) { DoCommandByTile(0, _current_player, 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) { DoCommandByTile(0, _current_player, 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); DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); } } void AiDoGameLoop(Player *p) { _cur_ai_player = p; if (p->bankrupt_asked != 0) { AiHandleTakeover(p); return; } if (IS_HUMAN_PLAYER(_current_player)) return; AiAdjustLoan(p); AiBuildCompanyHQ(p); if (_opt.diff.competitor_speed == 4) { /* ultraspeed */ _ai_actions[p->ai.state](p); if (p->bankrupt_asked != 0) return; } else if (_opt.diff.competitor_speed != 3) { p->ai.tick++; if (!(p->ai.tick&1)) return; if (_opt.diff.competitor_speed != 2) { if (!(p->ai.tick&2)) return; if (_opt.diff.competitor_speed == 0) { if (!(p->ai.tick&4)) return; } } } #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); }