/* * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI */ // TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen // doet de AI helemaal niets meer // TODO: depot rondjes rijden stom iets dingus // TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne... // TODO: als er iets in path komt, bouwt AI gewoon verder :( // TODO: mail routes // FIXME: This code is horrible. Indisputably from the style POV, at least. --pasky /* * End of Dutch part */ #include "stdafx.h" #include "ttd.h" #include "debug.h" #include "table/strings.h" #include "map.h" #include "tile.h" #include "command.h" #include "ai.h" #include "town.h" #include "industry.h" #include "station.h" #include "engine.h" #include "gui.h" #include "depot.h" // This function is called after StartUp. It is the init of an AI static void AiNew_State_FirstTime(Player *p) { // This assert is used to protect those function from misuse // You have quickly a small mistake in the state-array // With that, everything would go wrong. Finding that, is almost impossible // With this assert, that problem can never happen. assert(p->ainew.state == AI_STATE_FIRST_TIME); // We first have to init some things if (_current_player == 1) { ShowErrorMessage(-1, 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 = 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, 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 = 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; } }/* else if (c < 200 && !_patches.ai_disable_veh_train) { if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) { p->ainew.action = AI_ACTION_TRAIN_ROUTE; } }*/ 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 (_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) { Town *t = GetTown(ic); 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 && CHANCE16(1,4)) return false; if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !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) { // Is it an active station if (st->xy == 0) continue; // 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 && 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) { Industry *i = GetIndustry(ic); Station *st; int count = 0; int j = 0; if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; // No limits on delevering stations! // Or for industry that does not give anything yet if (i->produced_cargo[0] == 0xFF || 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) { // Is it an active station if (st->xy == 0) continue; // 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] == 0xFF) 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 && 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 = RandomRange(_total_towns); else p->ainew.temp = RandomRange(_total_industries); } if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { // It was not a valid city // increase the temp with one, and return. We will come back later here // to try again p->ainew.temp++; if (p->ainew.from_type == AI_CITY) { if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0; } else { if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; } // 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 = RandomRange(_total_towns); else p->ainew.temp = RandomRange(_total_industries); } // The same city is not allowed // Also check if the city is valid if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) { // Maybe it is valid.. // We need to know if they are not to far apart from eachother.. // We do that by checking how much cargo we have to move and how long the route // is. if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) { int max_cargo = GetTown(p->ainew.from_ic)->max_pass + GetTown(p->ainew.temp)->max_pass; max_cargo -= GetTown(p->ainew.from_ic)->act_pass + GetTown(p->ainew.temp)->act_pass; // max_cargo is now the amount of cargo we can move between the two cities // If it is more than the distance, we allow it if (DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { // We found a good city/industry, save the data of it p->ainew.to_ic = p->ainew.temp; p->ainew.state = AI_STATE_FIND_STATION; DEBUG(ai,1)( "[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)", DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp ); p->ainew.from_tile = 0; p->ainew.to_tile = 0; return; } } else if (p->ainew.tbt == AI_TRUCK) { bool found = false; int max_cargo = 0; int i; // TODO: in max_cargo, also check other cargo (beside [0]) // First we check if the from_ic produces cargo that this ic accepts if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.from_ic)->total_production[0] != 0) { for (i=0;i<3;i++) { if (GetIndustry(p->ainew.temp)->accepts_cargo[i] == 0xFF) break; if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] == GetIndustry(p->ainew.temp)->accepts_cargo[i]) { // Found a compatbiel industry max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0]; found = true; p->ainew.from_deliver = true; p->ainew.to_deliver = false; break; } } } if (!found && GetIndustry(p->ainew.temp)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.temp)->total_production[0] != 0) { // If not check if the current ic produces cargo that the from_ic accepts for (i=0;i<3;i++) { if (GetIndustry(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break; if (GetIndustry(p->ainew.temp)->produced_cargo[0] == GetIndustry(p->ainew.from_ic)->accepts_cargo[i]) { // Found a compatbiel industry found = true; max_cargo = GetIndustry(p->ainew.temp)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0]; p->ainew.from_deliver = false; p->ainew.to_deliver = true; break; } } } if (found) { // Yeah, they are compatible!!! // Check the length against the amount of goods if (DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { p->ainew.to_ic = p->ainew.temp; if (p->ainew.from_deliver) { p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0]; } else { p->ainew.cargo = GetIndustry(p->ainew.temp)->produced_cargo[0]; } p->ainew.state = AI_STATE_FIND_STATION; DEBUG(ai,1)( "[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)", DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp ); p->ainew.from_tile = 0; p->ainew.to_tile = 0; return; } } } } // 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 >= (int)_total_towns) p->ainew.temp = 0; } else { if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; } // Don't do an attempt if we are trying the same id as the last time... if (p->ainew.last_id == p->ainew.temp) return; p->ainew.last_id = p->ainew.temp; } // 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->station) == 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 i, count = 0; TileIndex new_tile = 0; byte direction = 0; Town *town = NULL; Industry *industry = NULL; assert(p->ainew.state == AI_STATE_FIND_STATION); if (p->ainew.from_tile == 0) { // First we scan for a station in the from-city if (p->ainew.from_type == AI_CITY) { town = GetTown(p->ainew.from_ic); tile = town->xy; } else { industry = GetIndustry(p->ainew.from_ic); tile = industry->xy; } } else if (p->ainew.to_tile == 0) { // Second we scan for a station in the to-city if (p->ainew.to_type == AI_CITY) { town = GetTown(p->ainew.to_ic); tile = town->xy; } else { industry = GetIndustry(p->ainew.to_ic); tile = industry->xy; } } else { // Unsupported request // Go to FIND_PATH p->ainew.temp = -1; p->ainew.state = AI_STATE_FIND_PATH; return; } // First, we are going to look at the stations that already exist inside the city // If there is enough cargo left in the station, we take that station // If that is not possible, and there are more than 2 stations in the city, abort i = AiNew_PickVehicle(p); // Euhmz, this should not happen _EVER_ // Quit finding a route... if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; } FOR_ALL_STATIONS(st) { if (st->xy != 0) { 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; // Cheap way to get the direction of the station... // Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada! direction = _map5[st->xy] - 0x47; 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 = TILE_XY(x,y); if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) { // This tile we can build on! // Check acceptance // XXX - Get the catchment area GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4); // >> 3 == 0 means no cargo if (accepts[p->ainew.cargo] >> 3 == 0) continue; // See if we can build the station r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); if (r == CMD_ERROR) continue; // We can build it, so add it to found_spot found_spot[i] = new_tile; found_best[i++] = accepts[p->ainew.cargo]; } } } // If i is still zero, we did not found anything :( if (i == 0) { p->ainew.state = AI_STATE_NOTHING; return; } // Go through all the found_best and check which has the highest value best = 0; new_tile = 0; for (x=0;x<i;x++) { if (found_best[x] > best || (found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) { new_tile = found_spot[x]; best = found_best[x]; } } // See how much it is going to cost us... r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); 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) { // For truck routes we take a range around the industry p->ainew.path_info.start_tile_tl = GetIndustry(p->ainew.from_ic)->xy - TILE_XY(1,1); p->ainew.path_info.start_tile_br = GetIndustry(p->ainew.from_ic)->xy + TILE_XY(GetIndustry(p->ainew.from_ic)->width, GetIndustry(p->ainew.from_ic)->height) + TILE_XY(1,1); p->ainew.path_info.start_direction = p->ainew.from_direction; } else { p->ainew.path_info.start_tile_tl = p->ainew.from_tile; p->ainew.path_info.start_tile_br = p->ainew.from_tile; p->ainew.path_info.start_direction = p->ainew.from_direction; } if (p->ainew.to_tile == AI_STATION_RANGE) { p->ainew.path_info.end_tile_tl = GetIndustry(p->ainew.to_ic)->xy - TILE_XY(1,1); p->ainew.path_info.end_tile_br = GetIndustry(p->ainew.to_ic)->xy + TILE_XY(GetIndustry(p->ainew.to_ic)->width, GetIndustry(p->ainew.to_ic)->height) + TILE_XY(1,1); p->ainew.path_info.end_direction = p->ainew.to_direction; } else { p->ainew.path_info.end_tile_tl = p->ainew.to_tile; p->ainew.path_info.end_tile_br = p->ainew.to_tile; p->ainew.path_info.end_direction = p->ainew.to_direction; } if (p->ainew.tbt == AI_TRAIN) p->ainew.path_info.rail_or_road = true; else p->ainew.path_info.rail_or_road = false; // 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); // If it return: no match, stop it... if (r == AYSTAR_NO_PATH) { DEBUG(ai,1)("[AiNew] PathFinder found no route!"); // Start all over again... p->ainew.state = AI_STATE_NOTHING; return; } if (r == AYSTAR_FOUND_END_NODE) { // We found the end-point p->ainew.temp = -1; p->ainew.state = AI_STATE_FIND_DEPOT; return; } // In any other case, we are still busy finding the route... } // This function tries to locate a good place for a depot! static void AiNew_State_FindDepot(Player *p) { // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there.. // Simple, easy, works! // To make the depot stand in the middle of the route, we start from the center.. // But first we walk through the route see if we can find a depot that is ours // this keeps things nice ;) int g, i, j, r; 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++) { if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) { // Its a street, test if it is a depot if (_map5[tile + TileOffsByDir(j)] & 0x20) { // We found a depot, is it ours? (TELL ME!!!) if (_map_owner[tile + TileOffsByDir(j)] == _current_player) { // Now, is it pointing to the right direction......... if ((_map5[tile + TileOffsByDir(j)] & 3) == (j ^ 2)) { // Yeah!!! p->ainew.depot_tile = tile + TileOffsByDir(j); p->ainew.depot_direction = j ^ 2; // Reverse direction 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++) { // 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 (tile + TileOffsByDir(j) == p->ainew.path_info.route[i-1] || tile + TileOffsByDir(j) == p->ainew.path_info.route[i+1]) continue; // Not around a bridge? if (p->ainew.path_info.route_extra[i] != 0) continue; if (IsTileType(tile, MP_TUNNELBRIDGE)) continue; // Is the terrain clear? if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) || IsTileType(tile + TileOffsByDir(j), MP_TREES)) { TileInfo ti; FindLandscapeHeightByTile(&ti, tile); // If the current tile is on a slope (tileh != 0) then we do not allow this if (ti.tileh != 0) continue; // Check if everything went okay.. r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0); if (r == CMD_ERROR) continue; // Found a spot! p->ainew.new_cost += r; p->ainew.depot_tile = tile + TileOffsByDir(j); p->ainew.depot_direction = j ^ 2; // 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 int i, length, tiles_a_day; int amount; i = AiNew_PickVehicle(p); if (i == -1) return 0; // Passenger run.. how long is the route? length = p->ainew.path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; // We want a vehicle in a station once a month at least, so, calculate it! // (the * 2 is because we have 2 stations ;)) amount = length * 2 * 2 / tiles_a_day / 30; if (amount == 0) amount = 1; return amount; } else if (p->ainew.tbt == AI_TRUCK) { // For truck-routes we look at the cargo int i, length, amount, tiles_a_day; int max_cargo; i = AiNew_PickVehicle(p); if (i == -1) return 0; // Passenger run.. how long is the route? length = p->ainew.path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; if (p->ainew.from_deliver) max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0]; else max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0]; // This is because moving 60% is more than we can dream of! max_cargo *= 0.6; // We want all the cargo to be gone in a month.. so, we know the cargo it delivers // we know what the vehicle takes with him, and we know the time it takes him // to get back here.. now let's do some math! amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity; amount += 1; return amount; } 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)("[AiNew] Can't pay for this 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)("[AiNew] The route is set and buildable.. going to build it!"); } // 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 (res == CMD_ERROR) { DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!"); p->ainew.state = AI_STATE_NOTHING; // If the first station _was_ build, destroy it if (p->ainew.temp != 0) DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); return; } p->ainew.temp++; } // 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)("[AiNew] Starting to build the 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) { static const byte _roadbits_by_dir[4] = {2,1,8,4}; // If they not queue, they have to go up and down to try again at a station... // We don't want that, so try building some road left or right of the station int dir1, dir2, dir3; TileIndex tile; int i, r; for (i=0;i<2;i++) { if (i == 0) { tile = p->ainew.from_tile + TileOffsByDir(p->ainew.from_direction); dir1 = p->ainew.from_direction - 1; if (dir1 < 0) dir1 = 3; dir2 = p->ainew.from_direction + 1; if (dir2 > 3) dir2 = 0; dir3 = p->ainew.from_direction; } else { tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction); dir1 = p->ainew.to_direction - 1; if (dir1 < 0) dir1 = 3; dir2 = p->ainew.to_direction + 1; if (dir2 > 3) dir2 = 0; dir3 = p->ainew.to_direction; } r = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (r != CMD_ERROR) { dir1 = TileOffsByDir(dir1); if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) { r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (r != CMD_ERROR) { if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES)) DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); } } } r = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (r != CMD_ERROR) { dir2 = TileOffsByDir(dir2); if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) { r = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (r != CMD_ERROR) { if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES)) DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); } } } r = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (r != CMD_ERROR) { dir3 = TileOffsByDir(dir3); if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) { r = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (r != CMD_ERROR) { if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES)) DoCommandByTile(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)("[AiNew] Done building the 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) && _map5[p->ainew.depot_tile] & 0x20) { if (_map_owner[p->ainew.depot_tile] == _current_player) { // The depot is already builded! 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 + TileOffsByDir(p->ainew.depot_direction))) return; res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); if (res == CMD_ERROR) { DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!"); p->ainew.state = AI_STATE_NOTHING; return; } p->ainew.state = AI_STATE_BUILD_VEHICLE; p->ainew.idle = 1; p->ainew.veh_main_id = (VehicleID)-1; } // Build vehicles static void AiNew_State_BuildVehicle(Player *p) { int res; assert(p->ainew.state == AI_STATE_BUILD_VEHICLE); // Check if we need to build a vehicle if (p->ainew.amount_veh == 0) { // Nope, we are done! // This means: we are all done! The route is open.. go back to NOTHING // He will idle some time and it will all start over again.. :) p->ainew.state = AI_STATE_ACTION_DONE; return; } if (--p->ainew.idle != 0) return; // It is realistic that the AI can only build 1 vehicle a day.. // This makes sure of that! p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN; // Build the vehicle res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC); if (res == CMD_ERROR) { // This happens when the AI can't build any more vehicles! p->ainew.state = AI_STATE_NOTHING; return; } // Increase the current counter p->ainew.cur_veh++; // Decrease the total counter p->ainew.amount_veh--; // Get the new ID if (p->ainew.tbt == AI_TRAIN) { } else { p->ainew.veh_id = _new_roadveh_id; } // Go give some orders! p->ainew.state = AI_STATE_GIVE_ORDERS; } // Put the stations in the order list static void AiNew_State_GiveOrders(Player *p) { int idx; Order order; assert(p->ainew.state == AI_STATE_GIVE_ORDERS); if (p->ainew.veh_main_id != (VehicleID)-1) { DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER); // Skip the first order if it is a second vehicle // This to make vehicles go different ways.. if (p->ainew.veh_id & 1) DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER); p->ainew.state = AI_STATE_START_VEHICLE; return; } else { p->ainew.veh_main_id = p->ainew.veh_id; } // When more than 1 vehicle, we send them to different directions idx = 0; order.type = OT_GOTO_STATION; order.flags = 0; order.station = _map2[p->ainew.from_tile]; if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) order.flags |= OF_FULL_LOAD; DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); idx = 1; order.type = OT_GOTO_STATION; order.flags = 0; order.station = _map2[p->ainew.to_tile]; if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver) order.flags |= OF_FULL_LOAD; DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) if (_patches.gotodepot) { idx = 2; order.type = OT_GOTO_DEPOT; order.flags = OF_UNLOAD; order.station = GetDepotByTile(p->ainew.depot_tile)->index; DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } // 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); // 3, 2, 1... go! (give START_STOP command ;)) DoCommandByTile(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.state = AI_STATE_BUILD_VEHICLE; } // Repays money static void AiNew_State_RepayMoney(Player *p) { int i; for (i=0;i<AI_LOAN_REPAY;i++) DoCommandByTile(0, _current_player, 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 DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); } return; } if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return; { int res = 0; if (v->type == VEH_Road) res = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); // This means we can not find a depot :s // if (res == CMD_ERROR) } } } } // 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->type == 0) continue; 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, 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 it is a human player, it is not an AI, so bubye! if (IS_HUMAN_PLAYER(_current_player)) return; if (p->ainew.state == AI_STATE_STARTUP) { // The AI just got alive! 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++; // See what the speed is switch (_opt.diff.competitor_speed) { case 0: // Very slow if (!(p->ainew.tick&8)) return; break; case 1: // Slow if (!(p->ainew.tick&4)) return; break; case 2: if (!(p->ainew.tick&2)) return; break; case 3: if (!(p->ainew.tick&1)) return; break; case 4: // Very fast default: // Cool, a new speed setting.. ;) VERY fast ;) break; } // If we come here, we can do a tick.. do so! AiNew_OnTick(p); }