/* $Id$ */ #include "../../stdafx.h" #include "../../openttd.h" #include "../../aircraft.h" #include "../../bridge_map.h" #include "../../functions.h" #include "../../landscape.h" #include "../../map.h" #include "../../rail_map.h" #include "../../road_map.h" #include "../../roadveh.h" #include "../../station_map.h" #include "../../tile.h" #include "../../player.h" #include "../../tunnel_map.h" #include "../../vehicle.h" #include "../../engine.h" #include "../../command.h" #include "../../town.h" #include "../../industry.h" #include "../../station.h" #include "../../pathfind.h" #include "../../economy.h" #include "../../airport.h" #include "../../depot.h" #include "../../variables.h" #include "../../bridge.h" #include "../../date.h" #include "../../helpers.hpp" #include "default.h" // remove some day perhaps? static uint _ai_service_interval; typedef void AiStateAction(Player *p); enum { AIS_0 = 0, AIS_1 = 1, AIS_VEH_LOOP = 2, AIS_VEH_CHECK_REPLACE_VEHICLE = 3, AIS_VEH_DO_REPLACE_VEHICLE = 4, AIS_WANT_NEW_ROUTE = 5, AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, AIS_BUILD_RAIL = 7, AIS_BUILD_RAIL_VEH = 8, AIS_DELETE_RAIL_BLOCKS = 9, AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, AIS_BUILD_ROAD = 11, AIS_BUILD_ROAD_VEHICLES = 12, AIS_DELETE_ROAD_BLOCKS = 13, AIS_AIRPORT_STUFF = 14, AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, AIS_BUILD_AIRCRAFT_VEHICLES = 16, AIS_CHECK_SHIP_STUFF = 17, AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, AIS_DO_SHIP_STUFF = 19, AIS_SELL_VEHICLE = 20, AIS_REMOVE_STATION = 21, AIS_REMOVE_TRACK = 22, AIS_REMOVE_SINGLE_RAIL_TILE = 23 }; #include "../../table/ai_rail.h" static TrackBits GetRailTrackStatus(TileIndex tile) { uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0); return (TrackBits)(byte) (r | r >> 8); } static void AiCase0(Player *p) { p->ai.state = AIS_REMOVE_TRACK; p->ai.state_counter = 0; } static void AiCase1(Player *p) { p->ai.cur_veh = NULL; p->ai.state = AIS_VEH_LOOP; } static void AiStateVehLoop(Player *p) { Vehicle *v; uint index; index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1; FOR_ALL_VEHICLES_FROM(v, index) { if (v->owner != _current_player) continue; if ((v->type == VEH_TRAIN && v->subtype == 0) || v->type == VEH_ROAD || (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) || v->type == VEH_SHIP) { /* replace engine? */ if (v->type == VEH_TRAIN && v->engine_type < 3 && (_price.build_railvehicle >> 3) < p->player_money) { p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; p->ai.cur_veh = v; return; } /* not profitable? */ if (v->age >= 730 && v->profit_last_year < _price.station_value * 5 && v->profit_this_year < _price.station_value * 5) { p->ai.state_counter = 0; p->ai.state = AIS_SELL_VEHICLE; p->ai.cur_veh = v; return; } /* not reliable? */ if (v->age >= v->max_age || ( v->age != 0 && GetEngine(v->engine_type)->reliability < 35389 )) { p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; p->ai.cur_veh = v; return; } } } p->ai.state = AIS_WANT_NEW_ROUTE; p->ai.state_counter = 0; } static EngineID AiChooseTrainToBuild(RailType railtype, Money money, byte flag, TileIndex tile) { EngineID best_veh_index = INVALID_ENGINE; byte best_veh_score = 0; CommandCost ret; EngineID i; for (i = 0; i < NUM_TRAIN_ENGINES; i++) { const RailVehicleInfo *rvi = RailVehInfo(i); const Engine* e = GetEngine(i); if (!IsCompatibleRail(rvi->railtype, railtype) || rvi->railveh_type == RAILVEH_WAGON || (rvi->railveh_type == RAILVEH_MULTIHEAD && flag & 1) || !HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { continue; } ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); if (CmdSucceeded(ret) && ret.GetCost() <= money && rvi->ai_rank >= best_veh_score) { best_veh_score = rvi->ai_rank; best_veh_index = i; } } return best_veh_index; } static EngineID AiChooseRoadVehToBuild(CargoID cargo, Money money, TileIndex tile) { EngineID best_veh_index = INVALID_ENGINE; int32 best_veh_rating = 0; EngineID i = ROAD_ENGINES_INDEX; EngineID end = i + NUM_ROAD_ENGINES; for (; i != end; i++) { const RoadVehicleInfo *rvi = RoadVehInfo(i); const Engine* e = GetEngine(i); int32 rating; CommandCost ret; if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { continue; } /* Skip vehicles which can't take our cargo type */ if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue; /* Rate and compare the engine by speed & capacity */ rating = rvi->max_speed * rvi->capacity; if (rating <= best_veh_rating) continue; ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); if (CmdFailed(ret)) continue; /* Add the cost of refitting */ if (rvi->cargo_type != cargo) ret.AddCost(GetRefitCost(i)); if (ret.GetCost() > money) continue; best_veh_rating = rating; best_veh_index = i; } return best_veh_index; } static EngineID AiChooseAircraftToBuild(Money money, byte flag) { EngineID best_veh_index = INVALID_ENGINE; Money best_veh_cost = 0; EngineID i; for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) { const Engine* e = GetEngine(i); CommandCost ret; if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { continue; } if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue; ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT); if (CmdSucceeded(ret) && ret.GetCost() <= money && ret.GetCost() >= best_veh_cost) { best_veh_cost = ret.GetCost(); best_veh_index = i; } } return best_veh_index; } static Money AiGetBasePrice(const Player* p) { Money base = _price.station_value; // adjust base price when more expensive vehicles are available switch (p->ai.railtype_to_use) { default: NOT_REACHED(); case RAILTYPE_RAIL: break; case RAILTYPE_ELECTRIC: break; case RAILTYPE_MONO: base = (base * 3) >> 1; break; case RAILTYPE_MAGLEV: base *= 2; break; } return base; } static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v) { Money avail_money = p->player_money + v->value; return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); } static EngineID AiChooseAircraftToReplaceWith(const Player* p, const Vehicle* v) { Money avail_money = p->player_money + v->value; return AiChooseAircraftToBuild( avail_money, AircraftVehInfo(v->engine_type)->subtype & AIR_CTOL ); } static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v) { Money avail_money = p->player_money + v->value; const Vehicle* u = v; int num = 0; while (++num, u->Next() != NULL) { u = u->Next(); } // XXX: check if a wagon return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile); } static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v) { /* Ships are not implemented in this (broken) AI */ return INVALID_ENGINE; } static void AiHandleGotoDepot(Player *p, int cmd) { if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT) DoCommand(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd); if (++p->ai.state_counter <= 1387) { p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; return; } if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) { p->ai.cur_veh->current_order.type = OT_DUMMY; p->ai.cur_veh->current_order.flags = 0; InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); } } static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) { uint i; for (i = 0; bak->order[i].type != OT_NOTHING; i++) { if (!DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)) break; } } static void AiHandleReplaceTrain(Player *p) { const Vehicle* v = p->ai.cur_veh; BackuppedOrders orderbak[1]; EngineID veh; // wait until the vehicle reaches the depot. if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { AiHandleGotoDepot(p, CMD_SEND_TRAIN_TO_DEPOT); return; } veh = AiChooseTrainToReplaceWith(p, v); if (veh != INVALID_ENGINE) { TileIndex tile; BackupVehicleOrders(v, orderbak); tile = v->tile; if (CmdSucceeded(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE))) { VehicleID veh = _new_vehicle_id; AiRestoreVehicleOrders(GetVehicle(veh), orderbak); DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); } } } static void AiHandleReplaceRoadVeh(Player *p) { const Vehicle* v = p->ai.cur_veh; BackuppedOrders orderbak[1]; EngineID veh; if (!v->IsStoppedInDepot()) { AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); return; } veh = AiChooseRoadVehToReplaceWith(p, v); if (veh != INVALID_ENGINE) { TileIndex tile; BackupVehicleOrders(v, orderbak); tile = v->tile; if (CmdSucceeded(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) && CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) { VehicleID veh = _new_vehicle_id; AiRestoreVehicleOrders(GetVehicle(veh), orderbak); DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); } } } static void AiHandleReplaceAircraft(Player *p) { const Vehicle* v = p->ai.cur_veh; BackuppedOrders orderbak[1]; EngineID veh; if (!v->IsStoppedInDepot()) { AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); return; } veh = AiChooseAircraftToReplaceWith(p, v); if (veh != INVALID_ENGINE) { TileIndex tile; BackupVehicleOrders(v, orderbak); tile = v->tile; if (CmdSucceeded(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) { VehicleID veh = _new_vehicle_id; AiRestoreVehicleOrders(GetVehicle(veh), orderbak); DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); } } } static void AiHandleReplaceShip(Player *p) { /* Ships are not implemented in this (broken) AI */ } typedef EngineID CheckReplaceProc(const Player* p, const Vehicle* v); static CheckReplaceProc* const _veh_check_replace_proc[] = { AiChooseTrainToReplaceWith, AiChooseRoadVehToReplaceWith, AiChooseShipToReplaceWith, AiChooseAircraftToReplaceWith, }; typedef void DoReplaceProc(Player *p); static DoReplaceProc* const _veh_do_replace_proc[] = { AiHandleReplaceTrain, AiHandleReplaceRoadVeh, AiHandleReplaceShip, AiHandleReplaceAircraft }; static void AiStateCheckReplaceVehicle(Player *p) { const Vehicle* v = p->ai.cur_veh; if (!v->IsValid() || v->owner != _current_player || v->type > VEH_SHIP || _veh_check_replace_proc[v->type - VEH_TRAIN](p, v) == INVALID_ENGINE) { p->ai.state = AIS_VEH_LOOP; } else { p->ai.state_counter = 0; p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; } } static void AiStateDoReplaceVehicle(Player *p) { const Vehicle* v = p->ai.cur_veh; p->ai.state = AIS_VEH_LOOP; // vehicle is not owned by the player anymore, something went very wrong. if (!v->IsValid() || v->owner != _current_player) return; _veh_do_replace_proc[v->type - VEH_TRAIN](p); } struct FoundRoute { int distance; CargoID cargo; void *from; void *to; }; static Town *AiFindRandomTown() { return GetRandomTown(); } static Industry *AiFindRandomIndustry() { int num = RandomRange(GetMaxIndustryIndex()); if (IsValidIndustryID(num)) return GetIndustry(num); return NULL; } static void AiFindSubsidyIndustryRoute(FoundRoute *fr) { uint i; CargoID cargo; const Subsidy* s; Industry* from; TileIndex to_xy; // initially error fr->distance = -1; // Randomize subsidy index.. i = RandomRange(lengthof(_subsidies) * 3); if (i >= lengthof(_subsidies)) return; s = &_subsidies[i]; // Don't want passengers or mail cargo = s->cargo_type; if (cargo == CT_INVALID || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7) { return; } fr->cargo = cargo; fr->from = from = GetIndustry(s->from); if (cargo == CT_GOODS || cargo == CT_FOOD) { Town* to_tow = GetTown(s->to); if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error fr->to = to_tow; to_xy = to_tow->xy; } else { Industry* to_ind = GetIndustry(s->to); fr->to = to_ind; to_xy = to_ind->xy; } fr->distance = DistanceManhattan(from->xy, to_xy); } static void AiFindSubsidyPassengerRoute(FoundRoute *fr) { uint i; const Subsidy* s; Town *from, *to; // initially error fr->distance = -1; // Randomize subsidy index.. i = RandomRange(lengthof(_subsidies) * 3); if (i >= lengthof(_subsidies)) return; s = &_subsidies[i]; // Only want passengers if (s->cargo_type != CT_PASSENGERS || s->age > 7) return; fr->cargo = s->cargo_type; fr->from = from = GetTown(s->from); fr->to = to = GetTown(s->to); // They must be big enough if (from->population < 400 || to->population < 400) return; fr->distance = DistanceManhattan(from->xy, to->xy); } static void AiFindRandomIndustryRoute(FoundRoute *fr) { Industry* i; uint32 r; CargoID cargo; // initially error fr->distance = -1; r = Random(); // pick a source fr->from = i = AiFindRandomIndustry(); if (i == NULL) return; // pick a random produced cargo cargo = i->produced_cargo[0]; if (r & 1 && i->produced_cargo[1] != CT_INVALID) cargo = i->produced_cargo[1]; fr->cargo = cargo; // don't allow passengers if (cargo == CT_INVALID || cargo == CT_PASSENGERS) return; if (cargo != CT_GOODS && cargo != CT_FOOD) { // pick a dest, and see if it can receive Industry* i2 = AiFindRandomIndustry(); if (i2 == NULL || i == i2 || (i2->accepts_cargo[0] != cargo && i2->accepts_cargo[1] != cargo && i2->accepts_cargo[2] != cargo)) { return; } fr->to = i2; fr->distance = DistanceManhattan(i->xy, i2->xy); } else { // pick a dest town, and see if it's big enough Town* t = AiFindRandomTown(); if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) return; fr->to = t; fr->distance = DistanceManhattan(i->xy, t->xy); } } static void AiFindRandomPassengerRoute(FoundRoute *fr) { Town* source; Town* dest; // initially error fr->distance = -1; fr->from = source = AiFindRandomTown(); if (source == NULL || source->population < 400) return; fr->to = dest = AiFindRandomTown(); if (dest == NULL || source == dest || dest->population < 400) return; fr->distance = DistanceManhattan(source->xy, dest->xy); } // Warn: depends on 'xy' being the first element in both Town and Industry #define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy) static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) { TileIndex from_tile, to_tile; Station *st; int dist; uint same_station = 0; from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); dist = 0xFFFF; FOR_ALL_STATIONS(st) { int cur; if (st->owner != _current_player) continue; cur = DistanceMax(from_tile, st->xy); if (cur < dist) dist = cur; cur = DistanceMax(to_tile, st->xy); if (cur < dist) dist = cur; if (to_tile == from_tile && st->xy == to_tile) same_station++; } // To prevent the AI from building ten busstations in the same town, do some calculations // For each road or airport station, we want 350 of population! if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town*)fr->from)->population < same_station * 350) { return false; } /* Requiring distance to nearest station to be always under 37 tiles may be suboptimal, * Especially for longer aircraft routes that start and end pretty at any arbitrary place on map * While it may be nice for AI to cluster their creations together, hardcoded limit is not ideal. * If AI will randomly start on some isolated spot, it will never get out of there. * AI will have chance of randomly rejecting routes further than 37 tiles from their network, * so there will be some attempt to cluster the network together */ /* Random value between 37 and 292. Low values are exponentially more likely * With 50% chance the value will be under 52 tiles */ int min_distance = 36 + (1 << (Random() % 9)); // 0..8 /* Make sure distance to closest station is < min_distance tiles. */ if (dist != 0xFFFF && dist > min_distance) return false; if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask & bitmask) && !CHANCE16(1, 5)) { return false; } if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { const Town* from = (const Town*)fr->from; const Town* to = (const Town*)fr->to; if (from->pct_pass_transported > 0x99 || to->pct_pass_transported > 0x99) { return false; } // Make sure it has a reasonably good rating if (from->ratings[_current_player] < -100 || to->ratings[_current_player] < -100) { return false; } } else { const Industry* i = (const Industry*)fr->from; if (i->last_month_pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || i->last_month_production[fr->cargo != i->produced_cargo[0]] == 0) { return false; } } p->ai.route_type_mask |= bitmask; return true; } static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b) { byte i = (TileX(a) < TileX(b)) ? 1 : 0; if (TileY(a) >= TileY(b)) i ^= 3; return i; } static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) { return TileXY( TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8), TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8) ); } static void AiWantLongIndustryRoute(Player *p) { int i; FoundRoute fr; i = 60; for (;;) { // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; // try a random one AiFindRandomIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; // only test 60 times if (--i == 0) return; } if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; // Fill the source field p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); p->ai.src.use_tile = 0; p->ai.src.rand_rng = 9; p->ai.src.cur_building_rule = 0xFF; p->ai.src.unk6 = 1; p->ai.src.unk7 = 0; p->ai.src.buildcmd_a = 0x24; p->ai.src.buildcmd_b = 0xFF; p->ai.src.direction = AiGetDirectionBetweenTiles( p->ai.src.spec_tile, p->ai.dst.spec_tile ); p->ai.src.cargo = fr.cargo | 0x80; // Fill the dest field p->ai.dst.use_tile = 0; p->ai.dst.rand_rng = 9; p->ai.dst.cur_building_rule = 0xFF; p->ai.dst.unk6 = 1; p->ai.dst.unk7 = 0; p->ai.dst.buildcmd_a = 0x34; p->ai.dst.buildcmd_b = 0xFF; p->ai.dst.direction = AiGetDirectionBetweenTiles( p->ai.dst.spec_tile, p->ai.src.spec_tile ); p->ai.dst.cargo = fr.cargo; // Fill middle field 1 p->ai.mid1.spec_tile = AiGetPctTileBetween( p->ai.src.spec_tile, p->ai.dst.spec_tile, 0x55 ); p->ai.mid1.use_tile = 0; p->ai.mid1.rand_rng = 6; p->ai.mid1.cur_building_rule = 0xFF; p->ai.mid1.unk6 = 2; p->ai.mid1.unk7 = 1; p->ai.mid1.buildcmd_a = 0x30; p->ai.mid1.buildcmd_b = 0xFF; p->ai.mid1.direction = p->ai.src.direction; p->ai.mid1.cargo = fr.cargo; // Fill middle field 2 p->ai.mid2.spec_tile = AiGetPctTileBetween( p->ai.src.spec_tile, p->ai.dst.spec_tile, 0xAA ); p->ai.mid2.use_tile = 0; p->ai.mid2.rand_rng = 6; p->ai.mid2.cur_building_rule = 0xFF; p->ai.mid2.unk6 = 2; p->ai.mid2.unk7 = 1; p->ai.mid2.buildcmd_a = 0xFF; p->ai.mid2.buildcmd_b = 0xFF; p->ai.mid2.direction = p->ai.dst.direction; p->ai.mid2.cargo = fr.cargo; // Fill common fields p->ai.cargo_type = fr.cargo; p->ai.num_wagons = 3; p->ai.build_kind = 2; p->ai.num_build_rec = 4; p->ai.num_loco_to_build = 2; p->ai.num_want_fullload = 2; p->ai.wagon_list[0] = INVALID_VEHICLE; p->ai.order_list_blocks[0] = 0; p->ai.order_list_blocks[1] = 1; p->ai.order_list_blocks[2] = 255; p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; p->ai.state_mode = UCHAR_MAX; 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 = UCHAR_MAX; 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 = UCHAR_MAX; 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 = UCHAR_MAX; 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 = UCHAR_MAX; p->ai.state_counter = 0; p->ai.timeout_counter = 0; } static void AiWantTrainRoute(Player *p) { uint16 r = GB(Random(), 0, 16); p->ai.railtype_to_use = GetBestRailtype(p); if (r > 0xD000) { AiWantLongIndustryRoute(p); } else if (r > 0x6000) { AiWantMediumIndustryRoute(p); } else if (r > 0x1000) { AiWantShortIndustryRoute(p); } else if (r > 0x800) { AiWantPassengerRoute(p); } else { AiWantMailRoute(p); } } static void AiWantLongRoadIndustryRoute(Player *p) { int i; FoundRoute fr; i = 60; for (;;) { // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; // try a random one AiFindRandomIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; // only test 60 times if (--i == 0) return; } if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; // Fill the source field p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); p->ai.src.use_tile = 0; p->ai.src.rand_rng = 9; p->ai.src.cur_building_rule = 0xFF; p->ai.src.buildcmd_a = 1; p->ai.src.direction = 0; p->ai.src.cargo = fr.cargo | 0x80; // Fill the dest field p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); p->ai.dst.use_tile = 0; p->ai.dst.rand_rng = 9; p->ai.dst.cur_building_rule = 0xFF; p->ai.dst.buildcmd_a = 0xFF; p->ai.dst.direction = 0; p->ai.dst.cargo = fr.cargo; // Fill common fields p->ai.cargo_type = fr.cargo; p->ai.num_build_rec = 2; p->ai.num_loco_to_build = 5; p->ai.num_want_fullload = 5; // p->ai.loco_id = INVALID_VEHICLE; p->ai.order_list_blocks[0] = 0; p->ai.order_list_blocks[1] = 1; p->ai.order_list_blocks[2] = 255; p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; p->ai.state_mode = UCHAR_MAX; 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 = UCHAR_MAX; 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 = UCHAR_MAX; 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 = UCHAR_MAX; p->ai.state_counter = 0; p->ai.timeout_counter = 0; } static void AiWantRoadRoute(Player *p) { uint16 r = GB(Random(), 0, 16); if (r > 0x4000) { AiWantLongRoadIndustryRoute(p); } else if (r > 0x2000) { AiWantMediumRoadIndustryRoute(p); } else if (r > 0x1000) { AiWantLongRoadPassengerRoute(p); } else { AiWantPassengerRouteInsideTown(p); } } static void AiWantPassengerAircraftRoute(Player *p) { FoundRoute fr; int i; /* Get aircraft that would be bought for this route * (probably, as conditions may change before the route is fully built, * like running out of money and having to select different aircraft, etc ...) */ EngineID veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL); /* No aircraft buildable mean no aircraft route */ if (veh == INVALID_ENGINE) return; const AircraftVehicleInfo *avi = AircraftVehInfo(veh); /* For passengers, "optimal" number of days in transit is about 80 to 100 * Calculate "maximum optimal number of squares" from speed for 80 days * 20 days should be enough for takeoff, land, taxi, etc ... * * "A vehicle traveling at 100kph will cross 5.6 tiles per day" -> * Since in table aircraft speeds are in "real km/h", this should be accurate * We get max_squares = avi->max_speed * 5.6 / 100.0 * 80 */ int max_squares = avi->max_speed * 448 / 100; /* For example this will be 10456 tiles for 2334 km/h aircrafts with realistic aircraft speeds * and 836 with "unrealistic" speeds, much more than the original 95 squares limit * * Size of the map, if not rectangular, it is the larger dimension of it */ int map_size = max(MapSizeX(), MapSizeY()); /* Minimum distance between airports is half of map size, clamped between 1% and 20% of optimum. * May prevent building plane routes at all on small maps, but they will be ineffective there, so * it is feature, not a bug. * On smaller distances, buses or trains are usually more effective approach anyway. * Additional safeguard is needing at least 20 squares, * which may trigger in highly unusual configurations */ int min_squares = max(20, max(max_squares / 100, min(max_squares / 5, map_size / 2))); /* Should not happen, unless aircraft with real speed under approx. 5 km/h is selected. * No such exist, unless using some NewGRF with ballons, zeppelins or similar * slow-moving stuff. In that case, bail out, it is faster to walk by foot anyway :). */ if (max_squares < min_squares) return; i = 60; for (;;) { // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); if (IS_INT_INSIDE(fr.distance, min_squares, max_squares + 1)) break; // try a random one AiFindRandomPassengerRoute(&fr); if (IS_INT_INSIDE(fr.distance, min_squares, max_squares + 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; /* Using full load always may not be the best. * Pick random value and rely on selling the vehicle & route * afterwards if the choice was utterly wrong (or maybe altering the value if AI is improved) * When traffic is very low or very assymetric, is is better not to full load * When traffic is high, full/non-full make no difference * It should be better to run with aircraft only one way full 6 times per year, * rather than two way full 1 times. * Practical experiments with AI show that the non-full-load aircrafts are usually * those that survive * Also, non-full load is more resistant against starving (by building better stations * or using exclusive rights) */ p->ai.num_want_fullload = CHANCE16(1, 5); // 20% chance // p->ai.loco_id = INVALID_VEHICLE; p->ai.order_list_blocks[0] = 0; p->ai.order_list_blocks[1] = 1; p->ai.order_list_blocks[2] = 255; p->ai.state = AIS_AIRPORT_STUFF; p->ai.timeout_counter = 0; } static void AiWantOilRigAircraftRoute(Player *p) { int i; FoundRoute fr; Town *t; Industry *in; i = 60; for (;;) { // Find a town t = AiFindRandomTown(); if (t != NULL) { // Find a random oil rig industry in = AiFindRandomIndustry(); if (in != NULL && GetIndustrySpec(in->type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) { if (DistanceManhattan(t->xy, in->xy) < 60) break; } } // only test 60 times if (--i == 0) return; } fr.cargo = CT_PASSENGERS; fr.from = fr.to = t; if (!AiCheckIfRouteIsGood(p, &fr, 4)) return; // Fill the source field p->ai.src.spec_tile = t->xy; p->ai.src.use_tile = 0; p->ai.src.rand_rng = 12; p->ai.src.cur_building_rule = 0xFF; p->ai.src.cargo = CT_PASSENGERS; // Fill the dest field p->ai.dst.spec_tile = in->xy; p->ai.dst.use_tile = 0; p->ai.dst.rand_rng = 5; p->ai.dst.cur_building_rule = 0xFF; p->ai.dst.cargo = CT_PASSENGERS; // Fill common fields p->ai.cargo_type = CT_PASSENGERS; p->ai.build_kind = 1; p->ai.num_build_rec = 2; p->ai.num_loco_to_build = 1; p->ai.num_want_fullload = 0; // p->ai.loco_id = INVALID_VEHICLE; p->ai.order_list_blocks[0] = 0; p->ai.order_list_blocks[1] = 1; p->ai.order_list_blocks[2] = 255; p->ai.state = AIS_AIRPORT_STUFF; p->ai.timeout_counter = 0; } static void AiWantAircraftRoute(Player *p) { uint16 r = (uint16)Random(); if (r >= 0x2AAA || _date < 0x3912 + DAYS_TILL_ORIGINAL_BASE_YEAR) { AiWantPassengerAircraftRoute(p); } else { AiWantOilRigAircraftRoute(p); } } static void AiStateWantNewRoute(Player *p) { uint16 r; int i; if (p->player_money < AiGetBasePrice(p) * 500) { p->ai.state = AIS_0; return; } i = 200; for (;;) { r = (uint16)Random(); if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh && _patches.ai_disable_veh_aircraft && _patches.ai_disable_veh_ship) { return; } if (r < 0x7626) { if (_patches.ai_disable_veh_train) continue; AiWantTrainRoute(p); } else if (r < 0xC4EA) { if (_patches.ai_disable_veh_roadveh) continue; AiWantRoadRoute(p); } else if (r < 0xD89B) { if (_patches.ai_disable_veh_aircraft) continue; AiWantAircraftRoute(p); } else { /* Ships are not implemented in this (broken) AI */ } // got a route? if (p->ai.state != AIS_WANT_NEW_ROUTE) break; // time out? if (--i == 0) { if (++p->ai.state_counter == 556) p->ai.state = AIS_0; break; } } } static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) { uint rad = (_patches.modified_catchment) ? CA_TRAIN : 4; for (; p->mode != 4; p++) { AcceptedCargo values; TileIndex tile2; uint w; uint h; if (p->mode != 1) continue; tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); w = GB(p->attr, 1, 3); h = GB(p->attr, 4, 3); if (p->attr & 1) Swap(w, h); if (cargo & 0x80) { GetProductionAroundTiles(values, tile2, w, h, rad); return values[cargo & 0x7F] != 0; } else { GetAcceptanceAroundTiles(values, tile2, w, h, rad); if (!(values[cargo] & ~7)) return false; if (cargo != CT_MAIL) return true; return !!((values[cargo] >> 1) & ~7); } } return true; } static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag) { CommandCost ret; CommandCost total_cost; Town *t = NULL; int rating = 0; int i, j, k; for (;;) { // This will seldomly overflow for valid reasons. Mask it to be on the safe side. uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); _cleared_town = NULL; if (p->mode < 2) { if (p->mode == 0) { // Depot ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); } else { // Station ret = DoCommand(c, (p->attr & 1) | (p->attr >> 4) << 8 | (p->attr >> 1 & 7) << 16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); } if (CmdFailed(ret)) return CMD_ERROR; total_cost.AddCost(ret); clear_town_stuff:; if (_cleared_town != NULL) { if (t != NULL && t != _cleared_town) return CMD_ERROR; t = _cleared_town; rating += _cleared_town_rating; } } else if (p->mode == 2) { // Rail if (IsTileType(c, MP_RAILWAY)) return CMD_ERROR; j = p->attr; k = 0; // Build the rail for (i = 0; i != 6; i++, j >>= 1) { if (j & 1) { k = i; ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(ret)) return CMD_ERROR; total_cost.AddCost(ret); } } /* signals too? */ if (j & 3) { // Can't build signals on a road. if (IsTileType(c, MP_ROAD)) return CMD_ERROR; if (flag & DC_EXEC) { j = 4 - j; do { ret = DoCommand(c, k, 0, flag, CMD_BUILD_SIGNALS); } while (--j); } else { ret.AddCost(_price.build_signals); } if (CmdFailed(ret)) return CMD_ERROR; total_cost.AddCost(ret); } } else if (p->mode == 3) { //Clear stuff and then build single rail. if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; total_cost.AddCost(ret); total_cost.AddCost(_price.build_rail); if (flag & DC_EXEC) { DoCommand(c, railtype, p->attr & 1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); } goto clear_town_stuff; } else { // Unk break; } p++; } if (!(flag & DC_EXEC)) { if (t != NULL && rating > t->ratings[_current_player]) { return CMD_ERROR; } } return total_cost; } // Returns rule and cost static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost* cost) { int i; const AiDefaultRailBlock *p; for (i = 0; (p = _default_rail_track_data[i]) != NULL; i++) { if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && (p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) { *cost = AiDoBuildDefaultRailTrack(tile, p->data, railtype, DC_NO_TOWN_RATING); if (CmdSucceeded(*cost) && AiCheckTrackResources(tile, p->data, cargo)) return i; } } return -1; } static const byte _terraform_up_flags[] = { 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 1, 4, 1, 2, 1, 8, 1, 2, 1, 4, 2, 2, 1 }; static const byte _terraform_down_flags[] = { 1, 2, 3, 4, 5, 6, 1, 8, 9, 10, 8, 12, 4, 2, 0, 0, 1, 2, 3, 4, 5, 6, 2, 8, 9, 10, 1, 12, 8, 4 }; static void AiDoTerraformLand(TileIndex tile, DiagDirection dir, int unk, int mode) { PlayerID old_player; uint32 r; Slope slope; uint h; old_player = _current_player; _current_player = OWNER_NONE; r = Random(); unk &= (int)r; do { tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); r >>= 2; if (r & 2) { dir = ChangeDiagDir(dir, (r & 1) ? DIAGDIRDIFF_90LEFT : DIAGDIRDIFF_90RIGHT); } } while (--unk >= 0); slope = GetTileSlope(tile, &h); if (slope != SLOPE_FLAT) { if (mode > 0 || (mode == 0 && !(r & 0xC))) { // Terraform up DoCommand(tile, _terraform_up_flags[slope - 1], 1, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } else if (h != 0) { // Terraform down DoCommand(tile, _terraform_down_flags[slope - 1], 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } } _current_player = old_player; } static void AiStateBuildDefaultRailBlocks(Player *p) { uint i; int j; AiBuildRec *aib; int rule; CommandCost cost; // time out? if (++p->ai.timeout_counter == 1388) { p->ai.state = AIS_DELETE_RAIL_BLOCKS; return; } // do the following 8 times for (i = 0; i < 8; i++) { // check if we can build the default track aib = &p->ai.src; j = p->ai.num_build_rec; do { // this item has already been built? if (aib->cur_building_rule != 255) continue; // adjust the coordinate randomly, // to make sure that we find a position. aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); // check if the track can be build there. rule = AiBuildDefaultRailTrack(aib->use_tile, p->ai.build_kind, p->ai.num_wagons, aib->unk6, aib->unk7, aib->direction, aib->cargo, p->ai.railtype_to_use, &cost ); if (rule == -1) { // cannot build, terraform after a while if (p->ai.state_counter >= 600) { AiDoTerraformLand(aib->use_tile, (DiagDirection)(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)) { // player has money, build it. aib->cur_building_rule = rule; AiDoBuildDefaultRailTrack( aib->use_tile, _default_rail_track_data[rule]->data, p->ai.railtype_to_use, DC_EXEC | DC_NO_TOWN_RATING ); } } while (++aib, --j); } // check if we're done with all of them aib = &p->ai.src; j = p->ai.num_build_rec; do { if (aib->cur_building_rule == 255) return; } while (++aib, --j); // yep, all are done. switch state to the rail building state. p->ai.state = AIS_BUILD_RAIL; p->ai.state_mode = 255; } static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, DiagDirection *dir) { const AiDefaultBlockData *p = _default_rail_track_data[rule]->data; while (p->mode != 3 || !((--cmd) & 0x80)) p++; return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDiagDir(*dir = p->attr); } struct AiRailPathFindData { TileIndex tile; TileIndex tile2; int count; bool flag; }; static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state) { if (a->flag) return true; if (length > 20 || tile == a->tile) { a->flag = true; return true; } if (DistanceMax(tile, a->tile2) < 4) a->count++; return false; } static bool AiDoFollowTrack(const Player* p) { AiRailPathFindData arpfd; arpfd.tile = p->ai.start_tile_a; arpfd.tile2 = p->ai.cur_tile_a; arpfd.flag = false; arpfd.count = 0; FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, 0, ReverseDiagDir(p->ai.cur_dir_a), (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); return arpfd.count > 8; } struct AiRailFinder { TileIndex final_tile; DiagDirection final_dir; byte depth; byte recursive_mode; DiagDirection cur_best_dir; DiagDirection 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; }; static const byte _ai_table_15[4][8] = { {0, 0, 4, 3, 3, 1, 128 + 0, 64}, {1, 1, 2, 0, 4, 2, 128 + 1, 65}, {0, 2, 2, 3, 5, 1, 128 + 2, 66}, {1, 3, 5, 0, 3, 2, 128 + 3, 67} }; static const byte _dir_table_1[] = { 3, 9, 12, 6}; static const byte _dir_table_2[] = {12, 6, 3, 9}; static bool AiIsTileBanned(const Player* p, TileIndex tile, byte val) { int i; for (i = 0; i != p->ai.banned_tile_count; i++) { if (p->ai.banned_tiles[i] == tile && p->ai.banned_val[i] == val) { return true; } } return false; } static void AiBanTile(Player* p, TileIndex tile, byte val) { uint i; for (i = lengthof(p->ai.banned_tiles) - 1; i != 0; i--) { p->ai.banned_tiles[i] = p->ai.banned_tiles[i - 1]; p->ai.banned_val[i] = p->ai.banned_val[i - 1]; } p->ai.banned_tiles[0] = tile; p->ai.banned_val[0] = val; if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) { p->ai.banned_tile_count++; } } static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, DiagDirection 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_MAX; arf->cur_best_depth = 0xff; return better; } static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) { Slope tileh; uint z; bool flag; DiagDirection dir2 = (DiagDirection)(p[0] & 3); tileh = GetTileSlope(tile, &z); if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { TileIndex tile_new = tile; // Allow bridges directly over bottom tiles flag = z == 0; for (;;) { TileType type; if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); type = GetTileType(tile_new); if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) { if (!flag) return; break; } if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return; flag = true; } // Is building a (rail)bridge possible at this place (type doesn't matter)? if (CmdFailed(DoCommand(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, DC_AUTO, CMD_BUILD_BRIDGE))) { return; } AiBuildRailRecursive(arf, tile_new, dir2); // At the bottom depth, check if the new path is better than the old one. if (arf->depth == 1) { if (AiCheckRailPathBetter(arf, p)) arf->bridge_end_tile = tile_new; } } } static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) { uint z; if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { CommandCost cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (CmdSucceeded(cost) && cost.GetCost() <= (arf->player->player_money >> 4)) { AiBuildRailRecursive(arf, _build_tunnel_endtile, (DiagDirection)(p[0] & 3)); if (arf->depth == 1) AiCheckRailPathBetter(arf, p); } } } static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, DiagDirection dir) { const byte *p; tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); // Reached destination? if (tile == arf->final_tile) { if (arf->final_dir != ReverseDiagDir(dir)) { if (arf->recursive_mode != 2) arf->recursive_mode = 1; } else if (arf->recursive_mode != 2) { arf->recursive_mode = 2; arf->cur_best_depth = arf->depth; } else { if (arf->depth < arf->cur_best_depth) arf->cur_best_depth = arf->depth; } return; } // Depth too deep? if (arf->depth >= 4) { uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); if (dist < arf->cur_best_dist) { // Store the tile that is closest to the final position. arf->cur_best_depth = arf->depth; arf->cur_best_dist = dist; arf->cur_best_tile = tile; arf->cur_best_dir = dir; } return; } // Increase recursion depth arf->depth++; // Grab pointer to list of stuff that is possible to build p = _ai_table_15[dir]; // Try to build a single rail in all directions. if (GetTileZ(tile) == 0) { p += 6; } else { do { // Make sure the tile is not in the list of banned tiles and that a rail can be built here. if (!AiIsTileBanned(arf->player, tile, p[0]) && CmdSucceeded(DoCommand(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) { AiBuildRailRecursive(arf, tile, (DiagDirection)p[1]); } // At the bottom depth? if (arf->depth == 1) AiCheckRailPathBetter(arf, p); p += 2; } while (!(p[0] & 0x80)); } AiCheckBuildRailBridgeHere(arf, tile, p); AiCheckBuildRailTunnelHere(arf, tile, p + 1); arf->depth--; } static const byte _dir_table_3[] = {0x25, 0x2A, 0x19, 0x16}; static void AiBuildRailConstruct(Player *p) { AiRailFinder arf; int i; // Check too much lookahead? if (AiDoFollowTrack(p)) { p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks p->ai.state_mode = 1; // Start destruct // Ban this tile and don't reach it for a while. AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); return; } // Setup recursive finder and call it. arf.player = p; arf.final_tile = p->ai.cur_tile_b; arf.final_dir = p->ai.cur_dir_b; arf.depth = 0; arf.recursive_mode = 0; arf.best_ptr = NULL; arf.cur_best_dist = (uint)-1; arf.cur_best_depth = 0xff; arf.best_dist = (uint)-1; arf.best_depth = 0xff; arf.cur_best_tile = 0; arf.best_tile = 0; AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); // Reached destination? if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { p->ai.state_mode = 255; return; } // Didn't find anything to build? if (arf.best_ptr == NULL) { // Terraform some for (i = 0; i != 5; i++) { AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); } if (++p->ai.state_counter == 21) { p->ai.state_counter = 40; p->ai.state_mode = 1; // Ban this tile AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); } return; } p->ai.cur_tile_a += TileOffsByDiagDir(p->ai.cur_dir_a); if (arf.best_ptr[0] & 0x80) { int i; int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a); /* Figure out which (rail)bridge type to build * start with best bridge, then go down to worse and worse bridges * unnecessary to check for worst bridge (i=0), since AI will always build * that. AI is so fucked up that fixing this small thing will probably not * solve a thing */ for (i = MAX_BRIDGES - 1; i != 0; i--) { if (CheckBridge_Stuff(i, bridge_len)) { CommandCost cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE); if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break; } } // Build it DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); p->ai.cur_tile_a = arf.bridge_end_tile; p->ai.state_counter = 0; } else if (arf.best_ptr[0] & 0x40) { // tunnel DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); p->ai.cur_tile_a = _build_tunnel_endtile; p->ai.state_counter = 0; } else { // rail p->ai.cur_dir_a = (DiagDirection)(arf.best_ptr[1] & 3); DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); p->ai.state_counter = 0; } if (arf.best_tile != 0) { for (i = 0; i != 2; i++) { AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); } } } static bool AiRemoveTileAndGoForward(Player *p) { byte b; int bit; const byte *ptr; TileIndex tile = p->ai.cur_tile_a; TileIndex tilenew; if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (IsTunnel(tile)) { // Clear the tunnel and continue at the other side of it. if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) return false; p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(p->ai.cur_dir_a)); return true; } else { // Check if the bridge points in the right direction. // This is not really needed the first place AiRemoveTileAndGoForward is called. if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1)) return false; tile = GetOtherBridgeEnd(tile); tilenew = TILE_MASK(tile - TileOffsByDiagDir(p->ai.cur_dir_a)); // And clear the bridge. if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) return false; p->ai.cur_tile_a = tilenew; return true; } } // Find the railtype at the position. Quit if no rail there. b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a]; if (b == 0) return false; // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. bit = FindFirstBit(b); // Then remove and signals if there are any. if (IsTileType(tile, MP_RAILWAY) && GetRailTileType(tile) == RAIL_TILE_SIGNALS) { DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); } // And also remove the rail. if (CmdFailed(DoCommand(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL))) return false; // Find the direction at the other edge of the rail. ptr = _ai_table_15[ReverseDiagDir(p->ai.cur_dir_a)]; while (ptr[0] != bit) ptr += 2; p->ai.cur_dir_a = ReverseDiagDir((DiagDirection)ptr[1]); // And then also switch tile. p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDiagDir(p->ai.cur_dir_a)); return true; } static void AiBuildRailDestruct(Player *p) { // Decrease timeout. if (!--p->ai.state_counter) { p->ai.state_mode = 2; p->ai.state_counter = 0; } // Don't do anything if the destination is already reached. if (p->ai.cur_tile_a == p->ai.start_tile_a) return; AiRemoveTileAndGoForward(p); } static void AiBuildRail(Player *p) { switch (p->ai.state_mode) { case 0: // Construct mode, build new rail. AiBuildRailConstruct(p); break; case 1: // Destruct mode, destroy the rail currently built. AiBuildRailDestruct(p); break; case 2: { uint i; // Terraform some and then try building again. for (i = 0; i != 4; i++) { AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); } if (++p->ai.state_counter == 4) { p->ai.state_counter = 0; p->ai.state_mode = 0; } } default: break; } } static void AiStateBuildRail(Player *p) { int num; AiBuildRec *aib; byte cmd; TileIndex tile; DiagDirection 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(p->ai.start_tile_a, p->ai.start_tile_b); Swap(p->ai.cur_tile_a, p->ai.cur_tile_b); Swap(p->ai.start_dir_a, p->ai.start_dir_b); Swap(p->ai.cur_dir_a, p->ai.cur_dir_b); return; } // Now, find two new points to build between num = p->ai.num_build_rec; aib = &p->ai.src; for (;;) { cmd = aib->buildcmd_a; aib->buildcmd_a = 255; if (cmd != 255) break; cmd = aib->buildcmd_b; aib->buildcmd_b = 255; if (cmd != 255) break; aib++; if (--num == 0) { p->ai.state = AIS_BUILD_RAIL_VEH; p->ai.state_counter = 0; // timeout return; } } // Find first edge to build from. tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd & 3, &dir); p->ai.start_tile_a = tile; p->ai.cur_tile_a = tile; p->ai.start_dir_a = dir; p->ai.cur_dir_a = dir; DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); assert(TILE_MASK(tile) != 0xFF00); // Find second edge to build to aib = (&p->ai.src) + ((cmd >> 4) & 0xF); tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd >> 2) & 3, &dir); p->ai.start_tile_b = tile; p->ai.cur_tile_b = tile; p->ai.start_dir_b = dir; p->ai.cur_dir_b = dir; DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); assert(TILE_MASK(tile) != 0xFF00); // And setup state. p->ai.state_mode = 2; p->ai.state_counter = 0; p->ai.banned_tile_count = 0; } static StationID AiGetStationIdByDef(TileIndex tile, int id) { const AiDefaultBlockData *p = _default_rail_track_data[id]->data; while (p->mode != 1) p++; return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); } static EngineID AiFindBestWagon(CargoID cargo, RailType railtype) { EngineID best_veh_index = INVALID_ENGINE; EngineID i; uint16 best_capacity = 0; uint16 best_speed = 0; uint speed; for (i = 0; i < NUM_TRAIN_ENGINES; i++) { const RailVehicleInfo *rvi = RailVehInfo(i); const Engine* e = GetEngine(i); if (!IsCompatibleRail(rvi->railtype, railtype) || rvi->railveh_type != RAILVEH_WAGON || !HASBIT(e->player_avail, _current_player)) { continue; } if (rvi->cargo_type != cargo) continue; /* max_speed of 0 indicates no speed limit */ speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed; if (rvi->capacity >= best_capacity && speed >= best_speed) { best_capacity = rvi->capacity; best_speed = best_speed; best_veh_index = i; } } return best_veh_index; } static void AiStateBuildRailVeh(Player *p) { const AiDefaultBlockData *ptr; TileIndex tile; EngineID veh; int i; CargoID cargo; CommandCost cost; Vehicle *v; VehicleID loco_id; ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data; while (ptr->mode != 0) ptr++; tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); cargo = p->ai.cargo_type; for (i = 0;;) { if (p->ai.wagon_list[i] == INVALID_VEHICLE) { veh = AiFindBestWagon(cargo, p->ai.railtype_to_use); /* veh will return INVALID_ENGINE if no suitable wagon is available. * We shall treat this in the same way as having no money */ if (veh == INVALID_ENGINE) goto handle_nocash; cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); if (CmdFailed(cost)) goto handle_nocash; p->ai.wagon_list[i] = _new_vehicle_id; p->ai.wagon_list[i + 1] = INVALID_VEHICLE; return; } if (cargo == CT_MAIL) cargo = CT_PASSENGERS; if (++i == p->ai.num_wagons * 2 - 1) break; } // Which locomotive to build? veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile); if (veh == INVALID_ENGINE) { handle_nocash: // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. if (++p->ai.state_counter == 1000) { for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); assert(CmdSucceeded(cost)); } p->ai.state = AIS_0; } return; } // Try to build the locomotive cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); assert(CmdSucceeded(cost)); loco_id = _new_vehicle_id; // Sell a vehicle if the train is double headed. v = GetVehicle(loco_id); if (v->Next() != NULL) { i = p->ai.wagon_list[p->ai.num_wagons * 2 - 2]; p->ai.wagon_list[p->ai.num_wagons * 2 - 2] = INVALID_VEHICLE; DoCommand(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); } // Move the wagons onto the train for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { DoCommand(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i]; bool is_pass = ( p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL || (_opt.landscape == LT_TEMPERATE && p->ai.cargo_type == CT_VALUABLES) ); Order order; order.type = OT_GOTO_STATION; order.flags = 0; order.dest = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule); if (!is_pass && i == 1) order.flags |= OF_UNLOAD; if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) order.flags |= OF_FULL_LOAD; DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; if (--p->ai.num_loco_to_build != 0) { // p->ai.loco_id = INVALID_VEHICLE; p->ai.wagon_list[0] = INVALID_VEHICLE; } else { p->ai.state = AIS_0; } } static void AiStateDeleteRailBlocks(Player *p) { const AiBuildRec* aib = &p->ai.src; uint num = p->ai.num_build_rec; do { const AiDefaultBlockData* b; if (aib->cur_building_rule == 255) continue; for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) { DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } } while (++aib, --num); p->ai.state = AIS_0; } static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) { uint values[NUM_CARGO]; int rad; if (_patches.modified_catchment) { rad = CA_TRUCK; // Same as CA_BUS at the moment? } else { // change that at some point? rad = 4; } for (;; p++) { if (p->mode == 4) { return true; } else if (p->mode == 1) { TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); if (cargo & 0x80) { GetProductionAroundTiles(values, tile2, 1, 1, rad); return values[cargo & 0x7F] != 0; } else { GetAcceptanceAroundTiles(values, tile2, 1, 1, rad); return (values[cargo]&~7) != 0; } } } } static bool _want_road_truck_station; static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); // Returns rule and cost static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, CommandCost *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 (CmdSucceeded(*cost) && AiCheckRoadResources(tile, p->data, cargo)) return i; } } return -1; } static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) { CommandCost ret; CommandCost total_cost; Town *t = NULL; int rating = 0; int roadflag = 0; for (;p->mode != 4;p++) { TileIndex c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); _cleared_town = NULL; if (p->mode == 2) { if (IsTileType(c, MP_ROAD) && GetRoadTileType(c) == ROAD_TILE_NORMAL && (GetRoadBits(c, ROADTYPE_ROAD) & p->attr) != 0) { roadflag |= 2; // all bits are already built? if ((GetRoadBits(c, ROADTYPE_ROAD) & p->attr) == p->attr) continue; } ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdFailed(ret)) return CMD_ERROR; total_cost.AddCost(ret); continue; } if (p->mode == 0) { // Depot ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT); goto clear_town_stuff; } else if (p->mode == 1) { if (_want_road_truck_station) { // Truck station ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); } else { // Bus station ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); } clear_town_stuff:; if (CmdFailed(ret)) return CMD_ERROR; total_cost.AddCost(ret); if (_cleared_town != NULL) { if (t != NULL && t != _cleared_town) return CMD_ERROR; t = _cleared_town; rating += _cleared_town_rating; } } else if (p->mode == 3) { if (flag & DC_EXEC) continue; if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; if (!IsTileType(c, MP_ROAD) || GetRoadTileType(c) != ROAD_TILE_NORMAL) { ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; } } } if (!_want_road_truck_station && !(roadflag & 2)) return CMD_ERROR; if (!(flag & DC_EXEC)) { if (t != NULL && rating > t->ratings[_current_player]) return CMD_ERROR; } return total_cost; } // Make sure the blocks are not too close to each other static bool AiCheckBlockDistances(Player *p, TileIndex tile) { const AiBuildRec* aib = &p->ai.src; uint num = p->ai.num_build_rec; do { if (aib->cur_building_rule != 255) { if (DistanceManhattan(aib->use_tile, tile) < 9) return false; } } while (++aib, --num); return true; } static void AiStateBuildDefaultRoadBlocks(Player *p) { uint i; int j; AiBuildRec *aib; int rule; CommandCost cost; // time out? if (++p->ai.timeout_counter == 1388) { p->ai.state = AIS_DELETE_RAIL_BLOCKS; return; } // do the following 8 times for (i = 0; i != 8; i++) { // check if we can build the default track aib = &p->ai.src; j = p->ai.num_build_rec; do { // this item has already been built? if (aib->cur_building_rule != 255) continue; // adjust the coordinate randomly, // to make sure that we find a position. aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); // check if the road can be built there. rule = AiFindBestDefaultRoadBlock( aib->use_tile, aib->direction, aib->cargo, &cost ); if (rule == -1) { // cannot build, terraform after a while if (p->ai.state_counter >= 600) { AiDoTerraformLand(aib->use_tile, (DiagDirection)(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)) { CommandCost 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(CmdSucceeded(r)); } } while (++aib, --j); } // check if we're done with all of them aib = &p->ai.src; j = p->ai.num_build_rec; do { if (aib->cur_building_rule == 255) return; } while (++aib, --j); // yep, all are done. switch state to the rail building state. p->ai.state = AIS_BUILD_ROAD; p->ai.state_mode = 255; } struct AiRoadFinder { TileIndex final_tile; DiagDirection final_dir; byte depth; byte recursive_mode; DiagDirection cur_best_dir; DiagDirection 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; }; struct AiRoadEnum { TileIndex dest; TileIndex best_tile; int best_track; uint best_dist; }; static const DiagDirection _dir_by_track[] = { DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_NE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, }; static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, DiagDirection dir); static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) { bool better = false; if (arf->recursive_mode < 1) { // Mode is 0. This means destination has not been found yet. // If the found path is shorter than the current one, remember it. if (arf->cur_best_dist < arf->best_dist || (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) { arf->best_depth = arf->cur_best_depth; arf->best_dist = arf->cur_best_dist; arf->best_dir = arf->cur_best_dir; arf->best_ptr = p; arf->best_tile = arf->cur_best_tile; better = true; } } else if (arf->recursive_mode > 1) { // Mode is 2. if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { arf->best_depth = arf->cur_best_depth; arf->best_dist = 0; arf->best_ptr = p; arf->best_tile = 0; better = true; } } arf->recursive_mode = 0; arf->cur_best_dist = (uint)-1; arf->cur_best_depth = 0xff; return better; } static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state) { uint dist = DistanceManhattan(tile, a->dest); if (dist <= a->best_dist) { TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track])); if (IsTileType(tile2, MP_ROAD) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) { a->best_dist = dist; a->best_tile = tile; a->best_track = track; } } return false; } static const uint16 _ai_road_table_and[4] = { 0x1009, 0x16, 0x520, 0x2A00, }; static bool AiCheckRoadFinished(Player *p) { AiRoadEnum are; TileIndex tile; DiagDirection dir = p->ai.cur_dir_a; uint32 bits; int i; are.dest = p->ai.cur_tile_b; tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(dir)); if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false; bits = GetTileTrackStatus(tile, TRANSPORT_ROAD, ROADTYPES_ROAD) & _ai_road_table_and[dir]; if (bits == 0) return false; are.best_dist = (uint)-1; for_each_bit(i, bits) { FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, ROADTYPES_ROAD, (DiagDirection)_dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); } if (DistanceManhattan(tile, are.dest) <= are.best_dist) return false; if (are.best_dist == 0) return true; p->ai.cur_tile_a = are.best_tile; p->ai.cur_dir_a = _dir_by_track[are.best_track]; return false; } static bool AiBuildRoadHelper(TileIndex tile, int flags, int type) { static const RoadBits _road_bits[] = { ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE, ROAD_NW | ROAD_SW, ROAD_SE | ROAD_NE }; return CmdSucceeded(DoCommand(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD)); } static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) { Slope tileh; uint z; bool flag; DiagDirection dir2 = (DiagDirection)(p[0] & 3); tileh = GetTileSlope(tile, &z); if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { TileIndex tile_new = tile; // Allow bridges directly over bottom tiles flag = z == 0; for (;;) { TileType type; if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); type = GetTileType(tile_new); if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != SLOPE_FLAT) { // Allow a bridge if either we have a tile that's water, rail or street, // or if we found an up tile. if (!flag) return; break; } if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return; flag = true; } // Is building a (rail)bridge possible at this place (type doesn't matter)? if (CmdFailed(DoCommand(tile_new, tile, ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) return; AiBuildRoadRecursive(arf, tile_new, dir2); // At the bottom depth, check if the new path is better than the old one. if (arf->depth == 1) { if (AiCheckRoadPathBetter(arf, p)) arf->bridge_end_tile = tile_new; } } } static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) { uint z; if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { CommandCost cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (CmdSucceeded(cost) && cost.GetCost() <= (arf->player->player_money >> 4)) { AiBuildRoadRecursive(arf, _build_tunnel_endtile, (DiagDirection)(p[0] & 3)); if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); } } } static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, DiagDirection dir) { const byte *p; tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); // Reached destination? if (tile == arf->final_tile) { if (ReverseDiagDir(arf->final_dir) == dir) { arf->recursive_mode = 2; arf->cur_best_depth = arf->depth; } return; } // Depth too deep? if (arf->depth >= 4) { uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); if (dist < arf->cur_best_dist) { // Store the tile that is closest to the final position. arf->cur_best_dist = dist; arf->cur_best_tile = tile; arf->cur_best_dir = dir; arf->cur_best_depth = arf->depth; } return; } // Increase recursion depth arf->depth++; // Grab pointer to list of stuff that is possible to build p = _ai_table_15[dir]; // Try to build a single rail in all directions. if (GetTileZ(tile) == 0) { p += 6; } else { do { // Make sure that a road can be built here. if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) { AiBuildRoadRecursive(arf, tile, (DiagDirection)p[1]); } // At the bottom depth? if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); p += 2; } while (!(p[0] & 0x80)); } AiCheckBuildRoadBridgeHere(arf, tile, p); AiCheckBuildRoadTunnelHere(arf, tile, p + 1); arf->depth--; } static void AiBuildRoadConstruct(Player *p) { AiRoadFinder arf; int i; TileIndex tile; // Reached destination? if (AiCheckRoadFinished(p)) { p->ai.state_mode = 255; return; } // Setup recursive finder and call it. arf.player = p; arf.final_tile = p->ai.cur_tile_b; arf.final_dir = p->ai.cur_dir_b; arf.depth = 0; arf.recursive_mode = 0; arf.best_ptr = NULL; arf.cur_best_dist = (uint)-1; arf.cur_best_depth = 0xff; arf.best_dist = (uint)-1; arf.best_depth = 0xff; arf.cur_best_tile = 0; arf.best_tile = 0; AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); // Reached destination? if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { p->ai.state_mode = 255; return; } // Didn't find anything to build? if (arf.best_ptr == NULL) { // Terraform some do_some_terraform: for (i = 0; i != 5; i++) AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); if (++p->ai.state_counter == 21) { p->ai.state_mode = 1; p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); p->ai.cur_dir_a = ReverseDiagDir(p->ai.cur_dir_a); p->ai.state_counter = 0; } return; } tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); if (arf.best_ptr[0] & 0x80) { int i; int32 bridge_len; p->ai.cur_tile_a = arf.bridge_end_tile; bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile /* Figure out what (road)bridge type to build * start with best bridge, then go down to worse and worse bridges * unnecessary to check for worse bridge (i=0), since AI will always build that. *AI is so fucked up that fixing this small thing will probably not solve a thing */ for (i = 10; i != 0; i--) { if (CheckBridge_Stuff(i, bridge_len)) { CommandCost cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE); if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break; } } // Build it DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); p->ai.state_counter = 0; } else if (arf.best_ptr[0] & 0x40) { // tunnel DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); p->ai.cur_tile_a = _build_tunnel_endtile; p->ai.state_counter = 0; } else { // road if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0])) goto do_some_terraform; p->ai.cur_dir_a = (DiagDirection)(arf.best_ptr[1] & 3); p->ai.cur_tile_a = tile; p->ai.state_counter = 0; } if (arf.best_tile != 0) { for (i = 0; i != 2; i++) AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); } } static void AiBuildRoad(Player *p) { if (p->ai.state_mode < 1) { // Construct mode, build new road. AiBuildRoadConstruct(p); } else if (p->ai.state_mode == 1) { // Destruct mode, not implemented for roads. p->ai.state_mode = 2; p->ai.state_counter = 0; } else if (p->ai.state_mode == 2) { uint i; // Terraform some and then try building again. for (i = 0; i != 4; i++) { AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); } if (++p->ai.state_counter == 4) { p->ai.state_counter = 0; p->ai.state_mode = 0; } } } static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, DiagDirection *dir) { const AiDefaultBlockData *p = _road_default_block_data[rule]->data; while (p->mode != 1) p++; *dir = p->attr; return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); } static void AiStateBuildRoad(Player *p) { int num; AiBuildRec *aib; byte cmd; TileIndex tile; DiagDirection 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(p->ai.start_tile_a, p->ai.start_tile_b); Swap(p->ai.cur_tile_a, p->ai.cur_tile_b); Swap(p->ai.start_dir_a, p->ai.start_dir_b); Swap(p->ai.cur_dir_a, p->ai.cur_dir_b); return; } // Now, find two new points to build between num = p->ai.num_build_rec; aib = &p->ai.src; for (;;) { cmd = aib->buildcmd_a; aib->buildcmd_a = 255; if (cmd != 255) break; aib++; if (--num == 0) { p->ai.state = AIS_BUILD_ROAD_VEHICLES; return; } } // Find first edge to build from. tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); p->ai.start_tile_a = tile; p->ai.cur_tile_a = tile; p->ai.start_dir_a = dir; p->ai.cur_dir_a = dir; // Find second edge to build to aib = (&p->ai.src) + (cmd & 0xF); tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); p->ai.start_tile_b = tile; p->ai.cur_tile_b = tile; p->ai.start_dir_b = dir; p->ai.cur_dir_b = dir; // And setup state. p->ai.state_mode = 2; p->ai.state_counter = 0; p->ai.banned_tile_count = 0; } static StationID AiGetStationIdFromRoadBlock(TileIndex tile, int id) { const AiDefaultBlockData *p = _road_default_block_data[id]->data; while (p->mode != 1) p++; return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); } static void AiStateBuildRoadVehicles(Player *p) { const AiDefaultBlockData *ptr; TileIndex tile; VehicleID loco_id; EngineID veh; uint i; ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; for (; ptr->mode != 0; ptr++) {} tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile); if (veh == INVALID_ENGINE) { p->ai.state = AIS_0; return; } if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; loco_id = _new_vehicle_id; if (GetVehicle(loco_id)->cargo_type != p->ai.cargo_type) { /* Cargo type doesn't match, so refit it */ if (CmdFailed(DoCommand(tile, loco_id, p->ai.cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) { /* Refit failed... sell the vehicle */ DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); return; } } for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i]; bool is_pass = ( p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL || (_opt.landscape == LT_TEMPERATE && p->ai.cargo_type == CT_VALUABLES) ); Order order; order.type = OT_GOTO_STATION; order.flags = 0; order.dest = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule); if (!is_pass && i == 1) order.flags |= OF_UNLOAD; if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) order.flags |= OF_FULL_LOAD; DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; } static void AiStateDeleteRoadBlocks(Player *p) { const AiBuildRec* aib = &p->ai.src; uint num = p->ai.num_build_rec; do { const AiDefaultBlockData* b; if (aib->cur_building_rule == 255) continue; for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) { if (b->mode > 1) continue; DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } } while (++aib, --num); p->ai.state = AIS_0; } static void AiStateAirportStuff(Player *p) { const Station* st; int i; AiBuildRec *aib; byte rule; // Here we look for an airport we could use instead of building a new // one. If we find such an aiport for any waypoint, // AiStateBuildDefaultAirportBlocks() will kindly skip that one when // building the waypoints. i = 0; do { // We do this all twice - once for the source (town in the case // of oilrig route) and then for the destination (oilrig in the // case of oilrig route). aib = &p->ai.src + i; FOR_ALL_STATIONS(st) { // Is this an airport? if (!(st->facilities & FACIL_AIRPORT)) continue; // Do we own the airport? (Oilrigs aren't owned, though.) if (st->owner != OWNER_NONE && st->owner != _current_player) continue; AirportFTAClass::Flags flags = st->Airport()->flags; if (!(flags & (p->ai.build_kind == 1 && i == 0 ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES))) { continue; } // Dismiss airports too far away. if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng) continue; // It's ideal airport, let's take it! /* XXX: This part is utterly broken - rule should * contain number of the rule appropriate for the * airport type (country, town, ...), see * _airport_default_block_data (rule is just an index * in this array). But the only difference between the * currently existing two rules (rule 0 - town and rule * 1 - country) is the attr field which is used only * when building new airports - and that's irrelevant * for us. So using just about any rule will suffice * here for now (some of the new airport types would be * broken because they will probably need different * tileoff values etc), no matter that * IsHangarTile() makes no sense. --pasky */ if (!(flags & AirportFTAClass::AIRPLANES)) { /* Heliports should have maybe own rulesets but * OTOH we don't want AI to pick them up when * looking for a suitable airport type to build. * So any of rules 0 or 1 would do for now. The * original rule number was 2 but that's a bug * because we have no such rule. */ rule = 1; } else { rule = IsHangarTile(st->airport_tile); } aib->cur_building_rule = rule; aib->use_tile = st->airport_tile; break; } } while (++i != p->ai.num_build_rec); p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; p->ai.state_mode = 255; p->ai.state_counter = 0; } static CommandCost AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) { uint32 avail_airports = GetValidAirports(); CommandCost total_cost, ret; for (; p->mode == 0; p++) { if (!HASBIT(avail_airports, p->attr)) return CMD_ERROR; ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_AIRPORT); if (CmdFailed(ret)) return CMD_ERROR; total_cost.AddCost(ret); } return total_cost; } static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) { uint values[NUM_CARGO]; for (; p->mode == 0; p++) { TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); const AirportFTAClass* airport = GetAirport(p->attr); uint w = airport->size_x; uint h = airport->size_y; uint rad = _patches.modified_catchment ? airport->catchment : 4; if (cargo & 0x80) { GetProductionAroundTiles(values, tile2, w, h, rad); return values[cargo & 0x7F] != 0; } else { GetAcceptanceAroundTiles(values, tile2, w, h, rad); return values[cargo] >= 8; } } return true; } static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, CommandCost *cost) { const AiDefaultBlockData *p; uint i; for (i = 0; (p = _airport_default_block_data[i]) != NULL; i++) { // If we are doing a helicopter service, avoid building // airports where they can't land. if (heli && !(GetAirport(p->attr)->flags & AirportFTAClass::HELICOPTERS)) continue; *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); if (CmdSucceeded(*cost) && AiCheckAirportResources(tile, p, cargo)) return i; } return -1; } static void AiStateBuildDefaultAirportBlocks(Player *p) { int i, j; AiBuildRec *aib; int rule; CommandCost cost; // time out? if (++p->ai.timeout_counter == 1388) { p->ai.state = AIS_0; return; } // do the following 8 times i = 8; do { // check if we can build the default aib = &p->ai.src; j = p->ai.num_build_rec; do { // this item has already been built? if (aib->cur_building_rule != 255) continue; // adjust the coordinate randomly, // to make sure that we find a position. aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); // check if the aircraft stuff can be built there. rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost); // SetRedErrorSquare(aib->use_tile); if (rule == -1) { // cannot build, terraform after a while if (p->ai.state_counter >= 600) { AiDoTerraformLand(aib->use_tile, (DiagDirection)(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. CommandCost r; aib->cur_building_rule = rule; r = AiDoBuildDefaultAirportBlock( aib->use_tile, _airport_default_block_data[rule], DC_EXEC | DC_NO_TOWN_RATING ); assert(CmdSucceeded(r)); } } while (++aib, --j); } while (--i); // check if we're done with all of them aib = &p->ai.src; j = p->ai.num_build_rec; do { if (aib->cur_building_rule == 255) return; } while (++aib, --j); // yep, all are done. switch state. p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; } static StationID AiGetStationIdFromAircraftBlock(TileIndex tile, int id) { const AiDefaultBlockData *p = _airport_default_block_data[id]; while (p->mode != 1) p++; return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); } static void AiStateBuildAircraftVehicles(Player *p) { const AiDefaultBlockData *ptr; TileIndex tile; EngineID veh; int i; VehicleID loco_id; ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; for (; ptr->mode != 0; ptr++) {} tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL); if (veh == INVALID_ENGINE) return; /* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type * and offset to the FIRST depot because the AI picks the st->xy tile */ tile += ToTileIndexDiff(GetStationByTile(tile)->Airport()->airport_depots[0]); if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; loco_id = _new_vehicle_id; for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); Order order; order.type = OT_GOTO_STATION; order.flags = 0; order.dest = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule); if (!is_pass && i == 1) order.flags |= OF_UNLOAD; if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) order.flags |= OF_FULL_LOAD; DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; } static void AiStateCheckShipStuff(Player *p) { /* Ships are not implemented in this (broken) AI */ } static void AiStateBuildDefaultShipBlocks(Player *p) { /* Ships are not implemented in this (broken) AI */ } static void AiStateDoShipStuff(Player *p) { /* Ships are not implemented in this (broken) AI */ } static void AiStateSellVeh(Player *p) { Vehicle *v = p->ai.cur_veh; if (v->owner == _current_player) { if (v->type == VEH_TRAIN) { if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { if (v->current_order.type != OT_GOTO_DEPOT) DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT); goto going_to_depot; } // Sell whole train DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); } else if (v->type == VEH_ROAD) { if (!v->IsStoppedInDepot()) { if (v->current_order.type != OT_GOTO_DEPOT) DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); goto going_to_depot; } DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); } else if (v->type == VEH_AIRCRAFT) { if (!v->IsStoppedInDepot()) { if (v->current_order.type != OT_GOTO_DEPOT) DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); goto going_to_depot; } DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); } else if (v->type == VEH_SHIP) { /* Ships are not implemented in this (broken) AI */ } } goto return_to_loop; going_to_depot:; if (++p->ai.state_counter <= 832) return; if (v->current_order.type == OT_GOTO_DEPOT) { v->current_order.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindow(WC_VEHICLE_VIEW, v->index); } return_to_loop:; p->ai.state = AIS_VEH_LOOP; } static void AiStateRemoveStation(Player *p) { // Remove stations that aren't in use by any vehicle const Order *ord; const Station *st; TileIndex tile; // Go to this state when we're done. p->ai.state = AIS_1; // Get a list of all stations that are in use by a vehicle byte *in_use = MallocT(GetMaxStationIndex() + 1); memset(in_use, 0, GetMaxStationIndex() + 1); FOR_ALL_ORDERS(ord) { if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1; } // Go through all stations and delete those that aren't in use FOR_ALL_STATIONS(st) { if (st->owner == _current_player && !in_use[st->index] && ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) || (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 || (tile = st->train_tile) != 0 || (tile = st->dock_tile) != 0 || (tile = st->airport_tile) != 0)) { DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } } free(in_use); } static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile) { TrackBits rails; if (IsTileType(tile, MP_RAILWAY)) { if (!IsTileOwner(tile, _current_player)) return; if (IsPlainRailTile(tile)) { is_rail_crossing:; rails = GetRailTrackStatus(tile); if (rails == TRACK_BIT_HORZ || rails == TRACK_BIT_VERT) return; if (rails & TRACK_BIT_3WAY_NE) { pos_0: if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & TRACK_BIT_3WAY_SW) == 0) { p->ai.cur_dir_a = DIAGDIR_NE; p->ai.cur_tile_a = tile; p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; return; } } if (rails & TRACK_BIT_3WAY_SE) { pos_1: if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & TRACK_BIT_3WAY_NW) == 0) { p->ai.cur_dir_a = DIAGDIR_SE; p->ai.cur_tile_a = tile; p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; return; } } if (rails & TRACK_BIT_3WAY_SW) { pos_2: if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & TRACK_BIT_3WAY_NE) == 0) { p->ai.cur_dir_a = DIAGDIR_SW; p->ai.cur_tile_a = tile; p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; return; } } if (rails & TRACK_BIT_3WAY_NW) { pos_3: if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & TRACK_BIT_3WAY_SE) == 0) { p->ai.cur_dir_a = DIAGDIR_NW; p->ai.cur_tile_a = tile; p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; return; } } } else { static const byte _depot_bits[] = {0x19, 0x16, 0x25, 0x2A}; DiagDirection dir = GetRailDepotDirection(tile); if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir]) return; DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } } else if (IsTileType(tile, MP_ROAD)) { if (!IsTileOwner(tile, _current_player)) return; if (IsLevelCrossing(tile)) goto is_rail_crossing; if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) { DiagDirection dir; TileIndex t; // Check if there are any stations around. t = tile + TileDiffXY(-1, 0); if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; t = tile + TileDiffXY(1, 0); if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; t = tile + TileDiffXY(0, -1); if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; t = tile + TileDiffXY(0, 1); if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; dir = GetRoadDepotDirection(tile); DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); DoCommand( TILE_MASK(tile + TileOffsByDiagDir(dir)), DiagDirToRoadBits(ReverseDiagDir(dir)), 0, DC_EXEC, CMD_REMOVE_ROAD); } } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (!IsTileOwner(tile, _current_player) || !IsBridge(tile) || GetBridgeTransportType(tile) != TRANSPORT_RAIL) { return; } rails = TRACK_BIT_NONE; switch (GetBridgeRampDirection(tile)) { default: case DIAGDIR_NE: goto pos_2; case DIAGDIR_SE: goto pos_3; case DIAGDIR_SW: goto pos_0; case DIAGDIR_NW: goto pos_1; } } } static void AiStateRemoveTrack(Player *p) { /* Was 1000 for standard 8x8 maps. */ int num = MapSizeX() * 4; do { TileIndex tile = ++p->ai.state_counter; // Iterated all tiles? if (tile >= MapSize()) { p->ai.state = AIS_REMOVE_STATION; return; } // Remove player stuff in that tile AiRemovePlayerRailOrRoad(p, tile); if (p->ai.state != AIS_REMOVE_TRACK) return; } while (--num); } static void AiStateRemoveSingleRailTile(Player *p) { // Remove until we can't remove more. if (!AiRemoveTileAndGoForward(p)) p->ai.state = AIS_REMOVE_TRACK; } static AiStateAction * const _ai_actions[] = { AiCase0, AiCase1, AiStateVehLoop, AiStateCheckReplaceVehicle, AiStateDoReplaceVehicle, AiStateWantNewRoute, AiStateBuildDefaultRailBlocks, AiStateBuildRail, AiStateBuildRailVeh, AiStateDeleteRailBlocks, AiStateBuildDefaultRoadBlocks, AiStateBuildRoad, AiStateBuildRoadVehicles, AiStateDeleteRoadBlocks, AiStateAirportStuff, AiStateBuildDefaultAirportBlocks, AiStateBuildAircraftVehicles, AiStateCheckShipStuff, AiStateBuildDefaultShipBlocks, AiStateDoShipStuff, AiStateSellVeh, AiStateRemoveStation, AiStateRemoveTrack, AiStateRemoveSingleRailTile }; extern void ShowBuyCompanyDialog(uint player); static void AiHandleTakeover(Player *p) { if (p->bankrupt_timeout != 0) { p->bankrupt_timeout -= 8; if (p->bankrupt_timeout > 0) return; p->bankrupt_timeout = 0; DeleteWindowById(WC_BUY_COMPANY, _current_player); if (IsLocalPlayer()) { AskExitToGameMenu(); return; } if (IsHumanPlayer(_current_player)) return; } if (p->bankrupt_asked == 255) return; { uint asked = p->bankrupt_asked; Player *pp, *best_pl = NULL; int32 best_val = -1; // Ask the guy with the highest performance hist. FOR_ALL_PLAYERS(pp) { if (pp->is_active && !(asked & 1) && pp->bankrupt_asked == 0 && best_val < pp->old_economy[1].performance_history) { best_val = pp->old_economy[1].performance_history; best_pl = pp; } asked >>= 1; } // Asked all players? if (best_val == -1) { p->bankrupt_asked = 255; return; } SETBIT(p->bankrupt_asked, best_pl->index); if (best_pl->index == _local_player) { p->bankrupt_timeout = 4440; ShowBuyCompanyDialog(_current_player); return; } if (IsHumanPlayer(best_pl->index)) return; // Too little money for computer to buy it? if (best_pl->player_money >> 1 >= p->bankrupt_value) { // Computer wants to buy it. PlayerID old_p = _current_player; _current_player = best_pl->index; DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); _current_player = old_p; } } } static void AiAdjustLoan(const Player* p) { Money base = AiGetBasePrice(p); if (p->player_money > base * 1400) { // Decrease loan if (p->current_loan != 0) { DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); } } else if (p->player_money < base * 500) { // Increase loan if (p->current_loan < _economy.max_loan && p->num_valid_stat_ent >= 2 && -(p->old_economy[0].expenses + p->old_economy[1].expenses) < base * 60) { DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN); } } } static void AiBuildCompanyHQ(Player *p) { TileIndex tile; if (p->location_of_house == 0 && p->last_build_coordinate != 0) { tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8); DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); } } void AiDoGameLoop(Player *p) { if (p->bankrupt_asked != 0) { AiHandleTakeover(p); return; } // Ugly hack to make sure the service interval of the AI is good, not looking // to the patch-setting // Also, it takes into account the setting if the service-interval is in days // or in % _ai_service_interval = _patches.servint_ispercent ? 80 : 180; if (IsHumanPlayer(_current_player)) return; AiAdjustLoan(p); AiBuildCompanyHQ(p); #if 0 { static byte old_state = 99; static bool hasdots = false; char *_ai_state_names[] = { "AiCase0", "AiCase1", "AiStateVehLoop", "AiStateCheckReplaceVehicle", "AiStateDoReplaceVehicle", "AiStateWantNewRoute", "AiStateBuildDefaultRailBlocks", "AiStateBuildRail", "AiStateBuildRailVeh", "AiStateDeleteRailBlocks", "AiStateBuildDefaultRoadBlocks", "AiStateBuildRoad", "AiStateBuildRoadVehicles", "AiStateDeleteRoadBlocks", "AiStateAirportStuff", "AiStateBuildDefaultAirportBlocks", "AiStateBuildAircraftVehicles", "AiStateCheckShipStuff", "AiStateBuildDefaultShipBlocks", "AiStateDoShipStuff", "AiStateSellVeh", "AiStateRemoveStation", "AiStateRemoveTrack", "AiStateRemoveSingleRailTile" }; if (p->ai.state != old_state) { if (hasdots) printf("\n"); hasdots=false; printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]); } else { printf("."); hasdots=true; } } #endif _ai_actions[p->ai.state](p); }