/* $Id$ */ #include "../../stdafx.h" #include "../../openttd.h" #include "../../debug.h" #include "../../functions.h" #include "../../map.h" #include "../../road_map.h" #include "../../tile.h" #include "../../vehicle.h" #include "../../command.h" #include "trolly.h" #include "../../engine.h" #include "../../station.h" #include "../../variables.h" #include "../../bridge.h" #include "../ai.h" // Build HQ // Params: // tile : tile where HQ is going to be build bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) { if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) return false; AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); return true; } // Build station // Params: // type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station // tile : tile where station is going to be build // length : in case of AI_TRAIN: length of station // numtracks : in case of AI_TRAIN: tracks of station // direction : the direction of the station // flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) { if (type == AI_TRAIN) return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); if (type == AI_BUS) return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); } // Builds a brdige. The second best out of the ones available for this player // Params: // tile_a : starting point // tile_b : end point // flag : flag passed to DoCommand CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) { int bridge_type, bridge_len, type, type2; // Find a good bridgetype (the best money can buy) bridge_len = GetBridgeLength(tile_a, tile_b); type = type2 = 0; for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { if (CheckBridge_Stuff(bridge_type, bridge_len)) { type2 = type; type = bridge_type; // We found two bridges, exit if (type2 != 0) break; } } // There is only one bridge that can be built if (type2 == 0 && type != 0) type2 = type; // Now, simply, build the bridge! if (p->ainew.tbt == AI_TRAIN) { return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); } else { return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); } } // Build the route part by part // Basicly what this function do, is build that amount of parts of the route // that go in the same direction. It sets 'part' to the last part of the route builded. // The return value is the cost for the builded parts // // Params: // PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder // part : Which part we need to build // // TODO: skip already builded road-pieces (e.g.: cityroad) CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { int part = PathFinderInfo->position; byte *route_extra = PathFinderInfo->route_extra; TileIndex *route = PathFinderInfo->route; int dir; int old_dir = -1; CommandCost cost = 0; CommandCost res; // We need to calculate the direction with the parent of the parent.. so we skip // the first pieces and the last piece if (part < 1) part = 1; // When we are done, stop it if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; } if (PathFinderInfo->rail_or_road) { // Tunnel code if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); return 0; } return cost; } // Bridge code if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { cost += AiNew_Build_Bridge(p, route[part], route[part - 1], flag); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]); return 0; } return cost; } // Build normal rail // Keep it doing till we go an other way if (route_extra[part - 1] == 0 && route_extra[part] == 0) { while (route_extra[part] == 0) { // Get the current direction dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); // Is it the same as the last one? if (old_dir != -1 && old_dir != dir) break; old_dir = dir; // Build the tile res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(res)) { // Problem.. let's just abort it all! p->ainew.state = AI_STATE_NOTHING; return 0; } cost += res; // Go to the next tile part++; // Check if it is still in range.. if (part >= PathFinderInfo->route_length - 1) break; } part--; } // We want to return the last position, so we go back one PathFinderInfo->position = part; } else { // Tunnel code if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { cost += AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); return 0; } return cost; } // Bridge code if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { cost += AiNew_Build_Bridge(p, route[part], route[part + 1], flag); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]); return 0; } return cost; } // Build normal road // Keep it doing till we go an other way // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way // it will wait till the vehicle is gone.. if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { // Get the current direction dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); // Is it the same as the last one? if (old_dir != -1 && old_dir != dir) break; old_dir = dir; // There is already some road, and it is a bridge.. don't build!!! if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { // Build the tile res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); // Currently, we ignore CMD_ERRORs! if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { // Problem.. let's just abort it all! DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); p->ainew.state = AI_STATE_NOTHING; return 0; } if (CmdSucceeded(res)) cost += res; } // Go to the next tile part++; // Check if it is still in range.. if (part >= PathFinderInfo->route_length - 1) break; } part--; // We want to return the last position, so we go back one } if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; PathFinderInfo->position = part; } return cost; } // This functions tries to find the best vehicle for this type of cargo // It returns INVALID_ENGINE if not suitable engine is found EngineID AiNew_PickVehicle(Player *p) { if (p->ainew.tbt == AI_TRAIN) { // Not supported yet return INVALID_ENGINE; } else { EngineID best_veh_index = INVALID_ENGINE; int32 best_veh_rating = 0; EngineID start = ROAD_ENGINES_INDEX; EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES; EngineID i; /* Loop through all road vehicles */ for (i = start; i != end; i++) { const RoadVehicleInfo *rvi = RoadVehInfo(i); const Engine* e = GetEngine(i); int32 rating; CommandCost ret; /* Skip vehicles which can't take our cargo type */ if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue; // Is it availiable? // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; /* Rate and compare the engine by speed & capacity */ rating = rvi->max_speed * rvi->capacity; if (rating <= best_veh_rating) continue; // Can we build it? ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); if (CmdFailed(ret)) continue; best_veh_rating = rating; best_veh_index = i; } return best_veh_index; } } void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) { Player* p = GetPlayer(_current_player); if (success) { p->ainew.state = AI_STATE_GIVE_ORDERS; p->ainew.veh_id = _new_vehicle_id; if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) { /* Cargo type doesn't match, so refit it */ if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { /* Refit failed, so sell the vehicle */ DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); p->ainew.state = AI_STATE_NOTHING; } } } else { /* XXX this should be handled more gracefully */ p->ainew.state = AI_STATE_NOTHING; } } // Builds the best vehicle possible CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) { EngineID i = AiNew_PickVehicle(p); if (i == INVALID_ENGINE) return CMD_ERROR; if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; if (flag & DC_EXEC) { return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); } else { return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); } } CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) { CommandCost ret, ret2; if (p->ainew.tbt == AI_TRAIN) { return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); } else { ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); if (CmdFailed(ret)) return ret; // Try to build the road from the depot ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); // If it fails, ignore it.. if (CmdFailed(ret2)) return ret; return ret + ret2; } }