summaryrefslogtreecommitdiff
path: root/src/ai/trolly/build.cpp
blob: cbb448dc92e8c182bc256dacf5fc00a7a05f02da (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
/* $Id$ */

/** @file build.cpp Building support for the trolly AI. */

#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../debug.h"
#include "../../road_map.h"
#include "../../command_func.h"
#include "trolly.h"
#include "../../engine_func.h"
#include "../../engine_base.h"
#include "../../variables.h"
#include "../../bridge.h"
#include "../../vehicle_func.h"
#include "../../vehicle_base.h"
#include "../../player_base.h"
#include "../../player_func.h"
#include "../ai.h"
#include "../../tunnelbridge.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 = GetTunnelBridgeLength(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 (_players_ainew[p->index].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;
	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 CommandCost();
	}


	if (PathFinderInfo->rail_or_road) {
		// Tunnel code
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
			cost.AddCost(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 CommandCost();
			}
			return cost;
		}
		// Bridge code
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
			cost.AddCost(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 CommandCost();
			}
			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!
					_players_ainew[p->index].state = AI_STATE_NOTHING;
					return CommandCost();
				}
				cost.AddCost(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.AddCost(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 CommandCost();
			}
			return cost;
		}
		// Bridge code
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
			cost.AddCost(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 CommandCost();
			}
			return cost;
		}

		// Build normal road
		// Keep it doing till we go an other way
		// EnsureNoVehicleOnGround 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 || EnsureNoVehicleOnGround(route[part]))) {
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(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_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
						// Problem.. let's just abort it all!
						DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
						_players_ainew[p->index].state = AI_STATE_NOTHING;
						return CommandCost();
					}

					if (CmdSucceeded(res)) cost.AddCost(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 (!EnsureNoVehicleOnGround(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 (_players_ainew[p->index].tbt == AI_TRAIN) {
		// Not supported yet
		return INVALID_ENGINE;
	} else {
		EngineID best_veh_index = INVALID_ENGINE;
		int32 best_veh_rating = 0;
		const Engine *e;

		/* Loop through all road vehicles */
		FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
			EngineID i = e->index;
			const RoadVehicleInfo *rvi = &e->u.road;

			/* Skip vehicles which can't take our cargo type */
			if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue;

			/* Skip trams */
			if (HasBit(EngInfo(i)->misc_flags, EF_ROAD_TRAM)) 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 */
			int rating = rvi->max_speed * rvi->capacity;
			if (rating <= best_veh_rating) continue;

			// Can we build it?
			CommandCost 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) {
		_players_ainew[p->index].state = AI_STATE_GIVE_ORDERS;
		_players_ainew[p->index].veh_id = _new_vehicle_id;

		if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) {
			/* Cargo type doesn't match, so refit it */
			if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
				/* Refit failed, so sell the vehicle */
				DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
				_players_ainew[p->index].state = AI_STATE_NOTHING;
			}
		}
	} else {
		/* XXX this should be handled more gracefully */
		_players_ainew[p->index].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 (_players_ainew[p->index].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 (_players_ainew[p->index].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(ret2)) 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;
		ret.AddCost(ret2);
		return ret;
	}
}