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
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
|
/* $Id$ */
/*
* This AI was created as a direct reaction to the big demand for some good AIs
* in OTTD. Too bad it never left alpha-stage, and it is considered dead in its
* current form.
* By the time of writing this, we, the creator of this AI and a good friend of
* mine, are designing a whole new AI-system that allows us to create AIs
* easier and without all the fuzz we encountered while I was working on this
* AI. By the time that system is finished, you can expect that this AI will
* dissapear, because it is pretty obselete and bad programmed.
*
* Meanwhile I wish you all much fun with this AI; if you are interested as
* AI-developer in this AI, I advise you not stare too long to some code, some
* things in here really are... strange ;) But in either way: enjoy :)
*
* -- TrueLight :: 2005-09-01
*/
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../debug.h"
#include "../../functions.h"
#include "../../road_map.h"
#include "../../station_map.h"
#include "table/strings.h"
#include "../../map.h"
#include "../../tile.h"
#include "../../command.h"
#include "trolly.h"
#include "../../town.h"
#include "../../industry.h"
#include "../../station.h"
#include "../../engine.h"
#include "../../gui.h"
#include "../../depot.h"
#include "../../vehicle.h"
#include "../../date.h"
#include "../ai.h"
// This function is called after StartUp. It is the init of an AI
static void AiNew_State_FirstTime(Player *p)
{
// This assert is used to protect those function from misuse
// You have quickly a small mistake in the state-array
// With that, everything would go wrong. Finding that, is almost impossible
// With this assert, that problem can never happen.
assert(p->ainew.state == AI_STATE_FIRST_TIME);
// We first have to init some things
if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
// The PathFinder (AyStar)
// TODO: Maybe when an AI goes bankrupt, this is de-init
// or when coming from a savegame.. should be checked out!
p->ainew.path_info.start_tile_tl = 0;
p->ainew.path_info.start_tile_br = 0;
p->ainew.path_info.end_tile_tl = 0;
p->ainew.path_info.end_tile_br = 0;
p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
p->ainew.idle = 0;
p->ainew.last_vehiclecheck_date = _date;
// We ALWAYS start with a bus route.. just some basic money ;)
p->ainew.action = AI_ACTION_BUS_ROUTE;
// Let's popup the news, and after that, start building..
p->ainew.state = AI_STATE_WAKE_UP;
}
// This function just waste some time
// It keeps it more real. The AI can build on such tempo no normal user
// can ever keep up with that. The competitor_speed already delays a bit
// but after the AI finished a track it really needs to go to sleep.
//
// Let's say, we sleep between one and three days if the AI is put on Very Fast.
// This means that on Very Slow it will be between 16 and 48 days.. slow enough?
static void AiNew_State_Nothing(Player *p)
{
assert(p->ainew.state == AI_STATE_NOTHING);
// If we are done idling, start over again
if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
if (--p->ainew.idle == 0) {
// We are done idling.. what you say? Let's do something!
// I mean.. the next tick ;)
p->ainew.state = AI_STATE_WAKE_UP;
}
}
// This function picks out a task we are going to do.
// Currently supported:
// - Make new route
// - Check route
// - Build HQ
static void AiNew_State_WakeUp(Player *p)
{
int c;
assert(p->ainew.state == AI_STATE_WAKE_UP);
// First, check if we have a HQ
if (p->location_of_house == 0) {
// We have no HQ yet, build one on a random place
// Random till we found a place for it!
// TODO: this should not be on a random place..
AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
// Enough for now, but we want to come back here the next time
// so we do not change any status
return;
}
Money money = p->player_money - AI_MINIMUM_MONEY;
// Let's pick an action!
if (p->ainew.action == AI_ACTION_NONE) {
c = AI_Random() & 0xFF;
if (p->current_loan > 0 &&
p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
c < 10) {
p->ainew.action = AI_ACTION_REPAY_LOAN;
} else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
// Check all vehicles once in a while
p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
p->ainew.last_vehiclecheck_date = _date;
} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
// Do we have any spots for road-vehicles left open?
if (GetFreeUnitNumber(VEH_ROAD) <= _patches.max_roadveh) {
if (c < 85) {
p->ainew.action = AI_ACTION_TRUCK_ROUTE;
} else {
p->ainew.action = AI_ACTION_BUS_ROUTE;
}
}
#if 0
} else if (c < 200 && !_patches.ai_disable_veh_train) {
if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) {
p->ainew.action = AI_ACTION_TRAIN_ROUTE;
}
#endif
}
p->ainew.counter = 0;
}
if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) {
p->ainew.action = AI_ACTION_NONE;
return;
}
if (_patches.ai_disable_veh_roadveh && (
p->ainew.action == AI_ACTION_BUS_ROUTE ||
p->ainew.action == AI_ACTION_TRUCK_ROUTE
)) {
p->ainew.action = AI_ACTION_NONE;
return;
}
if (p->ainew.action == AI_ACTION_REPAY_LOAN &&
money > AI_MINIMUM_LOAN_REPAY_MONEY) {
// We start repaying some money..
p->ainew.state = AI_STATE_REPAY_MONEY;
return;
}
if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) {
p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES;
return;
}
// It is useless to start finding a route if we don't have enough money
// to build the route anyway..
if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
money > AI_MINIMUM_BUS_ROUTE_MONEY) {
if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
p->ainew.action = AI_ACTION_NONE;
return;
}
p->ainew.cargo = AI_NEED_CARGO;
p->ainew.state = AI_STATE_LOCATE_ROUTE;
p->ainew.tbt = AI_BUS; // Bus-route
return;
}
if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
p->ainew.action = AI_ACTION_NONE;
return;
}
p->ainew.cargo = AI_NEED_CARGO;
p->ainew.last_id = 0;
p->ainew.state = AI_STATE_LOCATE_ROUTE;
p->ainew.tbt = AI_TRUCK;
return;
}
p->ainew.state = AI_STATE_NOTHING;
}
static void AiNew_State_ActionDone(Player *p)
{
p->ainew.action = AI_ACTION_NONE;
p->ainew.state = AI_STATE_NOTHING;
}
// Check if a city or industry is good enough to start a route there
static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
{
if (type == AI_CITY) {
const Town* t = GetTown(ic);
const Station* st;
uint count = 0;
int j = 0;
// We don't like roadconstructions, don't even true such a city
if (t->road_build_months != 0) return false;
// Check if the rating in a city is high enough
// If not, take a chance if we want to continue
if (t->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false;
if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1, AI_CHECKCITY_CITY_CHANCE)) return false;
// Check if we have build a station in this town the last 6 months
// else we don't do it. This is done, because stat updates can be slow
// and sometimes it takes up to 4 months before the stats are corectly.
// This way we don't get 12 busstations in one city of 100 population ;)
FOR_ALL_STATIONS(st) {
// Do we own it?
if (st->owner == _current_player) {
// Are we talking busses?
if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
// Is it the same city as we are in now?
if (st->town != t) continue;
// When was this station build?
if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
// Cound the amount of stations in this city that we own
count++;
} else {
// We do not own it, request some info about the station
// we want to know if this station gets the same good. If so,
// we want to know its rating. If it is too high, we are not going
// to build there
if (!st->goods[CT_PASSENGERS].last_speed) continue;
// Is it around our city
if (DistanceManhattan(st->xy, t->xy) > 10) continue;
// It does take this cargo.. what is his rating?
if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
j++;
// When this is the first station, we build a second with no problem ;)
if (j == 1) continue;
// The rating is high.. second station...
// a little chance that we still continue
// But if there are 3 stations of this size, we never go on...
if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :(
return false;
}
}
// We are about to add one...
count++;
// Check if we the city can provide enough cargo for this amount of stations..
if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
// All check are okay, so we can build here!
return true;
}
if (type == AI_INDUSTRY) {
const Industry* i = GetIndustry(ic);
const Station* st;
int count = 0;
int j = 0;
if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false;
// No limits on delevering stations!
// Or for industry that does not give anything yet
if (i->produced_cargo[0] == CT_INVALID || i->last_month_production[0] == 0) return true;
if (i->last_month_production[0] - i->last_month_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
// Check if we have build a station in this town the last 6 months
// else we don't do it. This is done, because stat updates can be slow
// and sometimes it takes up to 4 months before the stats are corectly.
FOR_ALL_STATIONS(st) {
// Do we own it?
if (st->owner == _current_player) {
// Are we talking trucks?
if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
// Is it the same city as we are in now?
if (st->town != i->town) continue;
// When was this station build?
if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
// Cound the amount of stations in this city that we own
count++;
} else {
// We do not own it, request some info about the station
// we want to know if this station gets the same good. If so,
// we want to know its rating. If it is too high, we are not going
// to build there
if (i->produced_cargo[0] == CT_INVALID) continue;
// It does not take this cargo
if (!st->goods[i->produced_cargo[0]].last_speed) continue;
// Is it around our industry
if (DistanceManhattan(st->xy, i->xy) > 5) continue;
// It does take this cargo.. what is his rating?
if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
j++;
// The rating is high.. a little chance that we still continue
// But if there are 2 stations of this size, we never go on...
if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :(
return false;
}
}
// We are about to add one...
count++;
// Check if we the city can provide enough cargo for this amount of stations..
if (count * AI_CHECKCITY_CARGO_PER_STATION > i->last_month_production[0]) return false;
// All check are okay, so we can build here!
return true;
}
return true;
}
// This functions tries to locate a good route
static void AiNew_State_LocateRoute(Player *p)
{
assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
// For now, we only support PASSENGERS, CITY and BUSSES
// We don't have a route yet
if (p->ainew.cargo == AI_NEED_CARGO) {
p->ainew.new_cost = 0; // No cost yet
p->ainew.temp = -1;
// Reset the counter
p->ainew.counter = 0;
p->ainew.from_ic = -1;
p->ainew.to_ic = -1;
if (p->ainew.tbt == AI_BUS) {
// For now we only have a passenger route
p->ainew.cargo = CT_PASSENGERS;
// Find a route to cities
p->ainew.from_type = AI_CITY;
p->ainew.to_type = AI_CITY;
} else if (p->ainew.tbt == AI_TRUCK) {
p->ainew.cargo = AI_NO_CARGO;
p->ainew.from_type = AI_INDUSTRY;
p->ainew.to_type = AI_INDUSTRY;
}
// Now we are doing initing, we wait one tick
return;
}
// Increase the counter and abort if it is taking too long!
p->ainew.counter++;
if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
// Switch back to doing nothing!
p->ainew.state = AI_STATE_NOTHING;
return;
}
// We are going to locate a city from where we are going to connect
if (p->ainew.from_ic == -1) {
if (p->ainew.temp == -1) {
// First, we pick a random spot to search from
if (p->ainew.from_type == AI_CITY) {
p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
} else {
p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
}
}
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
// It was not a valid city
// increase the temp with one, and return. We will come back later here
// to try again
p->ainew.temp++;
if (p->ainew.from_type == AI_CITY) {
if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
} else {
if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...
if (p->ainew.last_id == p->ainew.temp) return;
p->ainew.last_id = p->ainew.temp;
return;
}
// We found a good city/industry, save the data of it
p->ainew.from_ic = p->ainew.temp;
// Start the next tick with finding a to-city
p->ainew.temp = -1;
return;
}
// Find a to-city
if (p->ainew.temp == -1) {
// First, we pick a random spot to search to
if (p->ainew.to_type == AI_CITY) {
p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
} else {
p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
}
}
// The same city is not allowed
// Also check if the city is valid
if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
// Maybe it is valid..
/* We need to know if they are not to far apart from eachother..
* We do that by checking how much cargo we have to move and how long the
* route is.
*/
if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
const Town* town_from = GetTown(p->ainew.from_ic);
const Town* town_temp = GetTown(p->ainew.temp);
uint distance = DistanceManhattan(town_from->xy, town_temp->xy);
int max_cargo;
max_cargo = town_from->max_pass + town_temp->max_pass;
max_cargo -= town_from->act_pass + town_temp->act_pass;
// max_cargo is now the amount of cargo we can move between the two cities
// If it is more than the distance, we allow it
if (distance <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
// We found a good city/industry, save the data of it
p->ainew.to_ic = p->ainew.temp;
p->ainew.state = AI_STATE_FIND_STATION;
DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
distance,
p->ainew.from_ic,
p->ainew.temp
);
p->ainew.from_tile = 0;
p->ainew.to_tile = 0;
return;
}
} else if (p->ainew.tbt == AI_TRUCK) {
const Industry* ind_from = GetIndustry(p->ainew.from_ic);
const Industry* ind_temp = GetIndustry(p->ainew.temp);
bool found = false;
int max_cargo = 0;
uint i;
// TODO: in max_cargo, also check other cargo (beside [0])
// First we check if the from_ic produces cargo that this ic accepts
if (ind_from->produced_cargo[0] != CT_INVALID && ind_from->last_month_production[0] != 0) {
for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
// Found a compatible industry
max_cargo = ind_from->last_month_production[0] - ind_from->last_month_transported[0];
found = true;
p->ainew.from_deliver = true;
p->ainew.to_deliver = false;
break;
}
}
}
if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->last_month_production[0] != 0) {
// If not check if the current ic produces cargo that the from_ic accepts
for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) {
if (ind_from->accepts_cargo[i] == CT_INVALID) break;
if (ind_from->produced_cargo[0] == ind_from->accepts_cargo[i]) {
// Found a compatbiel industry
found = true;
max_cargo = ind_temp->last_month_production[0] - ind_temp->last_month_transported[0];
p->ainew.from_deliver = false;
p->ainew.to_deliver = true;
break;
}
}
}
if (found) {
// Yeah, they are compatible!!!
// Check the length against the amount of goods
uint distance = DistanceManhattan(ind_from->xy, ind_temp->xy);
if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
p->ainew.to_ic = p->ainew.temp;
if (p->ainew.from_deliver) {
p->ainew.cargo = ind_from->produced_cargo[0];
} else {
p->ainew.cargo = ind_temp->produced_cargo[0];
}
p->ainew.state = AI_STATE_FIND_STATION;
DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
distance,
p->ainew.from_ic,
p->ainew.temp
);
p->ainew.from_tile = 0;
p->ainew.to_tile = 0;
return;
}
}
}
}
// It was not a valid city
// increase the temp with one, and return. We will come back later here
// to try again
p->ainew.temp++;
if (p->ainew.to_type == AI_CITY) {
if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
} else {
if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...
if (p->ainew.last_id == p->ainew.temp) return;
p->ainew.last_id = p->ainew.temp;
}
// Check if there are not more than a certain amount of vehicles pointed to a certain
// station. This to prevent 10 busses going to one station, which gives... problems ;)
static bool AiNew_CheckVehicleStation(Player *p, Station *st)
{
int count = 0;
Vehicle *v;
// Also check if we don't have already a lot of busses to this city...
FOR_ALL_VEHICLES(v) {
if (v->owner == _current_player) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->type == OT_GOTO_STATION && GetStation(order->dest) == st) {
// This vehicle has this city in its list
count++;
}
}
}
}
if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
return true;
}
// This function finds a good spot for a station
static void AiNew_State_FindStation(Player *p)
{
TileIndex tile;
Station *st;
int count = 0;
EngineID i;
TileIndex new_tile = 0;
DiagDirection direction = DIAGDIR_NE;
Town *town = NULL;
assert(p->ainew.state == AI_STATE_FIND_STATION);
if (p->ainew.from_tile == 0) {
// First we scan for a station in the from-city
if (p->ainew.from_type == AI_CITY) {
town = GetTown(p->ainew.from_ic);
tile = town->xy;
} else {
tile = GetIndustry(p->ainew.from_ic)->xy;
}
} else if (p->ainew.to_tile == 0) {
// Second we scan for a station in the to-city
if (p->ainew.to_type == AI_CITY) {
town = GetTown(p->ainew.to_ic);
tile = town->xy;
} else {
tile = GetIndustry(p->ainew.to_ic)->xy;
}
} else {
// Unsupported request
// Go to FIND_PATH
p->ainew.temp = -1;
p->ainew.state = AI_STATE_FIND_PATH;
return;
}
// First, we are going to look at the stations that already exist inside the city
// If there is enough cargo left in the station, we take that station
// If that is not possible, and there are more than 2 stations in the city, abort
i = AiNew_PickVehicle(p);
// Euhmz, this should not happen _EVER_
// Quit finding a route...
if (i == INVALID_ENGINE) {
p->ainew.state = AI_STATE_NOTHING;
return;
}
FOR_ALL_STATIONS(st) {
if (st->owner == _current_player) {
if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
if (st->town == town) {
// Check how much cargo there is left in the station
if ((int)st->goods[p->ainew.cargo].cargo.Count() > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
if (AiNew_CheckVehicleStation(p, st)) {
// We did found a station that was good enough!
new_tile = st->xy;
direction = GetRoadStopDir(st->xy);
break;
}
}
count++;
}
}
}
}
// We are going to add a new station...
if (new_tile == 0) count++;
// No more than 2 stations allowed in a city
// This is because only the best 2 stations of one cargo do get any cargo
if (count > 2) {
p->ainew.state = AI_STATE_NOTHING;
return;
}
if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
uint x, y, i = 0;
CommandCost r;
uint best;
uint accepts[NUM_CARGO];
TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
// To find a good spot we scan a range from the center, a get the point
// where we get the most cargo and where it is buildable.
// TODO: also check for station of myself and make sure we are not
// taking eachothers passengers away (bad result when it does not)
for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
new_tile = TileXY(x, y);
if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) {
// This tile we can build on!
// Check acceptance
// XXX - Get the catchment area
GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4);
// >> 3 == 0 means no cargo
if (accepts[p->ainew.cargo] >> 3 == 0) continue;
// See if we can build the station
r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
if (CmdFailed(r)) continue;
// We can build it, so add it to found_spot
found_spot[i] = new_tile;
found_best[i++] = accepts[p->ainew.cargo];
}
}
}
// If i is still zero, we did not find anything
if (i == 0) {
p->ainew.state = AI_STATE_NOTHING;
return;
}
// Go through all the found_best and check which has the highest value
best = 0;
new_tile = 0;
for (x = 0; x < i; x++) {
if (found_best[x] > best ||
(found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
new_tile = found_spot[x];
best = found_best[x];
}
}
// See how much it is going to cost us...
r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
p->ainew.new_cost += r.GetCost();
direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION;
} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
// Truck station locater works differently.. a station can be on any place
// as long as it is in range. So we give back code AI_STATION_RANGE
// so the pathfinder routine can work it out!
new_tile = AI_STATION_RANGE;
direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION;
}
if (p->ainew.from_tile == 0) {
p->ainew.from_tile = new_tile;
p->ainew.from_direction = direction;
// Now we found thisone, go in for to_tile
return;
} else if (p->ainew.to_tile == 0) {
p->ainew.to_tile = new_tile;
p->ainew.to_direction = direction;
// K, done placing stations!
p->ainew.temp = -1;
p->ainew.state = AI_STATE_FIND_PATH;
return;
}
}
// We try to find a path between 2 points
static void AiNew_State_FindPath(Player *p)
{
int r;
assert(p->ainew.state == AI_STATE_FIND_PATH);
// First time, init some data
if (p->ainew.temp == -1) {
// Init path_info
if (p->ainew.from_tile == AI_STATION_RANGE) {
const Industry* i = GetIndustry(p->ainew.from_ic);
// For truck routes we take a range around the industry
p->ainew.path_info.start_tile_tl = i->xy - TileDiffXY(1, 1);
p->ainew.path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
p->ainew.path_info.start_direction = p->ainew.from_direction;
} else {
p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
p->ainew.path_info.start_tile_br = p->ainew.from_tile;
p->ainew.path_info.start_direction = p->ainew.from_direction;
}
if (p->ainew.to_tile == AI_STATION_RANGE) {
const Industry* i = GetIndustry(p->ainew.to_ic);
p->ainew.path_info.end_tile_tl = i->xy - TileDiffXY(1, 1);
p->ainew.path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
p->ainew.path_info.end_direction = p->ainew.to_direction;
} else {
p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
p->ainew.path_info.end_tile_br = p->ainew.to_tile;
p->ainew.path_info.end_direction = p->ainew.to_direction;
}
p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN);
// First, clean the pathfinder with our new begin and endpoints
clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
p->ainew.temp = 0;
}
// Start the pathfinder
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
switch (r) {
case AYSTAR_NO_PATH:
DEBUG(ai, 1, "No route found by pathfinder");
// Start all over again
p->ainew.state = AI_STATE_NOTHING;
break;
case AYSTAR_FOUND_END_NODE: // We found the end-point
p->ainew.temp = -1;
p->ainew.state = AI_STATE_FIND_DEPOT;
break;
// In any other case, we are still busy finding the route
default: break;
}
}
// This function tries to locate a good place for a depot!
static void AiNew_State_FindDepot(Player *p)
{
// To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
// Simple, easy, works!
// To make the depot stand in the middle of the route, we start from the center..
// But first we walk through the route see if we can find a depot that is ours
// this keeps things nice ;)
int g, i;
CommandCost r;
DiagDirection j;
TileIndex tile;
assert(p->ainew.state == AI_STATE_FIND_DEPOT);
p->ainew.depot_tile = 0;
for (i=2;i<p->ainew.path_info.route_length-2;i++) {
tile = p->ainew.path_info.route[i];
for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
TileIndex t = tile + TileOffsByDiagDir(j);
if (IsTileType(t, MP_ROAD) &&
GetRoadTileType(t) == ROAD_TILE_DEPOT &&
IsTileOwner(t, _current_player) &&
GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
p->ainew.depot_tile = t;
p->ainew.depot_direction = ReverseDiagDir(j);
p->ainew.state = AI_STATE_VERIFY_ROUTE;
return;
}
}
}
// This routine let depot finding start in the middle, and work his way to the stations
// It makes depot placing nicer :)
i = p->ainew.path_info.route_length / 2;
g = 1;
while (i > 1 && i < p->ainew.path_info.route_length - 2) {
i += g;
g *= -1;
(g < 0?g--:g++);
if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
// Bridge or tunnel.. we can't place a depot there
continue;
}
tile = p->ainew.path_info.route[i];
for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
TileIndex t = tile + TileOffsByDiagDir(j);
// It may not be placed on the road/rail itself
// And because it is not build yet, we can't see it on the tile..
// So check the surrounding tiles :)
if (t == p->ainew.path_info.route[i - 1] ||
t == p->ainew.path_info.route[i + 1]) {
continue;
}
// Not around a bridge?
if (p->ainew.path_info.route_extra[i] != 0) continue;
if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
// Is the terrain clear?
if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
// If the current tile is on a slope then we do not allow this
if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
// Check if everything went okay..
r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0);
if (CmdFailed(r)) continue;
// Found a spot!
p->ainew.new_cost += r.GetCost();
p->ainew.depot_tile = t;
p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction
p->ainew.state = AI_STATE_VERIFY_ROUTE;
return;
}
}
}
// Failed to find a depot?
p->ainew.state = AI_STATE_NOTHING;
}
// This function calculates how many vehicles there are needed on this
// traject.
// It works pretty simple: get the length, see how much we move around
// and hussle that, and you know how many vehicles there are needed.
// It returns the cost for the vehicles
static int AiNew_HowManyVehicles(Player *p)
{
if (p->ainew.tbt == AI_BUS) {
// For bus-routes we look at the time before we are back in the station
EngineID i;
int length, tiles_a_day;
int amount;
i = AiNew_PickVehicle(p);
if (i == INVALID_ENGINE) return 0;
// Passenger run.. how long is the route?
length = p->ainew.path_info.route_length;
// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
// We want a vehicle in a station once a month at least, so, calculate it!
// (the * 2 is because we have 2 stations ;))
amount = length * 2 * 2 / tiles_a_day / 30;
if (amount == 0) amount = 1;
return amount;
} else if (p->ainew.tbt == AI_TRUCK) {
// For truck-routes we look at the cargo
EngineID i;
int length, amount, tiles_a_day;
int max_cargo;
i = AiNew_PickVehicle(p);
if (i == INVALID_ENGINE) return 0;
// Passenger run.. how long is the route?
length = p->ainew.path_info.route_length;
// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
if (p->ainew.from_deliver) {
max_cargo = GetIndustry(p->ainew.from_ic)->last_month_production[0];
} else {
max_cargo = GetIndustry(p->ainew.to_ic)->last_month_production[0];
}
// This is because moving 60% is more than we can dream of!
max_cargo *= 6;
max_cargo /= 10;
// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
// we know what the vehicle takes with him, and we know the time it takes him
// to get back here.. now let's do some math!
amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity;
amount += 1;
return amount;
} else {
// Currently not supported
return 0;
}
}
// This function checks:
// - If the route went okay
// - Calculates the amount of money needed to build the route
// - Calculates how much vehicles needed for the route
static void AiNew_State_VerifyRoute(Player *p)
{
int res, i;
assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
// Let's calculate the cost of the path..
// new_cost already contains the cost of the stations
p->ainew.path_info.position = -1;
do {
p->ainew.path_info.position++;
p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST).GetCost();
} while (p->ainew.path_info.position != -2);
// Now we know the price of build station + path. Now check how many vehicles
// we need and what the price for that will be
res = AiNew_HowManyVehicles(p);
// If res == 0, no vehicle was found, or an other problem did occour
if (res == 0) {
p->ainew.state = AI_STATE_NOTHING;
return;
}
p->ainew.amount_veh = res;
p->ainew.cur_veh = 0;
// Check how much it it going to cost us..
for (i=0;i<res;i++) {
p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST).GetCost();
}
// Now we know how much the route is going to cost us
// Check if we have enough money for it!
if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
// Too bad..
DEBUG(ai, 1, "Insufficient funds to build route (%" OTTD_PRINTF64 "d)", (int64)p->ainew.new_cost);
p->ainew.state = AI_STATE_NOTHING;
return;
}
// Now we can build the route, check the direction of the stations!
if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length - 1], p->ainew.path_info.route[p->ainew.path_info.route_length - 2]);
}
if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
}
if (p->ainew.from_tile == AI_STATION_RANGE)
p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length - 1];
if (p->ainew.to_tile == AI_STATION_RANGE)
p->ainew.to_tile = p->ainew.path_info.route[0];
p->ainew.state = AI_STATE_BUILD_STATION;
p->ainew.temp = 0;
DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile);
}
// Build the stations
static void AiNew_State_BuildStation(Player *p)
{
CommandCost res;
assert(p->ainew.state == AI_STATE_BUILD_STATION);
if (p->ainew.temp == 0) {
if (!IsTileType(p->ainew.from_tile, MP_STATION))
res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
} else {
if (!IsTileType(p->ainew.to_tile, MP_STATION))
res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
p->ainew.state = AI_STATE_BUILD_PATH;
}
if (CmdFailed(res)) {
DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile);
p->ainew.state = AI_STATE_NOTHING;
// If the first station _was_ build, destroy it
if (p->ainew.temp != 0)
AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
return;
}
p->ainew.temp++;
}
// Build the path
static void AiNew_State_BuildPath(Player *p)
{
assert(p->ainew.state == AI_STATE_BUILD_PATH);
// p->ainew.temp is set to -1 when this function is called for the first time
if (p->ainew.temp == -1) {
DEBUG(ai, 1, "Starting to build new path");
// Init the counter
p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
// Set the position to the startingplace (-1 because in a minute we do ++)
p->ainew.path_info.position = -1;
// And don't do this again
p->ainew.temp = 0;
}
// Building goes very fast on normal rate, so we are going to slow it down..
// By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
if (--p->ainew.counter != 0) return;
p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
// Increase the building position
p->ainew.path_info.position++;
// Build route
AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
if (p->ainew.path_info.position == -2) {
// This means we are done building!
if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
// If they not queue, they have to go up and down to try again at a station...
// We don't want that, so try building some road left or right of the station
DiagDirection dir1, dir2, dir3;
TileIndex tile;
CommandCost ret;
for (int i = 0; i < 2; i++) {
if (i == 0) {
tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
dir1 = ChangeDiagDir(p->ainew.from_direction, DIAGDIRDIFF_90LEFT);
dir2 = ChangeDiagDir(p->ainew.from_direction, DIAGDIRDIFF_90RIGHT);
dir3 = p->ainew.from_direction;
} else {
tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction);
dir1 = ChangeDiagDir(p->ainew.to_direction, DIAGDIRDIFF_90LEFT);
dir2 = ChangeDiagDir(p->ainew.to_direction, DIAGDIRDIFF_90RIGHT);
dir3 = p->ainew.to_direction;
}
ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdSucceeded(ret)) {
TileIndex offset = TileOffsByDiagDir(dir1);
if (IsTileType(tile + offset, MP_CLEAR) || IsTileType(tile + offset, MP_TREES)) {
ret = AI_DoCommand(tile + offset, AiNew_GetRoadDirection(tile, tile + offset, tile + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdSucceeded(ret)) {
if (IsTileType(tile + offset + offset, MP_CLEAR) || IsTileType(tile + offset + offset, MP_TREES))
AI_DoCommand(tile + offset + offset, AiNew_GetRoadDirection(tile + offset, tile + offset + offset, tile + offset + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
}
}
}
ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdSucceeded(ret)) {
TileIndex offset = TileOffsByDiagDir(dir2);
if (IsTileType(tile + offset, MP_CLEAR) || IsTileType(tile + offset, MP_TREES)) {
ret = AI_DoCommand(tile + offset, AiNew_GetRoadDirection(tile, tile + offset, tile + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdSucceeded(ret)) {
if (IsTileType(tile + offset + offset, MP_CLEAR) || IsTileType(tile + offset + offset, MP_TREES))
AI_DoCommand(tile + offset + offset, AiNew_GetRoadDirection(tile + offset, tile + offset + offset, tile + offset + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
}
}
}
ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdSucceeded(ret)) {
TileIndex offset = TileOffsByDiagDir(dir3);
if (IsTileType(tile + offset, MP_CLEAR) || IsTileType(tile + offset, MP_TREES)) {
ret = AI_DoCommand(tile + offset, AiNew_GetRoadDirection(tile, tile + offset, tile + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdSucceeded(ret)) {
if (IsTileType(tile + offset + offset, MP_CLEAR) || IsTileType(tile + offset + offset, MP_TREES))
AI_DoCommand(tile + offset + offset, AiNew_GetRoadDirection(tile + offset, tile + offset + offset, tile + offset + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
}
}
}
}
}
DEBUG(ai, 1, "Finished building path, cost: %" OTTD_PRINTF64 "d", (int64)p->ainew.new_cost);
p->ainew.state = AI_STATE_BUILD_DEPOT;
}
}
// Builds the depot
static void AiNew_State_BuildDepot(Player *p)
{
CommandCost res;
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
if (IsTileType(p->ainew.depot_tile, MP_ROAD) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
// The depot is already built
p->ainew.state = AI_STATE_BUILD_VEHICLE;
return;
} else {
// There is a depot, but not of our team! :(
p->ainew.state = AI_STATE_NOTHING;
return;
}
}
// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
if (!EnsureNoVehicleOnGround(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
return;
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
if (CmdFailed(res)) {
DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile);
p->ainew.state = AI_STATE_NOTHING;
return;
}
p->ainew.state = AI_STATE_BUILD_VEHICLE;
p->ainew.idle = 10;
p->ainew.veh_main_id = INVALID_VEHICLE;
}
// Build vehicles
static void AiNew_State_BuildVehicle(Player *p)
{
CommandCost res;
assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
// Check if we need to build a vehicle
if (p->ainew.amount_veh == 0) {
// Nope, we are done!
// This means: we are all done! The route is open.. go back to NOTHING
// He will idle some time and it will all start over again.. :)
p->ainew.state = AI_STATE_ACTION_DONE;
return;
}
if (--p->ainew.idle != 0) return;
// It is realistic that the AI can only build 1 vehicle a day..
// This makes sure of that!
p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
// Build the vehicle
res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
if (CmdFailed(res)) {
// This happens when the AI can't build any more vehicles!
p->ainew.state = AI_STATE_NOTHING;
return;
}
// Increase the current counter
p->ainew.cur_veh++;
// Decrease the total counter
p->ainew.amount_veh--;
// Go give some orders!
p->ainew.state = AI_STATE_WAIT_FOR_BUILD;
}
// Put the stations in the order list
static void AiNew_State_GiveOrders(Player *p)
{
int idx;
Order order;
assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
if (p->ainew.veh_main_id != INVALID_VEHICLE) {
AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
p->ainew.state = AI_STATE_START_VEHICLE;
return;
} else {
p->ainew.veh_main_id = p->ainew.veh_id;
}
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_patches.gotodepot) {
idx = 0;
order.type = OT_GOTO_DEPOT;
order.flags = OF_UNLOAD;
order.dest = GetDepotByTile(p->ainew.depot_tile)->index;
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.dest = GetStationIndex(p->ainew.to_tile);
if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
order.flags |= OF_FULL_LOAD;
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.dest = GetStationIndex(p->ainew.from_tile);
if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
order.flags |= OF_FULL_LOAD;
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
// Start the engines!
p->ainew.state = AI_STATE_START_VEHICLE;
}
// Start the vehicle
static void AiNew_State_StartVehicle(Player *p)
{
assert(p->ainew.state == AI_STATE_START_VEHICLE);
// Skip the first order if it is a second vehicle
// This to make vehicles go different ways..
if (p->ainew.cur_veh & 1)
AI_DoCommand(0, p->ainew.veh_id, 1, DC_EXEC, CMD_SKIP_TO_ORDER);
// 3, 2, 1... go! (give START_STOP command ;))
AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
// Try to build an other vehicle (that function will stop building when needed)
p->ainew.idle = 10;
p->ainew.state = AI_STATE_BUILD_VEHICLE;
}
// Repays money
static void AiNew_State_RepayMoney(Player *p)
{
uint i;
for (i = 0; i < AI_LOAN_REPAY; i++) {
AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
}
p->ainew.state = AI_STATE_ACTION_DONE;
}
static void AiNew_CheckVehicle(Player *p, Vehicle *v)
{
// When a vehicle is under the 6 months, we don't check for anything
if (v->age < 180) return;
// When a vehicle is older then 1 year, it should make money...
if (v->age > 360) {
// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
// it is not worth the line I guess...
if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
(v->reliability * 100 >> 16) < 40) {
// There is a possibility that the route is fucked up...
if (v->cargo.DaysInTransit() > AI_VEHICLE_LOST_DAYS) {
// The vehicle is lost.. check the route, or else, get the vehicle
// back to a depot
// TODO: make this piece of code
}
// We are already sending him back
if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
if (v->type == VEH_ROAD && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
(v->vehstatus&VS_STOPPED)) {
// We are at the depot, sell the vehicle
AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
}
return;
}
if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
{
CommandCost ret;
if (v->type == VEH_ROAD)
ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
// This means we can not find a depot :s
// if (CmdFailed(ret))
}
}
}
}
// Checks all vehicles if they are still valid and make money and stuff
static void AiNew_State_CheckAllVehicles(Player *p)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner != p->index) continue;
// Currently, we only know how to handle road-vehicles
if (v->type != VEH_ROAD) continue;
AiNew_CheckVehicle(p, v);
}
p->ainew.state = AI_STATE_ACTION_DONE;
}
// Using the technique simular to the original AI
// Keeps things logical
// It really should be in the same order as the AI_STATE's are!
static AiNew_StateFunction* const _ainew_state[] = {
NULL,
AiNew_State_FirstTime,
AiNew_State_Nothing,
AiNew_State_WakeUp,
AiNew_State_LocateRoute,
AiNew_State_FindStation,
AiNew_State_FindPath,
AiNew_State_FindDepot,
AiNew_State_VerifyRoute,
AiNew_State_BuildStation,
AiNew_State_BuildPath,
AiNew_State_BuildDepot,
AiNew_State_BuildVehicle,
NULL,
AiNew_State_GiveOrders,
AiNew_State_StartVehicle,
AiNew_State_RepayMoney,
AiNew_State_CheckAllVehicles,
AiNew_State_ActionDone,
NULL,
};
static void AiNew_OnTick(Player *p)
{
if (_ainew_state[p->ainew.state] != NULL)
_ainew_state[p->ainew.state](p);
}
void AiNewDoGameLoop(Player *p)
{
if (p->ainew.state == AI_STATE_STARTUP) {
// The AI just got alive!
p->ainew.state = AI_STATE_FIRST_TIME;
p->ainew.tick = 0;
// Only startup the AI
return;
}
// We keep a ticker. We use it for competitor_speed
p->ainew.tick++;
// If we come here, we can do a tick.. do so!
AiNew_OnTick(p);
}
|