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|
/* $Id$ */
/*
* 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 "../../road_map.h"
#include "../../station_map.h"
#include "../../command_func.h"
#include "trolly.h"
#include "../../town.h"
#include "../../industry.h"
#include "../../station_base.h"
#include "../../engine_func.h"
#include "../../gui.h"
#include "../../depot.h"
#include "../../vehicle_base.h"
#include "../../vehicle_func.h"
#include "../../date_func.h"
#include "../ai.h"
#include "../../player_base.h"
#include "../../player_func.h"
#include "table/strings.h"
PlayerAiNew _players_ainew[MAX_PLAYERS];
// 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(_players_ainew[p->index].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!
_players_ainew[p->index].path_info.start_tile_tl = 0;
_players_ainew[p->index].path_info.start_tile_br = 0;
_players_ainew[p->index].path_info.end_tile_tl = 0;
_players_ainew[p->index].path_info.end_tile_br = 0;
_players_ainew[p->index].pathfinder = new_AyStar_AiPathFinder(12, &_players_ainew[p->index].path_info);
_players_ainew[p->index].idle = 0;
_players_ainew[p->index].last_vehiclecheck_date = _date;
// We ALWAYS start with a bus route.. just some basic money ;)
_players_ainew[p->index].action = AI_ACTION_BUS_ROUTE;
// Let's popup the news, and after that, start building..
_players_ainew[p->index].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(_players_ainew[p->index].state == AI_STATE_NOTHING);
// If we are done idling, start over again
if (_players_ainew[p->index].idle == 0) _players_ainew[p->index].idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
if (--_players_ainew[p->index].idle == 0) {
// We are done idling.. what you say? Let's do something!
// I mean.. the next tick ;)
_players_ainew[p->index].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(_players_ainew[p->index].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 (_players_ainew[p->index].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) {
_players_ainew[p->index].action = AI_ACTION_REPAY_LOAN;
} else if (_players_ainew[p->index].last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
// Check all vehicles once in a while
_players_ainew[p->index].action = AI_ACTION_CHECK_ALL_VEHICLES;
_players_ainew[p->index].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) {
_players_ainew[p->index].action = AI_ACTION_TRUCK_ROUTE;
} else {
_players_ainew[p->index].action = AI_ACTION_BUS_ROUTE;
}
}
#if 0
} else if (c < 200 && !_patches.ai_disable_veh_train) {
if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) {
_players_ainew[p->index].action = AI_ACTION_TRAIN_ROUTE;
}
#endif
}
_players_ainew[p->index].counter = 0;
}
if (_players_ainew[p->index].counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
if (_patches.ai_disable_veh_roadveh && (
_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE ||
_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE
)) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
if (_players_ainew[p->index].action == AI_ACTION_REPAY_LOAN &&
money > AI_MINIMUM_LOAN_REPAY_MONEY) {
// We start repaying some money..
_players_ainew[p->index].state = AI_STATE_REPAY_MONEY;
return;
}
if (_players_ainew[p->index].action == AI_ACTION_CHECK_ALL_VEHICLES) {
_players_ainew[p->index].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 (_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE &&
money > AI_MINIMUM_BUS_ROUTE_MONEY) {
if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
_players_ainew[p->index].cargo = AI_NEED_CARGO;
_players_ainew[p->index].state = AI_STATE_LOCATE_ROUTE;
_players_ainew[p->index].tbt = AI_BUS; // Bus-route
return;
}
if (_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE &&
money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
_players_ainew[p->index].cargo = AI_NEED_CARGO;
_players_ainew[p->index].last_id = 0;
_players_ainew[p->index].state = AI_STATE_LOCATE_ROUTE;
_players_ainew[p->index].tbt = AI_TRUCK;
return;
}
_players_ainew[p->index].state = AI_STATE_NOTHING;
}
static void AiNew_State_ActionDone(Player *p)
{
_players_ainew[p->index].action = AI_ACTION_NONE;
_players_ainew[p->index].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 (_players_ainew[p->index].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 (_players_ainew[p->index].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(_players_ainew[p->index].state == AI_STATE_LOCATE_ROUTE);
// For now, we only support PASSENGERS, CITY and BUSSES
// We don't have a route yet
if (_players_ainew[p->index].cargo == AI_NEED_CARGO) {
_players_ainew[p->index].new_cost = 0; // No cost yet
_players_ainew[p->index].temp = -1;
// Reset the counter
_players_ainew[p->index].counter = 0;
_players_ainew[p->index].from_ic = -1;
_players_ainew[p->index].to_ic = -1;
if (_players_ainew[p->index].tbt == AI_BUS) {
// For now we only have a passenger route
_players_ainew[p->index].cargo = CT_PASSENGERS;
// Find a route to cities
_players_ainew[p->index].from_type = AI_CITY;
_players_ainew[p->index].to_type = AI_CITY;
} else if (_players_ainew[p->index].tbt == AI_TRUCK) {
_players_ainew[p->index].cargo = AI_NO_CARGO;
_players_ainew[p->index].from_type = AI_INDUSTRY;
_players_ainew[p->index].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!
_players_ainew[p->index].counter++;
if (_players_ainew[p->index].counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
// Switch back to doing nothing!
_players_ainew[p->index].state = AI_STATE_NOTHING;
return;
}
// We are going to locate a city from where we are going to connect
if (_players_ainew[p->index].from_ic == -1) {
if (_players_ainew[p->index].temp == -1) {
// First, we pick a random spot to search from
if (_players_ainew[p->index].from_type == AI_CITY) {
_players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1);
} else {
_players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
}
}
if (!AiNew_Check_City_or_Industry(p, _players_ainew[p->index].temp, _players_ainew[p->index].from_type)) {
// It was not a valid city
// increase the temp with one, and return. We will come back later here
// to try again
_players_ainew[p->index].temp++;
if (_players_ainew[p->index].from_type == AI_CITY) {
if (_players_ainew[p->index].temp > GetMaxTownIndex()) _players_ainew[p->index].temp = 0;
} else {
if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...
if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return;
_players_ainew[p->index].last_id = _players_ainew[p->index].temp;
return;
}
// We found a good city/industry, save the data of it
_players_ainew[p->index].from_ic = _players_ainew[p->index].temp;
// Start the next tick with finding a to-city
_players_ainew[p->index].temp = -1;
return;
}
// Find a to-city
if (_players_ainew[p->index].temp == -1) {
// First, we pick a random spot to search to
if (_players_ainew[p->index].to_type == AI_CITY) {
_players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1);
} else {
_players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
}
}
// The same city is not allowed
// Also check if the city is valid
if (_players_ainew[p->index].temp != _players_ainew[p->index].from_ic && AiNew_Check_City_or_Industry(p, _players_ainew[p->index].temp, _players_ainew[p->index].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 (_players_ainew[p->index].from_type == AI_CITY && _players_ainew[p->index].tbt == AI_BUS) {
const Town* town_from = GetTown(_players_ainew[p->index].from_ic);
const Town* town_temp = GetTown(_players_ainew[p->index].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
_players_ainew[p->index].to_ic = _players_ainew[p->index].temp;
_players_ainew[p->index].state = AI_STATE_FIND_STATION;
DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
distance,
_players_ainew[p->index].from_ic,
_players_ainew[p->index].temp
);
_players_ainew[p->index].from_tile = 0;
_players_ainew[p->index].to_tile = 0;
return;
}
} else if (_players_ainew[p->index].tbt == AI_TRUCK) {
const Industry* ind_from = GetIndustry(_players_ainew[p->index].from_ic);
const Industry* ind_temp = GetIndustry(_players_ainew[p->index].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;
_players_ainew[p->index].from_deliver = true;
_players_ainew[p->index].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];
_players_ainew[p->index].from_deliver = false;
_players_ainew[p->index].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) {
_players_ainew[p->index].to_ic = _players_ainew[p->index].temp;
if (_players_ainew[p->index].from_deliver) {
_players_ainew[p->index].cargo = ind_from->produced_cargo[0];
} else {
_players_ainew[p->index].cargo = ind_temp->produced_cargo[0];
}
_players_ainew[p->index].state = AI_STATE_FIND_STATION;
DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
distance,
_players_ainew[p->index].from_ic,
_players_ainew[p->index].temp
);
_players_ainew[p->index].from_tile = 0;
_players_ainew[p->index].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
_players_ainew[p->index].temp++;
if (_players_ainew[p->index].to_type == AI_CITY) {
if (_players_ainew[p->index].temp > GetMaxTownIndex()) _players_ainew[p->index].temp = 0;
} else {
if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...
if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return;
_players_ainew[p->index].last_id = _players_ainew[p->index].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(_players_ainew[p->index].state == AI_STATE_FIND_STATION);
if (_players_ainew[p->index].from_tile == 0) {
// First we scan for a station in the from-city
if (_players_ainew[p->index].from_type == AI_CITY) {
town = GetTown(_players_ainew[p->index].from_ic);
tile = town->xy;
} else {
tile = GetIndustry(_players_ainew[p->index].from_ic)->xy;
}
} else if (_players_ainew[p->index].to_tile == 0) {
// Second we scan for a station in the to-city
if (_players_ainew[p->index].to_type == AI_CITY) {
town = GetTown(_players_ainew[p->index].to_ic);
tile = town->xy;
} else {
tile = GetIndustry(_players_ainew[p->index].to_ic)->xy;
}
} else {
// Unsupported request
// Go to FIND_PATH
_players_ainew[p->index].temp = -1;
_players_ainew[p->index].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) {
_players_ainew[p->index].state = AI_STATE_NOTHING;
return;
}
FOR_ALL_STATIONS(st) {
if (st->owner == _current_player) {
if (_players_ainew[p->index].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[_players_ainew[p->index].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) {
_players_ainew[p->index].state = AI_STATE_NOTHING;
return;
}
if (new_tile == 0 && _players_ainew[p->index].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[_players_ainew[p->index].cargo] >> 3 == 0) continue;
// See if we can build the station
r = AiNew_Build_Station(p, _players_ainew[p->index].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[_players_ainew[p->index].cargo];
}
}
}
// If i is still zero, we did not find anything
if (i == 0) {
_players_ainew[p->index].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, _players_ainew[p->index].tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
_players_ainew[p->index].new_cost += r.GetCost();
direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION;
} else if (new_tile == 0 && _players_ainew[p->index].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 (_players_ainew[p->index].from_tile == 0) {
_players_ainew[p->index].from_tile = new_tile;
_players_ainew[p->index].from_direction = direction;
// Now we found thisone, go in for to_tile
return;
} else if (_players_ainew[p->index].to_tile == 0) {
_players_ainew[p->index].to_tile = new_tile;
_players_ainew[p->index].to_direction = direction;
// K, done placing stations!
_players_ainew[p->index].temp = -1;
_players_ainew[p->index].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(_players_ainew[p->index].state == AI_STATE_FIND_PATH);
// First time, init some data
if (_players_ainew[p->index].temp == -1) {
// Init path_info
if (_players_ainew[p->index].from_tile == AI_STATION_RANGE) {
const Industry* i = GetIndustry(_players_ainew[p->index].from_ic);
// For truck routes we take a range around the industry
_players_ainew[p->index].path_info.start_tile_tl = i->xy - TileDiffXY(1, 1);
_players_ainew[p->index].path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
_players_ainew[p->index].path_info.start_direction = _players_ainew[p->index].from_direction;
} else {
_players_ainew[p->index].path_info.start_tile_tl = _players_ainew[p->index].from_tile;
_players_ainew[p->index].path_info.start_tile_br = _players_ainew[p->index].from_tile;
_players_ainew[p->index].path_info.start_direction = _players_ainew[p->index].from_direction;
}
if (_players_ainew[p->index].to_tile == AI_STATION_RANGE) {
const Industry* i = GetIndustry(_players_ainew[p->index].to_ic);
_players_ainew[p->index].path_info.end_tile_tl = i->xy - TileDiffXY(1, 1);
_players_ainew[p->index].path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
_players_ainew[p->index].path_info.end_direction = _players_ainew[p->index].to_direction;
} else {
_players_ainew[p->index].path_info.end_tile_tl = _players_ainew[p->index].to_tile;
_players_ainew[p->index].path_info.end_tile_br = _players_ainew[p->index].to_tile;
_players_ainew[p->index].path_info.end_direction = _players_ainew[p->index].to_direction;
}
_players_ainew[p->index].path_info.rail_or_road = (_players_ainew[p->index].tbt == AI_TRAIN);
// First, clean the pathfinder with our new begin and endpoints
clean_AyStar_AiPathFinder(_players_ainew[p->index].pathfinder, &_players_ainew[p->index].path_info);
_players_ainew[p->index].temp = 0;
}
// Start the pathfinder
r = _players_ainew[p->index].pathfinder->main(_players_ainew[p->index].pathfinder);
switch (r) {
case AYSTAR_NO_PATH:
DEBUG(ai, 1, "No route found by pathfinder");
// Start all over again
_players_ainew[p->index].state = AI_STATE_NOTHING;
break;
case AYSTAR_FOUND_END_NODE: // We found the end-point
_players_ainew[p->index].temp = -1;
_players_ainew[p->index].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(_players_ainew[p->index].state == AI_STATE_FIND_DEPOT);
_players_ainew[p->index].depot_tile = 0;
for (i=2;i<_players_ainew[p->index].path_info.route_length-2;i++) {
tile = _players_ainew[p->index].path_info.route[i];
for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
TileIndex t = tile + TileOffsByDiagDir(j);
if (IsRoadDepotTile(t) &&
IsTileOwner(t, _current_player) &&
GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
_players_ainew[p->index].depot_tile = t;
_players_ainew[p->index].depot_direction = ReverseDiagDir(j);
_players_ainew[p->index].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 = _players_ainew[p->index].path_info.route_length / 2;
g = 1;
while (i > 1 && i < _players_ainew[p->index].path_info.route_length - 2) {
i += g;
g *= -1;
(g < 0?g--:g++);
if (_players_ainew[p->index].path_info.route_extra[i] != 0 || _players_ainew[p->index].path_info.route_extra[i+1] != 0) {
// Bridge or tunnel.. we can't place a depot there
continue;
}
tile = _players_ainew[p->index].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 == _players_ainew[p->index].path_info.route[i - 1] ||
t == _players_ainew[p->index].path_info.route[i + 1]) {
continue;
}
// Not around a bridge?
if (_players_ainew[p->index].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!
_players_ainew[p->index].new_cost += r.GetCost();
_players_ainew[p->index].depot_tile = t;
_players_ainew[p->index].depot_direction = ReverseDiagDir(j); // Reverse direction
_players_ainew[p->index].state = AI_STATE_VERIFY_ROUTE;
return;
}
}
}
// Failed to find a depot?
_players_ainew[p->index].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 (_players_ainew[p->index].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 = _players_ainew[p->index].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 (_players_ainew[p->index].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 = _players_ainew[p->index].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 (_players_ainew[p->index].from_deliver) {
max_cargo = GetIndustry(_players_ainew[p->index].from_ic)->last_month_production[0];
} else {
max_cargo = GetIndustry(_players_ainew[p->index].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(_players_ainew[p->index].state == AI_STATE_VERIFY_ROUTE);
// Let's calculate the cost of the path..
// new_cost already contains the cost of the stations
_players_ainew[p->index].path_info.position = -1;
do {
_players_ainew[p->index].path_info.position++;
_players_ainew[p->index].new_cost += AiNew_Build_RoutePart(p, &_players_ainew[p->index].path_info, DC_QUERY_COST).GetCost();
} while (_players_ainew[p->index].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) {
_players_ainew[p->index].state = AI_STATE_NOTHING;
return;
}
_players_ainew[p->index].amount_veh = res;
_players_ainew[p->index].cur_veh = 0;
// Check how much it it going to cost us..
for (i=0;i<res;i++) {
_players_ainew[p->index].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 (_players_ainew[p->index].new_cost > p->player_money - AI_MINIMUM_MONEY) {
// Too bad..
DEBUG(ai, 1, "Insufficient funds to build route (%" OTTD_PRINTF64 "d)", (int64)_players_ainew[p->index].new_cost);
_players_ainew[p->index].state = AI_STATE_NOTHING;
return;
}
// Now we can build the route, check the direction of the stations!
if (_players_ainew[p->index].from_direction == AI_PATHFINDER_NO_DIRECTION) {
_players_ainew[p->index].from_direction = AiNew_GetDirection(_players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 1], _players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 2]);
}
if (_players_ainew[p->index].to_direction == AI_PATHFINDER_NO_DIRECTION) {
_players_ainew[p->index].to_direction = AiNew_GetDirection(_players_ainew[p->index].path_info.route[0], _players_ainew[p->index].path_info.route[1]);
}
if (_players_ainew[p->index].from_tile == AI_STATION_RANGE)
_players_ainew[p->index].from_tile = _players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 1];
if (_players_ainew[p->index].to_tile == AI_STATION_RANGE)
_players_ainew[p->index].to_tile = _players_ainew[p->index].path_info.route[0];
_players_ainew[p->index].state = AI_STATE_BUILD_STATION;
_players_ainew[p->index].temp = 0;
DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", _players_ainew[p->index].from_tile, _players_ainew[p->index].to_tile);
}
// Build the stations
static void AiNew_State_BuildStation(Player *p)
{
CommandCost res;
assert(_players_ainew[p->index].state == AI_STATE_BUILD_STATION);
if (_players_ainew[p->index].temp == 0) {
if (!IsTileType(_players_ainew[p->index].from_tile, MP_STATION))
res = AiNew_Build_Station(p, _players_ainew[p->index].tbt, _players_ainew[p->index].from_tile, 0, 0, _players_ainew[p->index].from_direction, DC_EXEC);
} else {
if (!IsTileType(_players_ainew[p->index].to_tile, MP_STATION))
res = AiNew_Build_Station(p, _players_ainew[p->index].tbt, _players_ainew[p->index].to_tile, 0, 0, _players_ainew[p->index].to_direction, DC_EXEC);
_players_ainew[p->index].state = AI_STATE_BUILD_PATH;
}
if (CmdFailed(res)) {
DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", _players_ainew[p->index].to_tile);
_players_ainew[p->index].state = AI_STATE_NOTHING;
// If the first station _was_ build, destroy it
if (_players_ainew[p->index].temp != 0)
AI_DoCommand(_players_ainew[p->index].from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
return;
}
_players_ainew[p->index].temp++;
}
// Build the path
static void AiNew_State_BuildPath(Player *p)
{
assert(_players_ainew[p->index].state == AI_STATE_BUILD_PATH);
// _players_ainew[p->index].temp is set to -1 when this function is called for the first time
if (_players_ainew[p->index].temp == -1) {
DEBUG(ai, 1, "Starting to build new path");
// Init the counter
_players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
// Set the position to the startingplace (-1 because in a minute we do ++)
_players_ainew[p->index].path_info.position = -1;
// And don't do this again
_players_ainew[p->index].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 (--_players_ainew[p->index].counter != 0) return;
_players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
// Increase the building position
_players_ainew[p->index].path_info.position++;
// Build route
AiNew_Build_RoutePart(p, &_players_ainew[p->index].path_info, DC_EXEC);
if (_players_ainew[p->index].path_info.position == -2) {
// This means we are done building!
if (_players_ainew[p->index].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 = _players_ainew[p->index].from_tile + TileOffsByDiagDir(_players_ainew[p->index].from_direction);
dir1 = ChangeDiagDir(_players_ainew[p->index].from_direction, DIAGDIRDIFF_90LEFT);
dir2 = ChangeDiagDir(_players_ainew[p->index].from_direction, DIAGDIRDIFF_90RIGHT);
dir3 = _players_ainew[p->index].from_direction;
} else {
tile = _players_ainew[p->index].to_tile + TileOffsByDiagDir(_players_ainew[p->index].to_direction);
dir1 = ChangeDiagDir(_players_ainew[p->index].to_direction, DIAGDIRDIFF_90LEFT);
dir2 = ChangeDiagDir(_players_ainew[p->index].to_direction, DIAGDIRDIFF_90RIGHT);
dir3 = _players_ainew[p->index].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)_players_ainew[p->index].new_cost);
_players_ainew[p->index].state = AI_STATE_BUILD_DEPOT;
}
}
// Builds the depot
static void AiNew_State_BuildDepot(Player *p)
{
CommandCost res;
assert(_players_ainew[p->index].state == AI_STATE_BUILD_DEPOT);
if (IsRoadDepotTile(_players_ainew[p->index].depot_tile)) {
if (IsTileOwner(_players_ainew[p->index].depot_tile, _current_player)) {
// The depot is already built
_players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE;
return;
} else {
// There is a depot, but not of our team! :(
_players_ainew[p->index].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(_players_ainew[p->index].depot_tile + TileOffsByDiagDir(_players_ainew[p->index].depot_direction)))
return;
res = AiNew_Build_Depot(p, _players_ainew[p->index].depot_tile, _players_ainew[p->index].depot_direction, DC_EXEC);
if (CmdFailed(res)) {
DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", _players_ainew[p->index].depot_tile);
_players_ainew[p->index].state = AI_STATE_NOTHING;
return;
}
_players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE;
_players_ainew[p->index].idle = 10;
_players_ainew[p->index].veh_main_id = INVALID_VEHICLE;
}
// Build vehicles
static void AiNew_State_BuildVehicle(Player *p)
{
CommandCost res;
assert(_players_ainew[p->index].state == AI_STATE_BUILD_VEHICLE);
// Check if we need to build a vehicle
if (_players_ainew[p->index].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.. :)
_players_ainew[p->index].state = AI_STATE_ACTION_DONE;
return;
}
if (--_players_ainew[p->index].idle != 0) return;
// It is realistic that the AI can only build 1 vehicle a day..
// This makes sure of that!
_players_ainew[p->index].idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
// Build the vehicle
res = AiNew_Build_Vehicle(p, _players_ainew[p->index].depot_tile, DC_EXEC);
if (CmdFailed(res)) {
// This happens when the AI can't build any more vehicles!
_players_ainew[p->index].state = AI_STATE_NOTHING;
return;
}
// Increase the current counter
_players_ainew[p->index].cur_veh++;
// Decrease the total counter
_players_ainew[p->index].amount_veh--;
// Go give some orders!
_players_ainew[p->index].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(_players_ainew[p->index].state == AI_STATE_GIVE_ORDERS);
if (_players_ainew[p->index].veh_main_id != INVALID_VEHICLE) {
AI_DoCommand(0, _players_ainew[p->index].veh_id + (_players_ainew[p->index].veh_main_id << 16), CO_SHARE, DC_EXEC, CMD_CLONE_ORDER);
_players_ainew[p->index].state = AI_STATE_START_VEHICLE;
return;
} else {
_players_ainew[p->index].veh_main_id = _players_ainew[p->index].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 = OFB_UNLOAD;
order.dest = GetDepotByTile(_players_ainew[p->index].depot_tile)->index;
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.dest = GetStationIndex(_players_ainew[p->index].to_tile);
if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].to_deliver)
order.flags |= OFB_FULL_LOAD;
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.dest = GetStationIndex(_players_ainew[p->index].from_tile);
if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].from_deliver)
order.flags |= OFB_FULL_LOAD;
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
// Start the engines!
_players_ainew[p->index].state = AI_STATE_START_VEHICLE;
}
// Start the vehicle
static void AiNew_State_StartVehicle(Player *p)
{
assert(_players_ainew[p->index].state == AI_STATE_START_VEHICLE);
// Skip the first order if it is a second vehicle
// This to make vehicles go different ways..
if (_players_ainew[p->index].cur_veh & 1)
AI_DoCommand(0, _players_ainew[p->index].veh_id, 1, DC_EXEC, CMD_SKIP_TO_ORDER);
// 3, 2, 1... go! (give START_STOP command ;))
AI_DoCommand(0, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
// Try to build an other vehicle (that function will stop building when needed)
_players_ainew[p->index].idle = 10;
_players_ainew[p->index].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);
}
_players_ainew[p->index].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 < (Money)256 * 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);
}
_players_ainew[p->index].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[_players_ainew[p->index].state] != NULL)
_ainew_state[_players_ainew[p->index].state](p);
}
void AiNewDoGameLoop(Player *p)
{
if (_players_ainew[p->index].state == AI_STATE_STARTUP) {
// The AI just got alive!
_players_ainew[p->index].state = AI_STATE_FIRST_TIME;
_players_ainew[p->index].tick = 0;
// Only startup the AI
return;
}
// We keep a ticker. We use it for competitor_speed
_players_ainew[p->index].tick++;
// If we come here, we can do a tick.. do so!
AiNew_OnTick(p);
}
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