mirror of https://github.com/OpenTTD/OpenTTD
(svn r146) -Fix [AI]: Tunnel/bridge bug
-Fix [AI]: Minor problems -Add [AI]: Profit check (if not making enough money, vehicles are sold)release/0.4.5
parent
a7dd461672
commit
5eba928cb8
32
ai.h
32
ai.h
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@ -10,7 +10,7 @@
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* This can also alter the AI in a negative way. I will never claim these settings
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* This can also alter the AI in a negative way. I will never claim these settings
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* are perfect, but don't change them if you don't know what the effect is.
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* are perfect, but don't change them if you don't know what the effect is.
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*/
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*/
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// How many times it the H multiplied. The higher, the more it will go straight to the
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// How many times it the H multiplied. The higher, the more it will go straight to the
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// end point. The lower, how more it will find the route with the lowest cost.
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// end point. The lower, how more it will find the route with the lowest cost.
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// also: the lower, the longer it takes before route is calculated..
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// also: the lower, the longer it takes before route is calculated..
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@ -136,11 +136,29 @@
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// How many thick between building 2 vehicles
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// How many thick between building 2 vehicles
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#define AI_BUILD_VEHICLE_TIME_BETWEEN 74
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#define AI_BUILD_VEHICLE_TIME_BETWEEN 74
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// How many days must there between vehicle checks
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// The more often, the less non-money-making lines there will be
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// but the unfair it may seem to a human player
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#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
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// How money profit does a vehicle needs to make to stay in order
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// This is the profit of this year + profit of last year
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// But also for vehicles that are just one year old. In other words:
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// Vehicles of 2 years do easier meet this setting then vehicles
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// of one year. This is a very good thing. New vehicles are filtered,
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// while old vehicles stay longer, because we do get less in return.
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#define AI_MINIMUM_ROUTE_PROFIT 1000
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// A vehicle is considered lost when he his cargo is more then 180 days old
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#define AI_VEHICLE_LOST_DAYS 180
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// How many times may the AI try to find a route before it gives up
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#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
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/*
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/*
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* End of defines
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* End of defines
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*/
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*/
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// This stops 90degrees curves
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// This stops 90degrees curves
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static const byte _illegal_curves[6] = {
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static const byte _illegal_curves[6] = {
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255, 255, // Horz and vert, don't have the effect
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255, 255, // Horz and vert, don't have the effect
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@ -174,6 +192,7 @@ enum {
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AI_STATE_GIVE_ORDERS,
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AI_STATE_GIVE_ORDERS,
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AI_STATE_START_VEHICLE,
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AI_STATE_START_VEHICLE,
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AI_STATE_REPAY_MONEY,
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AI_STATE_REPAY_MONEY,
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AI_STATE_CHECK_ALL_VEHICLES,
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AI_STATE_ACTION_DONE,
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AI_STATE_ACTION_DONE,
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AI_STATE_STOP, // Temporary function to stop the AI
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AI_STATE_STOP, // Temporary function to stop the AI
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};
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};
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@ -190,6 +209,7 @@ enum {
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AI_ACTION_BUS_ROUTE,
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AI_ACTION_BUS_ROUTE,
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AI_ACTION_TRUCK_ROUTE,
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AI_ACTION_TRUCK_ROUTE,
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AI_ACTION_REPAY_LOAN,
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AI_ACTION_REPAY_LOAN,
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AI_ACTION_CHECK_ALL_VEHICLES,
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};
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};
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// Used for from_type/to_type
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// Used for from_type/to_type
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@ -199,6 +219,12 @@ enum {
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AI_INDUSTRY,
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AI_INDUSTRY,
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};
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};
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// Flags for in the vehicle
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enum {
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AI_VEHICLEFLAG_SELL = 1,
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// Remember, flags must be in power of 2
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};
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#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
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#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
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#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
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#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
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#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
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#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
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@ -229,6 +255,8 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
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int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
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int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
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int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
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int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
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int AiNew_GetDirection(uint tile_a, uint tile_b);
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int AiNew_GetDirection(uint tile_a, uint tile_b);
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bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
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uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
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// ai_build.c
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// ai_build.c
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bool AiNew_Build_CompanyHQ(Player *p, uint tile);
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bool AiNew_Build_CompanyHQ(Player *p, uint tile);
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@ -177,7 +177,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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// Build the tile
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// Build the tile
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res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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// Currently, we ignore CMD_ERRORs!
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// Currently, we ignore CMD_ERRORs!
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if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) {
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if (res == CMD_ERROR && flag == DC_EXEC && !IS_TILETYPE(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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// Problem.. let's just abort it all!
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// Problem.. let's just abort it all!
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DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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p->ainew.state = AI_STATE_NOTHING;
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p->ainew.state = AI_STATE_NOTHING;
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224
ai_new.c
224
ai_new.c
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@ -31,7 +31,7 @@ static void AiNew_State_FirstTime(Player *p) {
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// With this assert, that problem can never happen.
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// With this assert, that problem can never happen.
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assert(p->ainew.state == AI_STATE_FIRST_TIME);
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assert(p->ainew.state == AI_STATE_FIRST_TIME);
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// We first have to init some things
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// We first have to init some things
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if (_current_player == 1) {
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if (_current_player == 1) {
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ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
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ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
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}
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}
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@ -44,8 +44,9 @@ static void AiNew_State_FirstTime(Player *p) {
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p->ainew.path_info.end_tile_tl = 0;
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p->ainew.path_info.end_tile_tl = 0;
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p->ainew.path_info.end_tile_br = 0;
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p->ainew.path_info.end_tile_br = 0;
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p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
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p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
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p->ainew.idle = 0;
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p->ainew.idle = 0;
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p->ainew.last_vehiclecheck_date = _date;
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// We ALWAYS start with a bus route.. just some basic money ;)
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// We ALWAYS start with a bus route.. just some basic money ;)
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p->ainew.action = AI_ACTION_BUS_ROUTE;
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p->ainew.action = AI_ACTION_BUS_ROUTE;
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@ -92,19 +93,23 @@ static void AiNew_State_WakeUp(Player *p) {
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// so we do not change any status
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// so we do not change any status
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return;
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return;
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}
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}
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money = p->player_money - AI_MINIMUM_MONEY;
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money = p->player_money - AI_MINIMUM_MONEY;
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// Let's pick an action!
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// Let's pick an action!
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if (p->ainew.action == AI_ACTION_NONE) {
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if (p->ainew.action == AI_ACTION_NONE) {
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c = Random() & 0xFF;
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c = Random() & 0xFF;
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if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
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if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
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c < 10) {
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c < 10) {
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p->ainew.action = AI_ACTION_REPAY_LOAN;
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p->ainew.action = AI_ACTION_REPAY_LOAN;
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} else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
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// Check all vehicles once in a while
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p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
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p->ainew.last_vehiclecheck_date = _date;
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} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
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} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
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// Do we have any spots for road-vehicles left open?
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// Do we have any spots for road-vehicles left open?
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if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
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if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
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if (c < 65) p->ainew.action = AI_ACTION_TRUCK_ROUTE;
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if (c < 85) p->ainew.action = AI_ACTION_TRUCK_ROUTE;
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else p->ainew.action = AI_ACTION_BUS_ROUTE;
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else p->ainew.action = AI_ACTION_BUS_ROUTE;
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}
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}
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}/* else if (c < 200 && !_patches.ai_disable_veh_train) {
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}/* else if (c < 200 && !_patches.ai_disable_veh_train) {
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@ -112,14 +117,21 @@ static void AiNew_State_WakeUp(Player *p) {
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p->ainew.action = AI_ACTION_TRAIN_ROUTE;
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p->ainew.action = AI_ACTION_TRAIN_ROUTE;
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}
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}
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}*/
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}*/
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p->ainew.counter = 0;
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}
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}
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if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) {
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p->ainew.action = AI_ACTION_NONE;
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return;
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}
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if (_patches.ai_disable_veh_roadveh && (
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if (_patches.ai_disable_veh_roadveh && (
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p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
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p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
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p->ainew.action = AI_ACTION_NONE;
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p->ainew.action = AI_ACTION_NONE;
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return;
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return;
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}
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}
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if (_patches.ai_disable_veh_roadveh && (
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if (_patches.ai_disable_veh_roadveh && (
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p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
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p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
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p->ainew.action = AI_ACTION_NONE;
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p->ainew.action = AI_ACTION_NONE;
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@ -131,7 +143,12 @@ static void AiNew_State_WakeUp(Player *p) {
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p->ainew.state = AI_STATE_REPAY_MONEY;
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p->ainew.state = AI_STATE_REPAY_MONEY;
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return;
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return;
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}
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}
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if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) {
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p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES;
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return;
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}
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// It is useless to start finding a route if we don't have enough money
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// It is useless to start finding a route if we don't have enough money
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// to build the route anyway..
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// to build the route anyway..
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if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) {
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if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) {
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@ -155,7 +172,7 @@ static void AiNew_State_WakeUp(Player *p) {
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p->ainew.tbt = AI_TRUCK;
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p->ainew.tbt = AI_TRUCK;
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return;
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return;
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}
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}
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p->ainew.state = AI_STATE_NOTHING;
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p->ainew.state = AI_STATE_NOTHING;
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}
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}
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@ -171,16 +188,16 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
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Station *st;
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Station *st;
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int count = 0;
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int count = 0;
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int j = 0;
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int j = 0;
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// We don't like roadconstructions, don't even true such a city
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// We don't like roadconstructions, don't even true such a city
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if (t->road_build_months != 0) return false;
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if (t->road_build_months != 0) return false;
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// Check if the rating in a city is high enough
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// Check if the rating in a city is high enough
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// If not, take a chance if we want to continue
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// If not, take a chance if we want to continue
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if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
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if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
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if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
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if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
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// Check if we have build a station in this town the last 6 months
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// Check if we have build a station in this town the last 6 months
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// else we don't do it. This is done, because stat updates can be slow
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// else we don't do it. This is done, because stat updates can be slow
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// and sometimes it takes up to 4 months before the stats are corectly.
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// and sometimes it takes up to 4 months before the stats are corectly.
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@ -219,12 +236,12 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
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return false;
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return false;
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}
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}
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}
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}
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// We are about to add one...
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// We are about to add one...
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count++;
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count++;
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// Check if we the city can provide enough cargo for this amount of stations..
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// Check if we the city can provide enough cargo for this amount of stations..
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if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
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if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
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// All check are okay, so we can build here!
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// All check are okay, so we can build here!
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return true;
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return true;
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}
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}
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@ -233,15 +250,15 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
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Station *st;
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Station *st;
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int count = 0;
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int count = 0;
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int j = 0;
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int j = 0;
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if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
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if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
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// No limits on delevering stations!
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// No limits on delevering stations!
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// Or for industry that does not give anything yet
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// Or for industry that does not give anything yet
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if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
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if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
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if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
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if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
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// Check if we have build a station in this town the last 6 months
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// Check if we have build a station in this town the last 6 months
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// else we don't do it. This is done, because stat updates can be slow
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// else we don't do it. This is done, because stat updates can be slow
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// and sometimes it takes up to 4 months before the stats are corectly.
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// and sometimes it takes up to 4 months before the stats are corectly.
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@ -288,7 +305,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
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// All check are okay, so we can build here!
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// All check are okay, so we can build here!
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return true;
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return true;
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}
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}
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return true;
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return true;
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}
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}
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@ -296,14 +313,14 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
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static void AiNew_State_LocateRoute(Player *p) {
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static void AiNew_State_LocateRoute(Player *p) {
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assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
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assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
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// For now, we only support PASSENGERS, CITY and BUSSES
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// For now, we only support PASSENGERS, CITY and BUSSES
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// We don't have a route yet
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// We don't have a route yet
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if (p->ainew.cargo == AI_NEED_CARGO) {
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if (p->ainew.cargo == AI_NEED_CARGO) {
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p->ainew.new_cost = 0; // No cost yet
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p->ainew.new_cost = 0; // No cost yet
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p->ainew.temp = -1;
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p->ainew.temp = -1;
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// Reset the counter
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// Reset the counter
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p->ainew.counter = 0;
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p->ainew.counter = 0;
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p->ainew.from_ic = -1;
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p->ainew.from_ic = -1;
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p->ainew.to_ic = -1;
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p->ainew.to_ic = -1;
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if (p->ainew.tbt == AI_BUS) {
|
if (p->ainew.tbt == AI_BUS) {
|
||||||
|
@ -323,7 +340,7 @@ static void AiNew_State_LocateRoute(Player *p) {
|
||||||
// Now we are doing initing, we wait one tick
|
// Now we are doing initing, we wait one tick
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Increase the counter and abort if it is taking too long!
|
// Increase the counter and abort if it is taking too long!
|
||||||
p->ainew.counter++;
|
p->ainew.counter++;
|
||||||
if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
|
if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
|
||||||
|
@ -331,7 +348,7 @@ static void AiNew_State_LocateRoute(Player *p) {
|
||||||
p->ainew.state = AI_STATE_NOTHING;
|
p->ainew.state = AI_STATE_NOTHING;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// We are going to locate a city from where we are going to connect
|
// We are going to locate a city from where we are going to connect
|
||||||
if (p->ainew.from_ic == -1) {
|
if (p->ainew.from_ic == -1) {
|
||||||
if (p->ainew.temp == -1) {
|
if (p->ainew.temp == -1) {
|
||||||
|
@ -341,7 +358,7 @@ static void AiNew_State_LocateRoute(Player *p) {
|
||||||
else
|
else
|
||||||
p->ainew.temp = RandomRange(_total_industries);
|
p->ainew.temp = RandomRange(_total_industries);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
|
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
|
||||||
// It was not a valid city
|
// It was not a valid city
|
||||||
// increase the temp with one, and return. We will come back later here
|
// increase the temp with one, and return. We will come back later here
|
||||||
|
@ -352,22 +369,22 @@ static void AiNew_State_LocateRoute(Player *p) {
|
||||||
} else {
|
} else {
|
||||||
if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
|
if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't do an attempt if we are trying the same id as the last time...
|
// 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;
|
if (p->ainew.last_id == p->ainew.temp) return;
|
||||||
p->ainew.last_id = p->ainew.temp;
|
p->ainew.last_id = p->ainew.temp;
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// We found a good city/industry, save the data of it
|
// We found a good city/industry, save the data of it
|
||||||
p->ainew.from_ic = p->ainew.temp;
|
p->ainew.from_ic = p->ainew.temp;
|
||||||
|
|
||||||
// Start the next tick with finding a to-city
|
// Start the next tick with finding a to-city
|
||||||
p->ainew.temp = -1;
|
p->ainew.temp = -1;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Find a to-city
|
// Find a to-city
|
||||||
if (p->ainew.temp == -1) {
|
if (p->ainew.temp == -1) {
|
||||||
// First, we pick a random spot to search to
|
// First, we pick a random spot to search to
|
||||||
|
@ -376,16 +393,16 @@ static void AiNew_State_LocateRoute(Player *p) {
|
||||||
else
|
else
|
||||||
p->ainew.temp = RandomRange(_total_industries);
|
p->ainew.temp = RandomRange(_total_industries);
|
||||||
}
|
}
|
||||||
|
|
||||||
// The same city is not allowed
|
// The same city is not allowed
|
||||||
// Also check if the city is valid
|
// 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)) {
|
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..
|
// Maybe it is valid..
|
||||||
|
|
||||||
// We need to know if they are not to far apart from eachother..
|
// 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
|
// We do that by checking how much cargo we have to move and how long the route
|
||||||
// is.
|
// is.
|
||||||
|
|
||||||
if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
|
if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
|
||||||
int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
|
int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
|
||||||
max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
|
max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
|
||||||
|
@ -400,7 +417,7 @@ static void AiNew_State_LocateRoute(Player *p) {
|
||||||
|
|
||||||
p->ainew.from_tile = 0;
|
p->ainew.from_tile = 0;
|
||||||
p->ainew.to_tile = 0;
|
p->ainew.to_tile = 0;
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (p->ainew.tbt == AI_TRUCK) {
|
} else if (p->ainew.tbt == AI_TRUCK) {
|
||||||
|
@ -469,7 +486,7 @@ static void AiNew_State_LocateRoute(Player *p) {
|
||||||
} else {
|
} else {
|
||||||
if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
|
if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't do an attempt if we are trying the same id as the last time...
|
// 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;
|
if (p->ainew.last_id == p->ainew.temp) return;
|
||||||
p->ainew.last_id = p->ainew.temp;
|
p->ainew.last_id = p->ainew.temp;
|
||||||
|
@ -513,7 +530,7 @@ static void AiNew_State_FindStation(Player *p) {
|
||||||
Town *town = NULL;
|
Town *town = NULL;
|
||||||
Industry *industry = NULL;
|
Industry *industry = NULL;
|
||||||
assert(p->ainew.state == AI_STATE_FIND_STATION);
|
assert(p->ainew.state == AI_STATE_FIND_STATION);
|
||||||
|
|
||||||
if (p->ainew.from_tile == 0) {
|
if (p->ainew.from_tile == 0) {
|
||||||
// First we scan for a station in the from-city
|
// First we scan for a station in the from-city
|
||||||
if (p->ainew.from_type == AI_CITY) {
|
if (p->ainew.from_type == AI_CITY) {
|
||||||
|
@ -626,11 +643,11 @@ static void AiNew_State_FindStation(Player *p) {
|
||||||
best = found_best[x];
|
best = found_best[x];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// See how much it is going to cost us...
|
// 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);
|
r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
|
||||||
p->ainew.new_cost += r;
|
p->ainew.new_cost += r;
|
||||||
|
|
||||||
direction = AI_PATHFINDER_NO_DIRECTION;
|
direction = AI_PATHFINDER_NO_DIRECTION;
|
||||||
} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
|
} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
|
||||||
// Truck station locater works differently.. a station can be on any place
|
// Truck station locater works differently.. a station can be on any place
|
||||||
|
@ -659,7 +676,7 @@ static void AiNew_State_FindStation(Player *p) {
|
||||||
static void AiNew_State_FindPath(Player *p) {
|
static void AiNew_State_FindPath(Player *p) {
|
||||||
int r;
|
int r;
|
||||||
assert(p->ainew.state == AI_STATE_FIND_PATH);
|
assert(p->ainew.state == AI_STATE_FIND_PATH);
|
||||||
|
|
||||||
// First time, init some data
|
// First time, init some data
|
||||||
if (p->ainew.temp == -1) {
|
if (p->ainew.temp == -1) {
|
||||||
// Init path_info
|
// Init path_info
|
||||||
|
@ -683,18 +700,18 @@ static void AiNew_State_FindPath(Player *p) {
|
||||||
p->ainew.path_info.end_tile_br = 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.end_direction = p->ainew.to_direction;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (p->ainew.tbt == AI_TRAIN)
|
if (p->ainew.tbt == AI_TRAIN)
|
||||||
p->ainew.path_info.rail_or_road = true;
|
p->ainew.path_info.rail_or_road = true;
|
||||||
else
|
else
|
||||||
p->ainew.path_info.rail_or_road = false;
|
p->ainew.path_info.rail_or_road = false;
|
||||||
|
|
||||||
// First, clean the pathfinder with our new begin and endpoints
|
// First, clean the pathfinder with our new begin and endpoints
|
||||||
clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
|
clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
|
||||||
|
|
||||||
p->ainew.temp = 0;
|
p->ainew.temp = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Start the pathfinder
|
// Start the pathfinder
|
||||||
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
|
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
|
||||||
// If it return: no match, stop it...
|
// If it return: no match, stop it...
|
||||||
|
@ -725,7 +742,7 @@ static void AiNew_State_FindDepot(Player *p) {
|
||||||
assert(p->ainew.state == AI_STATE_FIND_DEPOT);
|
assert(p->ainew.state == AI_STATE_FIND_DEPOT);
|
||||||
|
|
||||||
p->ainew.depot_tile = 0;
|
p->ainew.depot_tile = 0;
|
||||||
|
|
||||||
for (i=2;i<p->ainew.path_info.route_length-2;i++) {
|
for (i=2;i<p->ainew.path_info.route_length-2;i++) {
|
||||||
tile = p->ainew.path_info.route[i];
|
tile = p->ainew.path_info.route[i];
|
||||||
for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
|
for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
|
||||||
|
@ -747,7 +764,7 @@ static void AiNew_State_FindDepot(Player *p) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// This routine let depot finding start in the middle, and work his way to the stations
|
// This routine let depot finding start in the middle, and work his way to the stations
|
||||||
// It makes depot placing nicer :)
|
// It makes depot placing nicer :)
|
||||||
i = p->ainew.path_info.route_length / 2;
|
i = p->ainew.path_info.route_length / 2;
|
||||||
|
@ -761,7 +778,7 @@ static void AiNew_State_FindDepot(Player *p) {
|
||||||
// Bridge or tunnel.. we can't place a depot there
|
// Bridge or tunnel.. we can't place a depot there
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
tile = p->ainew.path_info.route[i];
|
tile = p->ainew.path_info.route[i];
|
||||||
|
|
||||||
for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
|
for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
|
||||||
|
@ -835,7 +852,7 @@ static int AiNew_HowManyVehicles(Player *p) {
|
||||||
max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
|
max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
|
||||||
else
|
else
|
||||||
max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
|
max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
|
||||||
|
|
||||||
// This is because moving 60% is more then we can dream of!
|
// This is because moving 60% is more then we can dream of!
|
||||||
max_cargo *= 0.6;
|
max_cargo *= 0.6;
|
||||||
// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
|
// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
|
||||||
|
@ -858,16 +875,16 @@ static int AiNew_HowManyVehicles(Player *p) {
|
||||||
static void AiNew_State_VerifyRoute(Player *p) {
|
static void AiNew_State_VerifyRoute(Player *p) {
|
||||||
int res, i;
|
int res, i;
|
||||||
assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
|
assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
|
||||||
|
|
||||||
// Let's calculate the cost of the path..
|
// Let's calculate the cost of the path..
|
||||||
// new_cost already contains the cost of the stations
|
// new_cost already contains the cost of the stations
|
||||||
p->ainew.path_info.position = -1;
|
p->ainew.path_info.position = -1;
|
||||||
|
|
||||||
do {
|
do {
|
||||||
p->ainew.path_info.position++;
|
p->ainew.path_info.position++;
|
||||||
p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
|
p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
|
||||||
} while (p->ainew.path_info.position != -2);
|
} while (p->ainew.path_info.position != -2);
|
||||||
|
|
||||||
// Now we know the price of build station + path. Now check how many vehicles
|
// Now we know the price of build station + path. Now check how many vehicles
|
||||||
// we need and what the price for that will be
|
// we need and what the price for that will be
|
||||||
res = AiNew_HowManyVehicles(p);
|
res = AiNew_HowManyVehicles(p);
|
||||||
|
@ -878,12 +895,12 @@ static void AiNew_State_VerifyRoute(Player *p) {
|
||||||
}
|
}
|
||||||
p->ainew.amount_veh = res;
|
p->ainew.amount_veh = res;
|
||||||
p->ainew.cur_veh = 0;
|
p->ainew.cur_veh = 0;
|
||||||
|
|
||||||
// Check how much it it going to cost us..
|
// Check how much it it going to cost us..
|
||||||
for (i=0;i<res;i++) {
|
for (i=0;i<res;i++) {
|
||||||
p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
|
p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Now we know how much the route is going to cost us
|
// Now we know how much the route is going to cost us
|
||||||
// Check if we have enough money for it!
|
// Check if we have enough money for it!
|
||||||
if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
|
if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
|
||||||
|
@ -892,7 +909,7 @@ static void AiNew_State_VerifyRoute(Player *p) {
|
||||||
p->ainew.state = AI_STATE_NOTHING;
|
p->ainew.state = AI_STATE_NOTHING;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Now we can build the route, check the direction of the stations!
|
// Now we can build the route, check the direction of the stations!
|
||||||
if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
|
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]);
|
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]);
|
||||||
|
@ -904,10 +921,10 @@ static void AiNew_State_VerifyRoute(Player *p) {
|
||||||
p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
|
p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
|
||||||
if (p->ainew.to_tile == AI_STATION_RANGE)
|
if (p->ainew.to_tile == AI_STATION_RANGE)
|
||||||
p->ainew.to_tile = p->ainew.path_info.route[0];
|
p->ainew.to_tile = p->ainew.path_info.route[0];
|
||||||
|
|
||||||
p->ainew.state = AI_STATE_BUILD_STATION;
|
p->ainew.state = AI_STATE_BUILD_STATION;
|
||||||
p->ainew.temp = 0;
|
p->ainew.temp = 0;
|
||||||
|
|
||||||
DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
|
DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -952,7 +969,7 @@ static void AiNew_State_BuildPath(Player *p) {
|
||||||
// By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
|
// By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
|
||||||
if (--p->ainew.counter != 0) return;
|
if (--p->ainew.counter != 0) return;
|
||||||
p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
|
p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
|
||||||
|
|
||||||
// Increase the building position
|
// Increase the building position
|
||||||
p->ainew.path_info.position++;
|
p->ainew.path_info.position++;
|
||||||
// Build route
|
// Build route
|
||||||
|
@ -964,7 +981,7 @@ static void AiNew_State_BuildPath(Player *p) {
|
||||||
static const byte _roadbits_by_dir[4] = {2,1,8,4};
|
static const byte _roadbits_by_dir[4] = {2,1,8,4};
|
||||||
// If they not queue, they have to go up and down to try again at a station...
|
// 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
|
// We don't want that, so try building some road left or right of the station
|
||||||
short dir1, dir2, dir3;
|
int dir1, dir2, dir3;
|
||||||
TileIndex tile;
|
TileIndex tile;
|
||||||
int i, r;
|
int i, r;
|
||||||
for (i=0;i<2;i++) {
|
for (i=0;i<2;i++) {
|
||||||
|
@ -983,11 +1000,11 @@ static void AiNew_State_BuildPath(Player *p) {
|
||||||
if (dir2 > 3) dir2 = 0;
|
if (dir2 > 3) dir2 = 0;
|
||||||
dir3 = p->ainew.to_direction;
|
dir3 = p->ainew.to_direction;
|
||||||
}
|
}
|
||||||
|
|
||||||
DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||||
DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||||
DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||||
|
|
||||||
dir1 = _tileoffs_by_dir[dir1];
|
dir1 = _tileoffs_by_dir[dir1];
|
||||||
dir2 = _tileoffs_by_dir[dir2];
|
dir2 = _tileoffs_by_dir[dir2];
|
||||||
dir3 = _tileoffs_by_dir[dir3];
|
dir3 = _tileoffs_by_dir[dir3];
|
||||||
|
@ -1000,21 +1017,21 @@ static void AiNew_State_BuildPath(Player *p) {
|
||||||
|
|
||||||
r = CMD_ERROR;
|
r = CMD_ERROR;
|
||||||
if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
|
if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
|
||||||
DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
r = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||||
if (r != CMD_ERROR)
|
if (r != CMD_ERROR)
|
||||||
if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES))
|
if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES))
|
||||||
DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||||
|
|
||||||
r = CMD_ERROR;
|
r = CMD_ERROR;
|
||||||
if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
|
if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
|
||||||
DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
r = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||||
if (r != CMD_ERROR)
|
if (r != CMD_ERROR)
|
||||||
if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES))
|
if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES))
|
||||||
DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
|
DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
|
||||||
p->ainew.state = AI_STATE_BUILD_DEPOT;
|
p->ainew.state = AI_STATE_BUILD_DEPOT;
|
||||||
}
|
}
|
||||||
|
@ -1024,7 +1041,7 @@ static void AiNew_State_BuildPath(Player *p) {
|
||||||
static void AiNew_State_BuildDepot(Player *p) {
|
static void AiNew_State_BuildDepot(Player *p) {
|
||||||
int res = 0;
|
int res = 0;
|
||||||
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
|
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
|
||||||
|
|
||||||
if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
|
if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
|
||||||
if (_map_owner[p->ainew.depot_tile] == _current_player) {
|
if (_map_owner[p->ainew.depot_tile] == _current_player) {
|
||||||
// The depot is already builded!
|
// The depot is already builded!
|
||||||
|
@ -1036,18 +1053,18 @@ static void AiNew_State_BuildDepot(Player *p) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
|
// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
|
||||||
if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction]))
|
if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction]))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
|
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
|
||||||
if (res == CMD_ERROR) {
|
if (res == CMD_ERROR) {
|
||||||
DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
|
DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
|
||||||
p->ainew.state = AI_STATE_NOTHING;
|
p->ainew.state = AI_STATE_NOTHING;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
p->ainew.state = AI_STATE_BUILD_VEHICLE;
|
p->ainew.state = AI_STATE_BUILD_VEHICLE;
|
||||||
p->ainew.idle = 1;
|
p->ainew.idle = 1;
|
||||||
p->ainew.veh_main_id = (VehicleID)-1;
|
p->ainew.veh_main_id = (VehicleID)-1;
|
||||||
|
@ -1057,7 +1074,7 @@ static void AiNew_State_BuildDepot(Player *p) {
|
||||||
static void AiNew_State_BuildVehicle(Player *p) {
|
static void AiNew_State_BuildVehicle(Player *p) {
|
||||||
int res;
|
int res;
|
||||||
assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
|
assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
|
||||||
|
|
||||||
// Check if we need to build a vehicle
|
// Check if we need to build a vehicle
|
||||||
if (p->ainew.amount_veh == 0) {
|
if (p->ainew.amount_veh == 0) {
|
||||||
// Nope, we are done!
|
// Nope, we are done!
|
||||||
|
@ -1070,7 +1087,7 @@ static void AiNew_State_BuildVehicle(Player *p) {
|
||||||
// It is realistic that the AI can only build 1 vehicle a day..
|
// It is realistic that the AI can only build 1 vehicle a day..
|
||||||
// This makes sure of that!
|
// This makes sure of that!
|
||||||
p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
|
p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
|
||||||
|
|
||||||
// Build the vehicle
|
// Build the vehicle
|
||||||
res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
|
res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
|
||||||
if (res == CMD_ERROR) {
|
if (res == CMD_ERROR) {
|
||||||
|
@ -1095,10 +1112,10 @@ static void AiNew_State_BuildVehicle(Player *p) {
|
||||||
static void AiNew_State_GiveOrders(Player *p) {
|
static void AiNew_State_GiveOrders(Player *p) {
|
||||||
int order, flags;
|
int order, flags;
|
||||||
assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
|
assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
|
||||||
|
|
||||||
if (p->ainew.veh_main_id != (VehicleID)-1) {
|
if (p->ainew.veh_main_id != (VehicleID)-1) {
|
||||||
DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
|
DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
|
||||||
|
|
||||||
// Skip the first order if it is a second vehicle
|
// Skip the first order if it is a second vehicle
|
||||||
// This to make vehicles go different ways..
|
// This to make vehicles go different ways..
|
||||||
if (p->ainew.veh_id & 1)
|
if (p->ainew.veh_id & 1)
|
||||||
|
@ -1108,7 +1125,7 @@ static void AiNew_State_GiveOrders(Player *p) {
|
||||||
} else {
|
} else {
|
||||||
p->ainew.veh_main_id = p->ainew.veh_id;
|
p->ainew.veh_main_id = p->ainew.veh_id;
|
||||||
}
|
}
|
||||||
|
|
||||||
// When more then 1 vehicle, we send them to different directions
|
// When more then 1 vehicle, we send them to different directions
|
||||||
order = 0;
|
order = 0;
|
||||||
flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
|
flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
|
||||||
|
@ -1136,7 +1153,7 @@ static void AiNew_State_GiveOrders(Player *p) {
|
||||||
// Start the vehicle
|
// Start the vehicle
|
||||||
static void AiNew_State_StartVehicle(Player *p) {
|
static void AiNew_State_StartVehicle(Player *p) {
|
||||||
assert(p->ainew.state == AI_STATE_START_VEHICLE);
|
assert(p->ainew.state == AI_STATE_START_VEHICLE);
|
||||||
|
|
||||||
// 3, 2, 1... go! (give START_STOP command ;))
|
// 3, 2, 1... go! (give START_STOP command ;))
|
||||||
DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
|
DoCommandByTile(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)
|
// Try to build an other vehicle (that function will stop building when needed)
|
||||||
|
@ -1151,6 +1168,62 @@ static void AiNew_State_RepayMoney(Player *p) {
|
||||||
p->ainew.state = AI_STATE_ACTION_DONE;
|
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 then 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_days > 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 && IsRoadDepotTile(v->tile) &&
|
||||||
|
(v->vehstatus&VS_STOPPED)) {
|
||||||
|
// We are at the depot, sell the vehicle
|
||||||
|
DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
|
||||||
|
{
|
||||||
|
int res = 0;
|
||||||
|
if (v->type == VEH_Road)
|
||||||
|
res = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
|
||||||
|
// This means we can not find a depot :s
|
||||||
|
// if (res == CMD_ERROR)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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->type == 0) continue;
|
||||||
|
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
|
// Using the technique simular to the original AI
|
||||||
// Keeps things logical
|
// Keeps things logical
|
||||||
// It really should be in the same order as the AI_STATE's are!
|
// It really should be in the same order as the AI_STATE's are!
|
||||||
|
@ -1171,6 +1244,7 @@ static AiNew_StateFunction* const _ainew_state[] = {
|
||||||
AiNew_State_GiveOrders,
|
AiNew_State_GiveOrders,
|
||||||
AiNew_State_StartVehicle,
|
AiNew_State_StartVehicle,
|
||||||
AiNew_State_RepayMoney,
|
AiNew_State_RepayMoney,
|
||||||
|
AiNew_State_CheckAllVehicles,
|
||||||
AiNew_State_ActionDone,
|
AiNew_State_ActionDone,
|
||||||
NULL,
|
NULL,
|
||||||
};
|
};
|
||||||
|
@ -1184,7 +1258,7 @@ void AiNewDoGameLoop(Player *p) {
|
||||||
// If it is a human player, it is not an AI, so bubye!
|
// If it is a human player, it is not an AI, so bubye!
|
||||||
if (IS_HUMAN_PLAYER(_current_player))
|
if (IS_HUMAN_PLAYER(_current_player))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (p->ainew.state == AI_STATE_STARTUP) {
|
if (p->ainew.state == AI_STATE_STARTUP) {
|
||||||
// The AI just got alive!
|
// The AI just got alive!
|
||||||
p->ainew.state = AI_STATE_FIRST_TIME;
|
p->ainew.state = AI_STATE_FIRST_TIME;
|
||||||
|
@ -1193,10 +1267,10 @@ void AiNewDoGameLoop(Player *p) {
|
||||||
// Only startup the AI
|
// Only startup the AI
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// We keep a ticker. We use it for competitor_speed
|
// We keep a ticker. We use it for competitor_speed
|
||||||
p->ainew.tick++;
|
p->ainew.tick++;
|
||||||
|
|
||||||
// See what the speed is
|
// See what the speed is
|
||||||
switch (_opt.diff.competitor_speed) {
|
switch (_opt.diff.competitor_speed) {
|
||||||
case 0: // Very slow
|
case 0: // Very slow
|
||||||
|
|
|
@ -187,7 +187,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
|
||||||
// This problem only is valid for tunnels:
|
// This problem only is valid for tunnels:
|
||||||
// When the last tile was not yet a tunnel, check if we enter from the right side..
|
// When the last tile was not yet a tunnel, check if we enter from the right side..
|
||||||
if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) {
|
if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) {
|
||||||
if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
|
if (i != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
39
ai_shared.c
39
ai_shared.c
|
@ -1,7 +1,7 @@
|
||||||
#include "stdafx.h"
|
#include "stdafx.h"
|
||||||
#include "ttd.h"
|
#include "ttd.h"
|
||||||
#include "player.h"
|
|
||||||
#include "ai.h"
|
#include "ai.h"
|
||||||
|
#include "vehicle.h"
|
||||||
|
|
||||||
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) {
|
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) {
|
||||||
// 0 = vert
|
// 0 = vert
|
||||||
|
@ -79,4 +79,39 @@ int AiNew_GetDirection(uint tile_a, uint tile_b) {
|
||||||
if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2;
|
if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// This functions looks up if this vehicle is special for this AI
|
||||||
|
// and returns his flag
|
||||||
|
uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
|
||||||
|
int i;
|
||||||
|
for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
|
||||||
|
if (p->ainew.special_vehicles[i].veh_id == v->index) {
|
||||||
|
return p->ainew.special_vehicles[i].flag;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Not found :(
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
|
||||||
|
int i, new_id = -1;
|
||||||
|
for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
|
||||||
|
if (p->ainew.special_vehicles[i].veh_id == v->index) {
|
||||||
|
p->ainew.special_vehicles[i].flag |= flag;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
|
||||||
|
p->ainew.special_vehicles[i].flag == 0)
|
||||||
|
new_id = i;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Out of special_vehicle spots :s
|
||||||
|
if (new_id == -1) {
|
||||||
|
DEBUG(ai, 1)("special_vehicles list is too small :(");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
p->ainew.special_vehicles[new_id].veh_id = v->index;
|
||||||
|
p->ainew.special_vehicles[new_id].flag = flag;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
54
player.h
54
player.h
|
@ -47,19 +47,19 @@ typedef struct PlayerAI {
|
||||||
TileIndex cur_tile_a;
|
TileIndex cur_tile_a;
|
||||||
byte cur_dir_a;
|
byte cur_dir_a;
|
||||||
byte start_dir_a;
|
byte start_dir_a;
|
||||||
|
|
||||||
TileIndex start_tile_b;
|
TileIndex start_tile_b;
|
||||||
TileIndex cur_tile_b;
|
TileIndex cur_tile_b;
|
||||||
byte cur_dir_b;
|
byte cur_dir_b;
|
||||||
byte start_dir_b;
|
byte start_dir_b;
|
||||||
|
|
||||||
Vehicle *cur_veh; /* only used by some states */
|
Vehicle *cur_veh; /* only used by some states */
|
||||||
|
|
||||||
AiBuildRec src, dst, mid1, mid2;
|
AiBuildRec src, dst, mid1, mid2;
|
||||||
|
|
||||||
VehicleID wagon_list[9];
|
VehicleID wagon_list[9];
|
||||||
byte order_list_blocks[20];
|
byte order_list_blocks[20];
|
||||||
|
|
||||||
TileIndex banned_tiles[16];
|
TileIndex banned_tiles[16];
|
||||||
byte banned_val[16];
|
byte banned_val[16];
|
||||||
} PlayerAI;
|
} PlayerAI;
|
||||||
|
@ -76,58 +76,68 @@ typedef struct Ai_PathFinderInfo {
|
||||||
byte route_extra[500]; // Some extra information about the route like bridge/tunnel
|
byte route_extra[500]; // Some extra information about the route like bridge/tunnel
|
||||||
int route_length;
|
int route_length;
|
||||||
int position; // Current position in the build-path, needed to build the path
|
int position; // Current position in the build-path, needed to build the path
|
||||||
|
|
||||||
bool rail_or_road; // true = rail, false = road
|
bool rail_or_road; // true = rail, false = road
|
||||||
} Ai_PathFinderInfo;
|
} Ai_PathFinderInfo;
|
||||||
|
|
||||||
|
// The amount of memory reserved for the AI-special-vehicles
|
||||||
|
#define AI_MAX_SPECIAL_VEHICLES 100
|
||||||
|
|
||||||
|
typedef struct Ai_SpecialVehicle {
|
||||||
|
VehicleID veh_id;
|
||||||
|
uint32 flag;
|
||||||
|
} Ai_SpecialVehicle;
|
||||||
|
|
||||||
typedef struct PlayerAiNew {
|
typedef struct PlayerAiNew {
|
||||||
uint8 state;
|
uint8 state;
|
||||||
uint tick;
|
uint tick;
|
||||||
uint idle;
|
uint idle;
|
||||||
|
|
||||||
int temp; // A value used in more then one function, but it just temporary
|
int temp; // A value used in more then one function, but it just temporary
|
||||||
// The use is pretty simple: with this we can 'think' about stuff
|
// The use is pretty simple: with this we can 'think' about stuff
|
||||||
// in more then one tick, and more then one AI. A static will not
|
// in more then one tick, and more then one AI. A static will not
|
||||||
// do, because they are not saved. This way, the AI is almost human ;)
|
// do, because they are not saved. This way, the AI is almost human ;)
|
||||||
int counter; // For the same reason as temp, we have counter. It can count how
|
int counter; // For the same reason as temp, we have counter. It can count how
|
||||||
// long we are trying something, and just abort if it takes too long
|
// long we are trying something, and just abort if it takes too long
|
||||||
|
|
||||||
// Pathfinder stuff
|
// Pathfinder stuff
|
||||||
Ai_PathFinderInfo path_info;
|
Ai_PathFinderInfo path_info;
|
||||||
AyStar *pathfinder;
|
AyStar *pathfinder;
|
||||||
|
|
||||||
// Route stuff
|
// Route stuff
|
||||||
|
|
||||||
byte cargo;
|
byte cargo;
|
||||||
byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
|
byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
|
||||||
int new_cost;
|
int new_cost;
|
||||||
|
|
||||||
byte action;
|
byte action;
|
||||||
|
|
||||||
uint last_id; // here is stored the last id of the searched city/industry
|
uint last_id; // here is stored the last id of the searched city/industry
|
||||||
|
uint last_vehiclecheck_date; // Used in CheckVehicle
|
||||||
|
Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; // Some vehicles have some special flags
|
||||||
|
|
||||||
TileIndex from_tile;
|
TileIndex from_tile;
|
||||||
TileIndex to_tile;
|
TileIndex to_tile;
|
||||||
|
|
||||||
byte from_direction;
|
byte from_direction;
|
||||||
byte to_direction;
|
byte to_direction;
|
||||||
|
|
||||||
bool from_deliver; // True if this is the station that GIVES cargo
|
bool from_deliver; // True if this is the station that GIVES cargo
|
||||||
bool to_deliver;
|
bool to_deliver;
|
||||||
|
|
||||||
TileIndex depot_tile;
|
TileIndex depot_tile;
|
||||||
byte depot_direction;
|
byte depot_direction;
|
||||||
|
|
||||||
byte amount_veh; // How many vehicles we are going to build in this route
|
byte amount_veh; // How many vehicles we are going to build in this route
|
||||||
byte cur_veh; // How many vehicles did we bought?
|
byte cur_veh; // How many vehicles did we bought?
|
||||||
VehicleID veh_id; // Used when bought a vehicle
|
VehicleID veh_id; // Used when bought a vehicle
|
||||||
VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
|
VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
|
||||||
|
|
||||||
int from_ic; // ic = industry/city. This is the ID of them
|
int from_ic; // ic = industry/city. This is the ID of them
|
||||||
byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
|
byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
|
||||||
int to_ic;
|
int to_ic;
|
||||||
byte to_type;
|
byte to_type;
|
||||||
|
|
||||||
} PlayerAiNew;
|
} PlayerAiNew;
|
||||||
|
|
||||||
|
|
||||||
|
@ -155,12 +165,12 @@ typedef struct Player {
|
||||||
|
|
||||||
TileIndex location_of_house;
|
TileIndex location_of_house;
|
||||||
TileIndex last_build_coordinate;
|
TileIndex last_build_coordinate;
|
||||||
|
|
||||||
byte share_owners[4];
|
byte share_owners[4];
|
||||||
|
|
||||||
byte inaugurated_year;
|
byte inaugurated_year;
|
||||||
byte num_valid_stat_ent;
|
byte num_valid_stat_ent;
|
||||||
|
|
||||||
byte quarters_of_bankrupcy;
|
byte quarters_of_bankrupcy;
|
||||||
byte bankrupt_asked; // which players were asked about buying it?
|
byte bankrupt_asked; // which players were asked about buying it?
|
||||||
int16 bankrupt_timeout;
|
int16 bankrupt_timeout;
|
||||||
|
@ -170,7 +180,7 @@ typedef struct Player {
|
||||||
byte is_ai;
|
byte is_ai;
|
||||||
PlayerAI ai;
|
PlayerAI ai;
|
||||||
PlayerAiNew ainew;
|
PlayerAiNew ainew;
|
||||||
|
|
||||||
int64 yearly_expenses[3][13];
|
int64 yearly_expenses[3][13];
|
||||||
PlayerEconomyEntry cur_economy;
|
PlayerEconomyEntry cur_economy;
|
||||||
PlayerEconomyEntry old_economy[24];
|
PlayerEconomyEntry old_economy[24];
|
||||||
|
|
Loading…
Reference in New Issue