(svn r85) -Add: initial commit of new AI (enable in Patch menu)

-Add: generalised A* Algorithm
-Add: generalised queues (Fifo, Stack, InsSort, BinaryHeap)
This commit is contained in:
truelight
2004-08-20 09:32:32 +00:00
parent 80b1e25b6c
commit 788ace088d
23 changed files with 3688 additions and 27 deletions

View File

@@ -1,6 +1,8 @@
#ifndef PLAYER_H
#define PLAYER_H
#include "aystar.h"
typedef struct PlayerEconomyEntry {
int32 income;
int32 expenses;
@@ -62,6 +64,74 @@ typedef struct PlayerAI {
byte banned_val[16];
} PlayerAI;
typedef struct Ai_PathFinderInfo {
TileIndex start_tile_tl; // tl = top-left
TileIndex start_tile_br; // br = bottom-right
TileIndex end_tile_tl; // tl = top-left
TileIndex end_tile_br; // br = bottom-right
byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
TileIndex route[500];
byte route_extra[500]; // Some extra information about the route like bridge/tunnel
int route_length;
int position; // Current position in the build-path, needed to build the path
bool rail_or_road; // true = rail, false = road
} Ai_PathFinderInfo;
typedef struct PlayerAiNew {
uint8 state;
uint tick;
uint idle;
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
// 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 ;)
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
// Pathfinder stuff
Ai_PathFinderInfo path_info;
AyStar *pathfinder;
// Route stuff
byte cargo;
byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
int new_cost;
byte action;
uint last_id; // here is stored the last id of the searched city/industry
TileIndex from_tile;
TileIndex to_tile;
byte from_direction;
byte to_direction;
bool from_deliver; // True if this is the station that GIVES cargo
bool to_deliver;
TileIndex depot_tile;
byte depot_direction;
byte amount_veh; // How many vehicles we are going to build in this route
byte cur_veh; // How many vehicles did we bought?
VehicleID veh_id; // Used when bought a vehicle
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
byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
int to_ic;
byte to_type;
} PlayerAiNew;
typedef struct Player {
uint32 name_2;
uint16 name_1;
@@ -99,6 +169,7 @@ typedef struct Player {
bool is_active;
byte is_ai;
PlayerAI ai;
PlayerAiNew ainew;
int64 yearly_expenses[3][13];
PlayerEconomyEntry cur_economy;