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Location: cpp/openttd-patchpack/source/ai_build.c - annotation
r2078:0300868e49d0
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(svn r2588) Codechange: Remove PLAYER_SEED_RANDOM
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r110:53d6b3381b04 r110:53d6b3381b04 r110:53d6b3381b04 r110:53d6b3381b04 r110:53d6b3381b04 r1926:ff7c3132a421 r110:53d6b3381b04 r1713:410310936d0e r1713:410310936d0e r110:53d6b3381b04 r110:53d6b3381b04 r1713:410310936d0e r110:53d6b3381b04 r110:53d6b3381b04 r110:53d6b3381b04 r110:53d6b3381b04 r110:53d6b3381b04 r1977:1f8b99c96041 r1977:1f8b99c96041 r110:53d6b3381b04 r110:53d6b3381b04 r193:6aa65dc5a4b4 r1713:410310936d0e r110:53d6b3381b04 r1713:410310936d0e r1713:410310936d0e r110:53d6b3381b04 r110:53d6b3381b04 r1977:1f8b99c96041 r1713:410310936d0e r110:53d6b3381b04 r1713:410310936d0e r1713:410310936d0e r110:53d6b3381b04 r1713:410310936d0e r1713:410310936d0e r1713:410310936d0e r1713:410310936d0e r1713:410310936d0e r1713:410310936d0e r1713:410310936d0e r1713:410310936d0e r110:53d6b3381b04 | #include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "map.h"
#include "tile.h"
#include "command.h"
#include "ai.h"
#include "engine.h"
#include "station.h"
// Build HQ
// Params:
// tile : tile where HQ is going to be build
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
{
if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
return false;
DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
return true;
}
// Build station
// Params:
// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
// tile : tile where station is going to be build
// length : in case of AI_TRAIN: length of station
// numtracks : in case of AI_TRAIN: tracks of station
// direction : the direction of the station
// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
{
if (type == AI_TRAIN)
return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
if (type == AI_BUS)
return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
}
// Builds a brdige. The second best out of the ones available for this player
// Params:
// tile_a : starting point
// tile_b : end point
// flag : flag passed to DoCommand
int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
{
int bridge_type, bridge_len, type, type2;
// Find a good bridgetype (the best money can buy)
bridge_len = GetBridgeLength(tile_a, tile_b);
type = type2 = 0;
for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
type2 = type;
type = bridge_type;
// We found two bridges, exit
if (type2 != 0)
break;
}
}
// There is only one bridge that can be build..
if (type2 == 0 && type != 0) type2 = type;
// Now, simply, build the bridge!
if (p->ainew.tbt == AI_TRAIN)
return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
}
// Build the route part by part
// Basicly what this function do, is build that amount of parts of the route
// that go in the same direction. It sets 'part' to the last part of the route builded.
// The return value is the cost for the builded parts
//
// Params:
// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
// part : Which part we need to build
//
// TODO: skip already builded road-pieces (e.g.: cityroad)
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
int part = PathFinderInfo->position;
byte *route_extra = PathFinderInfo->route_extra;
TileIndex *route = PathFinderInfo->route;
int dir;
int old_dir = -1;
int cost = 0;
int res;
// We need to calculate the direction with the parent of the parent.. so we skip
// the first pieces and the last piece
if (part < 1) part = 1;
// When we are done, stop it
if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
if (PathFinderInfo->rail_or_road) {
// Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
return 0;
}
return cost;
}
// Bridge code
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
}
return cost;
}
// Build normal rail
// Keep it doing till we go an other way
if (route_extra[part-1] == 0 && route_extra[part] == 0) {
while (route_extra[part] == 0) {
// Get the current direction
dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
// Is it the same as the last one?
if (old_dir != -1 && old_dir != dir) break;
old_dir = dir;
// Build the tile
res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(res)) {
// Problem.. let's just abort it all!
p->ainew.state = AI_STATE_NOTHING;
return 0;
}
cost += res;
// Go to the next tile
part++;
// Check if it is still in range..
if (part >= PathFinderInfo->route_length - 1) break;
}
part--;
}
// We want to return the last position, so we go back one
PathFinderInfo->position = part;
} else {
// Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
return 0;
}
return cost;
}
// Bridge code
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
}
return cost;
}
// Build normal road
// Keep it doing till we go an other way
// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
// it will wait till the vehicle is gone..
if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
// Get the current direction
dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
// Is it the same as the last one?
if (old_dir != -1 && old_dir != dir) break;
old_dir = dir;
// There is already some road, and it is a bridge.. don't build!!!
if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
// Build the tile
res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
// Currently, we ignore CMD_ERRORs!
if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
// Problem.. let's just abort it all!
DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
p->ainew.state = AI_STATE_NOTHING;
return 0;
}
if (!CmdFailed(res)) cost += res;
}
// Go to the next tile
part++;
// Check if it is still in range..
if (part >= PathFinderInfo->route_length - 1) break;
}
part--;
// We want to return the last position, so we go back one
}
if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
PathFinderInfo->position = part;
}
return cost;
}
// This functions tries to find the best vehicle for this type of cargo
// It returns vehicle_id or -1 if not found
int AiNew_PickVehicle(Player *p) {
if (p->ainew.tbt == AI_TRAIN) {
// Not supported yet
return -1;
} else {
int start, count, i, ret = CMD_ERROR;
start = _cargoc.ai_roadveh_start[p->ainew.cargo];
count = _cargoc.ai_roadveh_count[p->ainew.cargo];
// Let's check it backwards.. we simply want to best engine available..
for (i=start+count-1;i>=start;i--) {
// Is it availiable?
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
// Can we build it?
ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret)) break;
}
// We did not find a vehicle :(
if (CmdFailed(ret)) { return -1; }
return i;
}
}
// Builds the best vehicle possible
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
{
int i = AiNew_PickVehicle(p);
if (i == -1) return CMD_ERROR;
if (p->ainew.tbt == AI_TRAIN)
return CMD_ERROR;
return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}
int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
{
static const byte _roadbits_by_dir[4] = {2,1,8,4};
int ret, ret2;
if (p->ainew.tbt == AI_TRAIN)
return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
if (CmdFailed(ret)) return ret;
// Try to build the road from the depot
ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
// If it fails, ignore it..
if (CmdFailed(ret2)) return ret;
return ret + ret2;
}
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