diff --git a/Makefile b/Makefile --- a/Makefile +++ b/Makefile @@ -603,7 +603,7 @@ endif ### Sources -C_SOURCES += ai.c +C_SOURCES += ai_old.c C_SOURCES += ai_build.c C_SOURCES += ai_new.c C_SOURCES += ai_pathfinder.c diff --git a/ai.c b/ai.c deleted file mode 100644 --- a/ai.c +++ /dev/null @@ -1,3998 +0,0 @@ -#include "stdafx.h" -#include "openttd.h" -#include "map.h" -#include "tile.h" -#include "player.h" -#include "vehicle.h" -#include "engine.h" -#include "command.h" -#include "town.h" -#include "industry.h" -#include "station.h" -#include "pathfind.h" -#include "economy.h" -#include "airport.h" -#include "depot.h" - -// remove some day perhaps? -static Player *_cur_ai_player; -static uint _ai_service_interval; - -typedef void AiStateAction(Player *p); - -enum { - AIS_0 = 0, - AIS_1 = 1, - AIS_VEH_LOOP = 2, - AIS_VEH_CHECK_REPLACE_VEHICLE = 3, - AIS_VEH_DO_REPLACE_VEHICLE = 4, - AIS_WANT_NEW_ROUTE = 5, - AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, - AIS_BUILD_RAIL = 7, - AIS_BUILD_RAIL_VEH = 8, - AIS_DELETE_RAIL_BLOCKS = 9, - AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, - AIS_BUILD_ROAD = 11, - AIS_BUILD_ROAD_VEHICLES = 12, - AIS_DELETE_ROAD_BLOCKS = 13, - AIS_AIRPORT_STUFF = 14, - AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, - AIS_BUILD_AIRCRAFT_VEHICLES = 16, - AIS_CHECK_SHIP_STUFF = 17, - AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, - AIS_DO_SHIP_STUFF = 19, - AIS_SELL_VEHICLE = 20, - AIS_REMOVE_STATION = 21, - AIS_REMOVE_TRACK = 22, - AIS_REMOVE_SINGLE_RAIL_TILE = 23 -}; - - -#include "table/ai_rail.h" - -static byte GetRailTrackStatus(TileIndex tile) { - uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL); - return (byte) (r | r >> 8); -} - - -static void AiCase0(Player *p) -{ - p->ai.state = AIS_REMOVE_TRACK; - p->ai.state_counter = 0; -} - -static void AiCase1(Player *p) -{ - p->ai.cur_veh = NULL; - p->ai.state = AIS_VEH_LOOP; -} - -static void AiStateVehLoop(Player *p) -{ - Vehicle *v; - uint index; - - index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1; - - FOR_ALL_VEHICLES_FROM(v, index) { - if (v->type == 0 || v->owner != _current_player) - continue; - - if ((v->type == VEH_Train && v->subtype==0) || - v->type == VEH_Road || - (v->type == VEH_Aircraft && v->subtype <= 2) || - v->type == VEH_Ship) { - - /* replace engine? */ - if (v->type == VEH_Train && v->engine_type < 3 && - (_price.build_railvehicle >> 3) < p->player_money) { - p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; - p->ai.cur_veh = v; - return; - } - - /* not profitable? */ - if (v->age >= 730 && - v->profit_last_year < _price.station_value*5 && - v->profit_this_year < _price.station_value*5) { - p->ai.state_counter = 0; - p->ai.state = AIS_SELL_VEHICLE; - p->ai.cur_veh = v; - return; - } - - /* not reliable? */ - if ((v->age != 0 && - GetEngine(v->engine_type)->reliability < 35389) || - v->age >= v->max_age) { - p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; - p->ai.cur_veh = v; - return; - } - } - } - - p->ai.state = AIS_WANT_NEW_ROUTE; - p->ai.state_counter = 0; -} - -static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex tile) -{ - int best_veh_index = -1; - byte best_veh_score = 0; - int32 ret; - int i; - - for (i = 0; i < NUM_TRAIN_ENGINES; i++) { - const RailVehicleInfo *rvi = RailVehInfo(i); - const Engine* e = GetEngine(i); - - if (e->railtype != railtype || rvi->flags & RVI_WAGON - || !HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) - continue; - - ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); - if (!CmdFailed(ret) && (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && ret <= money && - _cmd_build_rail_veh_score >= best_veh_score) { - best_veh_score = _cmd_build_rail_veh_score; - best_veh_index = i; - } - } - - return best_veh_index; -} - -static int AiChooseRoadVehToBuild(byte cargo, int32 money, TileIndex tile) -{ - int best_veh_index = -1; - int32 best_veh_cost = 0; - int32 ret; - - int i = _cargoc.ai_roadveh_start[cargo]; - int end = i + _cargoc.ai_roadveh_count[cargo]; - const Engine* e = GetEngine(i); - - do { - if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) - continue; - - ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); - if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { - best_veh_cost = ret; - best_veh_index = i; - } - } while (++e, ++i != end); - - return best_veh_index; -} - -static int AiChooseAircraftToBuild(int32 money, byte flag) -{ - int best_veh_index = -1; - int32 best_veh_cost = 0; - int32 ret; - - int i = AIRCRAFT_ENGINES_INDEX; - int end = i + NUM_AIRCRAFT_ENGINES; - const Engine* e = GetEngine(i); - - do { - if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) - continue; - - if (flag&1) { - if (i<253) continue; - } else { - if (i>=253) continue; - } - - ret = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT); - if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { - best_veh_cost = ret; - best_veh_index = i; - } - } while (++e, ++i != end); - - return best_veh_index; -} - -static int32 AiGetBasePrice(Player *p) -{ - int32 base = _price.station_value; - - // adjust base price when more expensive vehicles are available - if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1; - else if (p->ai.railtype_to_use == 2) base *= 2; - - return base; -} - -#if 0 -static int AiChooseShipToBuild(byte cargo, int32 money) -{ - // XXX: not done - return 0; -} -#endif - -static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v) -{ - int32 avail_money = p->player_money + v->value; - return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); -} - -static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v) -{ - int32 avail_money = p->player_money + v->value; - return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0); -} - -static int AiChooseTrainToReplaceWith(Player *p, Vehicle *v) -{ - int32 avail_money = p->player_money + v->value; - int num=0; - Vehicle *u = v; - - while (++num, u->next != NULL) { - u = u->next; - } - - // XXX: check if a wagon - return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile); -} - -static int AiChooseShipToReplaceWith(Player *p, Vehicle *v) -{ - error("!AiChooseShipToReplaceWith"); - - /* maybe useless, but avoids compiler warning this way */ - return 0; -} - -static void AiHandleGotoDepot(Player *p, int cmd) -{ - if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT) - DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd); - - if (++p->ai.state_counter <= 1387) { - p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; - return; - } - - if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) { - p->ai.cur_veh->current_order.type = OT_DUMMY; - p->ai.cur_veh->current_order.flags = 0; - InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); - } -} - -static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) -{ - int i; - - for (i = 0; bak->order[i].type != OT_NOTHING; i++) - if (CmdFailed(DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK))) - break; -} - -static void AiHandleReplaceTrain(Player *p) -{ - Vehicle *v = p->ai.cur_veh; - BackuppedOrders orderbak[1]; - int veh; - - // wait until the vehicle reaches the depot. - if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { - AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT); - return; - } - - veh = AiChooseTrainToReplaceWith(p, v); - if (veh != -1) { - TileIndex tile; - - BackupVehicleOrders(v, orderbak); - tile = v->tile; - - if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && - !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) { - veh = _new_train_id; - AiRestoreVehicleOrders(GetVehicle(veh), orderbak); - DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); - - DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); - } - } -} - -static void AiHandleReplaceRoadVeh(Player *p) -{ - Vehicle *v = p->ai.cur_veh; - BackuppedOrders orderbak[1]; - int veh; - - if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { - AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); - return; - } - - veh = AiChooseRoadVehToReplaceWith(p, v); - if (veh != -1) { - TileIndex tile; - - BackupVehicleOrders(v, orderbak); - tile = v->tile; - - if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) && - !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) { - veh = _new_roadveh_id; - AiRestoreVehicleOrders(GetVehicle(veh), orderbak); - DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); - - DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); - } - } -} - -static void AiHandleReplaceAircraft(Player *p) -{ - Vehicle *v = p->ai.cur_veh; - int veh; - BackuppedOrders orderbak[1]; - - if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { - AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); - return; - } - - veh = AiChooseAircraftToReplaceWith(p, v); - if (veh != -1) { - TileIndex tile; - - BackupVehicleOrders(v, orderbak); - tile = v->tile; - - if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && - !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) { - veh = _new_aircraft_id; - AiRestoreVehicleOrders(GetVehicle(veh), orderbak); - DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); - - DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); - } - } -} - -static void AiHandleReplaceShip(Player *p) -{ - error("!AiHandleReplaceShip"); -} - -typedef int CheckReplaceProc(Player *p, Vehicle *v); - -static CheckReplaceProc * const _veh_check_replace_proc[] = { - AiChooseTrainToReplaceWith, - AiChooseRoadVehToReplaceWith, - AiChooseShipToReplaceWith, - AiChooseAircraftToReplaceWith, -}; - -typedef void DoReplaceProc(Player *p); -static DoReplaceProc * const _veh_do_replace_proc[] = { - AiHandleReplaceTrain, - AiHandleReplaceRoadVeh, - AiHandleReplaceShip, - AiHandleReplaceAircraft -}; - -static void AiStateCheckReplaceVehicle(Player *p) -{ - Vehicle *v = p->ai.cur_veh; - - if (v->type == 0 || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == -1) { - p->ai.state = AIS_VEH_LOOP; - } else { - p->ai.state_counter = 0; - p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; - } -} - -static void AiStateDoReplaceVehicle(Player *p) -{ - Vehicle *v = p->ai.cur_veh; - p->ai.state = AIS_VEH_LOOP; - // vehicle is not owned by the player anymore, something went very wrong. - if (v->type == 0 || v->owner != _current_player) - return; - _veh_do_replace_proc[v->type - VEH_Train](p); -} - -typedef struct FoundRoute { - int distance; - byte cargo; - void *from; - void *to; -} FoundRoute; - -static Town *AiFindRandomTown(void) -{ - Town *t = GetTown(RandomRange(_total_towns)); - return (t->xy != 0) ? t : NULL; -} - -static Industry *AiFindRandomIndustry(void) -{ - Industry *i = GetIndustry(RandomRange(_total_industries)); - return (i->xy != 0) ? i : NULL; -} - -static void AiFindSubsidyIndustryRoute(FoundRoute *fr) -{ - uint i; - byte cargo; - Subsidy *s; - Industry *from, *to_ind; - Town *to_tow; - TileIndex to_xy; - - // initially error - fr->distance = -1; - - // Randomize subsidy index.. - i = RandomRange(lengthof(_subsidies) * 3); - if (i >= lengthof(_subsidies)) - return; - - s = &_subsidies[i]; - - // Don't want passengers or mail - cargo = s->cargo_type; - if (cargo == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7) - return; - fr->cargo = cargo; - - fr->from = from = GetIndustry(s->from); - - if (cargo == CT_GOODS || cargo == CT_FOOD) { - to_tow = GetTown(s->to); - if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) - return; // error - fr->to = to_tow; - to_xy = to_tow->xy; - } else { - to_ind = GetIndustry(s->to); - fr->to = to_ind; - to_xy = to_ind->xy; - } - - fr->distance = DistanceManhattan(from->xy, to_xy); -} - -static void AiFindSubsidyPassengerRoute(FoundRoute *fr) -{ - uint i; - Subsidy *s; - Town *from,*to; - - // initially error - fr->distance = -1; - - // Randomize subsidy index.. - i = RandomRange(lengthof(_subsidies) * 3); - if (i >= lengthof(_subsidies)) - return; - - s = &_subsidies[i]; - - // Only want passengers - if (s->cargo_type != CT_PASSENGERS || s->age > 7) - return; - fr->cargo = s->cargo_type; - - fr->from = from = GetTown(s->from); - fr->to = to = GetTown(s->to); - - // They must be big enough - if (from->population < 400 || to->population < 400) - return; - - fr->distance = DistanceManhattan(from->xy, to->xy); -} - -static void AiFindRandomIndustryRoute(FoundRoute *fr) -{ - Industry *i,*i2; - Town *t; - uint32 r; - byte cargo; - - // initially error - fr->distance = -1; - - r = Random(); - - // pick a source - fr->from = i = AiFindRandomIndustry(); - if (i == NULL) - return; - - // pick a random produced cargo - cargo = i->produced_cargo[0]; - if (r&1 && i->produced_cargo[1] != 0xFF) - cargo = i->produced_cargo[1]; - - fr->cargo = cargo; - - // don't allow passengers - if (cargo == 0xFF || cargo == CT_PASSENGERS) - return; - - if (cargo != CT_GOODS && cargo != CT_FOOD) { - // pick a dest, and see if it can receive - i2 = AiFindRandomIndustry(); - if (i2 == NULL || i == i2 || !(i2->accepts_cargo[0] == cargo || i2->accepts_cargo[1] == cargo || i2->accepts_cargo[2] == cargo)) - return; - - fr->to = i2; - fr->distance = DistanceManhattan(i->xy, i2->xy); - } else { - // pick a dest town, and see if it's big enough - t = AiFindRandomTown(); - if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) - return; - - fr->to = t; - fr->distance = DistanceManhattan(i->xy, t->xy); - } -} - -static void AiFindRandomPassengerRoute(FoundRoute *fr) -{ - uint32 r; - Town *source, *dest; - - // initially error - fr->distance = -1; - - r = Random(); - - fr->from = source = AiFindRandomTown(); - if (source == NULL || source->population < 400) - return; - - fr->to = dest = AiFindRandomTown(); - if (dest == NULL || source == dest || dest->population < 400) - return; - - fr->distance = DistanceManhattan(source->xy, dest->xy); -} - -// Warn: depends on 'xy' being the first element in both Town and Industry -#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy) - -static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) -{ - TileIndex from_tile, to_tile; - Station *st; - int dist, cur; - uint same_station = 0; - - // Make sure distance to closest station is < 37 pixels. - from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); - to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); - - dist = 0xFFFF; - FOR_ALL_STATIONS(st) if (st->xy != 0 && st->owner == _current_player) { - cur = DistanceMax(from_tile, st->xy); - if (cur < dist) dist = cur; - cur = DistanceMax(to_tile, st->xy); - if (cur < dist) dist = cur; - if (to_tile == from_tile && st->xy == to_tile) - same_station++; - } - - // To prevent the AI from building ten busstations in the same town, do some calculations - // For each road or airport station, we want 350 of population! - if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town *)(fr->from))->population < same_station * 350) - return false; - - if (dist != 0xFFFF && dist > 37) - return false; - - if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask&bitmask) && !CHANCE16(1,5)) - return false; - - if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { - if (((Town*)fr->from)->pct_pass_transported > 0x99 || - ((Town*)fr->to)->pct_pass_transported > 0x99) - return false; - - // Make sure it has a reasonably good rating - if ( ((Town*)fr->from)->ratings[_current_player] < -100 || - ((Town*)fr->to)->ratings[_current_player] < -100) - return false; - } else { - Industry *i = (Industry*)fr->from; - - if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || - i->total_production[fr->cargo != i->produced_cargo[0]] == 0) - return false; - } - - p->ai.route_type_mask |= bitmask; - return true; -} - -static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b) -{ - byte i = (TileX(a) < TileX(b)) ? 1 : 0; - if (TileY(a) >= TileY(b)) i ^= 3; - return i; -} - -static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) -{ - return TileXY( - TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8), - TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8) - ); -} - -static void AiWantLongIndustryRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - // look for one from the subsidy list - AiFindSubsidyIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 60, 90+1)) - break; - - // try a random one - AiFindRandomIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 60, 90+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - if (!AiCheckIfRouteIsGood(p, &fr, 1)) - return; - - // Fill the source field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 9; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.unk6 = 1; - p->ai.src.unk7 = 0; - p->ai.src.buildcmd_a = 0x24; - p->ai.src.buildcmd_b = 0xFF; - p->ai.src.direction = AiGetDirectionBetweenTiles( - p->ai.src.spec_tile, - p->ai.dst.spec_tile - ); - p->ai.src.cargo = fr.cargo | 0x80; - - // Fill the dest field - - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 9; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.unk6 = 1; - p->ai.dst.unk7 = 0; - p->ai.dst.buildcmd_a = 0x34; - p->ai.dst.buildcmd_b = 0xFF; - p->ai.dst.direction = AiGetDirectionBetweenTiles( - p->ai.dst.spec_tile, - p->ai.src.spec_tile - ); - p->ai.dst.cargo = fr.cargo; - - // Fill middle field 1 - p->ai.mid1.spec_tile = AiGetPctTileBetween( - p->ai.src.spec_tile, - p->ai.dst.spec_tile, - 0x55 - ); - p->ai.mid1.use_tile = 0; - p->ai.mid1.rand_rng = 6; - p->ai.mid1.cur_building_rule = 0xFF; - p->ai.mid1.unk6 = 2; - p->ai.mid1.unk7 = 1; - p->ai.mid1.buildcmd_a = 0x30; - p->ai.mid1.buildcmd_b = 0xFF; - p->ai.mid1.direction = p->ai.src.direction; - p->ai.mid1.cargo = fr.cargo; - - // Fill middle field 2 - p->ai.mid2.spec_tile = AiGetPctTileBetween( - p->ai.src.spec_tile, - p->ai.dst.spec_tile, - 0xAA - ); - p->ai.mid2.use_tile = 0; - p->ai.mid2.rand_rng = 6; - p->ai.mid2.cur_building_rule = 0xFF; - p->ai.mid2.unk6 = 2; - p->ai.mid2.unk7 = 1; - p->ai.mid2.buildcmd_a = 0xFF; - p->ai.mid2.buildcmd_b = 0xFF; - p->ai.mid2.direction = p->ai.dst.direction; - p->ai.mid2.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.num_wagons = 3; - p->ai.build_kind = 2; - p->ai.num_build_rec = 4; - p->ai.num_loco_to_build = 2; - p->ai.num_want_fullload = 2; - p->ai.wagon_list[0] = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - - p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantMediumIndustryRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 40, 60+1)) - break; - - // try a random one - AiFindRandomIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 40, 60+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - if (!AiCheckIfRouteIsGood(p, &fr, 1)) - return; - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 9; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.unk6 = 1; - p->ai.src.unk7 = 0; - p->ai.src.buildcmd_a = 0x10; - p->ai.src.buildcmd_b = 0xFF; - p->ai.src.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.from), - GET_TOWN_OR_INDUSTRY_TILE(fr.to) - ); - p->ai.src.cargo = fr.cargo | 0x80; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 9; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.unk6 = 1; - p->ai.dst.unk7 = 0; - p->ai.dst.buildcmd_a = 0xFF; - p->ai.dst.buildcmd_b = 0xFF; - p->ai.dst.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.to), - GET_TOWN_OR_INDUSTRY_TILE(fr.from) - ); - p->ai.dst.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.num_wagons = 3; - p->ai.build_kind = 1; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 1; - p->ai.num_want_fullload = 1; - p->ai.wagon_list[0] = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantShortIndustryRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 15, 40+1)) - break; - - // try a random one - AiFindRandomIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 15, 40+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - if (!AiCheckIfRouteIsGood(p, &fr, 1)) - return; - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 9; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.unk6 = 1; - p->ai.src.unk7 = 0; - p->ai.src.buildcmd_a = 0x10; - p->ai.src.buildcmd_b = 0xFF; - p->ai.src.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.from), - GET_TOWN_OR_INDUSTRY_TILE(fr.to) - ); - p->ai.src.cargo = fr.cargo | 0x80; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 9; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.unk6 = 1; - p->ai.dst.unk7 = 0; - p->ai.dst.buildcmd_a = 0xFF; - p->ai.dst.buildcmd_b = 0xFF; - p->ai.dst.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.to), - GET_TOWN_OR_INDUSTRY_TILE(fr.from) - ); - p->ai.dst.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.num_wagons = 2; - p->ai.build_kind = 1; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 1; - p->ai.num_want_fullload = 1; - p->ai.wagon_list[0] = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantMailRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 60, 110+1)) - break; - - // try a random one - AiFindRandomPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 60, 110+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - fr.cargo = CT_MAIL; - if (!AiCheckIfRouteIsGood(p, &fr, 1)) - return; - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 7; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.unk6 = 1; - p->ai.src.unk7 = 0; - p->ai.src.buildcmd_a = 0x24; - p->ai.src.buildcmd_b = 0xFF; - p->ai.src.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.from), - GET_TOWN_OR_INDUSTRY_TILE(fr.to) - ); - p->ai.src.cargo = fr.cargo; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 7; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.unk6 = 1; - p->ai.dst.unk7 = 0; - p->ai.dst.buildcmd_a = 0x34; - p->ai.dst.buildcmd_b = 0xFF; - p->ai.dst.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.to), - GET_TOWN_OR_INDUSTRY_TILE(fr.from) - ); - p->ai.dst.cargo = fr.cargo; - - // Fill middle field 1 - p->ai.mid1.spec_tile = AiGetPctTileBetween( - GET_TOWN_OR_INDUSTRY_TILE(fr.from), - GET_TOWN_OR_INDUSTRY_TILE(fr.to), - 0x55 - ); - p->ai.mid1.use_tile = 0; - p->ai.mid1.rand_rng = 6; - p->ai.mid1.cur_building_rule = 0xFF; - p->ai.mid1.unk6 = 2; - p->ai.mid1.unk7 = 1; - p->ai.mid1.buildcmd_a = 0x30; - p->ai.mid1.buildcmd_b = 0xFF; - p->ai.mid1.direction = p->ai.src.direction; - p->ai.mid1.cargo = fr.cargo; - - // Fill middle field 2 - p->ai.mid2.spec_tile = AiGetPctTileBetween( - GET_TOWN_OR_INDUSTRY_TILE(fr.from), - GET_TOWN_OR_INDUSTRY_TILE(fr.to), - 0xAA - ); - p->ai.mid2.use_tile = 0; - p->ai.mid2.rand_rng = 6; - p->ai.mid2.cur_building_rule = 0xFF; - p->ai.mid2.unk6 = 2; - p->ai.mid2.unk7 = 1; - p->ai.mid2.buildcmd_a = 0xFF; - p->ai.mid2.buildcmd_b = 0xFF; - p->ai.mid2.direction = p->ai.dst.direction; - p->ai.mid2.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.num_wagons = 3; - p->ai.build_kind = 2; - p->ai.num_build_rec = 4; - p->ai.num_loco_to_build = 2; - p->ai.num_want_fullload = 0; - p->ai.wagon_list[0] = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantPassengerRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 0, 55+1)) - break; - - // try a random one - AiFindRandomPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 0, 55+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - fr.cargo = CT_PASSENGERS; - if (!AiCheckIfRouteIsGood(p, &fr, 1)) - return; - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 7; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.unk6 = 1; - p->ai.src.unk7 = 0; - p->ai.src.buildcmd_a = 0x10; - p->ai.src.buildcmd_b = 0xFF; - p->ai.src.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.from), - GET_TOWN_OR_INDUSTRY_TILE(fr.to) - ); - p->ai.src.cargo = fr.cargo; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 7; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.unk6 = 1; - p->ai.dst.unk7 = 0; - p->ai.dst.buildcmd_a = 0xFF; - p->ai.dst.buildcmd_b = 0xFF; - p->ai.dst.direction = AiGetDirectionBetweenTiles( - GET_TOWN_OR_INDUSTRY_TILE(fr.to), - GET_TOWN_OR_INDUSTRY_TILE(fr.from) - ); - p->ai.dst.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.num_wagons = 2; - p->ai.build_kind = 1; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 1; - p->ai.num_want_fullload = 0; - p->ai.wagon_list[0] = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantTrainRoute(Player *p) -{ - uint16 r; - p->ai.railtype_to_use = p->max_railtype - 1; - r = (uint16)Random(); - - if (r > 0xD000) { - AiWantLongIndustryRoute(p); - } else if (r > 0x6000) { - AiWantMediumIndustryRoute(p); - } else if (r > 0x1000) { - AiWantShortIndustryRoute(p); - } else if (r > 0x800) { - AiWantPassengerRoute(p); - } else { - AiWantMailRoute(p); - } -} - -static void AiWantLongRoadIndustryRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 35, 55+1)) - break; - - // try a random one - AiFindRandomIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 35, 55+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - if (!AiCheckIfRouteIsGood(p, &fr, 2)) - return; - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 9; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.buildcmd_a = 1; - p->ai.src.direction = 0; - p->ai.src.cargo = fr.cargo | 0x80; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 9; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.buildcmd_a = 0xFF; - p->ai.dst.direction = 0; - p->ai.dst.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 5; - p->ai.num_want_fullload = 5; - -// p->ai.loco_id = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - - p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantMediumRoadIndustryRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 15, 40+1)) - break; - - // try a random one - AiFindRandomIndustryRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 15, 40+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - if (!AiCheckIfRouteIsGood(p, &fr, 2)) - return; - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 9; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.buildcmd_a = 1; - p->ai.src.direction = 0; - p->ai.src.cargo = fr.cargo | 0x80; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 9; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.buildcmd_a = 0xFF; - p->ai.dst.direction = 0; - p->ai.dst.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 3; - p->ai.num_want_fullload = 3; - -// p->ai.loco_id = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - - p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantLongRoadPassengerRoute(Player *p) -{ - int i; - FoundRoute fr; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 55, 180+1)) - break; - - // try a random one - AiFindRandomPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 55, 180+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - fr.cargo = CT_PASSENGERS; - - if (!AiCheckIfRouteIsGood(p, &fr, 2)) - return; - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 10; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.buildcmd_a = 1; - p->ai.src.direction = 0; - p->ai.src.cargo = CT_PASSENGERS; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 10; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.buildcmd_a = 0xFF; - p->ai.dst.direction = 0; - p->ai.dst.cargo = CT_PASSENGERS; - - // Fill common fields - p->ai.cargo_type = CT_PASSENGERS; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 4; - p->ai.num_want_fullload = 0; - -// p->ai.loco_id = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - - p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantPassengerRouteInsideTown(Player *p) -{ - int i; - FoundRoute fr; - Town *t; - - i = 60; - for(;;) { - // Find a town big enough - t = AiFindRandomTown(); - if (t != NULL && t->population >= 700) - break; - - // only test 60 times - if (--i == 0) - return; - } - - fr.cargo = CT_PASSENGERS; - fr.from = fr.to = t; - - if (!AiCheckIfRouteIsGood(p, &fr, 2)) - return; - - // Fill the source field - p->ai.src.spec_tile = t->xy; - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 10; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.buildcmd_a = 1; - p->ai.src.direction = 0; - p->ai.src.cargo = CT_PASSENGERS; - - // Fill the dest field - p->ai.dst.spec_tile = t->xy; - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 10; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.buildcmd_a = 0xFF; - p->ai.dst.direction = 0; - p->ai.dst.cargo = CT_PASSENGERS; - - // Fill common fields - p->ai.cargo_type = CT_PASSENGERS; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 2; - p->ai.num_want_fullload = 0; - -// p->ai.loco_id = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - - p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; - p->ai.state_mode = -1; - p->ai.state_counter = 0; - p->ai.timeout_counter = 0; -} - -static void AiWantRoadRoute(Player *p) -{ - uint16 r = (uint16)Random(); - - if (r > 0x4000) { - AiWantLongRoadIndustryRoute(p); - } else if (r > 0x2000) { - AiWantMediumRoadIndustryRoute(p); - } else if (r > 0x1000) { - AiWantLongRoadPassengerRoute(p); - } else { - AiWantPassengerRouteInsideTown(p); - } - -} - -static void AiWantPassengerAircraftRoute(Player *p) -{ - FoundRoute fr; - int i; - - i = 60; - for(;;) { - - // look for one from the subsidy list - AiFindSubsidyPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance,0,95+1)) - break; - - // try a random one - AiFindRandomPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance,0,95+1)) - break; - - // only test 60 times - if (--i == 0) - return; - } - - fr.cargo = CT_PASSENGERS; - if (!AiCheckIfRouteIsGood(p, &fr, 4)) - return; - - - // Fill the source field - p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 12; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.cargo = fr.cargo; - - // Fill the dest field - p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 12; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.cargo = fr.cargo; - - // Fill common fields - p->ai.cargo_type = fr.cargo; - p->ai.build_kind = 0; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 1; - p->ai.num_want_fullload = 1; -// p->ai.loco_id = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - - p->ai.state = AIS_AIRPORT_STUFF; - p->ai.timeout_counter = 0; -} - -static void AiWantOilRigAircraftRoute(Player *p) -{ - int i; - FoundRoute fr; - Town *t; - Industry *in; - - i = 60; - for(;;) { - // Find a town - t = AiFindRandomTown(); - if (t != NULL) { - // Find a random oil rig industry - in = GetIndustry(RandomRange(_total_industries)); - if (in != NULL && in->type == IT_OIL_RIG) { - if (DistanceManhattan(t->xy, in->xy) < 60) - break; - } - } - - // only test 60 times - if (--i == 0) - return; - } - - fr.cargo = CT_PASSENGERS; - fr.from = fr.to = t; - - if (!AiCheckIfRouteIsGood(p, &fr, 4)) - return; - - // Fill the source field - p->ai.src.spec_tile = t->xy; - p->ai.src.use_tile = 0; - p->ai.src.rand_rng = 12; - p->ai.src.cur_building_rule = 0xFF; - p->ai.src.cargo = CT_PASSENGERS; - - // Fill the dest field - p->ai.dst.spec_tile = in->xy; - p->ai.dst.use_tile = 0; - p->ai.dst.rand_rng = 5; - p->ai.dst.cur_building_rule = 0xFF; - p->ai.dst.cargo = CT_PASSENGERS; - - // Fill common fields - p->ai.cargo_type = CT_PASSENGERS; - p->ai.build_kind = 1; - p->ai.num_build_rec = 2; - p->ai.num_loco_to_build = 1; - p->ai.num_want_fullload = 0; -// p->ai.loco_id = INVALID_VEHICLE; - p->ai.order_list_blocks[0] = 0; - p->ai.order_list_blocks[1] = 1; - p->ai.order_list_blocks[2] = 255; - - p->ai.state = AIS_AIRPORT_STUFF; - p->ai.timeout_counter = 0; -} - -static void AiWantAircraftRoute(Player *p) -{ - uint16 r = (uint16)Random(); - - if (r >= 0x2AAA || _date < 0x3912) { - AiWantPassengerAircraftRoute(p); - } else { - AiWantOilRigAircraftRoute(p); - } -} - -static void AiWantShipRoute(Player *p) -{ - // XXX -// error("AiWaitShipRoute"); -} - - - -static void AiStateWantNewRoute(Player *p) -{ - uint16 r; - int i; - - if (p->player_money < AiGetBasePrice(p) * 500) { - p->ai.state = AIS_0; - return; - } - - i = 200; - for(;;) { - r = (uint16)Random(); - - if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh && - _patches.ai_disable_veh_aircraft && _patches.ai_disable_veh_ship) - return; - - if (r < 0x7626) { - if (_patches.ai_disable_veh_train) continue; - AiWantTrainRoute(p); - } else if (r < 0xC4EA) { - if (_patches.ai_disable_veh_roadveh) continue; - AiWantRoadRoute(p); - } else if (r < 0xD89B) { - if (_patches.ai_disable_veh_aircraft) continue; - AiWantAircraftRoute(p); - } else { - if (_patches.ai_disable_veh_ship) continue; - AiWantShipRoute(p); - } - - // got a route? - if (p->ai.state != AIS_WANT_NEW_ROUTE) - break; - - // time out? - if (--i == 0) { - if (++p->ai.state_counter == 556) p->ai.state = AIS_0; - break; - } - } -} - -static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) -{ - uint values[NUM_CARGO]; - int w,h; - int rad; - - for(;p->mode != 4;p++) if (p->mode == 1) { - TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); - - w = ((p->attr>>1) & 7); - h = ((p->attr>>4) & 7); - if (p->attr&1) intswap(w, h); - - - if (_patches.modified_catchment) { - rad = CA_TRAIN; - } else { - rad = 4; - } - - if (cargo & 0x80) { - GetProductionAroundTiles(values, tile2, w, h, rad); - return values[cargo & 0x7F] != 0; - } else { - GetAcceptanceAroundTiles(values, tile2, w, h, rad); - if (!(values[cargo] & ~7)) - return false; - if (cargo != CT_MAIL) - return true; - return !!((values[cargo]>>1) & ~7); - } - } - - return true; -} - -static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, byte flag) -{ - int32 ret; - int32 total_cost = 0; - Town *t = NULL; - int rating = 0; - int i,j,k; - - for(;;) { - // This will seldomly overflow for valid reasons. Mask it to be on the safe side. - uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); - - _cleared_town = NULL; - - if (p->mode < 2) { - if (p->mode == 0) { - // Depot - ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); - } else { - // Station - ret = DoCommandByTile(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); - } - - if (CmdFailed(ret)) return CMD_ERROR; - total_cost += ret; - -clear_town_stuff:; - if (_cleared_town != NULL) { - if (t != NULL && t != _cleared_town) - return CMD_ERROR; - t = _cleared_town; - rating += _cleared_town_rating; - } - } else if (p->mode == 2) { - // Rail - if (IsTileType(c, MP_RAILWAY)) - return CMD_ERROR; - - j = p->attr; - k = 0; - - // Build the rail - for(i=0; i!=6; i++,j>>=1) { - if (j&1) { - k = i; - ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); - if (CmdFailed(ret)) return CMD_ERROR; - total_cost += ret; - } - } - - /* signals too? */ - if (j&3) { - // Can't build signals on a road. - if (IsTileType(c, MP_STREET)) return CMD_ERROR; - - if (flag & DC_EXEC) { - j = 4 - j; - do { - ret = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS); - } while (--j); - } else { - ret = _price.build_signals; - } - if (CmdFailed(ret)) return CMD_ERROR; - total_cost += ret; - } - } else if (p->mode == 3) { - //Clear stuff and then build single rail. - if (GetTileSlope(c,NULL) != 0) - return CMD_ERROR; - ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); - if (CmdFailed(ret)) return CMD_ERROR; - total_cost += ret + _price.build_rail; - - if (flag & DC_EXEC) { - DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); - } - - goto clear_town_stuff; - } else { - // Unk - break; - } - - p++; - } - - if (!(flag & DC_EXEC)) { - if (t != NULL && rating > t->ratings[_current_player]) { - return CMD_ERROR; - } - } - - return total_cost; -} - -// Returns rule and cost -static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, int32 *cost) -{ - int i; - const AiDefaultRailBlock *p; - - for(i=0; (p = _default_rail_track_data[i]) != NULL; i++) { - if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && - (p->dir == 0xFF || p->dir == dir || ((p->dir-1)&3) == dir)) { - *cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING); - if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo)) - return i; - } - } - - return -1; -} - -static const byte _terraform_up_flags[] = { - 14, 13, 12, 11, - 10, 9, 8, 7, - 6, 5, 4, 3, - 2, 1, 0, 1, - 2, 1, 4, 1, - 2, 1, 8, 1, - 2, 1, 4, 2, - 2, 1 -}; - -static const byte _terraform_down_flags[] = { - 1, 2, 3, 4, - 5, 6, 1, 8, - 9, 10, 8, 12, - 4, 2, 0, 0, - 1, 2, 3, 4, - 5, 6, 2, 8, - 9, 10, 1, 12, - 8, 4 -}; - -static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) -{ - byte old_player; - uint32 r; - uint slope; - uint h; - - old_player = _current_player; - _current_player = OWNER_NONE; - - r = Random(); - - unk &= (int)r; - - do { - tile = TILE_MASK(tile + TileOffsByDir(dir)); - - r >>= 2; - if (r&2) { - dir++; - if (r&1) - dir -= 2; - } - dir &= 3; - } while (--unk >= 0); - - slope = GetTileSlope(tile, &h); - - if (slope != 0) { - if (mode > 0 || (mode == 0 && !(r&0xC))) { - // Terraform up - DoCommandByTile(tile, _terraform_up_flags[slope-1], 1, - DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); - } else if (h != 0) { - // Terraform down - DoCommandByTile(tile, _terraform_down_flags[slope-1], 0, - DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); - } - } - - _current_player = old_player; -} - -static void AiStateBuildDefaultRailBlocks(Player *p) -{ - int i, j; - AiBuildRec *aib; - int rule; - int32 cost; - - // time out? - if (++p->ai.timeout_counter == 1388) { - p->ai.state = AIS_DELETE_RAIL_BLOCKS; - return; - } - - // do the following 8 times - i = 8; - do { - // check if we can build the default track - aib = &p->ai.src; - j = p->ai.num_build_rec; - do { - // this item has already been built? - if (aib->cur_building_rule != 255) - continue; - - // adjust the coordinate randomly, - // to make sure that we find a position. - aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); - - // check if the track can be build there. - rule = AiBuildDefaultRailTrack(aib->use_tile, - p->ai.build_kind, p->ai.num_wagons, - aib->unk6, aib->unk7, - aib->direction, aib->cargo, &cost); - - if (rule == -1) { - // cannot build, terraform after a while - if (p->ai.state_counter >= 600) { - AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); - } - // also try the other terraform direction - if (++p->ai.state_counter >= 1000) { - p->ai.state_counter = 0; - p->ai.state_mode = -p->ai.state_mode; - } - } else if (CheckPlayerHasMoney(cost)) { - int32 r; - // player has money, build it. - aib->cur_building_rule = rule; - - r = AiDoBuildDefaultRailTrack( - aib->use_tile, - _default_rail_track_data[rule]->data, - DC_EXEC | DC_NO_TOWN_RATING - ); - assert(r != CMD_ERROR); - } - } while (++aib,--j); - } while (--i); - - // check if we're done with all of them - aib = &p->ai.src; - j = p->ai.num_build_rec; - do { - if (aib->cur_building_rule == 255) - return; - } while (++aib,--j); - - // yep, all are done. switch state to the rail building state. - p->ai.state = AIS_BUILD_RAIL; - p->ai.state_mode = 255; -} - -static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir) -{ - const AiDefaultBlockData *p = _default_rail_track_data[rule]->data; - - while (p->mode != 3 || !((--cmd) & 0x80)) p++; - - return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr); -} - -typedef struct AiRailPathFindData { - TileIndex tile; - TileIndex tile2; - int count; - bool flag; -} AiRailPathFindData; - -static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state) -{ - if (a->flag) - return true; - - if (length > 20 || tile == a->tile) { - a->flag = true; - return true; - } - - if (DistanceMax(tile, a->tile2) < 4) - a->count++; - - return false; -} - -static bool AiDoFollowTrack(Player *p) -{ - AiRailPathFindData arpfd; - arpfd.tile = p->ai.start_tile_a; - arpfd.tile2 = p->ai.cur_tile_a; - arpfd.flag = false; - arpfd.count = 0; - FollowTrack(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, - (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); - return arpfd.count > 8; -} - -typedef struct AiRailFinder { - TileIndex final_tile; - byte final_dir; - byte depth; - byte recursive_mode; - byte cur_best_dir; - byte best_dir; - byte cur_best_depth; - byte best_depth; - uint cur_best_dist; - const byte *best_ptr; - uint best_dist; - TileIndex cur_best_tile, best_tile; - TileIndex bridge_end_tile; - Player *player; - TileInfo ti; -} AiRailFinder; - -static const byte _ai_table_15[4][8] = { - {0, 0, 4, 3, 3, 1, 128+0, 64}, - {1, 1, 2, 0, 4, 2, 128+1, 65}, - {0, 2, 2, 3, 5, 1, 128+2, 66}, - {1, 3, 5, 0, 3, 2, 128+3, 67} -}; - -static const byte _dir_table_1[] = {3, 9, 12, 6}; -static const byte _dir_table_2[] = {12, 6, 3, 9}; - - -static bool AiIsTileBanned(Player *p, TileIndex tile, byte val) { - int i; - - for(i=0; i!=p->ai.banned_tile_count; i++) - if (p->ai.banned_tiles[i] == tile && - p->ai.banned_val[i] == val) - return true; - return false; -} - -static void AiBanTile(Player *p, TileIndex tile, byte val) { - int i; - - for(i=lengthof(p->ai.banned_tiles)-1; i!=0; i--) { - p->ai.banned_tiles[i] = p->ai.banned_tiles[i-1]; - p->ai.banned_val[i] = p->ai.banned_val[i-1]; - } - - p->ai.banned_tiles[0] = tile; - p->ai.banned_val[0] = val; - - if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) - p->ai.banned_tile_count++; -} - -static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir); - -static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p) -{ - bool better = false; - - if (arf->recursive_mode < 1) { - // Mode is 0. This means destination has not been found yet. - // If the found path is shorter than the current one, remember it. - if (arf->cur_best_dist < arf->best_dist) { - arf->best_dir = arf->cur_best_dir; - arf->best_dist = arf->cur_best_dist; - arf->best_ptr = p; - arf->best_tile = arf->cur_best_tile; - better = true; - } - } else if (arf->recursive_mode > 1) { - // Mode is 2. - if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { - arf->best_depth = arf->cur_best_depth; - arf->best_dist = 0; - arf->best_ptr = p; - arf->best_tile = 0; - better = true; - } - } - arf->recursive_mode = 0; - arf->cur_best_dist = (uint)-1; - arf->cur_best_depth = 0xff; - - return better; -} - -static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) -{ - TileIndex tile_new; - bool flag; - - int dir2 = p[0] & 3; - - FindLandscapeHeightByTile(&arf->ti, tile); - - if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { - tile_new = tile; - // Allow bridges directly over bottom tiles - flag = arf->ti.z == 0; - for(;;) { - if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! - tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); - FindLandscapeHeightByTile(&arf->ti, tile_new); - if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { - if (!flag) return; - break; - } - if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) - return; - flag = true; - } - - // Is building a (rail)bridge possible at this place (type doesn't matter)? - if (CmdFailed(DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, - DC_AUTO, CMD_BUILD_BRIDGE)) ) - return; - AiBuildRailRecursive(arf, tile_new, dir2); - - // At the bottom depth, check if the new path is better than the old one. - if (arf->depth == 1) { - if (AiCheckRailPathBetter(arf, p)) - arf->bridge_end_tile = tile_new; - } - } -} - -static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) -{ - FindLandscapeHeightByTile(&arf->ti, tile); - - if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { - int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); - - if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { - AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3); - if (arf->depth == 1) { - AiCheckRailPathBetter(arf, p); - } - } - } -} - - -static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) -{ - const byte *p; - - tile = TILE_MASK(tile + TileOffsByDir(dir)); - - // Reached destination? - if (tile == arf->final_tile) { - if (arf->final_dir != (dir^2)) { - if (arf->recursive_mode != 2) - arf->recursive_mode = 1; - } else if (arf->recursive_mode != 2) { - arf->recursive_mode = 2; - arf->cur_best_depth = arf->depth; - } else { - if (arf->depth < arf->cur_best_depth) - arf->cur_best_depth = arf->depth; - } - return; - } - - // Depth too deep? - if (arf->depth >= 4) { - uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); - if (dist < arf->cur_best_dist) { - // Store the tile that is closest to the final position. - arf->cur_best_depth = arf->depth; - arf->cur_best_dist = dist; - arf->cur_best_tile = tile; - arf->cur_best_dir = dir; - } - return; - } - - // Increase recursion depth - arf->depth++; - - // Grab pointer to list of stuff that is possible to build - p = _ai_table_15[dir]; - - // Try to build a single rail in all directions. - FindLandscapeHeightByTile(&arf->ti, tile); - if (arf->ti.z == 0) { - p += 6; - } else { - do { - // Make sure the tile is not in the list of banned tiles and that a rail can be built here. - if (!AiIsTileBanned(arf->player, tile, p[0]) && - !CmdFailed(DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) { - AiBuildRailRecursive(arf, tile, p[1]); - } - - // At the bottom depth? - if (arf->depth == 1) { - AiCheckRailPathBetter(arf, p); - } - - p += 2; - } while (!(p[0]&0x80)); - } - - AiCheckBuildRailBridgeHere(arf, tile, p); - AiCheckBuildRailTunnelHere(arf, tile, p+1); - - arf->depth--; -} - - -static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; - -static void AiBuildRailConstruct(Player *p) -{ - AiRailFinder arf; - int i; - - // Check too much lookahead? - if (AiDoFollowTrack(p)) { - p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks - p->ai.state_mode = 1; // Start destruct - - // Ban this tile and don't reach it for a while. - AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); - return; - } - - // Setup recursive finder and call it. - arf.player = p; - arf.final_tile = p->ai.cur_tile_b; - arf.final_dir = p->ai.cur_dir_b; - arf.depth = 0; - arf.recursive_mode = 0; - arf.best_ptr = NULL; - arf.cur_best_dist = (uint)-1; - arf.cur_best_depth = 0xff; - arf.best_dist = (uint)-1; - arf.best_depth = 0xff; - arf.cur_best_tile = 0; - arf.best_tile = 0; - AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); - - // Reached destination? - if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { - p->ai.state_mode = 255; - return; - } - - // Didn't find anything to build? - if (arf.best_ptr == NULL) { - // Terraform some - for(i=0; i!=5; i++) - AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); - - if (++p->ai.state_counter == 21) { - p->ai.state_counter = 40; - p->ai.state_mode = 1; - - // Ban this tile - AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); - } - return; - } - - p->ai.cur_tile_a += TileOffsByDir(p->ai.cur_dir_a); - - if (arf.best_ptr[0]&0x80) { - int i; - int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a); - - /* Figure out what (rail)bridge type to build - start with best bridge, then go down to worse and worse bridges - unnecessary to check for worse bridge (i=0), since AI will always build that. - AI is so fucked up that fixing this small thing will probably not solve a thing - */ - for (i = MAX_BRIDGES - 1; i != 0; i--) { - if (CheckBridge_Stuff(i, bridge_len)) { - int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE); - if (!CmdFailed(cost) && cost < (p->player_money >> 5)) - break; - } - } - - // Build it - DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); - - p->ai.cur_tile_a = arf.bridge_end_tile; - p->ai.state_counter = 0; - } else if (arf.best_ptr[0]&0x40) { - // tunnel - DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); - p->ai.cur_tile_a = _build_tunnel_endtile; - p->ai.state_counter = 0; - } else { - // rail - p->ai.cur_dir_a = arf.best_ptr[1]; - DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], - DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); - p->ai.state_counter = 0; - } - - if (arf.best_tile != 0) { - for(i=0; i!=2; i++) - AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); - } -} - -static bool AiRemoveTileAndGoForward(Player *p) -{ - byte b; - int bit; - const byte *ptr; - TileIndex tile = p->ai.cur_tile_a; - int offs; - TileIndex tilenew; - - if (IsTileType(tile, MP_TUNNELBRIDGE)) { - if (!(_m[tile].m5 & 0x80)) { - // Clear the tunnel and continue at the other side of it. - if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) ) - return false; - p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a)); - return true; - } - - if (!(_m[tile].m5 & 0x40)) { - - // Check if the bridge points in the right direction. - // This is not really needed the first place AiRemoveTileAndGoForward is called. - if ((_m[tile].m5&1) != (p->ai.cur_dir_a&1)) - return false; - - // Find other side of bridge. - offs = TileOffsByDir(p->ai.cur_dir_a); - do { - tile = TILE_MASK(tile - offs); - } while (_m[tile].m5 & 0x40); - - tilenew = TILE_MASK(tile - offs); - // And clear the bridge. - if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) ) - return false; - p->ai.cur_tile_a = tilenew; - return true; - } - } - - // Find the railtype at the position. Quit if no rail there. - b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a]; - if (b == 0) - return false; - - // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. - bit = FindFirstBit(b); - - // Then remove and signals if there are any. - if (IsTileType(tile, MP_RAILWAY) && - (_m[tile].m5&0xC0) == 0x40) { - DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); - } - - // And also remove the rail. - if (CmdFailed(DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)) ) - return false; - - // Find the direction at the other edge of the rail. - ptr = _ai_table_15[p->ai.cur_dir_a^2]; - while (ptr[0] != bit) ptr+=2; - p->ai.cur_dir_a = ptr[1] ^ 2; - - // And then also switch tile. - p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDir(p->ai.cur_dir_a)); - - return true; -} - - -static void AiBuildRailDestruct(Player *p) -{ - // Decrease timeout. - if (!--p->ai.state_counter) { - p->ai.state_mode = 2; - p->ai.state_counter = 0; - } - - // Don't do anything if the destination is already reached. - if (p->ai.cur_tile_a == p->ai.start_tile_a) - return; - - AiRemoveTileAndGoForward(p); -} - - -static void AiBuildRail(Player *p) -{ - int i; - - if (p->ai.state_mode < 1) { - // Construct mode, build new rail. - AiBuildRailConstruct(p); - } else if (p->ai.state_mode == 1) { - - // Destruct mode, destroy the rail currently built. - AiBuildRailDestruct(p); - } else if (p->ai.state_mode == 2) { - - // Terraform some and then try building again. - for(i=0; i!=4; i++) - AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); - - if (++p->ai.state_counter == 4) { - p->ai.state_counter = 0; - p->ai.state_mode = 0; - } - } -} - -static void AiStateBuildRail(Player *p) -{ - int num; - AiBuildRec *aib; - byte cmd; - TileIndex tile; - int dir; - - // time out? - if (++p->ai.timeout_counter == 1388) { - p->ai.state = AIS_DELETE_RAIL_BLOCKS; - return; - } - - // Currently building a rail between two points? - if (p->ai.state_mode != 255) { - AiBuildRail(p); - - // Alternate between edges - swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); - swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); - swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); - swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); - return; - } - - // Now, find two new points to build between - num = p->ai.num_build_rec; - aib = &p->ai.src; - - for(;;) { - cmd = aib->buildcmd_a; - aib->buildcmd_a = 255; - if (cmd != 255) break; - - cmd = aib->buildcmd_b; - aib->buildcmd_b = 255; - if (cmd != 255) break; - - aib++; - if (--num == 0) { - p->ai.state = AIS_BUILD_RAIL_VEH; - p->ai.state_counter = 0; // timeout - return; - } - } - - // Find first edge to build from. - tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir); - p->ai.start_tile_a = tile; - p->ai.cur_tile_a = tile; - p->ai.start_dir_a = dir; - p->ai.cur_dir_a = dir; - DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); - - assert(TILE_MASK(tile) != 0xFF00); - - // Find second edge to build to - aib = (&p->ai.src) + ((cmd >> 4)&0xF); - tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir); - p->ai.start_tile_b = tile; - p->ai.cur_tile_b = tile; - p->ai.start_dir_b = dir; - p->ai.cur_dir_b = dir; - DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); - - assert(TILE_MASK(tile) != 0xFF00); - - // And setup state. - p->ai.state_mode = 2; - p->ai.state_counter = 0; - p->ai.banned_tile_count = 0; -} - -static int AiGetStationIdByDef(TileIndex tile, int id) -{ - const AiDefaultBlockData *p = _default_rail_track_data[id]->data; - while (p->mode != 1) p++; - return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2; -} - -static void AiStateBuildRailVeh(Player *p) -{ - const AiDefaultBlockData *ptr; - TileIndex tile; - int i, veh; - int cargo; - int32 cost; - Vehicle *v; - uint loco_id; - - ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data; - while (ptr->mode != 0) { ptr++; } - - tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); - - cargo = p->ai.cargo_type; - for(i=0;;) { - if (p->ai.wagon_list[i] == INVALID_VEHICLE) { - veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo]; - cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); - if (CmdFailed(cost)) goto handle_nocash; - p->ai.wagon_list[i] = _new_wagon_id; - p->ai.wagon_list[i+1] = INVALID_VEHICLE; - return; - } - if (cargo == CT_MAIL) - cargo = CT_PASSENGERS; - if (++i == p->ai.num_wagons * 2 - 1) - break; - } - - // Which locomotive to build? - veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile); - if (veh == -1) { -handle_nocash: - // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. - if (++p->ai.state_counter == 1000) { - for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { - cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); - assert(!CmdFailed(cost)); - } - p->ai.state = AIS_0; - } - return; - } - - // Try to build the locomotive - cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); - assert(!CmdFailed(cost)); - loco_id = _new_train_id; - - // Sell a vehicle if the train is double headed. - v = GetVehicle(loco_id); - if (v->next != NULL) { - i = p->ai.wagon_list[p->ai.num_wagons*2-2]; - p->ai.wagon_list[p->ai.num_wagons*2-2] = INVALID_VEHICLE; - DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); - } - - // Move the wagons onto the train - for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { - DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); - } - - for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { - AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; - bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || - p->ai.cargo_type == CT_MAIL || - (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)); - Order order; - - order.type = OT_GOTO_STATION; - order.flags = 0; - order.station = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule); - - if (!is_pass && i == 1) order.flags |= OF_UNLOAD; - if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) - order.flags |= OF_FULL_LOAD; - - DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); - } - - DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); - - DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); - - if (p->ai.num_want_fullload != 0) - p->ai.num_want_fullload--; - - if (--p->ai.num_loco_to_build != 0) { -// p->ai.loco_id = INVALID_VEHICLE; - p->ai.wagon_list[0] = INVALID_VEHICLE; - } else { - p->ai.state = AIS_0; - } -} - -static void AiStateDeleteRailBlocks(Player *p) -{ - int num; - AiBuildRec *aib; - const AiDefaultBlockData *b; - - num = p->ai.num_build_rec; - aib = &p->ai.src; - do { - if (aib->cur_building_rule != 255) { - b = _default_rail_track_data[aib->cur_building_rule]->data; - while (b->mode != 4) { - DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - b++; - } - } - } while (++aib,--num); - - p->ai.state = AIS_0; -} - -static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) -{ - uint values[NUM_CARGO]; - int rad; - - if (_patches.modified_catchment) { - rad = CA_TRUCK; //Same as CA_BUS at the moment? - } else { //change that at some point? - rad = 4; - } - - for(;;p++) { - if (p->mode == 4) { - return true; - } else if (p->mode == 1) { - TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); - - if (cargo & 0x80) { - GetProductionAroundTiles(values, tile2, 1, 1, rad); - return values[cargo & 0x7F] != 0; - } else { - GetAcceptanceAroundTiles(values, tile2, 1, 1, rad); - return (values[cargo]&~7) != 0; - } - } - } -} - -static bool _want_road_truck_station; -static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); - -// Returns rule and cost -static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost) -{ - int i; - const AiDefaultRoadBlock *p; - - _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS; - - for(i=0; (p = _road_default_block_data[i]) != NULL; i++) { - if (p->dir == direction) { - *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); - if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo)) - return i; - } - } - - return -1; -} - -static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) -{ - int32 ret; - int32 total_cost = 0; - Town *t = NULL; - int rating = 0; - int roadflag = 0; - - for(;p->mode != 4;p++) { - uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); - - _cleared_town = NULL; - - if (p->mode == 2) { - if (IsTileType(c, MP_STREET) && - (_m[c].m5&0xF0)==0 && - (_m[c].m5&p->attr)!=0) { - roadflag |= 2; - - // all bits are already built? - if ((_m[c].m5&p->attr)==p->attr) - continue; - } - - ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); - if (CmdFailed(ret)) return CMD_ERROR; - total_cost += ret; - - continue; - } - - if (p->mode == 0) { - // Depot - ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT); - goto clear_town_stuff; - } else if (p->mode == 1) { - if (_want_road_truck_station) { - // Truck station - ret = DoCommandByTile(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); - } else { - // Bus station - ret = DoCommandByTile(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); - } -clear_town_stuff:; - - if (CmdFailed(ret)) return CMD_ERROR; - total_cost += ret; - - if (_cleared_town != NULL) { - if (t != NULL && t != _cleared_town) - return CMD_ERROR; - t = _cleared_town; - rating += _cleared_town_rating; - } - } else if (p->mode == 3) { - if (flag & DC_EXEC) - continue; - - if (GetTileSlope(c, NULL) != 0) - return CMD_ERROR; - - if (!(IsTileType(c, MP_STREET) && (_m[c].m5 & 0xF0) == 0)) { - ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); - if (CmdFailed(ret)) return CMD_ERROR; - } - - } - } - - if (!_want_road_truck_station && !(roadflag&2)) - return CMD_ERROR; - - if (!(flag & DC_EXEC)) { - if (t != NULL && rating > t->ratings[_current_player]) { - return CMD_ERROR; - } - } - return total_cost; -} - -// Make sure the blocks are not too close to each other -static bool AiCheckBlockDistances(Player *p, TileIndex tile) -{ - AiBuildRec *aib; - int num; - - num = p->ai.num_build_rec; - aib = &p->ai.src; - - do { - if (aib->cur_building_rule != 255) { - if (DistanceManhattan(aib->use_tile, tile) < 9) - return false; - } - } while (++aib, --num); - - return true; -} - - -static void AiStateBuildDefaultRoadBlocks(Player *p) -{ - int i, j; - AiBuildRec *aib; - int rule; - int32 cost; - - // time out? - if (++p->ai.timeout_counter == 1388) { - p->ai.state = AIS_DELETE_RAIL_BLOCKS; - return; - } - - // do the following 8 times - i = 8; - do { - // check if we can build the default track - aib = &p->ai.src; - j = p->ai.num_build_rec; - do { - // this item has already been built? - if (aib->cur_building_rule != 255) - continue; - - // adjust the coordinate randomly, - // to make sure that we find a position. - aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); - - // check if the road can be built there. - rule = AiFindBestDefaultRoadBlock(aib->use_tile, - aib->direction, aib->cargo, &cost); - - if (rule == -1) { - // cannot build, terraform after a while - if (p->ai.state_counter >= 600) { - AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); - } - // also try the other terraform direction - if (++p->ai.state_counter >= 1000) { - p->ai.state_counter = 0; - p->ai.state_mode = -p->ai.state_mode; - } - } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { - int32 r; - - // player has money, build it. - aib->cur_building_rule = rule; - - r = AiDoBuildDefaultRoadBlock( - aib->use_tile, - _road_default_block_data[rule]->data, - DC_EXEC | DC_NO_TOWN_RATING - ); - assert(r != CMD_ERROR); - } - } while (++aib,--j); - } while (--i); - - // check if we're done with all of them - aib = &p->ai.src; - j = p->ai.num_build_rec; - do { - if (aib->cur_building_rule == 255) - return; - } while (++aib,--j); - - // yep, all are done. switch state to the rail building state. - p->ai.state = AIS_BUILD_ROAD; - p->ai.state_mode = 255; -} - -typedef struct { - TileIndex final_tile; - byte final_dir; - byte depth; - byte recursive_mode; - byte cur_best_dir; - byte best_dir; - byte cur_best_depth; - byte best_depth; - uint cur_best_dist; - const byte *best_ptr; - uint best_dist; - TileIndex cur_best_tile, best_tile; - TileIndex bridge_end_tile; - Player *player; - TileInfo ti; -} AiRoadFinder; - -typedef struct AiRoadEnum { - TileIndex dest; - TileIndex best_tile; - int best_track; - uint best_dist; -} AiRoadEnum; - -static const byte _dir_by_track[] = { - 0,1,0,1,2,1, 0,0, - 2,3,3,2,3,0, -}; - -static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir); - -static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) -{ - bool better = false; - - if (arf->recursive_mode < 1) { - // Mode is 0. This means destination has not been found yet. - // If the found path is shorter than the current one, remember it. - if (arf->cur_best_dist < arf->best_dist || - (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) { - arf->best_depth = arf->cur_best_depth; - arf->best_dist = arf->cur_best_dist; - arf->best_dir = arf->cur_best_dir; - arf->best_ptr = p; - arf->best_tile = arf->cur_best_tile; - better = true; - } - } else if (arf->recursive_mode > 1) { - // Mode is 2. - if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { - arf->best_depth = arf->cur_best_depth; - arf->best_dist = 0; - arf->best_ptr = p; - arf->best_tile = 0; - better = true; - } - } - arf->recursive_mode = 0; - arf->cur_best_dist = (uint)-1; - arf->cur_best_depth = 0xff; - - return better; -} - - -static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state) -{ - uint dist = DistanceManhattan(tile, a->dest); - - if (dist <= a->best_dist) { - TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track])); - - if (IsTileType(tile2, MP_STREET) && - (_m[tile2].m5&0xF0) == 0) { - a->best_dist = dist; - a->best_tile = tile; - a->best_track = track; - } - } - - return false; -} - -static const uint16 _ai_road_table_and[4] = { - 0x1009, - 0x16, - 0x520, - 0x2A00, -}; - -static bool AiCheckRoadFinished(Player *p) -{ - AiRoadEnum are; - TileIndex tile; - int dir = p->ai.cur_dir_a; - uint32 bits; - int i; - - are.dest = p->ai.cur_tile_b; - tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir)); - - bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir]; - if (bits == 0) { - return false; - } - - are.best_dist = (uint)-1; - - for_each_bit(i, bits) { - FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); - } - - if (DistanceManhattan(tile, are.dest) <= are.best_dist) - return false; - - if (are.best_dist == 0) - return true; - - p->ai.cur_tile_a = are.best_tile; - p->ai.cur_dir_a = _dir_by_track[are.best_track]; - return false; -} - - -static bool AiBuildRoadHelper(TileIndex tile, int flags, int type) -{ - static const byte _road_bits[] = { - 8+2, - 1+4, - 1+8, - 4+2, - 1+2, - 8+4, - }; - return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD)); -} - -static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) -{ - TileIndex tile_new; - bool flag; - - int dir2 = p[0] & 3; - - FindLandscapeHeightByTile(&arf->ti, tile); - if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { - tile_new = tile; - // Allow bridges directly over bottom tiles - flag = arf->ti.z == 0; - for(;;) { - if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! - tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); - FindLandscapeHeightByTile(&arf->ti, tile_new); - if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { - // Allow a bridge if either we have a tile that's water, rail or street, - // or if we found an up tile. - if (!flag) return; - break; - } - if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) - return; - flag = true; - } - - // Is building a (rail)bridge possible at this place (type doesn't matter)? - if (CmdFailed(DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE))) - return; - AiBuildRoadRecursive(arf, tile_new, dir2); - - // At the bottom depth, check if the new path is better than the old one. - if (arf->depth == 1) { - if (AiCheckRoadPathBetter(arf, p)) - arf->bridge_end_tile = tile_new; - } - } -} - -static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) -{ - FindLandscapeHeightByTile(&arf->ti, tile); - - if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { - int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); - - if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { - AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3); - if (arf->depth == 1) { - AiCheckRoadPathBetter(arf, p); - } - } - } -} - - - -static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) -{ - const byte *p; - - tile = TILE_MASK(tile + TileOffsByDir(dir)); - - // Reached destination? - if (tile == arf->final_tile) { - if ((arf->final_dir^2) == dir) { - arf->recursive_mode = 2; - arf->cur_best_depth = arf->depth; - } - return; - } - - // Depth too deep? - if (arf->depth >= 4) { - uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); - if (dist < arf->cur_best_dist) { - // Store the tile that is closest to the final position. - arf->cur_best_dist = dist; - arf->cur_best_tile = tile; - arf->cur_best_dir = dir; - arf->cur_best_depth = arf->depth; - } - return; - } - - // Increase recursion depth - arf->depth++; - - // Grab pointer to list of stuff that is possible to build - p = _ai_table_15[dir]; - - // Try to build a single rail in all directions. - FindLandscapeHeightByTile(&arf->ti, tile); - if (arf->ti.z == 0) { - p += 6; - } else { - do { - // Make sure that a road can be built here. - if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) { - AiBuildRoadRecursive(arf, tile, p[1]); - } - - // At the bottom depth? - if (arf->depth == 1) { - AiCheckRoadPathBetter(arf, p); - } - - p += 2; - } while (!(p[0]&0x80)); - } - - AiCheckBuildRoadBridgeHere(arf, tile, p); - AiCheckBuildRoadTunnelHere(arf, tile, p+1); - - arf->depth--; -} - -int sw; - - -static void AiBuildRoadConstruct(Player *p) -{ - AiRoadFinder arf; - int i; - TileIndex tile; - - // Reached destination? - if (AiCheckRoadFinished(p)) { - p->ai.state_mode = 255; - return; - } - - // Setup recursive finder and call it. - arf.player = p; - arf.final_tile = p->ai.cur_tile_b; - arf.final_dir = p->ai.cur_dir_b; - arf.depth = 0; - arf.recursive_mode = 0; - arf.best_ptr = NULL; - arf.cur_best_dist = (uint)-1; - arf.cur_best_depth = 0xff; - arf.best_dist = (uint)-1; - arf.best_depth = 0xff; - arf.cur_best_tile = 0; - arf.best_tile = 0; - AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); - - // Reached destination? - if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { - p->ai.state_mode = 255; - return; - } - - // Didn't find anything to build? - if (arf.best_ptr == NULL) { - // Terraform some -do_some_terraform: - for(i=0; i!=5; i++) - AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); - - if (++p->ai.state_counter == 21) { - p->ai.state_mode = 1; - - p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); - p->ai.cur_dir_a ^= 2; - p->ai.state_counter = 0; - } - return; - } - - tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); - - if (arf.best_ptr[0]&0x80) { - int i; - int32 bridge_len; - p->ai.cur_tile_a = arf.bridge_end_tile; - bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile - - /* Figure out what (road)bridge type to build - start with best bridge, then go down to worse and worse bridges - unnecessary to check for worse bridge (i=0), since AI will always build that. - AI is so fucked up that fixing this small thing will probably not solve a thing - */ - for(i = 10; i != 0; i--) { - if (CheckBridge_Stuff(i, bridge_len)) { - int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); - if (!CmdFailed(cost) && cost < (p->player_money >> 5)) - break; - } - } - - // Build it - DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); - - p->ai.state_counter = 0; - } else if (arf.best_ptr[0]&0x40) { - // tunnel - DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); - p->ai.cur_tile_a = _build_tunnel_endtile; - p->ai.state_counter = 0; - } else { - - // road - if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0])) - goto do_some_terraform; - - p->ai.cur_dir_a = arf.best_ptr[1]; - p->ai.cur_tile_a = tile; - p->ai.state_counter = 0; - } - - if (arf.best_tile != 0) { - for(i=0; i!=2; i++) - AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); - } -} - - -static void AiBuildRoad(Player *p) -{ - int i; - - if (p->ai.state_mode < 1) { - // Construct mode, build new road. - AiBuildRoadConstruct(p); - } else if (p->ai.state_mode == 1) { - // Destruct mode, not implemented for roads. - p->ai.state_mode = 2; - p->ai.state_counter = 0; - } else if (p->ai.state_mode == 2) { - - // Terraform some and then try building again. - for(i=0; i!=4; i++) - AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); - - if (++p->ai.state_counter == 4) { - p->ai.state_counter = 0; - p->ai.state_mode = 0; - } - } -} - -static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir) -{ - const AiDefaultBlockData *p = _road_default_block_data[rule]->data; - while (p->mode != 1) p++; - *dir = p->attr; - return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); -} - - -static void AiStateBuildRoad(Player *p) -{ - int num; - AiBuildRec *aib; - byte cmd; - TileIndex tile; - int dir; - - // time out? - if (++p->ai.timeout_counter == 1388) { - p->ai.state = AIS_DELETE_ROAD_BLOCKS; - return; - } - - // Currently building a road between two points? - if (p->ai.state_mode != 255) { - AiBuildRoad(p); - - // Alternate between edges - swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); - swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); - swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); - swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); - - sw ^= 1; - return; - } - - // Now, find two new points to build between - num = p->ai.num_build_rec; - aib = &p->ai.src; - - for(;;) { - cmd = aib->buildcmd_a; - aib->buildcmd_a = 255; - if (cmd != 255) break; - - aib++; - if (--num == 0) { - p->ai.state = AIS_BUILD_ROAD_VEHICLES; - return; - } - } - - // Find first edge to build from. - tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); - p->ai.start_tile_a = tile; - p->ai.cur_tile_a = tile; - p->ai.start_dir_a = dir; - p->ai.cur_dir_a = dir; - - // Find second edge to build to - aib = (&p->ai.src) + (cmd&0xF); - tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); - p->ai.start_tile_b = tile; - p->ai.cur_tile_b = tile; - p->ai.start_dir_b = dir; - p->ai.cur_dir_b = dir; - - // And setup state. - p->ai.state_mode = 2; - p->ai.state_counter = 0; - p->ai.banned_tile_count = 0; -} - -static int AiGetStationIdFromRoadBlock(TileIndex tile, int id) -{ - const AiDefaultBlockData *p = _road_default_block_data[id]->data; - while (p->mode != 1) p++; - return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2; -} - -static void AiStateBuildRoadVehicles(Player *p) -{ - const AiDefaultBlockData *ptr; - TileIndex tile; - uint loco_id; - int veh, i; - - ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; - for(;ptr->mode != 0;ptr++) {} - tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); - - veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile); - if (veh == -1) { - p->ai.state = AIS_0; - return; - } - - if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; - - loco_id = _new_roadveh_id; - - for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { - AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; - bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || - p->ai.cargo_type == CT_MAIL || - (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)); - Order order; - - order.type = OT_GOTO_STATION; - order.flags = 0; - order.station = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule); - - if (!is_pass && i == 1) order.flags |= OF_UNLOAD; - if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) - order.flags |= OF_FULL_LOAD; - - DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); - } - - DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); - - DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); - - if (p->ai.num_want_fullload != 0) - p->ai.num_want_fullload--; - - if (--p->ai.num_loco_to_build == 0) { - p->ai.state = AIS_0; - } -} - -static void AiStateDeleteRoadBlocks(Player *p) -{ - int num; - AiBuildRec *aib; - const AiDefaultBlockData *b; - - num = p->ai.num_build_rec; - aib = &p->ai.src; - do { - if (aib->cur_building_rule != 255) { - b = _road_default_block_data[aib->cur_building_rule]->data; - while (b->mode != 4) { - if (b->mode <= 1) { - DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - } - b++; - } - } - } while (++aib,--num); - - p->ai.state = AIS_0; -} - -static bool AiCheckIfHangar(Station *st) -{ - TileIndex tile = st->airport_tile; - - // HANGAR of airports - // 0x20 - hangar large airport (32) - // 0x41 - hangar small airport (65) - return (_m[tile].m5 == 32 || _m[tile].m5 == 65); -} - -static void AiStateAirportStuff(Player *p) -{ - Station *st; - byte acc_planes; - int i; - AiBuildRec *aib; - byte rule; - - // Here we look for an airport we could use instead of building a new - // one. If we find such an aiport for any waypoint, - // AiStateBuildDefaultAirportBlocks() will kindly skip that one when - // building the waypoints. - - i = 0; - do { - // We do this all twice - once for the source (town in the case - // of oilrig route) and then for the destination (oilrig in the - // case of oilrig route). - aib = &p->ai.src + i; - - FOR_ALL_STATIONS(st) { - // Dismiss ghost stations. - if (st->xy == 0) - continue; - - // Is this an airport? - if (!(st->facilities & FACIL_AIRPORT)) - continue; - - // Do we own the airport? (Oilrigs aren't owned, though.) - if (st->owner != OWNER_NONE && st->owner != _current_player) - continue; - - acc_planes = GetAirport(st->airport_type)->acc_planes; - - // Dismiss heliports, unless we are checking an oilrig. - if (acc_planes == HELICOPTERS_ONLY && !(p->ai.build_kind == 1 && i == 1)) - continue; - - // Dismiss country airports if we are doing the other - // endpoint of an oilrig route. - if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0)) - continue; - - // Dismiss airports too far away. - if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng) - continue; - - // It's ideal airport, let's take it! - - /* XXX: This part is utterly broken - rule should - * contain number of the rule appropriate for the - * airport type (country, town, ...), see - * _airport_default_block_data (rule is just an index - * in this array). But the only difference between the - * currently existing two rules (rule 0 - town and rule - * 1 - country) is the attr field which is used only - * when building new airports - and that's irrelevant - * for us. So using just about any rule will suffice - * here for now (some of the new airport types would be - * broken because they will probably need different - * tileoff values etc), no matter that - * AiCheckIfHangar() makes no sense. --pasky */ - if (acc_planes == HELICOPTERS_ONLY) { - /* Heliports should have maybe own rulesets but - * OTOH we don't want AI to pick them up when - * looking for a suitable airport type to build. - * So any of rules 0 or 1 would do for now. The - * original rule number was 2 but that's a bug - * because we have no such rule. */ - rule = 1; - } else { - rule = AiCheckIfHangar(st); - } - - aib->cur_building_rule = rule; - aib->use_tile = st->airport_tile; - break; - } - } while (++i != p->ai.num_build_rec); - - p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; - p->ai.state_mode = 255; - p->ai.state_counter = 0; -} - -static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) -{ - int32 total_cost = 0, ret; - - for(;p->mode == 0;p++) { - if (!HASBIT(_avail_aircraft, p->attr)) - return CMD_ERROR; - ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); - if (CmdFailed(ret)) return CMD_ERROR; - total_cost += ret; - } - - return total_cost; -} - -static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) -{ - uint values[NUM_CARGO]; - int w,h; - int rad; - - if (_patches.modified_catchment) { - rad = CA_AIR_LARGE; //I Have NFI what airport the - } else { //AI is going to build here - rad = 4; - } - - for(;p->mode==0;p++) { - TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); - - w = _airport_size_x[p->attr]; - h = _airport_size_y[p->attr]; - if (cargo & 0x80) { - GetProductionAroundTiles(values, tile2, w, h, rad); - return values[cargo & 0x7F] != 0; - } else { - GetAcceptanceAroundTiles(values, tile2, w, h, rad); - return values[cargo] >= 8; - } - } - return true; -} - -static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) -{ - int i; - const AiDefaultBlockData *p; - for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) { - // If we are doing a helicopter service, avoid building - // airports where they can't land. - if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) - continue; - - *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); - if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo)) - return i; - } - return -1; -} - -static void AiStateBuildDefaultAirportBlocks(Player *p) -{ - int i, j; - AiBuildRec *aib; - int rule; - int32 cost; - - // time out? - if (++p->ai.timeout_counter == 1388) { - p->ai.state = AIS_0; - return; - } - - // do the following 8 times - i = 8; - do { - // check if we can build the default - aib = &p->ai.src; - j = p->ai.num_build_rec; - do { - // this item has already been built? - if (aib->cur_building_rule != 255) - continue; - - // adjust the coordinate randomly, - // to make sure that we find a position. - aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); - - // check if the aircraft stuff can be built there. - rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost); - -#if 0 - if (!IsTileType(aib->use_tile, MP_STREET) && - !IsTileType(aib->use_tile, MP_RAILWAY) && - !IsTileType(aib->use_tile, MP_STATION) - ) { - - _m[aib->use_tile].type_height = 0xa1; - _m[aib->use_tile].m5 = 0x80; - MarkTileDirtyByTile(aib->use_tile); - } -#endif -// SetRedErrorSquare(aib->use_tile); - - if (rule == -1) { - // cannot build, terraform after a while - if (p->ai.state_counter >= 600) { - AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); - } - // also try the other terraform direction - if (++p->ai.state_counter >= 1000) { - p->ai.state_counter = 0; - p->ai.state_mode = -p->ai.state_mode; - } - } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { - // player has money, build it. - int32 r; - - aib->cur_building_rule = rule; - - r = AiDoBuildDefaultAirportBlock( - aib->use_tile, - _airport_default_block_data[rule], - DC_EXEC | DC_NO_TOWN_RATING - ); - assert(r != CMD_ERROR); - } - } while (++aib,--j); - } while (--i); - - // check if we're done with all of them - aib = &p->ai.src; - j = p->ai.num_build_rec; - do { - if (aib->cur_building_rule == 255) - return; - } while (++aib,--j); - - // yep, all are done. switch state. - p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; -} - -static int AiGetStationIdFromAircraftBlock(TileIndex tile, int id) -{ - const AiDefaultBlockData *p = _airport_default_block_data[id]; - while (p->mode != 1) p++; - return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2; -} - -static void AiStateBuildAircraftVehicles(Player *p) -{ - const AiDefaultBlockData *ptr; - TileIndex tile; - int veh; - int i; - uint loco_id; - - ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; - for(;ptr->mode!=0;ptr++) {} - - tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); - - veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0); - if (veh == -1) { - return; - } - - if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; - loco_id = _new_aircraft_id; - - for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { - AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; - bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); - Order order; - - order.type = OT_GOTO_STATION; - order.flags = 0; - order.station = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule); - - if (!is_pass && i == 1) order.flags |= OF_UNLOAD; - if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) - order.flags |= OF_FULL_LOAD; - - DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); - } - - DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); - - DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); - - if (p->ai.num_want_fullload != 0) - p->ai.num_want_fullload--; - - if (--p->ai.num_loco_to_build == 0) { - p->ai.state = AIS_0; - } -} - -static void AiStateCheckShipStuff(Player *p) -{ - // XXX - error("!AiStateCheckShipStuff"); -} - -static void AiStateBuildDefaultShipBlocks(Player *p) -{ - // XXX - error("!AiStateBuildDefaultShipBlocks"); -} - -static void AiStateDoShipStuff(Player *p) -{ - // XXX - error("!AiStateDoShipStuff"); -} - -static void AiStateSellVeh(Player *p) -{ - Vehicle *v = p->ai.cur_veh; - - if (v->owner == _current_player) { - if (v->type == VEH_Train) { - - if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { - if (v->current_order.type != OT_GOTO_DEPOT) - DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT); - goto going_to_depot; - } - - // Sell whole train - DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); - - } else if (v->type == VEH_Road) { - if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { - if (v->current_order.type != OT_GOTO_DEPOT) - DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); - goto going_to_depot; - } - - DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); - } else if (v->type == VEH_Aircraft) { - if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { - if (v->current_order.type != OT_GOTO_DEPOT) - DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); - goto going_to_depot; - } - - DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); - } else if (v->type == VEH_Ship) { - // XXX: not implemented - error("!v->type == VEH_Ship"); - } - } - - goto return_to_loop; -going_to_depot:; - if (++p->ai.state_counter <= 832) - return; - - if (v->current_order.type == OT_GOTO_DEPOT) { - v->current_order.type = OT_DUMMY; - v->current_order.flags = 0; - InvalidateWindow(WC_VEHICLE_VIEW, v->index); - } -return_to_loop:; - p->ai.state = AIS_VEH_LOOP; -} - -static void AiStateRemoveStation(Player *p) -{ - // Remove stations that aren't in use by any vehicle - byte *in_use; - const byte *used; - const Order *ord; - const Station *st; - TileIndex tile; - - // Go to this state when we're done. - p->ai.state = AIS_1; - - // Get a list of all stations that are in use by a vehicle - in_use = malloc(GetStationPoolSize()); - memset(in_use, 0, GetStationPoolSize()); - FOR_ALL_ORDERS(ord) { - if (ord->type == OT_GOTO_STATION) - in_use[ord->station] = 1; - } - - // Go through all stations and delete those that aren't in use - used = in_use; - FOR_ALL_STATIONS(st) { - if (st->xy != 0 && st->owner == _current_player && !*used && - ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) || - (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 || - (tile = st->train_tile) != 0 || - (tile = st->dock_tile) != 0 || - (tile = st->airport_tile) != 0)) { - DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - } - used++; - } - - free(in_use); -} - -static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile) -{ - byte m5; - - if (IsTileType(tile, MP_RAILWAY)) { - if (!IsTileOwner(tile, _current_player)) return; - - m5 = _m[tile].m5; - if ((m5&~0x3) != 0xC0) { -is_rail_crossing:; - m5 = GetRailTrackStatus(tile); - - if (m5 == 0xC || m5 == 0x30) - return; - - if (m5&0x25) { -pos_0: - if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & 0x19)) { - p->ai.cur_dir_a = 0; - p->ai.cur_tile_a = tile; - p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; - return; - } - } - - if (m5&0x2A) { -pos_1: - if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & 0x16)) { - p->ai.cur_dir_a = 1; - p->ai.cur_tile_a = tile; - p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; - return; - } - } - - if (m5&0x19) { -pos_2: - if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & 0x25)) { - p->ai.cur_dir_a = 2; - p->ai.cur_tile_a = tile; - p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; - return; - } - } - - if (m5&0x16) { -pos_3: - if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & 0x2A)) { - p->ai.cur_dir_a = 3; - p->ai.cur_tile_a = tile; - p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; - return; - } - } - } else { - static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A}; - - m5 &= 3; - if (GetRailTrackStatus(tile + TileOffsByDir(m5)) & _depot_bits[m5]) - return; - - DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - } - } else if (IsTileType(tile, MP_STREET)) { - if (!IsTileOwner(tile, _current_player)) return; - - if (IsLevelCrossing(tile)) - goto is_rail_crossing; - - if ( (_m[tile].m5&0xF0) == 0x20) { - int dir; - - // Check if there are any stations around. - if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) && - IsTileOwner(tile + TileDiffXY(-1, 0), _current_player)) - return; - - if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) && - IsTileOwner(tile + TileDiffXY(1, 0), _current_player)) - return; - - if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) && - IsTileOwner(tile + TileDiffXY(0, -1), _current_player)) - return; - - if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) && - IsTileOwner(tile + TileDiffXY(0, 1), _current_player)) - return; - - dir = _m[tile].m5 & 3; - - DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - DoCommandByTile( - TILE_MASK(tile + TileOffsByDir(dir)), - 8 >> (dir ^ 2), - 0, - DC_EXEC, - CMD_REMOVE_ROAD); - } - } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { - byte b; - - if (!IsTileOwner(tile, _current_player) || (_m[tile].m5 & 0xC6) != 0x80) - return; - - m5 = 0; - - b = _m[tile].m5 & 0x21; - if (b == 0) goto pos_0; - if (b == 1) goto pos_3; - if (b == 0x20) goto pos_2; - goto pos_1; - } -} - -static void AiStateRemoveTrack(Player *p) -{ - /* Was 1000 for standard 8x8 maps. */ - int num = MapSizeX() * 4; - - do { - TileIndex tile = ++p->ai.state_counter; - - // Iterated all tiles? - if (tile >= MapSize()) { - p->ai.state = AIS_REMOVE_STATION; - return; - } - - // Remove player stuff in that tile - AiRemovePlayerRailOrRoad(p, tile); - if (p->ai.state != AIS_REMOVE_TRACK) - return; - } while (--num); -} - -static void AiStateRemoveSingleRailTile(Player *p) -{ - // Remove until we can't remove more. - if (!AiRemoveTileAndGoForward(p)) { - p->ai.state = AIS_REMOVE_TRACK; - } -} - -static AiStateAction * const _ai_actions[] = { - AiCase0, - AiCase1, - AiStateVehLoop, - AiStateCheckReplaceVehicle, - AiStateDoReplaceVehicle, - AiStateWantNewRoute, - - AiStateBuildDefaultRailBlocks, - AiStateBuildRail, - AiStateBuildRailVeh, - AiStateDeleteRailBlocks, - - AiStateBuildDefaultRoadBlocks, - AiStateBuildRoad, - AiStateBuildRoadVehicles, - AiStateDeleteRoadBlocks, - - AiStateAirportStuff, - AiStateBuildDefaultAirportBlocks, - AiStateBuildAircraftVehicles, - - AiStateCheckShipStuff, - AiStateBuildDefaultShipBlocks, - AiStateDoShipStuff, - - AiStateSellVeh, - AiStateRemoveStation, - AiStateRemoveTrack, - - AiStateRemoveSingleRailTile -}; - -extern void ShowBuyCompanyDialog(uint player); - -static void AiHandleTakeover(Player *p) -{ - if (p->bankrupt_timeout != 0) { - if ((p->bankrupt_timeout-=8) > 0) - return; - p->bankrupt_timeout = 0; - DeleteWindowById(WC_BUY_COMPANY, _current_player); - if (_current_player == _local_player) { - AskExitToGameMenu(); - return; - } - if (IS_HUMAN_PLAYER(_current_player)) - return; - } - - if (p->bankrupt_asked == 255) - return; - - { - uint asked = p->bankrupt_asked; - Player *pp, *best_pl = NULL; - int32 best_val = -1; - uint old_p; - - // Ask the guy with the highest performance hist. - FOR_ALL_PLAYERS(pp) { - if (pp->is_active && - !(asked&1) && - pp->bankrupt_asked == 0 && - best_val < pp->old_economy[1].performance_history) { - best_val = pp->old_economy[1].performance_history; - best_pl = pp; - } - asked>>=1; - } - - // Asked all players? - if (best_val == -1) { - p->bankrupt_asked = 255; - return; - } - - SETBIT(p->bankrupt_asked, best_pl->index); - - if (best_pl->index == _local_player) { - p->bankrupt_timeout = 4440; - ShowBuyCompanyDialog(_current_player); - return; - } - if (IS_HUMAN_PLAYER(best_pl->index)) - return; - - // Too little money for computer to buy it? - if (best_pl->player_money >> 1 >= p->bankrupt_value) { - // Computer wants to buy it. - old_p = _current_player; - _current_player = p->index; - DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); - _current_player = old_p; - } - } -} - -static void AiAdjustLoan(Player *p) -{ - int32 base = AiGetBasePrice(p); - - if (p->player_money > base * 1400) { - // Decrease loan - if (p->current_loan != 0) { - DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); - } - } else if (p->player_money < base * 500) { - // Increase loan - if (p->current_loan < _economy.max_loan && - p->num_valid_stat_ent >= 2 && - -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) { - DoCommandByTile(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN); - } - } -} - -static void AiBuildCompanyHQ(Player *p) -{ - TileIndex tile; - - if (p->location_of_house == 0 && - p->last_build_coordinate != 0) { - tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8); - DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); - } -} - - -void AiDoGameLoop(Player *p) -{ - _cur_ai_player = p; - - if (p->bankrupt_asked != 0) { - AiHandleTakeover(p); - return; - } - - // Ugly hack to make sure the service interval of the AI is good, not looking - // to the patch-setting - // Also, it takes into account the setting if the service-interval is in days - // or in % - _ai_service_interval = _patches.servint_ispercent?80:180; - - if (IS_HUMAN_PLAYER(_current_player)) - return; - - AiAdjustLoan(p); - AiBuildCompanyHQ(p); - - if (_opt.diff.competitor_speed == 4) { - /* ultraspeed */ - _ai_actions[p->ai.state](p); - if (p->bankrupt_asked != 0) - return; - } else if (_opt.diff.competitor_speed != 3) { - p->ai.tick++; - if (!(p->ai.tick&1)) - return; - if (_opt.diff.competitor_speed != 2) { - if (!(p->ai.tick&2)) - return; - if (_opt.diff.competitor_speed == 0) { - if (!(p->ai.tick&4)) - return; - } - } - } -#if 0 - { - static byte old_state = 99; - static bool hasdots = false; - char *_ai_state_names[]={ - "AiCase0", - "AiCase1", - "AiStateVehLoop", - "AiStateCheckReplaceVehicle", - "AiStateDoReplaceVehicle", - "AiStateWantNewRoute", - "AiStateBuildDefaultRailBlocks", - "AiStateBuildRail", - "AiStateBuildRailVeh", - "AiStateDeleteRailBlocks", - "AiStateBuildDefaultRoadBlocks", - "AiStateBuildRoad", - "AiStateBuildRoadVehicles", - "AiStateDeleteRoadBlocks", - "AiStateAirportStuff", - "AiStateBuildDefaultAirportBlocks", - "AiStateBuildAircraftVehicles", - "AiStateCheckShipStuff", - "AiStateBuildDefaultShipBlocks", - "AiStateDoShipStuff", - "AiStateSellVeh", - "AiStateRemoveStation", - "AiStateRemoveTrack", - "AiStateRemoveSingleRailTile" - }; - - if (p->ai.state != old_state) { - if (hasdots) - printf("\n"); - hasdots=false; - printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]); - } else { - printf("."); - hasdots=true; - } - } -#endif - - _ai_actions[p->ai.state](p); -} diff --git a/ai.h b/ai.h deleted file mode 100644 --- a/ai.h +++ /dev/null @@ -1,259 +0,0 @@ -#ifndef AI_H -#define AI_H - -#include "aystar.h" - -/* - * These defines can be altered to change the behavoir of the AI - * - * WARNING: - * This can also alter the AI in a negative way. I will never claim these settings - * are perfect, but don't change them if you don't know what the effect is. - */ - -// How many times it the H multiplied. The higher, the more it will go straight to the -// end point. The lower, how more it will find the route with the lowest cost. -// also: the lower, the longer it takes before route is calculated.. -#define AI_PATHFINDER_H_MULTIPLER 100 - -// How many loops may AyStar do before it stops -// 0 = infinite -#define AI_PATHFINDER_LOOPS_PER_TICK 5 - -// How long may the AI search for one route? -// 0 = infinite -// This number is the number of tiles tested. -// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks -// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts -// (that is: if the AI is on VERY FAST! :p -#define AI_PATHFINDER_MAX_SEARCH_NODES 5000 - -// If you enable this, the AI is not allowed to make 90degree turns -#define AI_PATHFINDER_NO_90DEGREES_TURN - -// Below are defines for the g-calculation - -// Standard penalty given to a tile -#define AI_PATHFINDER_PENALTY 150 -// The penalty given to a tile that is going up -#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450 -// The penalty given to a tile which would have to use fundation -#define AI_PATHFINDER_FOUNDATION_PENALTY 100 -// Changing direction is a penalty, to prevent curved ways (with that: slow ways) -#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200 -// Same penalty, only for when road already exists -#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50 -// A diagonal track cost the same as a straigh, but a diagonal is faster... so give -// a bonus for using diagonal track -#ifdef AI_PATHFINDER_NO_90DEGREES_TURN -#define AI_PATHFINDER_DIAGONAL_BONUS 95 -#else -#define AI_PATHFINDER_DIAGONAL_BONUS 75 -#endif -// If a roadblock already exists, it gets a bonus -#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140 -// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation -#define AI_PATHFINDER_CURVE_PENALTY 200 - -// Penalty a bridge gets per length -#define AI_PATHFINDER_BRIDGE_PENALTY 180 -// The penalty for a bridge going up -#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000 - -// Tunnels are expensive... -// Because of that, every tile the cost is increased with 1/8th of his value -// This is also true if you are building a tunnel yourself -#define AI_PATHFINDER_TUNNEL_PENALTY 350 - -/* - * Ai_New defines - */ - -// How long may we search cities and industry for a new route? -#define AI_LOCATE_ROUTE_MAX_COUNTER 200 - -// How many days must there be between building the first station and the second station -// within one city. This number is in days and should be more than 4 months. -#define AI_CHECKCITY_DATE_BETWEEN 180 - -// How many cargo is needed for one station in a city? -#define AI_CHECKCITY_CARGO_PER_STATION 60 -// How much cargo must there not be used in a city before we can build a new station? -#define AI_CHECKCITY_NEEDED_CARGO 50 -// When there is already a station which takes the same good and the rating of that -// city is higher then this numer, we are not going to attempt to build anything -// there -#define AI_CHECKCITY_CARGO_RATING 50 -// But, there is a chance of 1 out of this number, that we do ;) -#define AI_CHECKCITY_CARGO_RATING_CHANCE 5 -// If a city is too small to contain a station, there is a small chance -// that we still do so.. just to make the city bigger! -#define AI_CHECKCITY_CITY_CHANCE 5 - -// This number indicates for every unit of cargo, how many tiles two stations maybe be away -// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units -// of the cargo in the other station, both stations can be 96 units away from eachother, if the -// next number is 0.4. -#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4 -#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7 -// In whole tiles, the minimum distance for a truck route -#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30 - -// The amount of tiles in a square from -X to +X that is scanned for a station spot -// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot -// Safe values are between 15 and 5 -#define AI_FINDSTATION_TILE_RANGE 10 - -// Building on normal speed goes very fast. Idle this amount of ticks between every -// building part. It is calculated like this: (4 - competitor_speed) * num + 1 -// where competitor_speed is between 0 (very slow) to 4 (very fast) -#define AI_BUILDPATH_PAUSE 10 - -// Minimum % of reliabilty a vehicle has to have before the AI buys it -#define AI_VEHICLE_MIN_RELIABILTY 60 - -// The minimum amount of money a player should always have -#define AI_MINIMUM_MONEY 15000 - -// If the most cheap route is build, how much is it going to cost.. -// This is to prevent the AI from trying to build a route which can not be paid for -#define AI_MINIMUM_BUS_ROUTE_MONEY 25000 -#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000 - -// The minimum amount of money before we are going to repay any money -#define AI_MINIMUM_LOAN_REPAY_MONEY 40000 -// How many repays do we do if we have enough money to do so? -// Every repay is 10000 -#define AI_LOAN_REPAY 2 -// How much income must we have before paying back a loan? Month-based (and looked at the last month) -#define AI_MINIMUM_INCOME_FOR_LOAN 7000 - -// If there is time as much cargo in the station then the vehicle can handle -// reuse the station instead of building a new one! -#define AI_STATION_REUSE_MULTIPLER 2 - -// No more than this amount of vehicles per station.. -#define AI_CHECK_MAX_VEHICLE_PER_STATION 10 - -// How many thick between building 2 vehicles -#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS - -// How many days must there between vehicle checks -// The more often, the less non-money-making lines there will be -// but the unfair it may seem to a human player -#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30 - -// How money profit does a vehicle needs to make to stay in order -// This is the profit of this year + profit of last year -// But also for vehicles that are just one year old. In other words: -// Vehicles of 2 years do easier meet this setting then vehicles -// of one year. This is a very good thing. New vehicles are filtered, -// while old vehicles stay longer, because we do get less in return. -#define AI_MINIMUM_ROUTE_PROFIT 1000 - -// A vehicle is considered lost when he his cargo is more than 180 days old -#define AI_VEHICLE_LOST_DAYS 180 - -// How many times may the AI try to find a route before it gives up -#define AI_MAX_TRIES_FOR_SAME_ROUTE 8 - -/* - * End of defines - */ - -// This stops 90degrees curves -static const byte _illegal_curves[6] = { - 255, 255, // Horz and vert, don't have the effect - 5, // upleft and upright are not valid - 4, // downright and downleft are not valid - 2, // downleft and upleft are not valid - 3, // upright and downright are not valid -}; - -enum { - AI_STATE_STARTUP = 0, - AI_STATE_FIRST_TIME, - AI_STATE_NOTHING, - AI_STATE_WAKE_UP, - AI_STATE_LOCATE_ROUTE, - AI_STATE_FIND_STATION, - AI_STATE_FIND_PATH, - AI_STATE_FIND_DEPOT, - AI_STATE_VERIFY_ROUTE, - AI_STATE_BUILD_STATION, - AI_STATE_BUILD_PATH, - AI_STATE_BUILD_DEPOT, - AI_STATE_BUILD_VEHICLE, - AI_STATE_GIVE_ORDERS, - AI_STATE_START_VEHICLE, - AI_STATE_REPAY_MONEY, - AI_STATE_CHECK_ALL_VEHICLES, - AI_STATE_ACTION_DONE, - AI_STATE_STOP, // Temporary function to stop the AI -}; - -// Used for tbt (train/bus/truck) -enum { - AI_TRAIN = 0, - AI_BUS, - AI_TRUCK, -}; - -enum { - AI_ACTION_NONE = 0, - AI_ACTION_BUS_ROUTE, - AI_ACTION_TRUCK_ROUTE, - AI_ACTION_REPAY_LOAN, - AI_ACTION_CHECK_ALL_VEHICLES, -}; - -// Used for from_type/to_type -enum { - AI_NO_TYPE = 0, - AI_CITY, - AI_INDUSTRY, -}; - -// Flags for in the vehicle -enum { - AI_VEHICLEFLAG_SELL = 1, - // Remember, flags must be in power of 2 -}; - -#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry) -#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route -#define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY()) - -#define AI_PATHFINDER_NO_DIRECTION (byte)-1 - -// Flags used in user_data -#define AI_PATHFINDER_FLAG_BRIDGE 1 -#define AI_PATHFINDER_FLAG_TUNNEL 2 - -typedef void AiNew_StateFunction(Player *p); - -// ai_new.c -void AiNewDoGameLoop(Player *p); - -// ai_pathfinder.c -AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo); -void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo); - -// ai_shared.c -int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); -int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); -int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b); -bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag); -uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); - -// ai_build.c -bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); -int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); -int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); -int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); -int AiNew_PickVehicle(Player *p); -int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); -int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag); - - -#endif diff --git a/ai_build.c b/ai_build.c --- a/ai_build.c +++ b/ai_build.c @@ -4,7 +4,7 @@ #include "map.h" #include "tile.h" #include "command.h" -#include "ai.h" +#include "ai_new.h" #include "engine.h" #include "station.h" diff --git a/ai_new.c b/ai_new.c --- a/ai_new.c +++ b/ai_new.c @@ -22,7 +22,7 @@ #include "map.h" #include "tile.h" #include "command.h" -#include "ai.h" +#include "ai_new.h" #include "town.h" #include "industry.h" #include "station.h" diff --git a/ai_new.h b/ai_new.h new file mode 100644 --- /dev/null +++ b/ai_new.h @@ -0,0 +1,259 @@ +#ifndef AI_H +#define AI_H + +#include "aystar.h" + +/* + * These defines can be altered to change the behavoir of the AI + * + * WARNING: + * This can also alter the AI in a negative way. I will never claim these settings + * are perfect, but don't change them if you don't know what the effect is. + */ + +// How many times it the H multiplied. The higher, the more it will go straight to the +// end point. The lower, how more it will find the route with the lowest cost. +// also: the lower, the longer it takes before route is calculated.. +#define AI_PATHFINDER_H_MULTIPLER 100 + +// How many loops may AyStar do before it stops +// 0 = infinite +#define AI_PATHFINDER_LOOPS_PER_TICK 5 + +// How long may the AI search for one route? +// 0 = infinite +// This number is the number of tiles tested. +// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks +// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts +// (that is: if the AI is on VERY FAST! :p +#define AI_PATHFINDER_MAX_SEARCH_NODES 5000 + +// If you enable this, the AI is not allowed to make 90degree turns +#define AI_PATHFINDER_NO_90DEGREES_TURN + +// Below are defines for the g-calculation + +// Standard penalty given to a tile +#define AI_PATHFINDER_PENALTY 150 +// The penalty given to a tile that is going up +#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450 +// The penalty given to a tile which would have to use fundation +#define AI_PATHFINDER_FOUNDATION_PENALTY 100 +// Changing direction is a penalty, to prevent curved ways (with that: slow ways) +#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200 +// Same penalty, only for when road already exists +#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50 +// A diagonal track cost the same as a straigh, but a diagonal is faster... so give +// a bonus for using diagonal track +#ifdef AI_PATHFINDER_NO_90DEGREES_TURN +#define AI_PATHFINDER_DIAGONAL_BONUS 95 +#else +#define AI_PATHFINDER_DIAGONAL_BONUS 75 +#endif +// If a roadblock already exists, it gets a bonus +#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140 +// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation +#define AI_PATHFINDER_CURVE_PENALTY 200 + +// Penalty a bridge gets per length +#define AI_PATHFINDER_BRIDGE_PENALTY 180 +// The penalty for a bridge going up +#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000 + +// Tunnels are expensive... +// Because of that, every tile the cost is increased with 1/8th of his value +// This is also true if you are building a tunnel yourself +#define AI_PATHFINDER_TUNNEL_PENALTY 350 + +/* + * Ai_New defines + */ + +// How long may we search cities and industry for a new route? +#define AI_LOCATE_ROUTE_MAX_COUNTER 200 + +// How many days must there be between building the first station and the second station +// within one city. This number is in days and should be more than 4 months. +#define AI_CHECKCITY_DATE_BETWEEN 180 + +// How many cargo is needed for one station in a city? +#define AI_CHECKCITY_CARGO_PER_STATION 60 +// How much cargo must there not be used in a city before we can build a new station? +#define AI_CHECKCITY_NEEDED_CARGO 50 +// When there is already a station which takes the same good and the rating of that +// city is higher then this numer, we are not going to attempt to build anything +// there +#define AI_CHECKCITY_CARGO_RATING 50 +// But, there is a chance of 1 out of this number, that we do ;) +#define AI_CHECKCITY_CARGO_RATING_CHANCE 5 +// If a city is too small to contain a station, there is a small chance +// that we still do so.. just to make the city bigger! +#define AI_CHECKCITY_CITY_CHANCE 5 + +// This number indicates for every unit of cargo, how many tiles two stations maybe be away +// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units +// of the cargo in the other station, both stations can be 96 units away from eachother, if the +// next number is 0.4. +#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4 +#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7 +// In whole tiles, the minimum distance for a truck route +#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30 + +// The amount of tiles in a square from -X to +X that is scanned for a station spot +// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot +// Safe values are between 15 and 5 +#define AI_FINDSTATION_TILE_RANGE 10 + +// Building on normal speed goes very fast. Idle this amount of ticks between every +// building part. It is calculated like this: (4 - competitor_speed) * num + 1 +// where competitor_speed is between 0 (very slow) to 4 (very fast) +#define AI_BUILDPATH_PAUSE 10 + +// Minimum % of reliabilty a vehicle has to have before the AI buys it +#define AI_VEHICLE_MIN_RELIABILTY 60 + +// The minimum amount of money a player should always have +#define AI_MINIMUM_MONEY 15000 + +// If the most cheap route is build, how much is it going to cost.. +// This is to prevent the AI from trying to build a route which can not be paid for +#define AI_MINIMUM_BUS_ROUTE_MONEY 25000 +#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000 + +// The minimum amount of money before we are going to repay any money +#define AI_MINIMUM_LOAN_REPAY_MONEY 40000 +// How many repays do we do if we have enough money to do so? +// Every repay is 10000 +#define AI_LOAN_REPAY 2 +// How much income must we have before paying back a loan? Month-based (and looked at the last month) +#define AI_MINIMUM_INCOME_FOR_LOAN 7000 + +// If there is time as much cargo in the station then the vehicle can handle +// reuse the station instead of building a new one! +#define AI_STATION_REUSE_MULTIPLER 2 + +// No more than this amount of vehicles per station.. +#define AI_CHECK_MAX_VEHICLE_PER_STATION 10 + +// How many thick between building 2 vehicles +#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS + +// How many days must there between vehicle checks +// The more often, the less non-money-making lines there will be +// but the unfair it may seem to a human player +#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30 + +// How money profit does a vehicle needs to make to stay in order +// This is the profit of this year + profit of last year +// But also for vehicles that are just one year old. In other words: +// Vehicles of 2 years do easier meet this setting then vehicles +// of one year. This is a very good thing. New vehicles are filtered, +// while old vehicles stay longer, because we do get less in return. +#define AI_MINIMUM_ROUTE_PROFIT 1000 + +// A vehicle is considered lost when he his cargo is more than 180 days old +#define AI_VEHICLE_LOST_DAYS 180 + +// How many times may the AI try to find a route before it gives up +#define AI_MAX_TRIES_FOR_SAME_ROUTE 8 + +/* + * End of defines + */ + +// This stops 90degrees curves +static const byte _illegal_curves[6] = { + 255, 255, // Horz and vert, don't have the effect + 5, // upleft and upright are not valid + 4, // downright and downleft are not valid + 2, // downleft and upleft are not valid + 3, // upright and downright are not valid +}; + +enum { + AI_STATE_STARTUP = 0, + AI_STATE_FIRST_TIME, + AI_STATE_NOTHING, + AI_STATE_WAKE_UP, + AI_STATE_LOCATE_ROUTE, + AI_STATE_FIND_STATION, + AI_STATE_FIND_PATH, + AI_STATE_FIND_DEPOT, + AI_STATE_VERIFY_ROUTE, + AI_STATE_BUILD_STATION, + AI_STATE_BUILD_PATH, + AI_STATE_BUILD_DEPOT, + AI_STATE_BUILD_VEHICLE, + AI_STATE_GIVE_ORDERS, + AI_STATE_START_VEHICLE, + AI_STATE_REPAY_MONEY, + AI_STATE_CHECK_ALL_VEHICLES, + AI_STATE_ACTION_DONE, + AI_STATE_STOP, // Temporary function to stop the AI +}; + +// Used for tbt (train/bus/truck) +enum { + AI_TRAIN = 0, + AI_BUS, + AI_TRUCK, +}; + +enum { + AI_ACTION_NONE = 0, + AI_ACTION_BUS_ROUTE, + AI_ACTION_TRUCK_ROUTE, + AI_ACTION_REPAY_LOAN, + AI_ACTION_CHECK_ALL_VEHICLES, +}; + +// Used for from_type/to_type +enum { + AI_NO_TYPE = 0, + AI_CITY, + AI_INDUSTRY, +}; + +// Flags for in the vehicle +enum { + AI_VEHICLEFLAG_SELL = 1, + // Remember, flags must be in power of 2 +}; + +#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry) +#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route +#define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY()) + +#define AI_PATHFINDER_NO_DIRECTION (byte)-1 + +// Flags used in user_data +#define AI_PATHFINDER_FLAG_BRIDGE 1 +#define AI_PATHFINDER_FLAG_TUNNEL 2 + +typedef void AiNew_StateFunction(Player *p); + +// ai_new.c +void AiNewDoGameLoop(Player *p); + +// ai_pathfinder.c +AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo); +void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo); + +// ai_shared.c +int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); +int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); +int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b); +bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag); +uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); + +// ai_build.c +bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); +int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); +int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); +int AiNew_PickVehicle(Player *p); +int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); +int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag); + + +#endif diff --git a/ai_old.c b/ai_old.c new file mode 100644 --- /dev/null +++ b/ai_old.c @@ -0,0 +1,3998 @@ +#include "stdafx.h" +#include "openttd.h" +#include "map.h" +#include "tile.h" +#include "player.h" +#include "vehicle.h" +#include "engine.h" +#include "command.h" +#include "town.h" +#include "industry.h" +#include "station.h" +#include "pathfind.h" +#include "economy.h" +#include "airport.h" +#include "depot.h" + +// remove some day perhaps? +static Player *_cur_ai_player; +static uint _ai_service_interval; + +typedef void AiStateAction(Player *p); + +enum { + AIS_0 = 0, + AIS_1 = 1, + AIS_VEH_LOOP = 2, + AIS_VEH_CHECK_REPLACE_VEHICLE = 3, + AIS_VEH_DO_REPLACE_VEHICLE = 4, + AIS_WANT_NEW_ROUTE = 5, + AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, + AIS_BUILD_RAIL = 7, + AIS_BUILD_RAIL_VEH = 8, + AIS_DELETE_RAIL_BLOCKS = 9, + AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, + AIS_BUILD_ROAD = 11, + AIS_BUILD_ROAD_VEHICLES = 12, + AIS_DELETE_ROAD_BLOCKS = 13, + AIS_AIRPORT_STUFF = 14, + AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, + AIS_BUILD_AIRCRAFT_VEHICLES = 16, + AIS_CHECK_SHIP_STUFF = 17, + AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, + AIS_DO_SHIP_STUFF = 19, + AIS_SELL_VEHICLE = 20, + AIS_REMOVE_STATION = 21, + AIS_REMOVE_TRACK = 22, + AIS_REMOVE_SINGLE_RAIL_TILE = 23 +}; + + +#include "table/ai_rail.h" + +static byte GetRailTrackStatus(TileIndex tile) { + uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL); + return (byte) (r | r >> 8); +} + + +static void AiCase0(Player *p) +{ + p->ai.state = AIS_REMOVE_TRACK; + p->ai.state_counter = 0; +} + +static void AiCase1(Player *p) +{ + p->ai.cur_veh = NULL; + p->ai.state = AIS_VEH_LOOP; +} + +static void AiStateVehLoop(Player *p) +{ + Vehicle *v; + uint index; + + index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1; + + FOR_ALL_VEHICLES_FROM(v, index) { + if (v->type == 0 || v->owner != _current_player) + continue; + + if ((v->type == VEH_Train && v->subtype==0) || + v->type == VEH_Road || + (v->type == VEH_Aircraft && v->subtype <= 2) || + v->type == VEH_Ship) { + + /* replace engine? */ + if (v->type == VEH_Train && v->engine_type < 3 && + (_price.build_railvehicle >> 3) < p->player_money) { + p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; + p->ai.cur_veh = v; + return; + } + + /* not profitable? */ + if (v->age >= 730 && + v->profit_last_year < _price.station_value*5 && + v->profit_this_year < _price.station_value*5) { + p->ai.state_counter = 0; + p->ai.state = AIS_SELL_VEHICLE; + p->ai.cur_veh = v; + return; + } + + /* not reliable? */ + if ((v->age != 0 && + GetEngine(v->engine_type)->reliability < 35389) || + v->age >= v->max_age) { + p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; + p->ai.cur_veh = v; + return; + } + } + } + + p->ai.state = AIS_WANT_NEW_ROUTE; + p->ai.state_counter = 0; +} + +static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex tile) +{ + int best_veh_index = -1; + byte best_veh_score = 0; + int32 ret; + int i; + + for (i = 0; i < NUM_TRAIN_ENGINES; i++) { + const RailVehicleInfo *rvi = RailVehInfo(i); + const Engine* e = GetEngine(i); + + if (e->railtype != railtype || rvi->flags & RVI_WAGON + || !HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) + continue; + + ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); + if (!CmdFailed(ret) && (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && ret <= money && + _cmd_build_rail_veh_score >= best_veh_score) { + best_veh_score = _cmd_build_rail_veh_score; + best_veh_index = i; + } + } + + return best_veh_index; +} + +static int AiChooseRoadVehToBuild(byte cargo, int32 money, TileIndex tile) +{ + int best_veh_index = -1; + int32 best_veh_cost = 0; + int32 ret; + + int i = _cargoc.ai_roadveh_start[cargo]; + int end = i + _cargoc.ai_roadveh_count[cargo]; + const Engine* e = GetEngine(i); + + do { + if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) + continue; + + ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); + if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { + best_veh_cost = ret; + best_veh_index = i; + } + } while (++e, ++i != end); + + return best_veh_index; +} + +static int AiChooseAircraftToBuild(int32 money, byte flag) +{ + int best_veh_index = -1; + int32 best_veh_cost = 0; + int32 ret; + + int i = AIRCRAFT_ENGINES_INDEX; + int end = i + NUM_AIRCRAFT_ENGINES; + const Engine* e = GetEngine(i); + + do { + if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) + continue; + + if (flag&1) { + if (i<253) continue; + } else { + if (i>=253) continue; + } + + ret = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT); + if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { + best_veh_cost = ret; + best_veh_index = i; + } + } while (++e, ++i != end); + + return best_veh_index; +} + +static int32 AiGetBasePrice(Player *p) +{ + int32 base = _price.station_value; + + // adjust base price when more expensive vehicles are available + if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1; + else if (p->ai.railtype_to_use == 2) base *= 2; + + return base; +} + +#if 0 +static int AiChooseShipToBuild(byte cargo, int32 money) +{ + // XXX: not done + return 0; +} +#endif + +static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v) +{ + int32 avail_money = p->player_money + v->value; + return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); +} + +static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v) +{ + int32 avail_money = p->player_money + v->value; + return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0); +} + +static int AiChooseTrainToReplaceWith(Player *p, Vehicle *v) +{ + int32 avail_money = p->player_money + v->value; + int num=0; + Vehicle *u = v; + + while (++num, u->next != NULL) { + u = u->next; + } + + // XXX: check if a wagon + return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile); +} + +static int AiChooseShipToReplaceWith(Player *p, Vehicle *v) +{ + error("!AiChooseShipToReplaceWith"); + + /* maybe useless, but avoids compiler warning this way */ + return 0; +} + +static void AiHandleGotoDepot(Player *p, int cmd) +{ + if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT) + DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd); + + if (++p->ai.state_counter <= 1387) { + p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; + return; + } + + if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) { + p->ai.cur_veh->current_order.type = OT_DUMMY; + p->ai.cur_veh->current_order.flags = 0; + InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); + } +} + +static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) +{ + int i; + + for (i = 0; bak->order[i].type != OT_NOTHING; i++) + if (CmdFailed(DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK))) + break; +} + +static void AiHandleReplaceTrain(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + int veh; + + // wait until the vehicle reaches the depot. + if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { + AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT); + return; + } + + veh = AiChooseTrainToReplaceWith(p, v); + if (veh != -1) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && + !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) { + veh = _new_train_id; + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); + + DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); + } + } +} + +static void AiHandleReplaceRoadVeh(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + int veh; + + if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { + AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); + return; + } + + veh = AiChooseRoadVehToReplaceWith(p, v); + if (veh != -1) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) && + !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) { + veh = _new_roadveh_id; + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + + DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); + } + } +} + +static void AiHandleReplaceAircraft(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + int veh; + BackuppedOrders orderbak[1]; + + if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { + AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); + return; + } + + veh = AiChooseAircraftToReplaceWith(p, v); + if (veh != -1) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && + !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) { + veh = _new_aircraft_id; + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); + + DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); + } + } +} + +static void AiHandleReplaceShip(Player *p) +{ + error("!AiHandleReplaceShip"); +} + +typedef int CheckReplaceProc(Player *p, Vehicle *v); + +static CheckReplaceProc * const _veh_check_replace_proc[] = { + AiChooseTrainToReplaceWith, + AiChooseRoadVehToReplaceWith, + AiChooseShipToReplaceWith, + AiChooseAircraftToReplaceWith, +}; + +typedef void DoReplaceProc(Player *p); +static DoReplaceProc * const _veh_do_replace_proc[] = { + AiHandleReplaceTrain, + AiHandleReplaceRoadVeh, + AiHandleReplaceShip, + AiHandleReplaceAircraft +}; + +static void AiStateCheckReplaceVehicle(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + + if (v->type == 0 || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == -1) { + p->ai.state = AIS_VEH_LOOP; + } else { + p->ai.state_counter = 0; + p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; + } +} + +static void AiStateDoReplaceVehicle(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + p->ai.state = AIS_VEH_LOOP; + // vehicle is not owned by the player anymore, something went very wrong. + if (v->type == 0 || v->owner != _current_player) + return; + _veh_do_replace_proc[v->type - VEH_Train](p); +} + +typedef struct FoundRoute { + int distance; + byte cargo; + void *from; + void *to; +} FoundRoute; + +static Town *AiFindRandomTown(void) +{ + Town *t = GetTown(RandomRange(_total_towns)); + return (t->xy != 0) ? t : NULL; +} + +static Industry *AiFindRandomIndustry(void) +{ + Industry *i = GetIndustry(RandomRange(_total_industries)); + return (i->xy != 0) ? i : NULL; +} + +static void AiFindSubsidyIndustryRoute(FoundRoute *fr) +{ + uint i; + byte cargo; + Subsidy *s; + Industry *from, *to_ind; + Town *to_tow; + TileIndex to_xy; + + // initially error + fr->distance = -1; + + // Randomize subsidy index.. + i = RandomRange(lengthof(_subsidies) * 3); + if (i >= lengthof(_subsidies)) + return; + + s = &_subsidies[i]; + + // Don't want passengers or mail + cargo = s->cargo_type; + if (cargo == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7) + return; + fr->cargo = cargo; + + fr->from = from = GetIndustry(s->from); + + if (cargo == CT_GOODS || cargo == CT_FOOD) { + to_tow = GetTown(s->to); + if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) + return; // error + fr->to = to_tow; + to_xy = to_tow->xy; + } else { + to_ind = GetIndustry(s->to); + fr->to = to_ind; + to_xy = to_ind->xy; + } + + fr->distance = DistanceManhattan(from->xy, to_xy); +} + +static void AiFindSubsidyPassengerRoute(FoundRoute *fr) +{ + uint i; + Subsidy *s; + Town *from,*to; + + // initially error + fr->distance = -1; + + // Randomize subsidy index.. + i = RandomRange(lengthof(_subsidies) * 3); + if (i >= lengthof(_subsidies)) + return; + + s = &_subsidies[i]; + + // Only want passengers + if (s->cargo_type != CT_PASSENGERS || s->age > 7) + return; + fr->cargo = s->cargo_type; + + fr->from = from = GetTown(s->from); + fr->to = to = GetTown(s->to); + + // They must be big enough + if (from->population < 400 || to->population < 400) + return; + + fr->distance = DistanceManhattan(from->xy, to->xy); +} + +static void AiFindRandomIndustryRoute(FoundRoute *fr) +{ + Industry *i,*i2; + Town *t; + uint32 r; + byte cargo; + + // initially error + fr->distance = -1; + + r = Random(); + + // pick a source + fr->from = i = AiFindRandomIndustry(); + if (i == NULL) + return; + + // pick a random produced cargo + cargo = i->produced_cargo[0]; + if (r&1 && i->produced_cargo[1] != 0xFF) + cargo = i->produced_cargo[1]; + + fr->cargo = cargo; + + // don't allow passengers + if (cargo == 0xFF || cargo == CT_PASSENGERS) + return; + + if (cargo != CT_GOODS && cargo != CT_FOOD) { + // pick a dest, and see if it can receive + i2 = AiFindRandomIndustry(); + if (i2 == NULL || i == i2 || !(i2->accepts_cargo[0] == cargo || i2->accepts_cargo[1] == cargo || i2->accepts_cargo[2] == cargo)) + return; + + fr->to = i2; + fr->distance = DistanceManhattan(i->xy, i2->xy); + } else { + // pick a dest town, and see if it's big enough + t = AiFindRandomTown(); + if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) + return; + + fr->to = t; + fr->distance = DistanceManhattan(i->xy, t->xy); + } +} + +static void AiFindRandomPassengerRoute(FoundRoute *fr) +{ + uint32 r; + Town *source, *dest; + + // initially error + fr->distance = -1; + + r = Random(); + + fr->from = source = AiFindRandomTown(); + if (source == NULL || source->population < 400) + return; + + fr->to = dest = AiFindRandomTown(); + if (dest == NULL || source == dest || dest->population < 400) + return; + + fr->distance = DistanceManhattan(source->xy, dest->xy); +} + +// Warn: depends on 'xy' being the first element in both Town and Industry +#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy) + +static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) +{ + TileIndex from_tile, to_tile; + Station *st; + int dist, cur; + uint same_station = 0; + + // Make sure distance to closest station is < 37 pixels. + from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); + to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); + + dist = 0xFFFF; + FOR_ALL_STATIONS(st) if (st->xy != 0 && st->owner == _current_player) { + cur = DistanceMax(from_tile, st->xy); + if (cur < dist) dist = cur; + cur = DistanceMax(to_tile, st->xy); + if (cur < dist) dist = cur; + if (to_tile == from_tile && st->xy == to_tile) + same_station++; + } + + // To prevent the AI from building ten busstations in the same town, do some calculations + // For each road or airport station, we want 350 of population! + if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town *)(fr->from))->population < same_station * 350) + return false; + + if (dist != 0xFFFF && dist > 37) + return false; + + if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask&bitmask) && !CHANCE16(1,5)) + return false; + + if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { + if (((Town*)fr->from)->pct_pass_transported > 0x99 || + ((Town*)fr->to)->pct_pass_transported > 0x99) + return false; + + // Make sure it has a reasonably good rating + if ( ((Town*)fr->from)->ratings[_current_player] < -100 || + ((Town*)fr->to)->ratings[_current_player] < -100) + return false; + } else { + Industry *i = (Industry*)fr->from; + + if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || + i->total_production[fr->cargo != i->produced_cargo[0]] == 0) + return false; + } + + p->ai.route_type_mask |= bitmask; + return true; +} + +static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b) +{ + byte i = (TileX(a) < TileX(b)) ? 1 : 0; + if (TileY(a) >= TileY(b)) i ^= 3; + return i; +} + +static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) +{ + return TileXY( + TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8), + TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8) + ); +} + +static void AiWantLongIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 90+1)) + break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 90+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) + return; + + // Fill the source field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x24; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + p->ai.src.spec_tile, + p->ai.dst.spec_tile + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0x34; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + p->ai.dst.spec_tile, + p->ai.src.spec_tile + ); + p->ai.dst.cargo = fr.cargo; + + // Fill middle field 1 + p->ai.mid1.spec_tile = AiGetPctTileBetween( + p->ai.src.spec_tile, + p->ai.dst.spec_tile, + 0x55 + ); + p->ai.mid1.use_tile = 0; + p->ai.mid1.rand_rng = 6; + p->ai.mid1.cur_building_rule = 0xFF; + p->ai.mid1.unk6 = 2; + p->ai.mid1.unk7 = 1; + p->ai.mid1.buildcmd_a = 0x30; + p->ai.mid1.buildcmd_b = 0xFF; + p->ai.mid1.direction = p->ai.src.direction; + p->ai.mid1.cargo = fr.cargo; + + // Fill middle field 2 + p->ai.mid2.spec_tile = AiGetPctTileBetween( + p->ai.src.spec_tile, + p->ai.dst.spec_tile, + 0xAA + ); + p->ai.mid2.use_tile = 0; + p->ai.mid2.rand_rng = 6; + p->ai.mid2.cur_building_rule = 0xFF; + p->ai.mid2.unk6 = 2; + p->ai.mid2.unk7 = 1; + p->ai.mid2.buildcmd_a = 0xFF; + p->ai.mid2.buildcmd_b = 0xFF; + p->ai.mid2.direction = p->ai.dst.direction; + p->ai.mid2.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 2; + p->ai.num_build_rec = 4; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 2; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMediumIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 40, 60+1)) + break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 40, 60+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) + return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantShortIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40+1)) + break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) + return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 2; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMailRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 110+1)) + break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 110+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + fr.cargo = CT_MAIL; + if (!AiCheckIfRouteIsGood(p, &fr, 1)) + return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 7; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x24; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 7; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0x34; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill middle field 1 + p->ai.mid1.spec_tile = AiGetPctTileBetween( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + 0x55 + ); + p->ai.mid1.use_tile = 0; + p->ai.mid1.rand_rng = 6; + p->ai.mid1.cur_building_rule = 0xFF; + p->ai.mid1.unk6 = 2; + p->ai.mid1.unk7 = 1; + p->ai.mid1.buildcmd_a = 0x30; + p->ai.mid1.buildcmd_b = 0xFF; + p->ai.mid1.direction = p->ai.src.direction; + p->ai.mid1.cargo = fr.cargo; + + // Fill middle field 2 + p->ai.mid2.spec_tile = AiGetPctTileBetween( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + 0xAA + ); + p->ai.mid2.use_tile = 0; + p->ai.mid2.rand_rng = 6; + p->ai.mid2.cur_building_rule = 0xFF; + p->ai.mid2.unk6 = 2; + p->ai.mid2.unk7 = 1; + p->ai.mid2.buildcmd_a = 0xFF; + p->ai.mid2.buildcmd_b = 0xFF; + p->ai.mid2.direction = p->ai.dst.direction; + p->ai.mid2.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 2; + p->ai.num_build_rec = 4; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 0; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantPassengerRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 55+1)) + break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 55+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + fr.cargo = CT_PASSENGERS; + if (!AiCheckIfRouteIsGood(p, &fr, 1)) + return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 7; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 7; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 2; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 0; + p->ai.wagon_list[0] = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantTrainRoute(Player *p) +{ + uint16 r; + p->ai.railtype_to_use = p->max_railtype - 1; + r = (uint16)Random(); + + if (r > 0xD000) { + AiWantLongIndustryRoute(p); + } else if (r > 0x6000) { + AiWantMediumIndustryRoute(p); + } else if (r > 0x1000) { + AiWantShortIndustryRoute(p); + } else if (r > 0x800) { + AiWantPassengerRoute(p); + } else { + AiWantMailRoute(p); + } +} + +static void AiWantLongRoadIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 35, 55+1)) + break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 35, 55+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) + return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 5; + p->ai.num_want_fullload = 5; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMediumRoadIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40+1)) + break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) + return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 3; + p->ai.num_want_fullload = 3; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantLongRoadPassengerRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 55, 180+1)) + break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 55, 180+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + fr.cargo = CT_PASSENGERS; + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) + return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 10; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 10; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 4; + p->ai.num_want_fullload = 0; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantPassengerRouteInsideTown(Player *p) +{ + int i; + FoundRoute fr; + Town *t; + + i = 60; + for(;;) { + // Find a town big enough + t = AiFindRandomTown(); + if (t != NULL && t->population >= 700) + break; + + // only test 60 times + if (--i == 0) + return; + } + + fr.cargo = CT_PASSENGERS; + fr.from = fr.to = t; + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) + return; + + // Fill the source field + p->ai.src.spec_tile = t->xy; + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 10; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = t->xy; + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 10; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 0; + +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantRoadRoute(Player *p) +{ + uint16 r = (uint16)Random(); + + if (r > 0x4000) { + AiWantLongRoadIndustryRoute(p); + } else if (r > 0x2000) { + AiWantMediumRoadIndustryRoute(p); + } else if (r > 0x1000) { + AiWantLongRoadPassengerRoute(p); + } else { + AiWantPassengerRouteInsideTown(p); + } + +} + +static void AiWantPassengerAircraftRoute(Player *p) +{ + FoundRoute fr; + int i; + + i = 60; + for(;;) { + + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance,0,95+1)) + break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance,0,95+1)) + break; + + // only test 60 times + if (--i == 0) + return; + } + + fr.cargo = CT_PASSENGERS; + if (!AiCheckIfRouteIsGood(p, &fr, 4)) + return; + + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 12; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 12; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.build_kind = 0; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_AIRPORT_STUFF; + p->ai.timeout_counter = 0; +} + +static void AiWantOilRigAircraftRoute(Player *p) +{ + int i; + FoundRoute fr; + Town *t; + Industry *in; + + i = 60; + for(;;) { + // Find a town + t = AiFindRandomTown(); + if (t != NULL) { + // Find a random oil rig industry + in = GetIndustry(RandomRange(_total_industries)); + if (in != NULL && in->type == IT_OIL_RIG) { + if (DistanceManhattan(t->xy, in->xy) < 60) + break; + } + } + + // only test 60 times + if (--i == 0) + return; + } + + fr.cargo = CT_PASSENGERS; + fr.from = fr.to = t; + + if (!AiCheckIfRouteIsGood(p, &fr, 4)) + return; + + // Fill the source field + p->ai.src.spec_tile = t->xy; + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 12; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = in->xy; + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 5; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 0; +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.order_list_blocks[0] = 0; + p->ai.order_list_blocks[1] = 1; + p->ai.order_list_blocks[2] = 255; + + p->ai.state = AIS_AIRPORT_STUFF; + p->ai.timeout_counter = 0; +} + +static void AiWantAircraftRoute(Player *p) +{ + uint16 r = (uint16)Random(); + + if (r >= 0x2AAA || _date < 0x3912) { + AiWantPassengerAircraftRoute(p); + } else { + AiWantOilRigAircraftRoute(p); + } +} + +static void AiWantShipRoute(Player *p) +{ + // XXX +// error("AiWaitShipRoute"); +} + + + +static void AiStateWantNewRoute(Player *p) +{ + uint16 r; + int i; + + if (p->player_money < AiGetBasePrice(p) * 500) { + p->ai.state = AIS_0; + return; + } + + i = 200; + for(;;) { + r = (uint16)Random(); + + if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh && + _patches.ai_disable_veh_aircraft && _patches.ai_disable_veh_ship) + return; + + if (r < 0x7626) { + if (_patches.ai_disable_veh_train) continue; + AiWantTrainRoute(p); + } else if (r < 0xC4EA) { + if (_patches.ai_disable_veh_roadveh) continue; + AiWantRoadRoute(p); + } else if (r < 0xD89B) { + if (_patches.ai_disable_veh_aircraft) continue; + AiWantAircraftRoute(p); + } else { + if (_patches.ai_disable_veh_ship) continue; + AiWantShipRoute(p); + } + + // got a route? + if (p->ai.state != AIS_WANT_NEW_ROUTE) + break; + + // time out? + if (--i == 0) { + if (++p->ai.state_counter == 556) p->ai.state = AIS_0; + break; + } + } +} + +static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint values[NUM_CARGO]; + int w,h; + int rad; + + for(;p->mode != 4;p++) if (p->mode == 1) { + TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + + w = ((p->attr>>1) & 7); + h = ((p->attr>>4) & 7); + if (p->attr&1) intswap(w, h); + + + if (_patches.modified_catchment) { + rad = CA_TRAIN; + } else { + rad = 4; + } + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, w, h, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, w, h, rad); + if (!(values[cargo] & ~7)) + return false; + if (cargo != CT_MAIL) + return true; + return !!((values[cargo]>>1) & ~7); + } + } + + return true; +} + +static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, byte flag) +{ + int32 ret; + int32 total_cost = 0; + Town *t = NULL; + int rating = 0; + int i,j,k; + + for(;;) { + // This will seldomly overflow for valid reasons. Mask it to be on the safe side. + uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); + + _cleared_town = NULL; + + if (p->mode < 2) { + if (p->mode == 0) { + // Depot + ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); + } else { + // Station + ret = DoCommandByTile(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); + } + + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + +clear_town_stuff:; + if (_cleared_town != NULL) { + if (t != NULL && t != _cleared_town) + return CMD_ERROR; + t = _cleared_town; + rating += _cleared_town_rating; + } + } else if (p->mode == 2) { + // Rail + if (IsTileType(c, MP_RAILWAY)) + return CMD_ERROR; + + j = p->attr; + k = 0; + + // Build the rail + for(i=0; i!=6; i++,j>>=1) { + if (j&1) { + k = i; + ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + } + + /* signals too? */ + if (j&3) { + // Can't build signals on a road. + if (IsTileType(c, MP_STREET)) return CMD_ERROR; + + if (flag & DC_EXEC) { + j = 4 - j; + do { + ret = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS); + } while (--j); + } else { + ret = _price.build_signals; + } + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + } else if (p->mode == 3) { + //Clear stuff and then build single rail. + if (GetTileSlope(c,NULL) != 0) + return CMD_ERROR; + ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret + _price.build_rail; + + if (flag & DC_EXEC) { + DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); + } + + goto clear_town_stuff; + } else { + // Unk + break; + } + + p++; + } + + if (!(flag & DC_EXEC)) { + if (t != NULL && rating > t->ratings[_current_player]) { + return CMD_ERROR; + } + } + + return total_cost; +} + +// Returns rule and cost +static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, int32 *cost) +{ + int i; + const AiDefaultRailBlock *p; + + for(i=0; (p = _default_rail_track_data[i]) != NULL; i++) { + if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && + (p->dir == 0xFF || p->dir == dir || ((p->dir-1)&3) == dir)) { + *cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING); + if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo)) + return i; + } + } + + return -1; +} + +static const byte _terraform_up_flags[] = { + 14, 13, 12, 11, + 10, 9, 8, 7, + 6, 5, 4, 3, + 2, 1, 0, 1, + 2, 1, 4, 1, + 2, 1, 8, 1, + 2, 1, 4, 2, + 2, 1 +}; + +static const byte _terraform_down_flags[] = { + 1, 2, 3, 4, + 5, 6, 1, 8, + 9, 10, 8, 12, + 4, 2, 0, 0, + 1, 2, 3, 4, + 5, 6, 2, 8, + 9, 10, 1, 12, + 8, 4 +}; + +static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) +{ + byte old_player; + uint32 r; + uint slope; + uint h; + + old_player = _current_player; + _current_player = OWNER_NONE; + + r = Random(); + + unk &= (int)r; + + do { + tile = TILE_MASK(tile + TileOffsByDir(dir)); + + r >>= 2; + if (r&2) { + dir++; + if (r&1) + dir -= 2; + } + dir &= 3; + } while (--unk >= 0); + + slope = GetTileSlope(tile, &h); + + if (slope != 0) { + if (mode > 0 || (mode == 0 && !(r&0xC))) { + // Terraform up + DoCommandByTile(tile, _terraform_up_flags[slope-1], 1, + DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + } else if (h != 0) { + // Terraform down + DoCommandByTile(tile, _terraform_down_flags[slope-1], 0, + DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + } + } + + _current_player = old_player; +} + +static void AiStateBuildDefaultRailBlocks(Player *p) +{ + int i, j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // do the following 8 times + i = 8; + do { + // check if we can build the default track + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) + continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the track can be build there. + rule = AiBuildDefaultRailTrack(aib->use_tile, + p->ai.build_kind, p->ai.num_wagons, + aib->unk6, aib->unk7, + aib->direction, aib->cargo, &cost); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost)) { + int32 r; + // player has money, build it. + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultRailTrack( + aib->use_tile, + _default_rail_track_data[rule]->data, + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(r != CMD_ERROR); + } + } while (++aib,--j); + } while (--i); + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) + return; + } while (++aib,--j); + + // yep, all are done. switch state to the rail building state. + p->ai.state = AIS_BUILD_RAIL; + p->ai.state_mode = 255; +} + +static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir) +{ + const AiDefaultBlockData *p = _default_rail_track_data[rule]->data; + + while (p->mode != 3 || !((--cmd) & 0x80)) p++; + + return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr); +} + +typedef struct AiRailPathFindData { + TileIndex tile; + TileIndex tile2; + int count; + bool flag; +} AiRailPathFindData; + +static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state) +{ + if (a->flag) + return true; + + if (length > 20 || tile == a->tile) { + a->flag = true; + return true; + } + + if (DistanceMax(tile, a->tile2) < 4) + a->count++; + + return false; +} + +static bool AiDoFollowTrack(Player *p) +{ + AiRailPathFindData arpfd; + arpfd.tile = p->ai.start_tile_a; + arpfd.tile2 = p->ai.cur_tile_a; + arpfd.flag = false; + arpfd.count = 0; + FollowTrack(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, + (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); + return arpfd.count > 8; +} + +typedef struct AiRailFinder { + TileIndex final_tile; + byte final_dir; + byte depth; + byte recursive_mode; + byte cur_best_dir; + byte best_dir; + byte cur_best_depth; + byte best_depth; + uint cur_best_dist; + const byte *best_ptr; + uint best_dist; + TileIndex cur_best_tile, best_tile; + TileIndex bridge_end_tile; + Player *player; + TileInfo ti; +} AiRailFinder; + +static const byte _ai_table_15[4][8] = { + {0, 0, 4, 3, 3, 1, 128+0, 64}, + {1, 1, 2, 0, 4, 2, 128+1, 65}, + {0, 2, 2, 3, 5, 1, 128+2, 66}, + {1, 3, 5, 0, 3, 2, 128+3, 67} +}; + +static const byte _dir_table_1[] = {3, 9, 12, 6}; +static const byte _dir_table_2[] = {12, 6, 3, 9}; + + +static bool AiIsTileBanned(Player *p, TileIndex tile, byte val) { + int i; + + for(i=0; i!=p->ai.banned_tile_count; i++) + if (p->ai.banned_tiles[i] == tile && + p->ai.banned_val[i] == val) + return true; + return false; +} + +static void AiBanTile(Player *p, TileIndex tile, byte val) { + int i; + + for(i=lengthof(p->ai.banned_tiles)-1; i!=0; i--) { + p->ai.banned_tiles[i] = p->ai.banned_tiles[i-1]; + p->ai.banned_val[i] = p->ai.banned_val[i-1]; + } + + p->ai.banned_tiles[0] = tile; + p->ai.banned_val[0] = val; + + if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) + p->ai.banned_tile_count++; +} + +static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir); + +static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p) +{ + bool better = false; + + if (arf->recursive_mode < 1) { + // Mode is 0. This means destination has not been found yet. + // If the found path is shorter than the current one, remember it. + if (arf->cur_best_dist < arf->best_dist) { + arf->best_dir = arf->cur_best_dir; + arf->best_dist = arf->cur_best_dist; + arf->best_ptr = p; + arf->best_tile = arf->cur_best_tile; + better = true; + } + } else if (arf->recursive_mode > 1) { + // Mode is 2. + if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = 0; + arf->best_ptr = p; + arf->best_tile = 0; + better = true; + } + } + arf->recursive_mode = 0; + arf->cur_best_dist = (uint)-1; + arf->cur_best_depth = 0xff; + + return better; +} + +static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) +{ + TileIndex tile_new; + bool flag; + + int dir2 = p[0] & 3; + + FindLandscapeHeightByTile(&arf->ti, tile); + + if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { + tile_new = tile; + // Allow bridges directly over bottom tiles + flag = arf->ti.z == 0; + for(;;) { + if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); + FindLandscapeHeightByTile(&arf->ti, tile_new); + if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { + if (!flag) return; + break; + } + if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) + return; + flag = true; + } + + // Is building a (rail)bridge possible at this place (type doesn't matter)? + if (CmdFailed(DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, + DC_AUTO, CMD_BUILD_BRIDGE)) ) + return; + AiBuildRailRecursive(arf, tile_new, dir2); + + // At the bottom depth, check if the new path is better than the old one. + if (arf->depth == 1) { + if (AiCheckRailPathBetter(arf, p)) + arf->bridge_end_tile = tile_new; + } + } +} + +static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) +{ + FindLandscapeHeightByTile(&arf->ti, tile); + + if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { + int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); + + if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { + AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (arf->depth == 1) { + AiCheckRailPathBetter(arf, p); + } + } + } +} + + +static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) +{ + const byte *p; + + tile = TILE_MASK(tile + TileOffsByDir(dir)); + + // Reached destination? + if (tile == arf->final_tile) { + if (arf->final_dir != (dir^2)) { + if (arf->recursive_mode != 2) + arf->recursive_mode = 1; + } else if (arf->recursive_mode != 2) { + arf->recursive_mode = 2; + arf->cur_best_depth = arf->depth; + } else { + if (arf->depth < arf->cur_best_depth) + arf->cur_best_depth = arf->depth; + } + return; + } + + // Depth too deep? + if (arf->depth >= 4) { + uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); + if (dist < arf->cur_best_dist) { + // Store the tile that is closest to the final position. + arf->cur_best_depth = arf->depth; + arf->cur_best_dist = dist; + arf->cur_best_tile = tile; + arf->cur_best_dir = dir; + } + return; + } + + // Increase recursion depth + arf->depth++; + + // Grab pointer to list of stuff that is possible to build + p = _ai_table_15[dir]; + + // Try to build a single rail in all directions. + FindLandscapeHeightByTile(&arf->ti, tile); + if (arf->ti.z == 0) { + p += 6; + } else { + do { + // Make sure the tile is not in the list of banned tiles and that a rail can be built here. + if (!AiIsTileBanned(arf->player, tile, p[0]) && + !CmdFailed(DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) { + AiBuildRailRecursive(arf, tile, p[1]); + } + + // At the bottom depth? + if (arf->depth == 1) { + AiCheckRailPathBetter(arf, p); + } + + p += 2; + } while (!(p[0]&0x80)); + } + + AiCheckBuildRailBridgeHere(arf, tile, p); + AiCheckBuildRailTunnelHere(arf, tile, p+1); + + arf->depth--; +} + + +static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; + +static void AiBuildRailConstruct(Player *p) +{ + AiRailFinder arf; + int i; + + // Check too much lookahead? + if (AiDoFollowTrack(p)) { + p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks + p->ai.state_mode = 1; // Start destruct + + // Ban this tile and don't reach it for a while. + AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); + return; + } + + // Setup recursive finder and call it. + arf.player = p; + arf.final_tile = p->ai.cur_tile_b; + arf.final_dir = p->ai.cur_dir_b; + arf.depth = 0; + arf.recursive_mode = 0; + arf.best_ptr = NULL; + arf.cur_best_dist = (uint)-1; + arf.cur_best_depth = 0xff; + arf.best_dist = (uint)-1; + arf.best_depth = 0xff; + arf.cur_best_tile = 0; + arf.best_tile = 0; + AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); + + // Reached destination? + if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { + p->ai.state_mode = 255; + return; + } + + // Didn't find anything to build? + if (arf.best_ptr == NULL) { + // Terraform some + for(i=0; i!=5; i++) + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + + if (++p->ai.state_counter == 21) { + p->ai.state_counter = 40; + p->ai.state_mode = 1; + + // Ban this tile + AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); + } + return; + } + + p->ai.cur_tile_a += TileOffsByDir(p->ai.cur_dir_a); + + if (arf.best_ptr[0]&0x80) { + int i; + int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a); + + /* Figure out what (rail)bridge type to build + start with best bridge, then go down to worse and worse bridges + unnecessary to check for worse bridge (i=0), since AI will always build that. + AI is so fucked up that fixing this small thing will probably not solve a thing + */ + for (i = MAX_BRIDGES - 1; i != 0; i--) { + if (CheckBridge_Stuff(i, bridge_len)) { + int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE); + if (!CmdFailed(cost) && cost < (p->player_money >> 5)) + break; + } + } + + // Build it + DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); + + p->ai.cur_tile_a = arf.bridge_end_tile; + p->ai.state_counter = 0; + } else if (arf.best_ptr[0]&0x40) { + // tunnel + DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); + p->ai.cur_tile_a = _build_tunnel_endtile; + p->ai.state_counter = 0; + } else { + // rail + p->ai.cur_dir_a = arf.best_ptr[1]; + DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], + DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); + p->ai.state_counter = 0; + } + + if (arf.best_tile != 0) { + for(i=0; i!=2; i++) + AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); + } +} + +static bool AiRemoveTileAndGoForward(Player *p) +{ + byte b; + int bit; + const byte *ptr; + TileIndex tile = p->ai.cur_tile_a; + int offs; + TileIndex tilenew; + + if (IsTileType(tile, MP_TUNNELBRIDGE)) { + if (!(_m[tile].m5 & 0x80)) { + // Clear the tunnel and continue at the other side of it. + if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) ) + return false; + p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a)); + return true; + } + + if (!(_m[tile].m5 & 0x40)) { + + // Check if the bridge points in the right direction. + // This is not really needed the first place AiRemoveTileAndGoForward is called. + if ((_m[tile].m5&1) != (p->ai.cur_dir_a&1)) + return false; + + // Find other side of bridge. + offs = TileOffsByDir(p->ai.cur_dir_a); + do { + tile = TILE_MASK(tile - offs); + } while (_m[tile].m5 & 0x40); + + tilenew = TILE_MASK(tile - offs); + // And clear the bridge. + if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) ) + return false; + p->ai.cur_tile_a = tilenew; + return true; + } + } + + // Find the railtype at the position. Quit if no rail there. + b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a]; + if (b == 0) + return false; + + // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. + bit = FindFirstBit(b); + + // Then remove and signals if there are any. + if (IsTileType(tile, MP_RAILWAY) && + (_m[tile].m5&0xC0) == 0x40) { + DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); + } + + // And also remove the rail. + if (CmdFailed(DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)) ) + return false; + + // Find the direction at the other edge of the rail. + ptr = _ai_table_15[p->ai.cur_dir_a^2]; + while (ptr[0] != bit) ptr+=2; + p->ai.cur_dir_a = ptr[1] ^ 2; + + // And then also switch tile. + p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDir(p->ai.cur_dir_a)); + + return true; +} + + +static void AiBuildRailDestruct(Player *p) +{ + // Decrease timeout. + if (!--p->ai.state_counter) { + p->ai.state_mode = 2; + p->ai.state_counter = 0; + } + + // Don't do anything if the destination is already reached. + if (p->ai.cur_tile_a == p->ai.start_tile_a) + return; + + AiRemoveTileAndGoForward(p); +} + + +static void AiBuildRail(Player *p) +{ + int i; + + if (p->ai.state_mode < 1) { + // Construct mode, build new rail. + AiBuildRailConstruct(p); + } else if (p->ai.state_mode == 1) { + + // Destruct mode, destroy the rail currently built. + AiBuildRailDestruct(p); + } else if (p->ai.state_mode == 2) { + + // Terraform some and then try building again. + for(i=0; i!=4; i++) + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + + if (++p->ai.state_counter == 4) { + p->ai.state_counter = 0; + p->ai.state_mode = 0; + } + } +} + +static void AiStateBuildRail(Player *p) +{ + int num; + AiBuildRec *aib; + byte cmd; + TileIndex tile; + int dir; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // Currently building a rail between two points? + if (p->ai.state_mode != 255) { + AiBuildRail(p); + + // Alternate between edges + swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); + swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); + swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); + swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); + return; + } + + // Now, find two new points to build between + num = p->ai.num_build_rec; + aib = &p->ai.src; + + for(;;) { + cmd = aib->buildcmd_a; + aib->buildcmd_a = 255; + if (cmd != 255) break; + + cmd = aib->buildcmd_b; + aib->buildcmd_b = 255; + if (cmd != 255) break; + + aib++; + if (--num == 0) { + p->ai.state = AIS_BUILD_RAIL_VEH; + p->ai.state_counter = 0; // timeout + return; + } + } + + // Find first edge to build from. + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir); + p->ai.start_tile_a = tile; + p->ai.cur_tile_a = tile; + p->ai.start_dir_a = dir; + p->ai.cur_dir_a = dir; + DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + + assert(TILE_MASK(tile) != 0xFF00); + + // Find second edge to build to + aib = (&p->ai.src) + ((cmd >> 4)&0xF); + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir); + p->ai.start_tile_b = tile; + p->ai.cur_tile_b = tile; + p->ai.start_dir_b = dir; + p->ai.cur_dir_b = dir; + DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + + assert(TILE_MASK(tile) != 0xFF00); + + // And setup state. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + p->ai.banned_tile_count = 0; +} + +static int AiGetStationIdByDef(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _default_rail_track_data[id]->data; + while (p->mode != 1) p++; + return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2; +} + +static void AiStateBuildRailVeh(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + int i, veh; + int cargo; + int32 cost; + Vehicle *v; + uint loco_id; + + ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data; + while (ptr->mode != 0) { ptr++; } + + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + cargo = p->ai.cargo_type; + for(i=0;;) { + if (p->ai.wagon_list[i] == INVALID_VEHICLE) { + veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo]; + cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); + if (CmdFailed(cost)) goto handle_nocash; + p->ai.wagon_list[i] = _new_wagon_id; + p->ai.wagon_list[i+1] = INVALID_VEHICLE; + return; + } + if (cargo == CT_MAIL) + cargo = CT_PASSENGERS; + if (++i == p->ai.num_wagons * 2 - 1) + break; + } + + // Which locomotive to build? + veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile); + if (veh == -1) { +handle_nocash: + // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. + if (++p->ai.state_counter == 1000) { + for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); + assert(!CmdFailed(cost)); + } + p->ai.state = AIS_0; + } + return; + } + + // Try to build the locomotive + cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); + assert(!CmdFailed(cost)); + loco_id = _new_train_id; + + // Sell a vehicle if the train is double headed. + v = GetVehicle(loco_id); + if (v->next != NULL) { + i = p->ai.wagon_list[p->ai.num_wagons*2-2]; + p->ai.wagon_list[p->ai.num_wagons*2-2] = INVALID_VEHICLE; + DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); + } + + // Move the wagons onto the train + for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); + } + + for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { + AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; + bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || + p->ai.cargo_type == CT_MAIL || + (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.station = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); + + DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) + p->ai.num_want_fullload--; + + if (--p->ai.num_loco_to_build != 0) { +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.wagon_list[0] = INVALID_VEHICLE; + } else { + p->ai.state = AIS_0; + } +} + +static void AiStateDeleteRailBlocks(Player *p) +{ + int num; + AiBuildRec *aib; + const AiDefaultBlockData *b; + + num = p->ai.num_build_rec; + aib = &p->ai.src; + do { + if (aib->cur_building_rule != 255) { + b = _default_rail_track_data[aib->cur_building_rule]->data; + while (b->mode != 4) { + DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + b++; + } + } + } while (++aib,--num); + + p->ai.state = AIS_0; +} + +static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint values[NUM_CARGO]; + int rad; + + if (_patches.modified_catchment) { + rad = CA_TRUCK; //Same as CA_BUS at the moment? + } else { //change that at some point? + rad = 4; + } + + for(;;p++) { + if (p->mode == 4) { + return true; + } else if (p->mode == 1) { + TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, 1, 1, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, 1, 1, rad); + return (values[cargo]&~7) != 0; + } + } + } +} + +static bool _want_road_truck_station; +static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); + +// Returns rule and cost +static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost) +{ + int i; + const AiDefaultRoadBlock *p; + + _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS; + + for(i=0; (p = _road_default_block_data[i]) != NULL; i++) { + if (p->dir == direction) { + *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); + if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo)) + return i; + } + } + + return -1; +} + +static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +{ + int32 ret; + int32 total_cost = 0; + Town *t = NULL; + int rating = 0; + int roadflag = 0; + + for(;p->mode != 4;p++) { + uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); + + _cleared_town = NULL; + + if (p->mode == 2) { + if (IsTileType(c, MP_STREET) && + (_m[c].m5&0xF0)==0 && + (_m[c].m5&p->attr)!=0) { + roadflag |= 2; + + // all bits are already built? + if ((_m[c].m5&p->attr)==p->attr) + continue; + } + + ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + + continue; + } + + if (p->mode == 0) { + // Depot + ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT); + goto clear_town_stuff; + } else if (p->mode == 1) { + if (_want_road_truck_station) { + // Truck station + ret = DoCommandByTile(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); + } else { + // Bus station + ret = DoCommandByTile(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); + } +clear_town_stuff:; + + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + + if (_cleared_town != NULL) { + if (t != NULL && t != _cleared_town) + return CMD_ERROR; + t = _cleared_town; + rating += _cleared_town_rating; + } + } else if (p->mode == 3) { + if (flag & DC_EXEC) + continue; + + if (GetTileSlope(c, NULL) != 0) + return CMD_ERROR; + + if (!(IsTileType(c, MP_STREET) && (_m[c].m5 & 0xF0) == 0)) { + ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return CMD_ERROR; + } + + } + } + + if (!_want_road_truck_station && !(roadflag&2)) + return CMD_ERROR; + + if (!(flag & DC_EXEC)) { + if (t != NULL && rating > t->ratings[_current_player]) { + return CMD_ERROR; + } + } + return total_cost; +} + +// Make sure the blocks are not too close to each other +static bool AiCheckBlockDistances(Player *p, TileIndex tile) +{ + AiBuildRec *aib; + int num; + + num = p->ai.num_build_rec; + aib = &p->ai.src; + + do { + if (aib->cur_building_rule != 255) { + if (DistanceManhattan(aib->use_tile, tile) < 9) + return false; + } + } while (++aib, --num); + + return true; +} + + +static void AiStateBuildDefaultRoadBlocks(Player *p) +{ + int i, j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // do the following 8 times + i = 8; + do { + // check if we can build the default track + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) + continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the road can be built there. + rule = AiFindBestDefaultRoadBlock(aib->use_tile, + aib->direction, aib->cargo, &cost); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + int32 r; + + // player has money, build it. + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultRoadBlock( + aib->use_tile, + _road_default_block_data[rule]->data, + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(r != CMD_ERROR); + } + } while (++aib,--j); + } while (--i); + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) + return; + } while (++aib,--j); + + // yep, all are done. switch state to the rail building state. + p->ai.state = AIS_BUILD_ROAD; + p->ai.state_mode = 255; +} + +typedef struct { + TileIndex final_tile; + byte final_dir; + byte depth; + byte recursive_mode; + byte cur_best_dir; + byte best_dir; + byte cur_best_depth; + byte best_depth; + uint cur_best_dist; + const byte *best_ptr; + uint best_dist; + TileIndex cur_best_tile, best_tile; + TileIndex bridge_end_tile; + Player *player; + TileInfo ti; +} AiRoadFinder; + +typedef struct AiRoadEnum { + TileIndex dest; + TileIndex best_tile; + int best_track; + uint best_dist; +} AiRoadEnum; + +static const byte _dir_by_track[] = { + 0,1,0,1,2,1, 0,0, + 2,3,3,2,3,0, +}; + +static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir); + +static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) +{ + bool better = false; + + if (arf->recursive_mode < 1) { + // Mode is 0. This means destination has not been found yet. + // If the found path is shorter than the current one, remember it. + if (arf->cur_best_dist < arf->best_dist || + (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = arf->cur_best_dist; + arf->best_dir = arf->cur_best_dir; + arf->best_ptr = p; + arf->best_tile = arf->cur_best_tile; + better = true; + } + } else if (arf->recursive_mode > 1) { + // Mode is 2. + if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = 0; + arf->best_ptr = p; + arf->best_tile = 0; + better = true; + } + } + arf->recursive_mode = 0; + arf->cur_best_dist = (uint)-1; + arf->cur_best_depth = 0xff; + + return better; +} + + +static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state) +{ + uint dist = DistanceManhattan(tile, a->dest); + + if (dist <= a->best_dist) { + TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track])); + + if (IsTileType(tile2, MP_STREET) && + (_m[tile2].m5&0xF0) == 0) { + a->best_dist = dist; + a->best_tile = tile; + a->best_track = track; + } + } + + return false; +} + +static const uint16 _ai_road_table_and[4] = { + 0x1009, + 0x16, + 0x520, + 0x2A00, +}; + +static bool AiCheckRoadFinished(Player *p) +{ + AiRoadEnum are; + TileIndex tile; + int dir = p->ai.cur_dir_a; + uint32 bits; + int i; + + are.dest = p->ai.cur_tile_b; + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir)); + + bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir]; + if (bits == 0) { + return false; + } + + are.best_dist = (uint)-1; + + for_each_bit(i, bits) { + FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); + } + + if (DistanceManhattan(tile, are.dest) <= are.best_dist) + return false; + + if (are.best_dist == 0) + return true; + + p->ai.cur_tile_a = are.best_tile; + p->ai.cur_dir_a = _dir_by_track[are.best_track]; + return false; +} + + +static bool AiBuildRoadHelper(TileIndex tile, int flags, int type) +{ + static const byte _road_bits[] = { + 8+2, + 1+4, + 1+8, + 4+2, + 1+2, + 8+4, + }; + return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD)); +} + +static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) +{ + TileIndex tile_new; + bool flag; + + int dir2 = p[0] & 3; + + FindLandscapeHeightByTile(&arf->ti, tile); + if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { + tile_new = tile; + // Allow bridges directly over bottom tiles + flag = arf->ti.z == 0; + for(;;) { + if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); + FindLandscapeHeightByTile(&arf->ti, tile_new); + if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { + // Allow a bridge if either we have a tile that's water, rail or street, + // or if we found an up tile. + if (!flag) return; + break; + } + if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) + return; + flag = true; + } + + // Is building a (rail)bridge possible at this place (type doesn't matter)? + if (CmdFailed(DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE))) + return; + AiBuildRoadRecursive(arf, tile_new, dir2); + + // At the bottom depth, check if the new path is better than the old one. + if (arf->depth == 1) { + if (AiCheckRoadPathBetter(arf, p)) + arf->bridge_end_tile = tile_new; + } + } +} + +static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) +{ + FindLandscapeHeightByTile(&arf->ti, tile); + + if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { + int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); + + if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { + AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (arf->depth == 1) { + AiCheckRoadPathBetter(arf, p); + } + } + } +} + + + +static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) +{ + const byte *p; + + tile = TILE_MASK(tile + TileOffsByDir(dir)); + + // Reached destination? + if (tile == arf->final_tile) { + if ((arf->final_dir^2) == dir) { + arf->recursive_mode = 2; + arf->cur_best_depth = arf->depth; + } + return; + } + + // Depth too deep? + if (arf->depth >= 4) { + uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); + if (dist < arf->cur_best_dist) { + // Store the tile that is closest to the final position. + arf->cur_best_dist = dist; + arf->cur_best_tile = tile; + arf->cur_best_dir = dir; + arf->cur_best_depth = arf->depth; + } + return; + } + + // Increase recursion depth + arf->depth++; + + // Grab pointer to list of stuff that is possible to build + p = _ai_table_15[dir]; + + // Try to build a single rail in all directions. + FindLandscapeHeightByTile(&arf->ti, tile); + if (arf->ti.z == 0) { + p += 6; + } else { + do { + // Make sure that a road can be built here. + if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) { + AiBuildRoadRecursive(arf, tile, p[1]); + } + + // At the bottom depth? + if (arf->depth == 1) { + AiCheckRoadPathBetter(arf, p); + } + + p += 2; + } while (!(p[0]&0x80)); + } + + AiCheckBuildRoadBridgeHere(arf, tile, p); + AiCheckBuildRoadTunnelHere(arf, tile, p+1); + + arf->depth--; +} + +int sw; + + +static void AiBuildRoadConstruct(Player *p) +{ + AiRoadFinder arf; + int i; + TileIndex tile; + + // Reached destination? + if (AiCheckRoadFinished(p)) { + p->ai.state_mode = 255; + return; + } + + // Setup recursive finder and call it. + arf.player = p; + arf.final_tile = p->ai.cur_tile_b; + arf.final_dir = p->ai.cur_dir_b; + arf.depth = 0; + arf.recursive_mode = 0; + arf.best_ptr = NULL; + arf.cur_best_dist = (uint)-1; + arf.cur_best_depth = 0xff; + arf.best_dist = (uint)-1; + arf.best_depth = 0xff; + arf.cur_best_tile = 0; + arf.best_tile = 0; + AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); + + // Reached destination? + if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { + p->ai.state_mode = 255; + return; + } + + // Didn't find anything to build? + if (arf.best_ptr == NULL) { + // Terraform some +do_some_terraform: + for(i=0; i!=5; i++) + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + + if (++p->ai.state_counter == 21) { + p->ai.state_mode = 1; + + p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); + p->ai.cur_dir_a ^= 2; + p->ai.state_counter = 0; + } + return; + } + + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); + + if (arf.best_ptr[0]&0x80) { + int i; + int32 bridge_len; + p->ai.cur_tile_a = arf.bridge_end_tile; + bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile + + /* Figure out what (road)bridge type to build + start with best bridge, then go down to worse and worse bridges + unnecessary to check for worse bridge (i=0), since AI will always build that. + AI is so fucked up that fixing this small thing will probably not solve a thing + */ + for(i = 10; i != 0; i--) { + if (CheckBridge_Stuff(i, bridge_len)) { + int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); + if (!CmdFailed(cost) && cost < (p->player_money >> 5)) + break; + } + } + + // Build it + DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); + + p->ai.state_counter = 0; + } else if (arf.best_ptr[0]&0x40) { + // tunnel + DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); + p->ai.cur_tile_a = _build_tunnel_endtile; + p->ai.state_counter = 0; + } else { + + // road + if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0])) + goto do_some_terraform; + + p->ai.cur_dir_a = arf.best_ptr[1]; + p->ai.cur_tile_a = tile; + p->ai.state_counter = 0; + } + + if (arf.best_tile != 0) { + for(i=0; i!=2; i++) + AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); + } +} + + +static void AiBuildRoad(Player *p) +{ + int i; + + if (p->ai.state_mode < 1) { + // Construct mode, build new road. + AiBuildRoadConstruct(p); + } else if (p->ai.state_mode == 1) { + // Destruct mode, not implemented for roads. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + } else if (p->ai.state_mode == 2) { + + // Terraform some and then try building again. + for(i=0; i!=4; i++) + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + + if (++p->ai.state_counter == 4) { + p->ai.state_counter = 0; + p->ai.state_mode = 0; + } + } +} + +static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir) +{ + const AiDefaultBlockData *p = _road_default_block_data[rule]->data; + while (p->mode != 1) p++; + *dir = p->attr; + return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); +} + + +static void AiStateBuildRoad(Player *p) +{ + int num; + AiBuildRec *aib; + byte cmd; + TileIndex tile; + int dir; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_ROAD_BLOCKS; + return; + } + + // Currently building a road between two points? + if (p->ai.state_mode != 255) { + AiBuildRoad(p); + + // Alternate between edges + swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); + swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); + swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); + swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); + + sw ^= 1; + return; + } + + // Now, find two new points to build between + num = p->ai.num_build_rec; + aib = &p->ai.src; + + for(;;) { + cmd = aib->buildcmd_a; + aib->buildcmd_a = 255; + if (cmd != 255) break; + + aib++; + if (--num == 0) { + p->ai.state = AIS_BUILD_ROAD_VEHICLES; + return; + } + } + + // Find first edge to build from. + tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); + p->ai.start_tile_a = tile; + p->ai.cur_tile_a = tile; + p->ai.start_dir_a = dir; + p->ai.cur_dir_a = dir; + + // Find second edge to build to + aib = (&p->ai.src) + (cmd&0xF); + tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); + p->ai.start_tile_b = tile; + p->ai.cur_tile_b = tile; + p->ai.start_dir_b = dir; + p->ai.cur_dir_b = dir; + + // And setup state. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + p->ai.banned_tile_count = 0; +} + +static int AiGetStationIdFromRoadBlock(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _road_default_block_data[id]->data; + while (p->mode != 1) p++; + return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2; +} + +static void AiStateBuildRoadVehicles(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + uint loco_id; + int veh, i; + + ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; + for(;ptr->mode != 0;ptr++) {} + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile); + if (veh == -1) { + p->ai.state = AIS_0; + return; + } + + if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; + + loco_id = _new_roadveh_id; + + for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { + AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; + bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || + p->ai.cargo_type == CT_MAIL || + (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.station = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + + DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) + p->ai.num_want_fullload--; + + if (--p->ai.num_loco_to_build == 0) { + p->ai.state = AIS_0; + } +} + +static void AiStateDeleteRoadBlocks(Player *p) +{ + int num; + AiBuildRec *aib; + const AiDefaultBlockData *b; + + num = p->ai.num_build_rec; + aib = &p->ai.src; + do { + if (aib->cur_building_rule != 255) { + b = _road_default_block_data[aib->cur_building_rule]->data; + while (b->mode != 4) { + if (b->mode <= 1) { + DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + b++; + } + } + } while (++aib,--num); + + p->ai.state = AIS_0; +} + +static bool AiCheckIfHangar(Station *st) +{ + TileIndex tile = st->airport_tile; + + // HANGAR of airports + // 0x20 - hangar large airport (32) + // 0x41 - hangar small airport (65) + return (_m[tile].m5 == 32 || _m[tile].m5 == 65); +} + +static void AiStateAirportStuff(Player *p) +{ + Station *st; + byte acc_planes; + int i; + AiBuildRec *aib; + byte rule; + + // Here we look for an airport we could use instead of building a new + // one. If we find such an aiport for any waypoint, + // AiStateBuildDefaultAirportBlocks() will kindly skip that one when + // building the waypoints. + + i = 0; + do { + // We do this all twice - once for the source (town in the case + // of oilrig route) and then for the destination (oilrig in the + // case of oilrig route). + aib = &p->ai.src + i; + + FOR_ALL_STATIONS(st) { + // Dismiss ghost stations. + if (st->xy == 0) + continue; + + // Is this an airport? + if (!(st->facilities & FACIL_AIRPORT)) + continue; + + // Do we own the airport? (Oilrigs aren't owned, though.) + if (st->owner != OWNER_NONE && st->owner != _current_player) + continue; + + acc_planes = GetAirport(st->airport_type)->acc_planes; + + // Dismiss heliports, unless we are checking an oilrig. + if (acc_planes == HELICOPTERS_ONLY && !(p->ai.build_kind == 1 && i == 1)) + continue; + + // Dismiss country airports if we are doing the other + // endpoint of an oilrig route. + if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0)) + continue; + + // Dismiss airports too far away. + if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng) + continue; + + // It's ideal airport, let's take it! + + /* XXX: This part is utterly broken - rule should + * contain number of the rule appropriate for the + * airport type (country, town, ...), see + * _airport_default_block_data (rule is just an index + * in this array). But the only difference between the + * currently existing two rules (rule 0 - town and rule + * 1 - country) is the attr field which is used only + * when building new airports - and that's irrelevant + * for us. So using just about any rule will suffice + * here for now (some of the new airport types would be + * broken because they will probably need different + * tileoff values etc), no matter that + * AiCheckIfHangar() makes no sense. --pasky */ + if (acc_planes == HELICOPTERS_ONLY) { + /* Heliports should have maybe own rulesets but + * OTOH we don't want AI to pick them up when + * looking for a suitable airport type to build. + * So any of rules 0 or 1 would do for now. The + * original rule number was 2 but that's a bug + * because we have no such rule. */ + rule = 1; + } else { + rule = AiCheckIfHangar(st); + } + + aib->cur_building_rule = rule; + aib->use_tile = st->airport_tile; + break; + } + } while (++i != p->ai.num_build_rec); + + p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; + p->ai.state_mode = 255; + p->ai.state_counter = 0; +} + +static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +{ + int32 total_cost = 0, ret; + + for(;p->mode == 0;p++) { + if (!HASBIT(_avail_aircraft, p->attr)) + return CMD_ERROR; + ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + + return total_cost; +} + +static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint values[NUM_CARGO]; + int w,h; + int rad; + + if (_patches.modified_catchment) { + rad = CA_AIR_LARGE; //I Have NFI what airport the + } else { //AI is going to build here + rad = 4; + } + + for(;p->mode==0;p++) { + TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + + w = _airport_size_x[p->attr]; + h = _airport_size_y[p->attr]; + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, w, h, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, w, h, rad); + return values[cargo] >= 8; + } + } + return true; +} + +static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) +{ + int i; + const AiDefaultBlockData *p; + for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) { + // If we are doing a helicopter service, avoid building + // airports where they can't land. + if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) + continue; + + *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); + if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo)) + return i; + } + return -1; +} + +static void AiStateBuildDefaultAirportBlocks(Player *p) +{ + int i, j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_0; + return; + } + + // do the following 8 times + i = 8; + do { + // check if we can build the default + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) + continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the aircraft stuff can be built there. + rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost); + +#if 0 + if (!IsTileType(aib->use_tile, MP_STREET) && + !IsTileType(aib->use_tile, MP_RAILWAY) && + !IsTileType(aib->use_tile, MP_STATION) + ) { + + _m[aib->use_tile].type_height = 0xa1; + _m[aib->use_tile].m5 = 0x80; + MarkTileDirtyByTile(aib->use_tile); + } +#endif +// SetRedErrorSquare(aib->use_tile); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + // player has money, build it. + int32 r; + + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultAirportBlock( + aib->use_tile, + _airport_default_block_data[rule], + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(r != CMD_ERROR); + } + } while (++aib,--j); + } while (--i); + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) + return; + } while (++aib,--j); + + // yep, all are done. switch state. + p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; +} + +static int AiGetStationIdFromAircraftBlock(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _airport_default_block_data[id]; + while (p->mode != 1) p++; + return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2; +} + +static void AiStateBuildAircraftVehicles(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + int veh; + int i; + uint loco_id; + + ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; + for(;ptr->mode!=0;ptr++) {} + + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0); + if (veh == -1) { + return; + } + + if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; + loco_id = _new_aircraft_id; + + for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { + AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; + bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.station = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); + + DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) + p->ai.num_want_fullload--; + + if (--p->ai.num_loco_to_build == 0) { + p->ai.state = AIS_0; + } +} + +static void AiStateCheckShipStuff(Player *p) +{ + // XXX + error("!AiStateCheckShipStuff"); +} + +static void AiStateBuildDefaultShipBlocks(Player *p) +{ + // XXX + error("!AiStateBuildDefaultShipBlocks"); +} + +static void AiStateDoShipStuff(Player *p) +{ + // XXX + error("!AiStateDoShipStuff"); +} + +static void AiStateSellVeh(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + + if (v->owner == _current_player) { + if (v->type == VEH_Train) { + + if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT); + goto going_to_depot; + } + + // Sell whole train + DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); + + } else if (v->type == VEH_Road) { + if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); + goto going_to_depot; + } + + DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + } else if (v->type == VEH_Aircraft) { + if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); + goto going_to_depot; + } + + DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); + } else if (v->type == VEH_Ship) { + // XXX: not implemented + error("!v->type == VEH_Ship"); + } + } + + goto return_to_loop; +going_to_depot:; + if (++p->ai.state_counter <= 832) + return; + + if (v->current_order.type == OT_GOTO_DEPOT) { + v->current_order.type = OT_DUMMY; + v->current_order.flags = 0; + InvalidateWindow(WC_VEHICLE_VIEW, v->index); + } +return_to_loop:; + p->ai.state = AIS_VEH_LOOP; +} + +static void AiStateRemoveStation(Player *p) +{ + // Remove stations that aren't in use by any vehicle + byte *in_use; + const byte *used; + const Order *ord; + const Station *st; + TileIndex tile; + + // Go to this state when we're done. + p->ai.state = AIS_1; + + // Get a list of all stations that are in use by a vehicle + in_use = malloc(GetStationPoolSize()); + memset(in_use, 0, GetStationPoolSize()); + FOR_ALL_ORDERS(ord) { + if (ord->type == OT_GOTO_STATION) + in_use[ord->station] = 1; + } + + // Go through all stations and delete those that aren't in use + used = in_use; + FOR_ALL_STATIONS(st) { + if (st->xy != 0 && st->owner == _current_player && !*used && + ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) || + (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 || + (tile = st->train_tile) != 0 || + (tile = st->dock_tile) != 0 || + (tile = st->airport_tile) != 0)) { + DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + used++; + } + + free(in_use); +} + +static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile) +{ + byte m5; + + if (IsTileType(tile, MP_RAILWAY)) { + if (!IsTileOwner(tile, _current_player)) return; + + m5 = _m[tile].m5; + if ((m5&~0x3) != 0xC0) { +is_rail_crossing:; + m5 = GetRailTrackStatus(tile); + + if (m5 == 0xC || m5 == 0x30) + return; + + if (m5&0x25) { +pos_0: + if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & 0x19)) { + p->ai.cur_dir_a = 0; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (m5&0x2A) { +pos_1: + if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & 0x16)) { + p->ai.cur_dir_a = 1; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (m5&0x19) { +pos_2: + if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & 0x25)) { + p->ai.cur_dir_a = 2; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (m5&0x16) { +pos_3: + if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & 0x2A)) { + p->ai.cur_dir_a = 3; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + } else { + static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A}; + + m5 &= 3; + if (GetRailTrackStatus(tile + TileOffsByDir(m5)) & _depot_bits[m5]) + return; + + DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } else if (IsTileType(tile, MP_STREET)) { + if (!IsTileOwner(tile, _current_player)) return; + + if (IsLevelCrossing(tile)) + goto is_rail_crossing; + + if ( (_m[tile].m5&0xF0) == 0x20) { + int dir; + + // Check if there are any stations around. + if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) && + IsTileOwner(tile + TileDiffXY(-1, 0), _current_player)) + return; + + if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) && + IsTileOwner(tile + TileDiffXY(1, 0), _current_player)) + return; + + if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) && + IsTileOwner(tile + TileDiffXY(0, -1), _current_player)) + return; + + if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) && + IsTileOwner(tile + TileDiffXY(0, 1), _current_player)) + return; + + dir = _m[tile].m5 & 3; + + DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + DoCommandByTile( + TILE_MASK(tile + TileOffsByDir(dir)), + 8 >> (dir ^ 2), + 0, + DC_EXEC, + CMD_REMOVE_ROAD); + } + } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { + byte b; + + if (!IsTileOwner(tile, _current_player) || (_m[tile].m5 & 0xC6) != 0x80) + return; + + m5 = 0; + + b = _m[tile].m5 & 0x21; + if (b == 0) goto pos_0; + if (b == 1) goto pos_3; + if (b == 0x20) goto pos_2; + goto pos_1; + } +} + +static void AiStateRemoveTrack(Player *p) +{ + /* Was 1000 for standard 8x8 maps. */ + int num = MapSizeX() * 4; + + do { + TileIndex tile = ++p->ai.state_counter; + + // Iterated all tiles? + if (tile >= MapSize()) { + p->ai.state = AIS_REMOVE_STATION; + return; + } + + // Remove player stuff in that tile + AiRemovePlayerRailOrRoad(p, tile); + if (p->ai.state != AIS_REMOVE_TRACK) + return; + } while (--num); +} + +static void AiStateRemoveSingleRailTile(Player *p) +{ + // Remove until we can't remove more. + if (!AiRemoveTileAndGoForward(p)) { + p->ai.state = AIS_REMOVE_TRACK; + } +} + +static AiStateAction * const _ai_actions[] = { + AiCase0, + AiCase1, + AiStateVehLoop, + AiStateCheckReplaceVehicle, + AiStateDoReplaceVehicle, + AiStateWantNewRoute, + + AiStateBuildDefaultRailBlocks, + AiStateBuildRail, + AiStateBuildRailVeh, + AiStateDeleteRailBlocks, + + AiStateBuildDefaultRoadBlocks, + AiStateBuildRoad, + AiStateBuildRoadVehicles, + AiStateDeleteRoadBlocks, + + AiStateAirportStuff, + AiStateBuildDefaultAirportBlocks, + AiStateBuildAircraftVehicles, + + AiStateCheckShipStuff, + AiStateBuildDefaultShipBlocks, + AiStateDoShipStuff, + + AiStateSellVeh, + AiStateRemoveStation, + AiStateRemoveTrack, + + AiStateRemoveSingleRailTile +}; + +extern void ShowBuyCompanyDialog(uint player); + +static void AiHandleTakeover(Player *p) +{ + if (p->bankrupt_timeout != 0) { + if ((p->bankrupt_timeout-=8) > 0) + return; + p->bankrupt_timeout = 0; + DeleteWindowById(WC_BUY_COMPANY, _current_player); + if (_current_player == _local_player) { + AskExitToGameMenu(); + return; + } + if (IS_HUMAN_PLAYER(_current_player)) + return; + } + + if (p->bankrupt_asked == 255) + return; + + { + uint asked = p->bankrupt_asked; + Player *pp, *best_pl = NULL; + int32 best_val = -1; + uint old_p; + + // Ask the guy with the highest performance hist. + FOR_ALL_PLAYERS(pp) { + if (pp->is_active && + !(asked&1) && + pp->bankrupt_asked == 0 && + best_val < pp->old_economy[1].performance_history) { + best_val = pp->old_economy[1].performance_history; + best_pl = pp; + } + asked>>=1; + } + + // Asked all players? + if (best_val == -1) { + p->bankrupt_asked = 255; + return; + } + + SETBIT(p->bankrupt_asked, best_pl->index); + + if (best_pl->index == _local_player) { + p->bankrupt_timeout = 4440; + ShowBuyCompanyDialog(_current_player); + return; + } + if (IS_HUMAN_PLAYER(best_pl->index)) + return; + + // Too little money for computer to buy it? + if (best_pl->player_money >> 1 >= p->bankrupt_value) { + // Computer wants to buy it. + old_p = _current_player; + _current_player = p->index; + DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); + _current_player = old_p; + } + } +} + +static void AiAdjustLoan(Player *p) +{ + int32 base = AiGetBasePrice(p); + + if (p->player_money > base * 1400) { + // Decrease loan + if (p->current_loan != 0) { + DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); + } + } else if (p->player_money < base * 500) { + // Increase loan + if (p->current_loan < _economy.max_loan && + p->num_valid_stat_ent >= 2 && + -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) { + DoCommandByTile(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN); + } + } +} + +static void AiBuildCompanyHQ(Player *p) +{ + TileIndex tile; + + if (p->location_of_house == 0 && + p->last_build_coordinate != 0) { + tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8); + DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + } +} + + +void AiDoGameLoop(Player *p) +{ + _cur_ai_player = p; + + if (p->bankrupt_asked != 0) { + AiHandleTakeover(p); + return; + } + + // Ugly hack to make sure the service interval of the AI is good, not looking + // to the patch-setting + // Also, it takes into account the setting if the service-interval is in days + // or in % + _ai_service_interval = _patches.servint_ispercent?80:180; + + if (IS_HUMAN_PLAYER(_current_player)) + return; + + AiAdjustLoan(p); + AiBuildCompanyHQ(p); + + if (_opt.diff.competitor_speed == 4) { + /* ultraspeed */ + _ai_actions[p->ai.state](p); + if (p->bankrupt_asked != 0) + return; + } else if (_opt.diff.competitor_speed != 3) { + p->ai.tick++; + if (!(p->ai.tick&1)) + return; + if (_opt.diff.competitor_speed != 2) { + if (!(p->ai.tick&2)) + return; + if (_opt.diff.competitor_speed == 0) { + if (!(p->ai.tick&4)) + return; + } + } + } +#if 0 + { + static byte old_state = 99; + static bool hasdots = false; + char *_ai_state_names[]={ + "AiCase0", + "AiCase1", + "AiStateVehLoop", + "AiStateCheckReplaceVehicle", + "AiStateDoReplaceVehicle", + "AiStateWantNewRoute", + "AiStateBuildDefaultRailBlocks", + "AiStateBuildRail", + "AiStateBuildRailVeh", + "AiStateDeleteRailBlocks", + "AiStateBuildDefaultRoadBlocks", + "AiStateBuildRoad", + "AiStateBuildRoadVehicles", + "AiStateDeleteRoadBlocks", + "AiStateAirportStuff", + "AiStateBuildDefaultAirportBlocks", + "AiStateBuildAircraftVehicles", + "AiStateCheckShipStuff", + "AiStateBuildDefaultShipBlocks", + "AiStateDoShipStuff", + "AiStateSellVeh", + "AiStateRemoveStation", + "AiStateRemoveTrack", + "AiStateRemoveSingleRailTile" + }; + + if (p->ai.state != old_state) { + if (hasdots) + printf("\n"); + hasdots=false; + printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]); + } else { + printf("."); + hasdots=true; + } + } +#endif + + _ai_actions[p->ai.state](p); +} diff --git a/ai_pathfinder.c b/ai_pathfinder.c --- a/ai_pathfinder.c +++ b/ai_pathfinder.c @@ -4,7 +4,7 @@ #include "map.h" #include "tile.h" #include "command.h" -#include "ai.h" +#include "ai_new.h" #include "depot.h" #define TEST_STATION_NO_DIR 0xFF diff --git a/ai_shared.c b/ai_shared.c --- a/ai_shared.c +++ b/ai_shared.c @@ -2,7 +2,7 @@ #include "openttd.h" #include "debug.h" #include "map.h" -#include "ai.h" +#include "ai_new.h" #include "vehicle.h" int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c) diff --git a/openttd.c b/openttd.c --- a/openttd.c +++ b/openttd.c @@ -27,7 +27,7 @@ #include "fileio.h" #include "hal.h" #include "airport.h" -#include "ai.h" +#include "ai_new.h" #include "console.h" #include "screenshot.h" #include "network.h" diff --git a/openttd.dsp b/openttd.dsp --- a/openttd.dsp +++ b/openttd.dsp @@ -91,7 +91,7 @@ LINK32=link.exe # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" # Begin Source File -SOURCE=.\ai.c +SOURCE=.\ai_old.c # End Source File # Begin Source File @@ -375,7 +375,7 @@ SOURCE=.\window.c # PROP Default_Filter "h;hpp;hxx;hm;inl" # Begin Source File -SOURCE=.\ai.h +SOURCE=.\ai_new.h # End Source File # Begin Source File diff --git a/openttd.tgt b/openttd.tgt --- a/openttd.tgt +++ b/openttd.tgt @@ -412,7 +412,7 @@ 0 105 MItem 4 -ai.c +ai_old.c 106 WString 4 diff --git a/openttd.vcproj b/openttd.vcproj --- a/openttd.vcproj +++ b/openttd.vcproj @@ -161,7 +161,7 @@ Name="Source Files" Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"> + RelativePath="ai_old.c"> @@ -737,7 +737,7 @@ Name="AI Files" Filter=""> + RelativePath=".\ai_new.h"> diff --git a/openttd.xcode/project.pbxproj b/openttd.xcode/project.pbxproj --- a/openttd.xcode/project.pbxproj +++ b/openttd.xcode/project.pbxproj @@ -3111,7 +3111,7 @@ fileEncoding = 30; isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; - path = ai.h; + path = ai_new.h; refType = 2; sourceTree = SOURCE_ROOT; }; @@ -3119,7 +3119,7 @@ fileEncoding = 30; isa = PBXFileReference; lastKnownFileType = sourcecode.c.c; - path = ai.c; + path = ai_old.c; refType = 2; sourceTree = SOURCE_ROOT; }; diff --git a/players.c b/players.c --- a/players.c +++ b/players.c @@ -15,7 +15,7 @@ #include "news.h" #include "saveload.h" #include "command.h" -#include "ai.h" +#include "ai_new.h" #include "sound.h" #include "network.h"