# HG changeset patch # User tron # Date 2005-08-26 20:56:48 # Node ID ffe2f419f881b7d6e1a1f864e00211702fa96ff6 # Parent 12c6cd091d920664cc69d235580cafb07eac0ef1 (svn r2892) Fix indentation diff --git a/ai_build.c b/ai_build.c --- a/ai_build.c +++ b/ai_build.c @@ -23,6 +23,7 @@ bool AiNew_Build_CompanyHQ(Player *p, Ti return true; } + // Build station // Params: // type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station @@ -42,6 +43,7 @@ int AiNew_Build_Station(Player *p, byte return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); } + // Builds a brdige. The second best out of the ones available for this player // Params: // tile_a : starting point @@ -59,8 +61,7 @@ int AiNew_Build_Bridge(Player *p, TileIn type2 = type; type = bridge_type; // We found two bridges, exit - if (type2 != 0) - break; + if (type2 != 0) break; } } // There is only one bridge that can be build.. @@ -84,8 +85,9 @@ int AiNew_Build_Bridge(Player *p, TileIn // part : Which part we need to build // // TODO: skip already builded road-pieces (e.g.: cityroad) -int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { - int part = PathFinderInfo->position; +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) +{ + int part = PathFinderInfo->position; byte *route_extra = PathFinderInfo->route_extra; TileIndex *route = PathFinderInfo->route; int dir; @@ -101,144 +103,147 @@ int AiNew_Build_RoutePart(Player *p, Ai_ if (PathFinderInfo->rail_or_road) { // Tunnel code - if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); - PathFinderInfo->position++; - // TODO: problems! - if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); return 0; - } - return cost; - } - // Bridge code - if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); - PathFinderInfo->position++; - // TODO: problems! - if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); return 0; - } - return cost; - } + } + return cost; + } - // Build normal rail - // Keep it doing till we go an other way - if (route_extra[part-1] == 0 && route_extra[part] == 0) { - while (route_extra[part] == 0) { - // Get the current direction - dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); - // Is it the same as the last one? - if (old_dir != -1 && old_dir != dir) break; - old_dir = dir; - // Build the tile - res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); - if (CmdFailed(res)) { - // Problem.. let's just abort it all! - p->ainew.state = AI_STATE_NOTHING; - return 0; - } - cost += res; - // Go to the next tile - part++; - // Check if it is still in range.. - if (part >= PathFinderInfo->route_length - 1) break; - } - part--; - } - // We want to return the last position, so we go back one - PathFinderInfo->position = part; - } else { + // Build normal rail + // Keep it doing till we go an other way + if (route_extra[part-1] == 0 && route_extra[part] == 0) { + while (route_extra[part] == 0) { + // Get the current direction + dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // Build the tile + res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); + if (CmdFailed(res)) { + // Problem.. let's just abort it all! + p->ainew.state = AI_STATE_NOTHING; + return 0; + } + cost += res; + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + } + // We want to return the last position, so we go back one + PathFinderInfo->position = part; + } else { // Tunnel code - if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); - PathFinderInfo->position++; - // TODO: problems! - if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); return 0; - } - return cost; - } - // Bridge code - if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); - PathFinderInfo->position++; - // TODO: problems! - if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (CmdFailed(cost)) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); return 0; - } - return cost; - } + } + return cost; + } - // Build normal road - // Keep it doing till we go an other way - // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way - // it will wait till the vehicle is gone.. - if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { - while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { - // Get the current direction - dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); - // Is it the same as the last one? - if (old_dir != -1 && old_dir != dir) break; - old_dir = dir; - // There is already some road, and it is a bridge.. don't build!!! - if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { - // Build the tile - res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); - // Currently, we ignore CMD_ERRORs! - if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { - // Problem.. let's just abort it all! - DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); - p->ainew.state = AI_STATE_NOTHING; - return 0; - } + // Build normal road + // Keep it doing till we go an other way + // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way + // it will wait till the vehicle is gone.. + if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + // Get the current direction + dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // There is already some road, and it is a bridge.. don't build!!! + if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { + // Build the tile + res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); + // Currently, we ignore CMD_ERRORs! + if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { + // Problem.. let's just abort it all! + DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); + p->ainew.state = AI_STATE_NOTHING; + return 0; + } - if (!CmdFailed(res)) cost += res; - } - // Go to the next tile - part++; - // Check if it is still in range.. - if (part >= PathFinderInfo->route_length - 1) break; - } - part--; - // We want to return the last position, so we go back one - } - if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; - PathFinderInfo->position = part; - } + if (!CmdFailed(res)) cost += res; + } + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + // We want to return the last position, so we go back one + } + if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; + PathFinderInfo->position = part; + } - return cost; + return cost; } + // This functions tries to find the best vehicle for this type of cargo // It returns vehicle_id or -1 if not found -int AiNew_PickVehicle(Player *p) { - if (p->ainew.tbt == AI_TRAIN) { - // Not supported yet - return -1; - } else { - int start, count, i, ret = CMD_ERROR; - start = _cargoc.ai_roadveh_start[p->ainew.cargo]; - count = _cargoc.ai_roadveh_count[p->ainew.cargo]; +int AiNew_PickVehicle(Player *p) +{ + if (p->ainew.tbt == AI_TRAIN) { + // Not supported yet + return -1; + } else { + int start, count, i, ret = CMD_ERROR; + start = _cargoc.ai_roadveh_start[p->ainew.cargo]; + count = _cargoc.ai_roadveh_count[p->ainew.cargo]; - // Let's check it backwards.. we simply want to best engine available.. - for (i=start+count-1;i>=start;i--) { - // Is it availiable? - // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY - if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; - // Can we build it? - ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); - if (!CmdFailed(ret)) break; - } - // We did not find a vehicle :( - if (CmdFailed(ret)) { return -1; } - return i; - } + // Let's check it backwards.. we simply want to best engine available.. + for (i=start+count-1;i>=start;i--) { + // Is it availiable? + // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY + if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; + // Can we build it? + ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + if (!CmdFailed(ret)) break; + } + // We did not find a vehicle :( + if (CmdFailed(ret)) { return -1; } + return i; + } } + // Builds the best vehicle possible int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) { @@ -246,7 +251,7 @@ int AiNew_Build_Vehicle(Player *p, TileI if (i == -1) return CMD_ERROR; if (p->ainew.tbt == AI_TRAIN) - return CMD_ERROR; + return CMD_ERROR; return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); } @@ -255,14 +260,14 @@ int AiNew_Build_Depot(Player *p, TileInd { static const byte _roadbits_by_dir[4] = {2,1,8,4}; int ret, ret2; - if (p->ainew.tbt == AI_TRAIN) - return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); + if (p->ainew.tbt == AI_TRAIN) + return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); - ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); - if (CmdFailed(ret)) return ret; - // Try to build the road from the depot - ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); - // If it fails, ignore it.. - if (CmdFailed(ret2)) return ret; - return ret + ret2; + ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); + if (CmdFailed(ret)) return ret; + // Try to build the road from the depot + ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + // If it fails, ignore it.. + if (CmdFailed(ret2)) return ret; + return ret + ret2; } diff --git a/ai_new.h b/ai_new.h --- a/ai_new.h +++ b/ai_new.h @@ -166,33 +166,33 @@ // 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 + 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_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 + AI_STATE_ACTION_DONE, + AI_STATE_STOP, // Temporary function to stop the AI }; // Used for tbt (train/bus/truck) @@ -212,7 +212,7 @@ enum { // Used for from_type/to_type enum { - AI_NO_TYPE = 0, + AI_NO_TYPE = 0, AI_CITY, AI_INDUSTRY, }; diff --git a/ai_pathfinder.c b/ai_pathfinder.c --- a/ai_pathfinder.c +++ b/ai_pathfinder.c @@ -52,6 +52,7 @@ static bool IsRoad(TileIndex tile) // Checks if a tile 'a' is between the tiles 'b' and 'c' #define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c)) + // Check if the current tile is in our end-area static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) { @@ -66,6 +67,7 @@ static int32 AyStar_AiPathFinder_EndNode return AYSTAR_DONE; } + // Calculates the hash // Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64) static uint AiPathFinder_Hash(uint key1, uint key2) @@ -73,6 +75,7 @@ static uint AiPathFinder_Hash(uint key1, return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5); } + // Clear the memory of all the things static void AyStar_AiPathFinder_Free(AyStar *aystar) { @@ -80,11 +83,13 @@ static void AyStar_AiPathFinder_Free(AyS free(aystar); } + static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent); static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent); static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current); static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current); + // This creates the AiPathFinder AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo) { @@ -129,6 +134,7 @@ AyStar *new_AyStar_AiPathFinder(int max_ return result; } + // To reuse AyStar we sometimes have to clean all the memory void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) { @@ -158,6 +164,7 @@ void clean_AyStar_AiPathFinder(AyStar *a } } + // The h-value, simple calculation static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { @@ -177,6 +184,7 @@ static int32 AyStar_AiPathFinder_Calcula return r * AI_PATHFINDER_H_MULTIPLER; } + // We found the end.. let's get the route back and put it in an array static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current) { @@ -199,6 +207,7 @@ static void AyStar_AiPathFinder_FoundEnd DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash)); } + // What tiles are around us. static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) { @@ -321,7 +330,6 @@ static void AyStar_AiPathFinder_GetNeigh if (ti.tileh != 0 || (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) || (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) { - for (;;) { new_tile += TileOffsByDir(dir); @@ -362,6 +370,7 @@ static void AyStar_AiPathFinder_GetNeigh } } + extern uint GetRailFoundation(uint tileh, uint bits); extern uint GetRoadFoundation(uint tileh, uint bits); extern uint GetBridgeFoundation(uint tileh, byte direction); @@ -383,9 +392,10 @@ static int32 AyStar_AiPathFinder_Calcula // Check if we hit the end-tile if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) { // We are at the end-tile, check if we had a direction or something... - if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) + if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) { // We are not pointing the right way, invalid tile return AYSTAR_INVALID_NODE; + } // If it was valid, drop out.. we don't build on the endtile return 0; } @@ -453,10 +463,8 @@ static int32 AyStar_AiPathFinder_Calcula if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } - if (parent_ti.tileh == 0) - res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; - if (ti.tileh == 0) - res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } // To prevent the AI from taking the fastest way in tiles, but not the fastest way @@ -464,7 +472,7 @@ static int32 AyStar_AiPathFinder_Calcula // This way, we get almost the fastest way in tiles, and a very good speed on the track if (!PathFinderInfo->rail_or_road) { if (parent->path.parent != NULL && - AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) { + AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) { // When road exists, we don't like turning, but its free, so don't be to piggy about it if (IsRoad(parent->path.node.tile)) res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;