@@ -34,12 +34,13 @@
#include "depot.h"
// This function is called after StartUp. It is the init of an AI
static void AiNew_State_FirstTime(Player *p) {
// This assert is used to protect those function from misuse
// You have quickly a small mistake in the state-array
// With that, everything would go wrong. Finding that, is almost impossible
// With this assert, that problem can never happen.
assert(p->ainew.state == AI_STATE_FIRST_TIME);
static void AiNew_State_FirstTime(Player *p)
{
// We first have to init some things
if (_current_player == 1) {
@@ -49,10 +50,10 @@ static void AiNew_State_FirstTime(Player
// The PathFinder (AyStar)
// TODO: Maybe when an AI goes bankrupt, this is de-init
// or when coming from a savegame.. should be checked out!
p->ainew.path_info.start_tile_tl = 0;
p->ainew.path_info.start_tile_br = 0;
p->ainew.path_info.end_tile_tl = 0;
p->ainew.path_info.end_tile_br = 0;
p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
p->ainew.idle = 0;
@@ -65,6 +66,7 @@ static void AiNew_State_FirstTime(Player
p->ainew.state = AI_STATE_WAKE_UP;
}
// This function just waste some time
// It keeps it more real. The AI can build on such tempo no normal user
// can ever keep up with that. The competitor_speed already delays a bit
@@ -72,9 +74,10 @@ static void AiNew_State_FirstTime(Player
//
// Let's say, we sleep between one and three days if the AI is put on Very Fast.
// This means that on Very Slow it will be between 16 and 48 days.. slow enough?
static void AiNew_State_Nothing(Player *p) {
assert(p->ainew.state == AI_STATE_NOTHING);
// If we are done idling, start over again
static void AiNew_State_Nothing(Player *p)
if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS;
if (--p->ainew.idle == 0) {
// We are done idling.. what you say? Let's do something!
@@ -83,12 +86,14 @@ static void AiNew_State_Nothing(Player *
// This function picks out a task we are going to do.
// Currently supported:
// - Make new route
// - Check route
// - Build HQ
static void AiNew_State_WakeUp(Player *p) {
static void AiNew_State_WakeUp(Player *p)
int32 money;
int c;
assert(p->ainew.state == AI_STATE_WAKE_UP);
@@ -108,9 +113,10 @@ static void AiNew_State_WakeUp(Player *p
// Let's pick an action!
if (p->ainew.action == AI_ACTION_NONE) {
c = Random() & 0xFF;
if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
c < 10) {
p->ainew.action = AI_ACTION_REPAY_LOAN;
if (p->current_loan > 0 &&
p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
} else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
// Check all vehicles once in a while
p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
@@ -118,8 +124,10 @@ static void AiNew_State_WakeUp(Player *p
} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
// Do we have any spots for road-vehicles left open?
if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
if (c < 85) p->ainew.action = AI_ACTION_TRUCK_ROUTE;
else p->ainew.action = AI_ACTION_BUS_ROUTE;
if (c < 85)
p->ainew.action = AI_ACTION_TRUCK_ROUTE;
else
p->ainew.action = AI_ACTION_BUS_ROUTE;
}/* else if (c < 200 && !_patches.ai_disable_veh_train) {
if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
@@ -136,18 +144,23 @@ static void AiNew_State_WakeUp(Player *p
if (_patches.ai_disable_veh_roadveh && (
p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) {
p->ainew.action == AI_ACTION_BUS_ROUTE ||
p->ainew.action == AI_ACTION_TRUCK_ROUTE
)) {
p->ainew.action = AI_ACTION_NONE;
return;
if (p->ainew.action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) {
if (p->ainew.action == AI_ACTION_REPAY_LOAN &&
money > AI_MINIMUM_LOAN_REPAY_MONEY) {
// We start repaying some money..
p->ainew.state = AI_STATE_REPAY_MONEY;
@@ -160,7 +173,8 @@ static void AiNew_State_WakeUp(Player *p
// It is useless to start finding a route if we don't have enough money
// to build the route anyway..
if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) {
if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
money > AI_MINIMUM_BUS_ROUTE_MONEY) {
if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
@@ -170,7 +184,8 @@ static void AiNew_State_WakeUp(Player *p
p->ainew.tbt = AI_BUS; // Bus-route
if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
@@ -185,13 +200,17 @@ static void AiNew_State_WakeUp(Player *p
p->ainew.state = AI_STATE_NOTHING;
static void AiNew_State_ActionDone(Player *p) {
static void AiNew_State_ActionDone(Player *p)
// Check if a city or industry is good enough to start a route there
static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) {
static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
if (type == AI_CITY) {
Town *t = GetTown(ic);
Station *st;
@@ -318,183 +337,185 @@ static bool AiNew_Check_City_or_Industry
return true;
// This functions tries to locate a good route
static void AiNew_State_LocateRoute(Player *p) {
assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
// For now, we only support PASSENGERS, CITY and BUSSES
static void AiNew_State_LocateRoute(Player *p)
// We don't have a route yet
if (p->ainew.cargo == AI_NEED_CARGO) {
p->ainew.new_cost = 0; // No cost yet
p->ainew.temp = -1;
// Reset the counter
p->ainew.counter = 0;
p->ainew.from_ic = -1;
p->ainew.to_ic = -1;
if (p->ainew.tbt == AI_BUS) {
// For now we only have a passenger route
p->ainew.cargo = CT_PASSENGERS;
// Find a route to cities
p->ainew.from_type = AI_CITY;
p->ainew.to_type = AI_CITY;
} else if (p->ainew.tbt == AI_TRUCK) {
p->ainew.cargo = AI_NO_CARGO;
p->ainew.from_type = AI_INDUSTRY;
p->ainew.to_type = AI_INDUSTRY;
// Now we are doing initing, we wait one tick
// Increase the counter and abort if it is taking too long!
p->ainew.counter++;
if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
// Switch back to doing nothing!
// We are going to locate a city from where we are going to connect
if (p->ainew.from_ic == -1) {
if (p->ainew.temp == -1) {
// First, we pick a random spot to search from
if (p->ainew.from_type == AI_CITY)
p->ainew.temp = RandomRange(_total_towns);
p->ainew.temp = RandomRange(_total_industries);
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
// It was not a valid city
// increase the temp with one, and return. We will come back later here
// to try again
p->ainew.temp++;
if (p->ainew.from_type == AI_CITY) {
if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0;
} else {
if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
// Don't do an attempt if we are trying the same id as the last time...
if (p->ainew.last_id == p->ainew.temp) return;
p->ainew.last_id = p->ainew.temp;
// We found a good city/industry, save the data of it
p->ainew.from_ic = p->ainew.temp;
// Start the next tick with finding a to-city
// Find a to-city
// First, we pick a random spot to search to
if (p->ainew.to_type == AI_CITY)
// The same city is not allowed
// Also check if the city is valid
if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
// Maybe it is valid..
// We need to know if they are not to far apart from eachother..
// We do that by checking how much cargo we have to move and how long the route
// is.
if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
int max_cargo = GetTown(p->ainew.from_ic)->max_pass + GetTown(p->ainew.temp)->max_pass;
max_cargo -= GetTown(p->ainew.from_ic)->act_pass + GetTown(p->ainew.temp)->act_pass;
// max_cargo is now the amount of cargo we can move between the two cities
// If it is more than the distance, we allow it
if (DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
p->ainew.to_ic = p->ainew.temp;
p->ainew.state = AI_STATE_FIND_STATION;
DEBUG(ai,1)(
"[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",
DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy),
p->ainew.from_ic,
p->ainew.temp
);
p->ainew.from_tile = 0;
p->ainew.to_tile = 0;
bool found = false;
int max_cargo = 0;
int i;
// TODO: in max_cargo, also check other cargo (beside [0])
// First we check if the from_ic produces cargo that this ic accepts
if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.from_ic)->total_production[0] != 0) {
for (i=0;i<3;i++) {
if (GetIndustry(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] == GetIndustry(p->ainew.temp)->accepts_cargo[i]) {
// Found a compatbiel industry
max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0];
found = true;
p->ainew.from_deliver = true;
p->ainew.to_deliver = false;
break;
if (!found && GetIndustry(p->ainew.temp)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.temp)->total_production[0] != 0) {
// If not check if the current ic produces cargo that the from_ic accepts
if (GetIndustry(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
if (GetIndustry(p->ainew.temp)->produced_cargo[0] == GetIndustry(p->ainew.from_ic)->accepts_cargo[i]) {
max_cargo = GetIndustry(p->ainew.temp)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0];
p->ainew.from_deliver = false;
p->ainew.to_deliver = true;
if (found) {
// Yeah, they are compatible!!!
// Check the length against the amount of goods
if (DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
if (p->ainew.from_deliver) {
p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0];
p->ainew.cargo = GetIndustry(p->ainew.temp)->produced_cargo[0];
"[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",
DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy),
@@ -506,14 +527,16 @@ static void AiNew_State_LocateRoute(Play
// Check if there are not more than a certain amount of vehicles pointed to a certain
// station. This to prevent 10 busses going to one station, which gives... problems ;)
static bool AiNew_CheckVehicleStation(Player *p, Station *st) {
static bool AiNew_CheckVehicleStation(Player *p, Station *st)
int count = 0;
Vehicle *v;
@@ -536,45 +559,46 @@ static bool AiNew_CheckVehicleStation(Pl
// This function finds a good spot for a station
static void AiNew_State_FindStation(Player *p) {
TileIndex tile;
int i, count = 0;
TileIndex new_tile = 0;
byte direction = 0;
Town *town = NULL;
Industry *industry = NULL;
assert(p->ainew.state == AI_STATE_FIND_STATION);
static void AiNew_State_FindStation(Player *p)
if (p->ainew.from_tile == 0) {
// First we scan for a station in the from-city
town = GetTown(p->ainew.from_ic);
tile = town->xy;
industry = GetIndustry(p->ainew.from_ic);
tile = industry->xy;
} else if (p->ainew.to_tile == 0) {
// Second we scan for a station in the to-city
if (p->ainew.to_type == AI_CITY) {
town = GetTown(p->ainew.to_ic);
industry = GetIndustry(p->ainew.to_ic);
// Unsupported request
// Go to FIND_PATH
p->ainew.state = AI_STATE_FIND_PATH;
// First, we are going to look at the stations that already exist inside the city
// If there is enough cargo left in the station, we take that station
// If that is not possible, and there are more than 2 stations in the city, abort
i = AiNew_PickVehicle(p);
// Euhmz, this should not happen _EVER_
// Quit finding a route...
@@ -611,54 +635,54 @@ static void AiNew_State_FindStation(Play
if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
uint x, y, i = 0;
int r;
uint best;
uint accepts[NUM_CARGO];
TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
// To find a good spot we scan a range from the center, a get the point
// where we get the most cargo and where it is buildable.
// TODO: also check for station of myself and make sure we are not
// taking eachothers passangers away (bad result when it does not)
for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
new_tile = TileXY(x, y);
if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) {
// This tile we can build on!
// Check acceptance
// XXX - Get the catchment area
GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4);
// >> 3 == 0 means no cargo
if (accepts[p->ainew.cargo] >> 3 == 0) continue;
// See if we can build the station
r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
if (r == CMD_ERROR) continue;
// We can build it, so add it to found_spot
found_spot[i] = new_tile;
found_best[i++] = accepts[p->ainew.cargo];
// If i is still zero, we did not found anything :(
if (i == 0) {
// Go through all the found_best and check which has the highest value
best = 0;
new_tile = 0;
for (x=0;x<i;x++) {
if (found_best[x] > best ||
(found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
new_tile = found_spot[x];
best = found_best[x];
// See how much it is going to cost us...
@@ -674,61 +698,63 @@ static void AiNew_State_FindStation(Play
p->ainew.from_tile = new_tile;
p->ainew.from_direction = direction;
// Now we found thisone, go in for to_tile
p->ainew.to_tile = new_tile;
p->ainew.to_direction = direction;
// K, done placing stations!
// We try to find a path between 2 points
static void AiNew_State_FindPath(Player *p) {
assert(p->ainew.state == AI_STATE_FIND_PATH);
static void AiNew_State_FindPath(Player *p)
// First time, init some data
// Init path_info
if (p->ainew.from_tile == AI_STATION_RANGE) {
// For truck routes we take a range around the industry
p->ainew.path_info.start_tile_tl = GetIndustry(p->ainew.from_ic)->xy - TileDiffXY(1, 1);
p->ainew.path_info.start_tile_br = GetIndustry(p->ainew.from_ic)->xy + TileDiffXY(GetIndustry(p->ainew.from_ic)->width, GetIndustry(p->ainew.from_ic)->height) + TileDiffXY(1, 1);
p->ainew.path_info.start_direction = p->ainew.from_direction;
p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
p->ainew.path_info.start_tile_br = p->ainew.from_tile;
if (p->ainew.to_tile == AI_STATION_RANGE) {
p->ainew.path_info.end_tile_tl = GetIndustry(p->ainew.to_ic)->xy - TileDiffXY(1, 1);
p->ainew.path_info.end_tile_br = GetIndustry(p->ainew.to_ic)->xy + TileDiffXY(GetIndustry(p->ainew.to_ic)->width, GetIndustry(p->ainew.to_ic)->height) + TileDiffXY(1, 1);
p->ainew.path_info.end_direction = p->ainew.to_direction;
p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
p->ainew.path_info.end_tile_br = p->ainew.to_tile;
if (p->ainew.tbt == AI_TRAIN)
p->ainew.path_info.rail_or_road = true;
p->ainew.path_info.rail_or_road = false;
// First, clean the pathfinder with our new begin and endpoints
clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
p->ainew.temp = 0;
// Start the pathfinder
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
// If it return: no match, stop it...
if (r == AYSTAR_NO_PATH) {
@@ -746,13 +772,15 @@ static void AiNew_State_FindPath(Player
// In any other case, we are still busy finding the route...
// This function tries to locate a good place for a depot!
static void AiNew_State_FindDepot(Player *p) {
// To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
// Simple, easy, works!
// To make the depot stand in the middle of the route, we start from the center..
// But first we walk through the route see if we can find a depot that is ours
// this keeps things nice ;)
static void AiNew_State_FindDepot(Player *p)
int g, i, j, r;
assert(p->ainew.state == AI_STATE_FIND_DEPOT);
@@ -802,7 +830,8 @@ static void AiNew_State_FindDepot(Player
// And because it is not build yet, we can't see it on the tile..
// So check the surrounding tiles :)
if (tile + TileOffsByDir(j) == p->ainew.path_info.route[i-1] ||
tile + TileOffsByDir(j) == p->ainew.path_info.route[i+1]) continue;
tile + TileOffsByDir(j) == p->ainew.path_info.route[i+1])
continue;
// Not around a bridge?
if (p->ainew.path_info.route_extra[i] != 0) continue;
if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
@@ -836,45 +865,46 @@ static void AiNew_State_FindDepot(Player
// It works pretty simple: get the length, see how much we move around
// and hussle that, and you know how many vehicles there are needed.
// It returns the cost for the vehicles
static int AiNew_HowManyVehicles(Player *p) {
static int AiNew_HowManyVehicles(Player *p)
// For bus-routes we look at the time before we are back in the station
int i, length, tiles_a_day;
int amount;
if (i == -1) return 0;
// Passenger run.. how long is the route?
length = p->ainew.path_info.route_length;
// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
// We want a vehicle in a station once a month at least, so, calculate it!
// (the * 2 is because we have 2 stations ;))
amount = length * 2 * 2 / tiles_a_day / 30;
if (amount == 0) amount = 1;
return amount;
// For truck-routes we look at the cargo
int i, length, amount, tiles_a_day;
int max_cargo;
if (p->ainew.from_deliver)
max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
// This is because moving 60% is more than we can dream of!
max_cargo *= 0.6;
// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
// we know what the vehicle takes with him, and we know the time it takes him
// to get back here.. now let's do some math!
amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity;
amount += 1;
// Currently not supported
return 0;
@@ -886,17 +916,18 @@ static int AiNew_HowManyVehicles(Player
// - If the route went okay
// - Calculates the amount of money needed to build the route
// - Calculates how much vehicles needed for the route
static void AiNew_State_VerifyRoute(Player *p) {
int res, i;
assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
static void AiNew_State_VerifyRoute(Player *p)
// Let's calculate the cost of the path..
// new_cost already contains the cost of the stations
p->ainew.path_info.position = -1;
do {
p->ainew.path_info.position++;
p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
} while (p->ainew.path_info.position != -2);
// Now we know the price of build station + path. Now check how many vehicles
@@ -942,32 +973,35 @@ static void AiNew_State_VerifyRoute(Play
DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
// Build the stations
static void AiNew_State_BuildStation(Player *p) {
static void AiNew_State_BuildStation(Player *p)
int res = 0;
assert(p->ainew.state == AI_STATE_BUILD_STATION);
if (p->ainew.temp == 0) {
if (!IsTileType(p->ainew.from_tile, MP_STATION))
res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
else {
if (!IsTileType(p->ainew.to_tile, MP_STATION))
res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
p->ainew.state = AI_STATE_BUILD_PATH;
if (res == CMD_ERROR) {
DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
// If the first station _was_ build, destroy it
if (p->ainew.temp != 0)
DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
// Build the path
static void AiNew_State_BuildPath(Player *p) {
static void AiNew_State_BuildPath(Player *p)
assert(p->ainew.state == AI_STATE_BUILD_PATH);
// p->ainew.temp is set to -1 when this function is called for the first time
@@ -993,29 +1027,29 @@ static void AiNew_State_BuildPath(Player
if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
static const byte _roadbits_by_dir[4] = {2,1,8,4};
// If they not queue, they have to go up and down to try again at a station...
// We don't want that, so try building some road left or right of the station
int dir1, dir2, dir3;
int i, ret;
for (i=0;i<2;i++) {
tile = p->ainew.from_tile + TileOffsByDir(p->ainew.from_direction);
dir1 = p->ainew.from_direction - 1;
if (dir1 < 0) dir1 = 3;
dir2 = p->ainew.from_direction + 1;
if (dir2 > 3) dir2 = 0;
dir3 = p->ainew.from_direction;
tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction);
dir1 = p->ainew.to_direction - 1;
dir2 = p->ainew.to_direction + 1;
dir3 = p->ainew.to_direction;
ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) {
dir1 = TileOffsByDir(dir1);
if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
@@ -1050,8 +1084,8 @@ static void AiNew_State_BuildPath(Player
DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
@@ -1059,8 +1093,10 @@ static void AiNew_State_BuildPath(Player
// Builds the depot
static void AiNew_State_BuildDepot(Player *p) {
static void AiNew_State_BuildDepot(Player *p)
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
@@ -1081,107 +1117,113 @@ static void AiNew_State_BuildDepot(Playe
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
p->ainew.state = AI_STATE_BUILD_VEHICLE;
p->ainew.idle = 1;
p->ainew.veh_main_id = (VehicleID)-1;
// Build vehicles
static void AiNew_State_BuildVehicle(Player *p) {
static void AiNew_State_BuildVehicle(Player *p)
int res;
assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
// Check if we need to build a vehicle
if (p->ainew.amount_veh == 0) {
// Nope, we are done!
// This means: we are all done! The route is open.. go back to NOTHING
// He will idle some time and it will all start over again.. :)
p->ainew.state = AI_STATE_ACTION_DONE;
if (--p->ainew.idle != 0) return;
// It is realistic that the AI can only build 1 vehicle a day..
// This makes sure of that!
p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
// Build the vehicle
res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
// This happens when the AI can't build any more vehicles!
// Increase the current counter
p->ainew.cur_veh++;
// Decrease the total counter
p->ainew.amount_veh--;
// Get the new ID
if (p->ainew.tbt == AI_TRAIN) {
p->ainew.veh_id = _new_roadveh_id;
// Go give some orders!
p->ainew.state = AI_STATE_GIVE_ORDERS;
// Put the stations in the order list
static void AiNew_State_GiveOrders(Player *p) {
int idx;
Order order;
static void AiNew_State_GiveOrders(Player *p)
assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
if (p->ainew.veh_main_id != (VehicleID)-1) {
DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
// Skip the first order if it is a second vehicle
// This to make vehicles go different ways..
if (p->ainew.veh_id & 1)
DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
p->ainew.state = AI_STATE_START_VEHICLE;
p->ainew.veh_main_id = p->ainew.veh_id;
// When more than 1 vehicle, we send them to different directions
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.station = _m[p->ainew.from_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
order.flags |= OF_FULL_LOAD;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 1;
order.station = _m[p->ainew.to_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_patches.gotodepot) {
idx = 2;
order.type = OT_GOTO_DEPOT;
order.flags = OF_UNLOAD;
order.station = GetDepotByTile(p->ainew.depot_tile)->index;
// Start the engines!
// Start the vehicle
static void AiNew_State_StartVehicle(Player *p) {
static void AiNew_State_StartVehicle(Player *p)
assert(p->ainew.state == AI_STATE_START_VEHICLE);
// 3, 2, 1... go! (give START_STOP command ;))
@@ -1190,15 +1232,19 @@ static void AiNew_State_StartVehicle(Pla
// Repays money
static void AiNew_State_RepayMoney(Player *p) {
for (i=0;i<AI_LOAN_REPAY;i++)
DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
static void AiNew_State_RepayMoney(Player *p)
static void AiNew_CheckVehicle(Player *p, Vehicle *v) {
static void AiNew_CheckVehicle(Player *p, Vehicle *v)
// When a vehicle is under the 6 months, we don't check for anything
if (v->age < 180) return;
@@ -1207,7 +1253,7 @@ static void AiNew_CheckVehicle(Player *p
// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
// it is not worth the line I guess...
if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
(v->reliability * 100 >> 16) < 40) {
// There is a possibility that the route is fucked up...
if (v->cargo_days > AI_VEHICLE_LOST_DAYS) {
// The vehicle is lost.. check the route, or else, get the vehicle
@@ -1219,7 +1265,7 @@ static void AiNew_CheckVehicle(Player *p
// We are already sending him back
if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
(v->vehstatus&VS_STOPPED)) {
// We are at the depot, sell the vehicle
DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
@@ -1232,14 +1278,16 @@ static void AiNew_CheckVehicle(Player *p
if (v->type == VEH_Road)
ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
// This means we can not find a depot :s
// if (CmdFailed(ret))
// Checks all vehicles if they are still valid and make money and stuff
static void AiNew_State_CheckAllVehicles(Player *p) {
static void AiNew_State_CheckAllVehicles(Player *p)
FOR_ALL_VEHICLES(v) {
@@ -1254,40 +1302,43 @@ static void AiNew_State_CheckAllVehicles
// Using the technique simular to the original AI
// Keeps things logical
// It really should be in the same order as the AI_STATE's are!
static AiNew_StateFunction* const _ainew_state[] = {
NULL,
AiNew_State_FirstTime,
AiNew_State_Nothing,
AiNew_State_WakeUp,
AiNew_State_LocateRoute,
AiNew_State_FindStation,
AiNew_State_FindPath,
AiNew_State_FindDepot,
AiNew_State_VerifyRoute,
AiNew_State_BuildStation,
AiNew_State_BuildPath,
AiNew_State_BuildDepot,
AiNew_State_BuildVehicle,
AiNew_State_GiveOrders,
AiNew_State_StartVehicle,
AiNew_State_RepayMoney,
AiNew_State_CheckAllVehicles,
AiNew_State_ActionDone,
};
static void AiNew_OnTick(Player *p) {
if (_ainew_state[p->ainew.state] != NULL)
_ainew_state[p->ainew.state](p);
static void AiNew_OnTick(Player *p)
void AiNewDoGameLoop(Player *p) {
// If it is a human player, it is not an AI, so bubye!
if (IS_HUMAN_PLAYER(_current_player))
void AiNewDoGameLoop(Player *p)
if (IS_HUMAN_PLAYER(_current_player)) return;
if (p->ainew.state == AI_STATE_STARTUP) {
// The AI just got alive!
@@ -1306,15 +1357,19 @@ void AiNewDoGameLoop(Player *p) {
case 0: // Very slow
if (!(p->ainew.tick&8)) return;
case 1: // Slow
if (!(p->ainew.tick&4)) return;
case 2:
if (!(p->ainew.tick&2)) return;
case 3:
if (!(p->ainew.tick&1)) return;
case 4: // Very fast
default: // Cool, a new speed setting.. ;) VERY fast ;)
Status change: