Changeset - r2365:12c6cd091d92
[Not reviewed]
master
0 1 0
tron - 19 years ago 2005-08-26 20:26:34
tron@openttd.org
(svn r2891) Fix indentation
1 file changed with 540 insertions and 485 deletions:
ai_new.c
540
485
0 comments (0 inline, 0 general)
ai_new.c
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@@ -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)
 
{
 
	// 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);
 
	// 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.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)
 
{
 
	assert(p->ainew.state == AI_STATE_NOTHING);
 
	// If we are done idling, start over again
 
	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 &&
 
				c < 10) {
 
			p->ainew.action = AI_ACTION_REPAY_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 (_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;
 
		return;
 
@@ -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) {
 
			p->ainew.action = AI_ACTION_NONE;
 
			return;
 
@@ -170,7 +184,8 @@ static void AiNew_State_WakeUp(Player *p
 
		p->ainew.tbt = AI_BUS; // Bus-route
 
		return;
 
	}
 
	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) {
 
		if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
 
			p->ainew.action = AI_ACTION_NONE;
 
			return;
 
@@ -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)
 
{
 
	p->ainew.action = AI_ACTION_NONE;
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 

	
 

	
 
// 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)
 
{
 
	assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
 
	// For now, we only support PASSENGERS, CITY and BUSSES
 

	
 
    // 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;
 
	// 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;
 
		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;
 
			// 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.cargo = AI_NO_CARGO;
 

	
 
	    	p->ainew.from_type = AI_INDUSTRY;
 
	    	p->ainew.to_type = AI_INDUSTRY;
 
			p->ainew.from_type = AI_INDUSTRY;
 
			p->ainew.to_type = AI_INDUSTRY;
 
		}
 

	
 
    	// Now we are doing initing, we wait one tick
 
    	return;
 
    }
 
		// Now we are doing initing, we wait one tick
 
		return;
 
	}
 

	
 
    // 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!
 
    	p->ainew.state = AI_STATE_NOTHING;
 
    	return;
 
    }
 
	// 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!
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 

	
 
    // 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);
 
       		else
 
        		p->ainew.temp = RandomRange(_total_industries);
 
        }
 
	// 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);
 
			else
 
				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;
 
				}
 
		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;
 
			// 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;
 

	
 
    		return;
 
    	}
 
			return;
 
		}
 

	
 
    	// We found a good city/industry, save the data of it
 
    	p->ainew.from_ic = 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
 
    	p->ainew.temp = -1;
 
    	return;
 
    }
 
		// Start the next tick with finding a to-city
 
		p->ainew.temp = -1;
 
		return;
 
	}
 

	
 
    // Find a to-city
 
    if (p->ainew.temp == -1) {
 
       	// First, we pick a random spot to search to
 
       	if (p->ainew.to_type == AI_CITY)
 
       		p->ainew.temp = RandomRange(_total_towns);
 
       	else
 
       		p->ainew.temp = RandomRange(_total_industries);
 
	// Find a to-city
 
	if (p->ainew.temp == -1) {
 
		// First, we pick a random spot to search to
 
		if (p->ainew.to_type == AI_CITY)
 
			p->ainew.temp = RandomRange(_total_towns);
 
		else
 
			p->ainew.temp = RandomRange(_total_industries);
 
	}
 

	
 
	// 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..
 
	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.
 
		// 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) {
 
   				// We found a good city/industry, save the data of it
 
   				p->ainew.to_ic = p->ainew.temp;
 
   				p->ainew.state = AI_STATE_FIND_STATION;
 
		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) {
 
				// We found a good city/industry, save the data of it
 
				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
 
					);
 
				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;
 
				p->ainew.from_tile = 0;
 
				p->ainew.to_tile = 0;
 

	
 
   				return;
 
   			}
 
   		} else if (p->ainew.tbt == AI_TRUCK) {
 
         	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;
 
				return;
 
			}
 
		} else if (p->ainew.tbt == AI_TRUCK) {
 
			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
 
	         	for (i=0;i<3;i++) {
 
	         		if (GetIndustry(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
 
						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
 
				for (i=0;i<3;i++) {
 
					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]) {
 
						// Found a compatbiel industry
 
						found = true;
 
						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;
 
	       				break;
 
	       			}
 
	   			}
 
   			}
 
   			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) {
 
	   				p->ainew.to_ic = p->ainew.temp;
 
	   				if (p->ainew.from_deliver) {
 
	   					p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0];
 
	   				} else {
 
   						p->ainew.cargo = GetIndustry(p->ainew.temp)->produced_cargo[0];
 
   					}
 
	   				p->ainew.state = AI_STATE_FIND_STATION;
 
						p->ainew.from_deliver = false;
 
						p->ainew.to_deliver = true;
 
						break;
 
					}
 
				}
 
			}
 
			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) {
 
					p->ainew.to_ic = p->ainew.temp;
 
					if (p->ainew.from_deliver) {
 
						p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0];
 
					} else {
 
						p->ainew.cargo = GetIndustry(p->ainew.temp)->produced_cargo[0];
 
					}
 
					p->ainew.state = AI_STATE_FIND_STATION;
 

	
 
	   				DEBUG(ai,1)(
 
							"[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),
 
							p->ainew.from_ic,
 
							p->ainew.temp
 
						);
 
					DEBUG(ai,1)(
 
						"[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),
 
						p->ainew.from_ic,
 
						p->ainew.temp
 
					);
 

	
 
	   				p->ainew.from_tile = 0;
 
	   				p->ainew.to_tile = 0;
 
					p->ainew.from_tile = 0;
 
					p->ainew.to_tile = 0;
 

	
 
	   				return;
 
	   			}
 
   			}
 
   		}
 
   	}
 
					return;
 
				}
 
			}
 
		}
 
	}
 

	
 
	// It was not a valid city
 
	//  increase the temp with one, and return. We will come back later here
 
@@ -506,14 +527,16 @@ static void AiNew_State_LocateRoute(Play
 
		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;
 
	// 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;
 
}
 

	
 

	
 
// 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;
 
    Station *st;
 
    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)
 
{
 
	TileIndex tile;
 
	Station *st;
 
	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);
 

	
 
    if (p->ainew.from_tile == 0) {
 
        // First we scan for a station in the from-city
 
        if (p->ainew.from_type == AI_CITY) {
 
        	town = GetTown(p->ainew.from_ic);
 
        	tile = town->xy;
 
        } else {
 
        	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);
 
        	tile = town->xy;
 
        } else {
 
        	industry = GetIndustry(p->ainew.to_ic);
 
        	tile = industry->xy;
 
        }
 
    } else {
 
    	// Unsupported request
 
    	// Go to FIND_PATH
 
        p->ainew.temp = -1;
 
        p->ainew.state = AI_STATE_FIND_PATH;
 
    	return;
 
    }
 
	if (p->ainew.from_tile == 0) {
 
		// First we scan for a station in the from-city
 
		if (p->ainew.from_type == AI_CITY) {
 
			town = GetTown(p->ainew.from_ic);
 
			tile = town->xy;
 
		} else {
 
			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);
 
			tile = town->xy;
 
		} else {
 
			industry = GetIndustry(p->ainew.to_ic);
 
			tile = industry->xy;
 
		}
 
	} else {
 
		// Unsupported request
 
		// Go to FIND_PATH
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_PATH;
 
		return;
 
	}
 

	
 
    // 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
 
	// 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
 
		return;
 
	}
 

	
 
    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 (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) {
 
	    	p->ainew.state = AI_STATE_NOTHING;
 
	    	return;
 
	    }
 
		// If i is still zero, we did not found anything :(
 
		if (i == 0) {
 
			p->ainew.state = AI_STATE_NOTHING;
 
			return;
 
		}
 

	
 
	    // Go through all the found_best and check which has the highest value
 
	    best = 0;
 
	    new_tile = 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];
 
	    	}
 
	    }
 
		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...
 
		r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
 
@@ -674,61 +698,63 @@ static void AiNew_State_FindStation(Play
 
	}
 

	
 
	if (p->ainew.from_tile == 0) {
 
	   	p->ainew.from_tile = new_tile;
 
	   	p->ainew.from_direction = direction;
 
	   	// Now we found thisone, go in for to_tile
 
	   	return;
 
		p->ainew.from_tile = new_tile;
 
		p->ainew.from_direction = direction;
 
		// Now we found thisone, go in for to_tile
 
		return;
 
	} else if (p->ainew.to_tile == 0) {
 
        p->ainew.to_tile = new_tile;
 
        p->ainew.to_direction = direction;
 
        // K, done placing stations!
 
        p->ainew.temp = -1;
 
        p->ainew.state = AI_STATE_FIND_PATH;
 
        return;
 
    }
 
		p->ainew.to_tile = new_tile;
 
		p->ainew.to_direction = direction;
 
		// K, done placing stations!
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_PATH;
 
		return;
 
	}
 
}
 

	
 

	
 
// We try to find a path between 2 points
 
static void AiNew_State_FindPath(Player *p) {
 
    int r;
 
    assert(p->ainew.state == AI_STATE_FIND_PATH);
 
static void AiNew_State_FindPath(Player *p)
 
{
 
	int r;
 
	assert(p->ainew.state == AI_STATE_FIND_PATH);
 

	
 
    // First time, init some data
 
    if (p->ainew.temp == -1) {
 
    	// 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;
 
	    } else {
 
	    	p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
 
	    	p->ainew.path_info.start_tile_br = p->ainew.from_tile;
 
	    	p->ainew.path_info.start_direction = p->ainew.from_direction;
 
	    }
 
	// First time, init some data
 
	if (p->ainew.temp == -1) {
 
		// 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;
 
		} else {
 
			p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
 
			p->ainew.path_info.start_tile_br = p->ainew.from_tile;
 
			p->ainew.path_info.start_direction = p->ainew.from_direction;
 
		}
 

	
 
	    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;
 
    	} else {
 
	   	    p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
 
	   	    p->ainew.path_info.end_tile_br = p->ainew.to_tile;
 
	   	    p->ainew.path_info.end_direction = p->ainew.to_direction;
 
	   	}
 
		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;
 
		} else {
 
			p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
 
			p->ainew.path_info.end_tile_br = p->ainew.to_tile;
 
			p->ainew.path_info.end_direction = p->ainew.to_direction;
 
		}
 

	
 
		if (p->ainew.tbt == AI_TRAIN)
 
			p->ainew.path_info.rail_or_road = true;
 
	   	else
 
   			p->ainew.path_info.rail_or_road = false;
 
		else
 
			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);
 
		clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
 

	
 
   		p->ainew.temp = 0;
 
		p->ainew.temp = 0;
 
	}
 

	
 
    // Start the pathfinder
 
	// 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)
 
{
 
	// 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 ;)
 
	int g, i, j, r;
 
	TileIndex tile;
 
	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)
 
{
 
	if (p->ainew.tbt == AI_BUS) {
 
     	// For bus-routes we look at the time before we are back in the station
 
		// For bus-routes we look at the time before we are back in the station
 
		int i, length, tiles_a_day;
 
		int amount;
 
		i = AiNew_PickVehicle(p);
 
		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;
 
		// 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;
 
	} else if (p->ainew.tbt == AI_TRUCK) {
 
     	// For truck-routes we look at the cargo
 
		// For truck-routes we look at the cargo
 
		int i, length, amount, tiles_a_day;
 
		int max_cargo;
 
		i = AiNew_PickVehicle(p);
 
		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;
 
    	if (p->ainew.from_deliver)
 
    		max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
 
    	else
 
    		max_cargo = GetIndustry(p->ainew.to_ic)->total_production[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;
 
		if (p->ainew.from_deliver)
 
			max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
 
		else
 
			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;
 
    	return amount;
 
		// 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;
 
		return amount;
 
	} else {
 
		// 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)
 
{
 
	int res, i;
 
	assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
 

	
 
    // Let's calculate the cost of the path..
 
    //  new_cost already contains the cost of the stations
 
    p->ainew.path_info.position = -1;
 
	// 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);
 
	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) {
 
	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!");
 
		p->ainew.state = AI_STATE_NOTHING;
 
		// 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);
 
		return;
 
    }
 
    p->ainew.temp++;
 
	}
 
	p->ainew.temp++;
 
}
 

	
 

	
 
// 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
 
	if (p->ainew.temp == -1) {
 
@@ -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;
 
        	TileIndex tile;
 
        	int i, ret;
 
        	for (i=0;i<2;i++) {
 
            	if (i == 0) {
 
            		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;
 
            	} else {
 
            		tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction);
 
            		dir1 = p->ainew.to_direction - 1;
 
            		if (dir1 < 0) dir1 = 3;
 
            		dir2 = p->ainew.to_direction + 1;
 
            		if (dir2 > 3) dir2 = 0;
 
            		dir3 = p->ainew.to_direction;
 
            	}
 
			// 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;
 
			TileIndex tile;
 
			int i, ret;
 
			for (i=0;i<2;i++) {
 
				if (i == 0) {
 
					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;
 
				} else {
 
					tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction);
 
					dir1 = p->ainew.to_direction - 1;
 
					if (dir1 < 0) dir1 = 3;
 
					dir2 = p->ainew.to_direction + 1;
 
					if (dir2 > 3) dir2 = 0;
 
					dir3 = p->ainew.to_direction;
 
				}
 

	
 
            	ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				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)
 
{
 
	int res = 0;
 
	assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
 

	
 
@@ -1081,107 +1117,113 @@ static void AiNew_State_BuildDepot(Playe
 
		return;
 

	
 
	res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
 
    if (res == CMD_ERROR) {
 
	if (res == CMD_ERROR) {
 
		DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
    }
 
	}
 

	
 
	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);
 
	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;
 
    	return;
 
    }
 
    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;
 
	// 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;
 
		return;
 
	}
 
	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);
 
    if (res == CMD_ERROR) {
 
    	// This happens when the AI can't build any more vehicles!
 
    	p->ainew.state = AI_STATE_NOTHING;
 
    	return;
 
    }
 
    // 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) {
 
    } else {
 
        p->ainew.veh_id = _new_roadveh_id;
 
    }
 
    // Go give some orders!
 
   	p->ainew.state = AI_STATE_GIVE_ORDERS;
 
	// Build the vehicle
 
	res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
 
	if (res == CMD_ERROR) {
 
		// This happens when the AI can't build any more vehicles!
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	// 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) {
 
	} else {
 
		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)
 
{
 
	int idx;
 
	Order order;
 

	
 
    assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
 
	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);
 
	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;
 
        return;
 
    } else {
 
        p->ainew.veh_main_id = p->ainew.veh_id;
 
    }
 
		// 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;
 
		return;
 
	} else {
 
		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);
 
	// 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.type = OT_GOTO_STATION;
 
		order.flags = 0;
 
		order.station = _m[p->ainew.to_tile].m2;
 
    if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
 
			order.flags |= OF_FULL_LOAD;
 
		DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 
	idx = 1;
 
	order.type = OT_GOTO_STATION;
 
	order.flags = 0;
 
	order.station = _m[p->ainew.to_tile].m2;
 
	if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
 
		order.flags |= OF_FULL_LOAD;
 
	DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 

	
 
	// 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;
 
			DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 
	if (_patches.gotodepot) {
 
		idx = 2;
 
		order.type = OT_GOTO_DEPOT;
 
		order.flags = OF_UNLOAD;
 
		order.station = GetDepotByTile(p->ainew.depot_tile)->index;
 
		DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 
	}
 

	
 
    // Start the engines!
 
	// Start the engines!
 
	p->ainew.state = AI_STATE_START_VEHICLE;
 
}
 

	
 

	
 
// 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
 
	p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
}
 

	
 

	
 
// Repays money
 
static void AiNew_State_RepayMoney(Player *p) {
 
    int i;
 
    for (i=0;i<AI_LOAN_REPAY;i++)
 
    	DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
    p->ainew.state = AI_STATE_ACTION_DONE;
 
static void AiNew_State_RepayMoney(Player *p)
 
{
 
	int i;
 
	for (i=0;i<AI_LOAN_REPAY;i++)
 
		DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
	p->ainew.state = AI_STATE_ACTION_DONE;
 
}
 

	
 
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) {
 
				(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)) {
 
						(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))
 
				//				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)
 
{
 
	Vehicle *v;
 

	
 
	FOR_ALL_VEHICLES(v) {
 
@@ -1254,40 +1302,43 @@ static void AiNew_State_CheckAllVehicles
 
	p->ainew.state = AI_STATE_ACTION_DONE;
 
}
 

	
 

	
 
// 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,
 
	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,
 
    NULL,
 
	AiNew_State_ActionDone,
 
	NULL,
 
};
 

	
 
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)
 
{
 
	if (_ainew_state[p->ainew.state] != NULL)
 
		_ainew_state[p->ainew.state](p);
 
}
 

	
 
void AiNewDoGameLoop(Player *p) {
 
    // If it is a human player, it is not an AI, so bubye!
 
	if (IS_HUMAN_PLAYER(_current_player))
 
		return;
 

	
 
void AiNewDoGameLoop(Player *p)
 
{
 
	// If it is a human player, it is not an AI, so bubye!
 
	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;
 
			break;
 

	
 
		case 1: // Slow
 
			if (!(p->ainew.tick&4)) return;
 
			break;
 

	
 
		case 2:
 
			if (!(p->ainew.tick&2)) return;
 
			break;
 

	
 
		case 3:
 
			if (!(p->ainew.tick&1)) return;
 
			break;
 

	
 
		case 4: // Very fast
 
		default: // Cool, a new speed setting.. ;) VERY fast ;)
 
			break;
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