Changeset - r110:53d6b3381b04
[Not reviewed]
master
0 9 0
truelight - 20 years ago 2004-08-22 15:56:56
truelight@openttd.org
(svn r111) -Fix: converted all linebreaks to UNIX-linebreak (\n)
9 files changed with 2746 insertions and 2746 deletions:
ai.h
243
243
ai_build.c
257
257
ai_new.c
1221
1221
aystar.c
271
271
queue.h
203
203
0 comments (0 inline, 0 general)
ai.h
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#ifndef AI_H
 
#define AI_H
 
 
#include "aystar.h"
 
 
/*
 
 * These defines can be altered to change the behavoir of the AI
 
 *
 
 * WARNING:
 
 *   This can also alter the AI in a negative way. I will never claim these settings
 
 *   are perfect, but don't change them if you don't know what the effect is.
 
 */
 
 
 
// How many times it the H multiplied. The higher, the more it will go straight to the
 
//   end point. The lower, how more it will find the route with the lowest cost.
 
//   also: the lower, the longer it takes before route is calculated..
 
#define AI_PATHFINDER_H_MULTIPLER 100
 
 
// How many loops may AyStar do before it stops
 
//   0 = infinite
 
#define AI_PATHFINDER_LOOPS_PER_TICK 5
 
 
// How long may the AI search for one route?
 
//   0 = infinite
 
// This number is the number of tiles tested.
 
//  It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
 
//  to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
 
//   (that is: if the AI is on VERY FAST! :p
 
#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
 
 
// If you enable this, the AI is not allowed to make 90degree turns
 
#define AI_PATHFINDER_NO_90DEGREES_TURN
 
 
// Below are defines for the g-calculation
 
 
// Standard penalty given to a tile
 
#define AI_PATHFINDER_PENALTY 150
 
// The penalty given to a tile that is going up
 
#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
 
// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
 
#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
 
// Same penalty, only for when road already exists
 
#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
 
// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
 
//  a bonus for using diagonal track
 
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
 
#define AI_PATHFINDER_DIAGONAL_BONUS 95
 
#else
 
#define AI_PATHFINDER_DIAGONAL_BONUS 75
 
#endif
 
// If a roadblock already exists, it gets a bonus
 
#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
 
// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
 
#define AI_PATHFINDER_CURVE_PENALTY 200
 
 
// Penalty a bridge gets per length
 
#define AI_PATHFINDER_BRIDGE_PENALTY 180
 
// The penalty for a bridge going up
 
#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
 
 
// Tunnels are expensive...
 
//  Because of that, every tile the cost is increased with 1/8th of his value
 
//  This is also true if you are building a tunnel yourself
 
#define AI_PATHFINDER_TUNNEL_PENALTY 350
 
 
/*
 
 * Ai_New defines
 
 */
 
 
// How long may we search cities and industry for a new route?
 
#define AI_LOCATE_ROUTE_MAX_COUNTER 200
 
 
// How many days must there be between building the first station and the second station
 
//  within one city. This number is in days and should be more then 4 months.
 
#define AI_CHECKCITY_DATE_BETWEEN 180
 
 
// How many cargo is needed for one station in a city?
 
#define AI_CHECKCITY_CARGO_PER_STATION 60
 
// How much cargo must there not be used in a city before we can build a new station?
 
#define AI_CHECKCITY_NEEDED_CARGO 50
 
// When there is already a station which takes the same good and the rating of that
 
//  city is higher then this numer, we are not going to attempt to build anything
 
//  there
 
#define AI_CHECKCITY_CARGO_RATING 50
 
// But, there is a chance of 1 out of this number, that we do ;)
 
#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
 
// If a city is too small to contain a station, there is a small chance
 
//  that we still do so.. just to make the city bigger!
 
#define AI_CHECKCITY_CITY_CHANCE 5
 
 
// This number indicates for every unit of cargo, how many tiles two stations maybe be away
 
//  from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
 
//  of the cargo in the other station, both stations can be 96 units away from eachother, if the
 
//  next number is 0.4.
 
#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
 
#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
 
// In whole tiles, the minimum distance for a truck route
 
#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
 
 
// The amount of tiles in a square from -X to +X that is scanned for a station spot
 
//  (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
 
// Safe values are between 15 and 5
 
#define AI_FINDSTATION_TILE_RANGE 10
 
 
// Building on normal speed goes very fast. Idle this amount of ticks between every
 
//  building part. It is calculated like this: (4 - competitor_speed) * num + 1
 
//  where competitor_speed is between 0 (very slow) to 4 (very fast)
 
#define AI_BUILDPATH_PAUSE 10
 
 
// Minimum % of reliabilty a vehicle has to have before the AI buys it
 
#define AI_VEHICLE_MIN_RELIABILTY 60
 
 
// The minimum amount of money a player should always have
 
#define AI_MINIMUM_MONEY 15000
 
 
// If the most cheap route is build, how much is it going to cost..
 
// This is to prevent the AI from trying to build a route which can not be paid for
 
#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
 
#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
 
 
// The minimum amount of money before we are going to repay any money
 
#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
 
// How many repays do we do if we have enough money to do so?
 
//  Every repay is 10000
 
#define AI_LOAN_REPAY 2
 
// How much income must we have before paying back a loan? Month-based (and looked at the last month)
 
#define AI_MINIMUM_INCOME_FOR_LOAN 7000
 
 
// If there is <num> time as much cargo in the station then the vehicle can handle
 
//  reuse the station instead of building a new one!
 
#define AI_STATION_REUSE_MULTIPLER 2
 
 
// No more then this amount of vehicles per station..
 
#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
 
 
// How many thick between building 2 vehicles
 
#define AI_BUILD_VEHICLE_TIME_BETWEEN 74
 
 
/*
 
 * End of defines
 
 */
 
 
 
// This stops 90degrees curves
 
static const byte _illegal_curves[6] = {
 
    255, 255, // Horz and vert, don't have the effect
 
    5, // upleft and upright are not valid
 
    4, // downright and downleft are not valid
 
    2, // downleft and upleft are not valid
 
    3, // upright and downright are not valid
 
};
 
 
static const TileIndexDiff _tiles_around[4] = {
 
    TILE_XY(-1,0),
 
    TILE_XY(0,1),
 
    TILE_XY(1,0),
 
    TILE_XY(0,-1),
 
};
 
 
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_ACTION_DONE,
 
    AI_STATE_STOP, // Temporary function to stop the AI
 
};
 
 
// Used for tbt (train/bus/truck)
 
enum {
 
	AI_TRAIN = 0,
 
	AI_BUS,
 
	AI_TRUCK,
 
};
 
 
enum {
 
	AI_ACTION_NONE = 0,
 
	AI_ACTION_BUS_ROUTE,
 
	AI_ACTION_TRUCK_ROUTE,
 
	AI_ACTION_REPAY_LOAN,
 
};
 
 
// Used for from_type/to_type
 
enum {
 
    AI_NO_TYPE = 0,
 
	AI_CITY,
 
	AI_INDUSTRY,
 
};
 
 
#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
 
#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
 
#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
 
 
#define AI_PATHFINDER_NO_DIRECTION (byte)-1
 
 
// Flags used in user_data
 
#define AI_PATHFINDER_FLAG_BRIDGE 1
 
#define AI_PATHFINDER_FLAG_TUNNEL 2
 
 
// A macro for mp_street, where 0x20 is depot
 
//   mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge
 
#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \
 
(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \
 
	(((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \
 
	 ((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2))))
 
 
typedef void AiNew_StateFunction(Player *p);
 
 
// ai_new.c
 
void AiNewDoGameLoop(Player *p);
 
 
// ai_pathfinder.c
 
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
 
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
 
 
// ai_shared.c
 
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
 
int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
 
int AiNew_GetDirection(uint tile_a, uint tile_b);
 
 
// ai_build.c
 
bool AiNew_Build_CompanyHQ(Player *p, uint tile);
 
int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag);
 
int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag);
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
 
int AiNew_PickVehicle(Player *p);
 
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag);
 
int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag);
 
 
 
#endif
 
#ifndef AI_H
 
#define AI_H
 

	
 
#include "aystar.h"
 

	
 
/*
 
 * These defines can be altered to change the behavoir of the AI
 
 *
 
 * WARNING:
 
 *   This can also alter the AI in a negative way. I will never claim these settings
 
 *   are perfect, but don't change them if you don't know what the effect is.
 
 */
 
 
 
// How many times it the H multiplied. The higher, the more it will go straight to the
 
//   end point. The lower, how more it will find the route with the lowest cost.
 
//   also: the lower, the longer it takes before route is calculated..
 
#define AI_PATHFINDER_H_MULTIPLER 100
 

	
 
// How many loops may AyStar do before it stops
 
//   0 = infinite
 
#define AI_PATHFINDER_LOOPS_PER_TICK 5
 

	
 
// How long may the AI search for one route?
 
//   0 = infinite
 
// This number is the number of tiles tested.
 
//  It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
 
//  to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
 
//   (that is: if the AI is on VERY FAST! :p
 
#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
 

	
 
// If you enable this, the AI is not allowed to make 90degree turns
 
#define AI_PATHFINDER_NO_90DEGREES_TURN
 

	
 
// Below are defines for the g-calculation
 

	
 
// Standard penalty given to a tile
 
#define AI_PATHFINDER_PENALTY 150
 
// The penalty given to a tile that is going up
 
#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
 
// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
 
#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
 
// Same penalty, only for when road already exists
 
#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
 
// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
 
//  a bonus for using diagonal track
 
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
 
#define AI_PATHFINDER_DIAGONAL_BONUS 95
 
#else
 
#define AI_PATHFINDER_DIAGONAL_BONUS 75
 
#endif
 
// If a roadblock already exists, it gets a bonus
 
#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
 
// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
 
#define AI_PATHFINDER_CURVE_PENALTY 200
 

	
 
// Penalty a bridge gets per length
 
#define AI_PATHFINDER_BRIDGE_PENALTY 180
 
// The penalty for a bridge going up
 
#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
 

	
 
// Tunnels are expensive...
 
//  Because of that, every tile the cost is increased with 1/8th of his value
 
//  This is also true if you are building a tunnel yourself
 
#define AI_PATHFINDER_TUNNEL_PENALTY 350
 

	
 
/*
 
 * Ai_New defines
 
 */
 

	
 
// How long may we search cities and industry for a new route?
 
#define AI_LOCATE_ROUTE_MAX_COUNTER 200
 

	
 
// How many days must there be between building the first station and the second station
 
//  within one city. This number is in days and should be more then 4 months.
 
#define AI_CHECKCITY_DATE_BETWEEN 180
 

	
 
// How many cargo is needed for one station in a city?
 
#define AI_CHECKCITY_CARGO_PER_STATION 60
 
// How much cargo must there not be used in a city before we can build a new station?
 
#define AI_CHECKCITY_NEEDED_CARGO 50
 
// When there is already a station which takes the same good and the rating of that
 
//  city is higher then this numer, we are not going to attempt to build anything
 
//  there
 
#define AI_CHECKCITY_CARGO_RATING 50
 
// But, there is a chance of 1 out of this number, that we do ;)
 
#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
 
// If a city is too small to contain a station, there is a small chance
 
//  that we still do so.. just to make the city bigger!
 
#define AI_CHECKCITY_CITY_CHANCE 5
 

	
 
// This number indicates for every unit of cargo, how many tiles two stations maybe be away
 
//  from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
 
//  of the cargo in the other station, both stations can be 96 units away from eachother, if the
 
//  next number is 0.4.
 
#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
 
#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
 
// In whole tiles, the minimum distance for a truck route
 
#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
 

	
 
// The amount of tiles in a square from -X to +X that is scanned for a station spot
 
//  (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
 
// Safe values are between 15 and 5
 
#define AI_FINDSTATION_TILE_RANGE 10
 

	
 
// Building on normal speed goes very fast. Idle this amount of ticks between every
 
//  building part. It is calculated like this: (4 - competitor_speed) * num + 1
 
//  where competitor_speed is between 0 (very slow) to 4 (very fast)
 
#define AI_BUILDPATH_PAUSE 10
 

	
 
// Minimum % of reliabilty a vehicle has to have before the AI buys it
 
#define AI_VEHICLE_MIN_RELIABILTY 60
 

	
 
// The minimum amount of money a player should always have
 
#define AI_MINIMUM_MONEY 15000
 

	
 
// If the most cheap route is build, how much is it going to cost..
 
// This is to prevent the AI from trying to build a route which can not be paid for
 
#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
 
#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
 

	
 
// The minimum amount of money before we are going to repay any money
 
#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
 
// How many repays do we do if we have enough money to do so?
 
//  Every repay is 10000
 
#define AI_LOAN_REPAY 2
 
// How much income must we have before paying back a loan? Month-based (and looked at the last month)
 
#define AI_MINIMUM_INCOME_FOR_LOAN 7000
 

	
 
// If there is <num> time as much cargo in the station then the vehicle can handle
 
//  reuse the station instead of building a new one!
 
#define AI_STATION_REUSE_MULTIPLER 2
 

	
 
// No more then this amount of vehicles per station..
 
#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
 

	
 
// How many thick between building 2 vehicles
 
#define AI_BUILD_VEHICLE_TIME_BETWEEN 74
 

	
 
/*
 
 * End of defines
 
 */
 

	
 

	
 
// This stops 90degrees curves
 
static const byte _illegal_curves[6] = {
 
    255, 255, // Horz and vert, don't have the effect
 
    5, // upleft and upright are not valid
 
    4, // downright and downleft are not valid
 
    2, // downleft and upleft are not valid
 
    3, // upright and downright are not valid
 
};
 

	
 
static const TileIndexDiff _tiles_around[4] = {
 
    TILE_XY(-1,0),
 
    TILE_XY(0,1),
 
    TILE_XY(1,0),
 
    TILE_XY(0,-1),
 
};
 

	
 
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_ACTION_DONE,
 
    AI_STATE_STOP, // Temporary function to stop the AI
 
};
 

	
 
// Used for tbt (train/bus/truck)
 
enum {
 
	AI_TRAIN = 0,
 
	AI_BUS,
 
	AI_TRUCK,
 
};
 

	
 
enum {
 
	AI_ACTION_NONE = 0,
 
	AI_ACTION_BUS_ROUTE,
 
	AI_ACTION_TRUCK_ROUTE,
 
	AI_ACTION_REPAY_LOAN,
 
};
 

	
 
// Used for from_type/to_type
 
enum {
 
    AI_NO_TYPE = 0,
 
	AI_CITY,
 
	AI_INDUSTRY,
 
};
 

	
 
#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
 
#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
 
#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
 

	
 
#define AI_PATHFINDER_NO_DIRECTION (byte)-1
 

	
 
// Flags used in user_data
 
#define AI_PATHFINDER_FLAG_BRIDGE 1
 
#define AI_PATHFINDER_FLAG_TUNNEL 2
 

	
 
// A macro for mp_street, where 0x20 is depot
 
//   mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge
 
#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \
 
(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \
 
	(((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \
 
	 ((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2))))
 

	
 
typedef void AiNew_StateFunction(Player *p);
 

	
 
// ai_new.c
 
void AiNewDoGameLoop(Player *p);
 

	
 
// ai_pathfinder.c
 
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
 
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
 

	
 
// ai_shared.c
 
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
 
int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
 
int AiNew_GetDirection(uint tile_a, uint tile_b);
 

	
 
// ai_build.c
 
bool AiNew_Build_CompanyHQ(Player *p, uint tile);
 
int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag);
 
int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag);
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
 
int AiNew_PickVehicle(Player *p);
 
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag);
 
int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag);
 

	
 

	
 
#endif
ai_build.c
Show inline comments
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "command.h"
 
#include "ai.h"
 
#include "engine.h"
 
 
// Build HQ
 
//  Params:
 
//    tile : tile where HQ is going to be build
 
bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
 
	if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
 
		return false;
 
	DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
 
	return true;
 
}
 
 
// Build station
 
//  Params:
 
//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
 
//    tile : tile where station is going to be build
 
//    length : in case of AI_TRAIN: length of station
 
//    numtracks : in case of AI_TRAIN: tracks of station
 
//    direction : the direction of the station
 
//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
 
int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
 
	if (type == AI_TRAIN)
 
		return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
 
	else if (type == AI_BUS)
 
		return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
 
	else
 
		return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
 
}
 
 
// Builds a brdige. The second best out of the ones available for this player
 
//  Params:
 
//   tile_a : starting point
 
//   tile_b : end point
 
//   flag : flag passed to DoCommand
 
int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
 
	int bridge_type, bridge_len, type, type2;
 
 
	// Find a good bridgetype (the best money can buy)
 
	bridge_len = GetBridgeLength(tile_a, tile_b);
 
	type = type2 = 0;
 
	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
 
		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
 
			type2 = type;
 
			type = bridge_type;
 
			// We found two bridges, exit
 
			if (type2 != 0)
 
				break;
 
		}
 
	}
 
	// There is only one bridge that can be build..
 
	if (type2 == 0 && type != 0) type2 = type;
 
 
	// Now, simply, build the bridge!
 
	if (p->ainew.tbt == AI_TRAIN)
 
		return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
	else
 
		return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
}
 
 
 
// Build the route part by part
 
// Basicly what this function do, is build that amount of parts of the route
 
//  that go in the same direction. It sets 'part' to the last part of the route builded.
 
//  The return value is the cost for the builded parts
 
//
 
//  Params:
 
//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
 
//   part : Which part we need to build
 
//
 
// TODO: skip already builded road-pieces (e.g.: cityroad)
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
 
    int part = PathFinderInfo->position;
 
	byte *route_extra = PathFinderInfo->route_extra;
 
	TileIndex *route = PathFinderInfo->route;
 
	int dir;
 
	int old_dir = -1;
 
	int cost = 0;
 
	int res;
 
	// We need to calculate the direction with the parent of the parent.. so we skip
 
	//  the first pieces and the last piece
 
	if (part < 1) part = 1;
 
	// When we are done, stop it
 
	if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
 
	
 
	
 
	if (PathFinderInfo->rail_or_road) {
 
		// Tunnel code
 
     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
     		cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
     		PathFinderInfo->position++;
 
     		// TODO: problems!
 
     		if (cost == CMD_ERROR) {
 
     			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 (cost == CMD_ERROR) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 
 
     	// Build normal rail
 
     	// Keep it doing till we go an other way
 
     	if (route_extra[part-1] == 0 && route_extra[part] == 0) {
 
     		while (route_extra[part] == 0) {
 
	     		// Get the current direction
 
	     		dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
 
	     		// Is it the same as the last one?
 
	     		if (old_dir != -1 && old_dir != dir) break;
 
	     		old_dir = dir;
 
	     		// Build the tile
 
	     		res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
 
	     		if (res == CMD_ERROR) {
 
	     			// 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 (cost == CMD_ERROR) {
 
     			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 (cost == CMD_ERROR) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 
 
     	// Build normal road
 
     	// Keep it doing till we go an other way
 
     	// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
 
     	//  it will wait till the vehicle is gone..
 
     	if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
     		while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
	     		// Get the current direction
 
	     		dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
 
	     		// Is it the same as the last one?
 
	     		if (old_dir != -1 && old_dir != dir) break;
 
	     		old_dir = dir;
 
	     		// There is already some road, and it is a bridge.. don't build!!!
 
	     		if (!IS_TILETYPE(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 (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !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;
 
    	     		} else {
 
    	     			if (res != CMD_ERROR)
 
    	     				cost += res;
 
    	     		}
 
		     	}
 
	     		// Go to the next tile
 
	     		part++;
 
	     		// Check if it is still in range..
 
	     		if (part >= PathFinderInfo->route_length - 1) break;
 
	     	}
 
	     	part--;
 
	     	// We want to return the last position, so we go back one
 
	    }
 
	    if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
 
     	PathFinderInfo->position = part;
 
    }
 
    
 
    return cost;
 
}
 
 
// This functions tries to find the best vehicle for this type of cargo
 
// It returns vehicle_id or -1 if not found
 
int AiNew_PickVehicle(Player *p) {
 
    if (p->ainew.tbt == AI_TRAIN) {
 
        // Not supported yet
 
        return -1;
 
    } else {
 
        int start, count, i, r = 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(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
 
        	// Can we build it?
 
        	r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
        	if (r != CMD_ERROR) break;
 
       	}
 
       	// We did not find a vehicle :(
 
       	if (r == CMD_ERROR) { return -1; }
 
       	return i;
 
    }
 
}
 
 
// Builds the best vehicle possible
 
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
 
	int i = AiNew_PickVehicle(p);
 
	if (i == -1) return CMD_ERROR;
 
	
 
	if (p->ainew.tbt == AI_TRAIN) {
 
		return CMD_ERROR;
 
	} else {
 
		return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
 
	}
 
}
 
 
int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
 
	static const byte _roadbits_by_dir[4] = {2,1,8,4};
 
	int r, r2;
 
    if (p->ainew.tbt == AI_TRAIN) {
 
    	return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 
    } else {
 
    	r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
    	if (r == CMD_ERROR) return r;
 
    	// Try to build the road from the depot
 
    	r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
    	// If it fails, ignore it..
 
    	if (r2 == CMD_ERROR) return r;
 
    	return r + r2;
 
    }
 
}
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "command.h"
 
#include "ai.h"
 
#include "engine.h"
 

	
 
// Build HQ
 
//  Params:
 
//    tile : tile where HQ is going to be build
 
bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
 
	if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
 
		return false;
 
	DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
 
	return true;
 
}
 

	
 
// Build station
 
//  Params:
 
//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
 
//    tile : tile where station is going to be build
 
//    length : in case of AI_TRAIN: length of station
 
//    numtracks : in case of AI_TRAIN: tracks of station
 
//    direction : the direction of the station
 
//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
 
int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
 
	if (type == AI_TRAIN)
 
		return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
 
	else if (type == AI_BUS)
 
		return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
 
	else
 
		return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
 
}
 

	
 
// Builds a brdige. The second best out of the ones available for this player
 
//  Params:
 
//   tile_a : starting point
 
//   tile_b : end point
 
//   flag : flag passed to DoCommand
 
int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
 
	int bridge_type, bridge_len, type, type2;
 

	
 
	// Find a good bridgetype (the best money can buy)
 
	bridge_len = GetBridgeLength(tile_a, tile_b);
 
	type = type2 = 0;
 
	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
 
		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
 
			type2 = type;
 
			type = bridge_type;
 
			// We found two bridges, exit
 
			if (type2 != 0)
 
				break;
 
		}
 
	}
 
	// There is only one bridge that can be build..
 
	if (type2 == 0 && type != 0) type2 = type;
 

	
 
	// Now, simply, build the bridge!
 
	if (p->ainew.tbt == AI_TRAIN)
 
		return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
	else
 
		return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
}
 

	
 

	
 
// Build the route part by part
 
// Basicly what this function do, is build that amount of parts of the route
 
//  that go in the same direction. It sets 'part' to the last part of the route builded.
 
//  The return value is the cost for the builded parts
 
//
 
//  Params:
 
//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
 
//   part : Which part we need to build
 
//
 
// TODO: skip already builded road-pieces (e.g.: cityroad)
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
 
    int part = PathFinderInfo->position;
 
	byte *route_extra = PathFinderInfo->route_extra;
 
	TileIndex *route = PathFinderInfo->route;
 
	int dir;
 
	int old_dir = -1;
 
	int cost = 0;
 
	int res;
 
	// We need to calculate the direction with the parent of the parent.. so we skip
 
	//  the first pieces and the last piece
 
	if (part < 1) part = 1;
 
	// When we are done, stop it
 
	if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
 
	
 
	
 
	if (PathFinderInfo->rail_or_road) {
 
		// Tunnel code
 
     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
     		cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
     		PathFinderInfo->position++;
 
     		// TODO: problems!
 
     		if (cost == CMD_ERROR) {
 
     			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 (cost == CMD_ERROR) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 

	
 
     	// Build normal rail
 
     	// Keep it doing till we go an other way
 
     	if (route_extra[part-1] == 0 && route_extra[part] == 0) {
 
     		while (route_extra[part] == 0) {
 
	     		// Get the current direction
 
	     		dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
 
	     		// Is it the same as the last one?
 
	     		if (old_dir != -1 && old_dir != dir) break;
 
	     		old_dir = dir;
 
	     		// Build the tile
 
	     		res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
 
	     		if (res == CMD_ERROR) {
 
	     			// 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 (cost == CMD_ERROR) {
 
     			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 (cost == CMD_ERROR) {
 
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
     		}
 
     		return cost;
 
     	}
 

	
 
     	// Build normal road
 
     	// Keep it doing till we go an other way
 
     	// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
 
     	//  it will wait till the vehicle is gone..
 
     	if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
     		while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
	     		// Get the current direction
 
	     		dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
 
	     		// Is it the same as the last one?
 
	     		if (old_dir != -1 && old_dir != dir) break;
 
	     		old_dir = dir;
 
	     		// There is already some road, and it is a bridge.. don't build!!!
 
	     		if (!IS_TILETYPE(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 (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !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;
 
    	     		} else {
 
    	     			if (res != CMD_ERROR)
 
    	     				cost += res;
 
    	     		}
 
		     	}
 
	     		// Go to the next tile
 
	     		part++;
 
	     		// Check if it is still in range..
 
	     		if (part >= PathFinderInfo->route_length - 1) break;
 
	     	}
 
	     	part--;
 
	     	// We want to return the last position, so we go back one
 
	    }
 
	    if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
 
     	PathFinderInfo->position = part;
 
    }
 
    
 
    return cost;
 
}
 

	
 
// This functions tries to find the best vehicle for this type of cargo
 
// It returns vehicle_id or -1 if not found
 
int AiNew_PickVehicle(Player *p) {
 
    if (p->ainew.tbt == AI_TRAIN) {
 
        // Not supported yet
 
        return -1;
 
    } else {
 
        int start, count, i, r = 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(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
 
        	// Can we build it?
 
        	r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
        	if (r != CMD_ERROR) break;
 
       	}
 
       	// We did not find a vehicle :(
 
       	if (r == CMD_ERROR) { return -1; }
 
       	return i;
 
    }
 
}
 

	
 
// Builds the best vehicle possible
 
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
 
	int i = AiNew_PickVehicle(p);
 
	if (i == -1) return CMD_ERROR;
 
	
 
	if (p->ainew.tbt == AI_TRAIN) {
 
		return CMD_ERROR;
 
	} else {
 
		return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
 
	}
 
}
 

	
 
int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
 
	static const byte _roadbits_by_dir[4] = {2,1,8,4};
 
	int r, r2;
 
    if (p->ainew.tbt == AI_TRAIN) {
 
    	return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 
    } else {
 
    	r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
    	if (r == CMD_ERROR) return r;
 
    	// Try to build the road from the depot
 
    	r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
    	// If it fails, ignore it..
 
    	if (r2 == CMD_ERROR) return r;
 
    	return r + r2;
 
    }
 
}
ai_new.c
Show inline comments
 
/*
 
 * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI
 
 */
 
 
// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen
 
//         doet de AI helemaal niets meer
 
// TODO: depot rondjes rijden stom iets dingus
 
// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne...
 
// TODO: als er iets in path komt, bouwt AI gewoon verder :(
 
// TODO: mail routes
 
 
/*
 
 * End of Dutch part
 
 */
 
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "command.h"
 
#include "ai.h"
 
#include "town.h"
 
#include "industry.h"
 
#include "station.h"
 
#include "engine.h"
 
#include "gui.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);
 
	// We first have to init some things
 
	
 
	if (_current_player == 1) {
 
		ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
 
	}
 
 
	// 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;
 
 
	// We ALWAYS start with a bus route.. just some basic money ;)
 
	p->ainew.action = AI_ACTION_BUS_ROUTE;
 
 
	// Let's popup the news, and after that, start building..
 
	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
 
//  but after the AI finished a track it really needs to go to sleep.
 
//
 
// 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
 
    // There go 74 ticks in a day
 
	if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74;
 
	if (--p->ainew.idle == 0) {
 
		// We are done idling.. what you say? Let's do something!
 
		// I mean.. the next tick ;)
 
		p->ainew.state = AI_STATE_WAKE_UP;
 
	}
 
}
 
 
// 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) {
 
    int32 money;
 
    int c;
 
    assert(p->ainew.state == AI_STATE_WAKE_UP);
 
	// First, check if we have a HQ
 
	if (p->location_of_house == 0) {
 
		// We have no HQ yet, build one on a random place
 
		// Random till we found a place for it!
 
		// TODO: this should not be on a random place..
 
		while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { }
 
		// Enough for now, but we want to come back here the next time
 
		//  so we do not change any status
 
		return;
 
	}
 
	
 
	money = p->player_money - AI_MINIMUM_MONEY;
 
	
 
	// 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;
 
		} 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 < 65) 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) {
 
				p->ainew.action = AI_ACTION_TRAIN_ROUTE;
 
			}
 
		}*/
 
	}
 
	
 
	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_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_NONE;
 
		return;
 
	}
 
 
	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;
 
	}
 
	
 
	// 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 (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
 
			p->ainew.action = AI_ACTION_NONE;
 
			return;
 
		}
 
		p->ainew.cargo = AI_NEED_CARGO;
 
		p->ainew.state = AI_STATE_LOCATE_ROUTE;
 
		p->ainew.tbt = AI_BUS; // Bus-route
 
		return;
 
	}
 
	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;
 
		}
 
		p->ainew.cargo = AI_NEED_CARGO;
 
		p->ainew.last_id = 0;
 
		p->ainew.state = AI_STATE_LOCATE_ROUTE;
 
		p->ainew.tbt = AI_TRUCK;
 
		return;
 
	}
 
	
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 
 
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) {
 
	if (type == AI_CITY) {
 
		Town *t = DEREF_TOWN(ic);
 
		Station *st;
 
		int count = 0;
 
		int j = 0;
 
		
 
		// We don't like roadconstructions, don't even true such a city
 
		if (t->road_build_months != 0) return false;
 
		
 
		// Check if the rating in a city is high enough
 
		//  If not, take a chance if we want to continue
 
		if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 
		
 
		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
 
		
 
		// Check if we have build a station in this town the last 6 months
 
		//  else we don't do it. This is done, because stat updates can be slow
 
		//  and sometimes it takes up to 4 months before the stats are corectly.
 
		//  This way we don't get 12 busstations in one city of 100 population ;)
 
		FOR_ALL_STATIONS(st) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 
			// Do we own it?
 
			if (st->owner == _current_player) {
 
				// Are we talking busses?
 
				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
 
				// Is it the same city as we are in now?
 
				if (st->town != t) continue;
 
				// When was this station build?
 
				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
 
				// Cound the amount of stations in this city that we own
 
				count++;
 
			} else {
 
				// We do not own it, request some info about the station
 
				//  we want to know if this station gets the same good. If so,
 
				//  we want to know its rating. If it is too high, we are not going
 
				//  to build there
 
				if (!st->goods[CT_PASSENGERS].last_speed) continue;
 
				// Is it around our city
 
				if (GetTileDist(st->xy, t->xy) > 10) continue;
 
				// It does take this cargo.. what is his rating?
 
				if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
 
				j++;
 
				// When this is the first station, we build a second with no problem ;)
 
				if (j == 1) continue;
 
				// The rating is high.. second station...
 
				//  a little chance that we still continue
 
				//  But if there are 3 stations of this size, we never go on...
 
				if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
		}
 
		
 
		// We are about to add one...
 
		count++;
 
		// Check if we the city can provide enough cargo for this amount of stations..
 
		if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
 
		
 
		// All check are okay, so we can build here!
 
		return true;
 
	}
 
	if (type == AI_INDUSTRY) {
 
		Industry *i = DEREF_INDUSTRY(ic);
 
		Station *st;
 
		int count = 0;
 
		int j = 0;
 
		
 
		if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 
		
 
		// No limits on delevering stations!
 
		//  Or for industry that does not give anything yet
 
		if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
 
 
		if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
 
		
 
		// Check if we have build a station in this town the last 6 months
 
		//  else we don't do it. This is done, because stat updates can be slow
 
		//  and sometimes it takes up to 4 months before the stats are corectly.
 
		FOR_ALL_STATIONS(st) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 
 
			// Do we own it?
 
			if (st->owner == _current_player) {
 
				// Are we talking trucks?
 
				if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
 
				// Is it the same city as we are in now?
 
				if (st->town != i->town) continue;
 
				// When was this station build?
 
				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
 
				// Cound the amount of stations in this city that we own
 
				count++;
 
			} else {
 
				// We do not own it, request some info about the station
 
				//  we want to know if this station gets the same good. If so,
 
				//  we want to know its rating. If it is too high, we are not going
 
				//  to build there
 
				if (i->produced_cargo[0] == 0xFF) continue;
 
				// It does not take this cargo
 
				if (!st->goods[i->produced_cargo[0]].last_speed) continue;
 
				// Is it around our industry
 
				if (GetTileDist(st->xy, i->xy) > 5) continue;
 
				// It does take this cargo.. what is his rating?
 
				if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
 
				j++;
 
				// The rating is high.. a little chance that we still continue
 
				//  But if there are 2 stations of this size, we never go on...
 
				if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
		}
 
 
		// We are about to add one...
 
		count++;
 
		// Check if we the city can provide enough cargo for this amount of stations..
 
		if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
 
 
		// All check are okay, so we can build here!
 
		return true;
 
	}
 
	
 
	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
 
    
 
    // 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
 
    	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);
 
        }
 
        
 
    	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 >= _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;
 
        	
 
    		return;
 
    	}
 
    	
 
    	// 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;
 
    }
 
    
 
    // 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..
 
   		
 
   		// 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 = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
 
   			max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
 
   			// max_cargo is now the amount of cargo we can move between the two cities
 
   			// If it is more then the distance, we allow it
 
   			if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(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)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
 
 
   				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 (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) {
 
	         	for (i=0;i<3;i++) {
 
	         		if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
 
					if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
 
						found = true;
 
	   					p->ainew.from_deliver = true;
 
	   					p->ainew.to_deliver = false;
 
	       				break;
 
	       			}
 
	       		}
 
   			}
 
   			if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(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 (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
 
					if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						found = true;
 
						max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(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 (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
 
       				GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(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 = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0];
 
	   				} else {
 
   						p->ainew.cargo = DEREF_INDUSTRY(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)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
 
 
	   				p->ainew.from_tile = 0;
 
	   				p->ainew.to_tile = 0;
 
 
	   				return;
 
	   			}
 
   			}
 
   		}
 
   	}
 
 
    // 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.to_type == AI_CITY) {
 
    	if (p->ainew.temp >= _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;
 
}
 
 
// Check if there are not more then 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) {
 
	int count = 0;
 
	Vehicle *v;
 
	uint16 *sched;
 
	uint16 ord;
 
 
	// Also check if we don't have already a lot of busses to this city...
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->owner == _current_player) {
 
			sched = v->schedule_ptr;
 
			while (sched != NULL && (ord=*sched++) != 0) {
 
				if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) {
 
					// This vehicle has this city in his list
 
					count++;
 
				}
 
			}
 
		}
 
	}
 
 
	if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
 
	return true;
 
}
 
 
extern const byte _roadveh_speed[88];
 
extern const byte _roadveh_capacity[88];
 
 
// 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);
 
    
 
    if (p->ainew.from_tile == 0) {
 
        // First we scan for a station in the from-city
 
        if (p->ainew.from_type == AI_CITY) {
 
        	town = DEREF_TOWN(p->ainew.from_ic);
 
        	tile = town->xy;
 
        } else {
 
        	industry = DEREF_INDUSTRY(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 = DEREF_TOWN(p->ainew.to_ic);
 
        	tile = town->xy;
 
        } else {
 
        	industry = DEREF_INDUSTRY(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 then 2 stations in the city, abort
 
	i = AiNew_PickVehicle(p);
 
	// Euhmz, this should not happen _EVER_
 
	// Quit finding a route...
 
	if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
 
 
	FOR_ALL_STATIONS(st) {
 
		if (st->xy != 0) {
 
			if (st->owner == _current_player) {
 
				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
 
					if (st->town == town) {
 
						// Check how much cargo there is left in the station
 
						if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) {
 
							if (AiNew_CheckVehicleStation(p, st)) {
 
								// We did found a station that was good enough!
 
								new_tile = st->xy;
 
								// Cheap way to get the direction of the station...
 
								//  Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
 
								direction = _map5[st->xy] - 0x47;
 
								break;
 
							}
 
						}
 
						count++;
 
					}
 
				}
 
			}
 
		}
 
	}
 
	// We are going to add a new station...
 
	if (new_tile == 0) count++;
 
	// No more then 2 stations allowed in a city
 
	//  This is because only the best 2 stations of one cargo do get any cargo
 
	if (count > 2) {
 
		p->ainew.state = AI_STATE_NOTHING;
 
		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 = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
 
	    	for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
 
	    		new_tile = TILE_XY(x,y);
 
	    		if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) {
 
	    			// This tile we can build on!
 
	    			// Check acceptance
 
	    			GetAcceptanceAroundTiles(accepts, new_tile, 1, 1);
 
	    			// >> 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;
 
	    }
 
 
	    // 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 && GetTileDist(tile, new_tile) > GetTileDist(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);
 
		p->ainew.new_cost += r;
 
		
 
		direction = AI_PATHFINDER_NO_DIRECTION;
 
	} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
 
		// Truck station locater works differently.. a station can be on any place
 
		//  as long as it is in range. So we give back code AI_STATION_RANGE
 
		//  so the pathfinder routine can work it out!
 
		new_tile = AI_STATION_RANGE;
 
		direction = AI_PATHFINDER_NO_DIRECTION;
 
	}
 
 
	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;
 
	} 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;
 
    }
 
}
 
 
// 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);
 
    
 
    // 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 = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1);
 
	    	p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(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 = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1);
 
	    	p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(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;
 
   			
 
		// 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) {
 
		DEBUG(ai,1)("[AiNew] PathFinder found no route!");
 
		// Start all over again...
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	if (r == AYSTAR_FOUND_END_NODE) {
 
		// We found the end-point
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_DEPOT;
 
		return;
 
	}
 
	// 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 ;)
 
	int g, i, j, r;
 
	TileIndex tile;
 
	assert(p->ainew.state == AI_STATE_FIND_DEPOT);
 
 
	p->ainew.depot_tile = 0;
 
	
 
	for (i=2;i<p->ainew.path_info.route_length-2;i++) {
 
		tile = p->ainew.path_info.route[i];
 
		for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
 
			if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_STREET)) {
 
				// Its a street, test if it is a depot
 
				if (_map5[tile + _tileoffs_by_dir[j]] & 0x20) {
 
					// We found a depot, is it ours? (TELL ME!!!)
 
					if (_map_owner[tile + _tileoffs_by_dir[j]] == _current_player) {
 
						// Now, is it pointing to the right direction.........
 
						if ((_map5[tile + _tileoffs_by_dir[j]] & 3) == (j ^ 2)) {
 
							// Yeah!!!
 
							p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
 
							p->ainew.depot_direction = j ^ 2; // Reverse direction
 
							p->ainew.state = AI_STATE_VERIFY_ROUTE;
 
							return;
 
						}
 
					}
 
				}
 
			}
 
		}
 
	}
 
	
 
	// This routine let depot finding start in the middle, and work his way to the stations
 
	// It makes depot placing nicer :)
 
	i = p->ainew.path_info.route_length / 2;
 
	g = 1;
 
	while (i > 1 && i < p->ainew.path_info.route_length - 2) {
 
		i += g;
 
		g *= -1;
 
		(g < 0?g--:g++);
 
 
		if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
 
			// Bridge or tunnel.. we can't place a depot there
 
			continue;
 
		}
 
		
 
		tile = p->ainew.path_info.route[i];
 
 
		for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
 
			// It may not be placed on the road/rail itself
 
			// And because it is not build yet, we can't see it on the tile..
 
			// So check the surrounding tiles :)
 
			if (tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i-1] ||
 
				tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue;
 
			// Not around a bridge?
 
			if (p->ainew.path_info.route_extra[i] != 0) continue;
 
			if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue;
 
			// Is the terrain clear?
 
			if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) ||
 
				IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) {
 
				TileInfo ti;
 
				FindLandscapeHeightByTile(&ti, tile);
 
				// If the current tile is on a slope (tileh != 0) then we do not allow this
 
				if (ti.tileh != 0) continue;
 
				// Check if everything went okay..
 
				r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0);
 
				if (r == CMD_ERROR) continue;
 
				// Found a spot!
 
				p->ainew.new_cost += r;
 
				p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
 
				p->ainew.depot_direction = j ^ 2; // Reverse direction
 
				p->ainew.state = AI_STATE_VERIFY_ROUTE;
 
				return;
 
			}
 
		}
 
	}
 
 
	// Failed to find a depot?
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 
 
 
// This function calculates how many vehicles there are needed on this
 
//  traject.
 
// 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) {
 
	if (p->ainew.tbt == AI_BUS) {
 
     	// 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!
 
    	// ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
 
    	tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 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 = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2;
 
    	if (amount == 0) amount = 1;
 
   		return amount;
 
	} else if (p->ainew.tbt == AI_TRUCK) {
 
     	// 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!
 
    	// ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
 
    	tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
 
    	if (p->ainew.from_deliver)
 
    		max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
 
    	else
 
    		max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
 
    		
 
    	// This is because moving 60% is more then 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 = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX]));
 
    	amount += 1;
 
    	return amount;
 
	} else {
 
		// Currently not supported
 
		return 0;
 
	}
 
}
 
 
 
// This function checks:
 
//   - 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);
 
    
 
    // 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
 
	//  we need and what the price for that will be
 
	res = AiNew_HowManyVehicles(p);
 
	// If res == 0, no vehicle was found, or an other problem did occour
 
	if (res == 0) {
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	p->ainew.amount_veh = res;
 
	p->ainew.cur_veh = 0;
 
	
 
	// Check how much it it going to cost us..
 
	for (i=0;i<res;i++) {
 
		p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
 
	}
 
	
 
	// Now we know how much the route is going to cost us
 
	//  Check if we have enough money for it!
 
	if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
 
		// Too bad..
 
		DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	
 
	// Now we can build the route, check the direction of the stations!
 
	if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
 
		p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
 
	}
 
	if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
 
		p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
 
	}
 
	if (p->ainew.from_tile == AI_STATION_RANGE)
 
		p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
 
	if (p->ainew.to_tile == AI_STATION_RANGE)
 
		p->ainew.to_tile = p->ainew.path_info.route[0];
 
		
 
	p->ainew.state = AI_STATE_BUILD_STATION;
 
	p->ainew.temp = 0;
 
	
 
	DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
 
}
 
 
// Build the stations
 
static void AiNew_State_BuildStation(Player *p) {
 
	int res = 0;
 
    assert(p->ainew.state == AI_STATE_BUILD_STATION);
 
    if (p->ainew.temp == 0) {
 
    	if (!IS_TILETYPE(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 (!IS_TILETYPE(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++;
 
}
 
 
// Build the path
 
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) {
 
		DEBUG(ai,1)("[AiNew] Starting to build the path..");
 
		// Init the counter
 
		p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
 
		// Set the position to the startingplace (-1 because in a minute we do ++)
 
		p->ainew.path_info.position = -1;
 
		// And don't do this again
 
		p->ainew.temp = 0;
 
	}
 
	// Building goes very fast on normal rate, so we are going to slow it down..
 
	//  By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
 
	if (--p->ainew.counter != 0) return;
 
	p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
 
	
 
	// Increase the building position
 
	p->ainew.path_info.position++;
 
	// Build route
 
	AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
 
	if (p->ainew.path_info.position == -2) {
 
		// This means we are done building!
 
 
		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
 
        	short dir1, dir2, dir3;
 
        	TileIndex tile;
 
        	int i, r;
 
        	for (i=0;i<2;i++) {
 
            	if (i == 0) {
 
            		tile = p->ainew.from_tile + _tileoffs_by_dir[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 + _tileoffs_by_dir[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;
 
            	}
 
            	
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	
 
            	dir1 = _tileoffs_by_dir[dir1];
 
            	dir2 = _tileoffs_by_dir[dir2];
 
            	dir3 = _tileoffs_by_dir[dir3];
 
            	r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES))
 
           			r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
             		if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1+dir1, MP_TREES))
 
             			DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
 
             	r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
 
           			DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
           			if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES))
 
           				DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
 
           		r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
 
           			DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
           			if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES))
 
           				DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            }
 
        }
 
		
 
		
 
		DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
 
		p->ainew.state = AI_STATE_BUILD_DEPOT;
 
	}
 
}
 
 
// Builds the depot
 
static void AiNew_State_BuildDepot(Player *p) {
 
	int res = 0;
 
	assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
 
	
 
	if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
 
		if (_map_owner[p->ainew.depot_tile] == _current_player) {
 
			// The depot is already builded!
 
			p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
			return;
 
		} else {
 
			// There is a depot, but not of our team! :(
 
			p->ainew.state = AI_STATE_NOTHING;
 
			return;
 
		}
 
	}
 
	
 
	// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
 
	if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction]))
 
		return;
 
	
 
	res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
 
    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) {
 
	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;
 
    	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;
 
}
 
 
// Put the stations in the order list
 
static void AiNew_State_GiveOrders(Player *p) {
 
    int order, flags;
 
    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;
 
        return;
 
    } else {
 
        p->ainew.veh_main_id = p->ainew.veh_id;
 
    }
 
    
 
    // When more then 1 vehicle, we send them to different directions
 
    order = 0;
 
    flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
 
    if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
 
    	flags |= OF_FULL_LOAD;
 
    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 
 
    order = 1;
 
    flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION;
 
    if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
 
    	flags |= OF_FULL_LOAD;
 
    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 
 
	// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
 
    if (_patches.gotodepot) {
 
    	order = 2;
 
	    flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD;
 
	    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 
	}
 
 
    // Start the engines!
 
	p->ainew.state = AI_STATE_START_VEHICLE;
 
}
 
 
// Start the vehicle
 
static void AiNew_State_StartVehicle(Player *p) {
 
	assert(p->ainew.state == AI_STATE_START_VEHICLE);
 
	
 
	// 3, 2, 1... go! (give START_STOP command ;))
 
	DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
 
	// Try to build an other vehicle (that function will stop building when needed)
 
	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, _current_player, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
    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,
 
    AiNew_State_ActionDone,
 
    NULL,
 
};
 
 
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;
 
		
 
	if (p->ainew.state == AI_STATE_STARTUP) {
 
		// The AI just got alive!
 
		p->ainew.state = AI_STATE_FIRST_TIME;
 
		p->ainew.tick = 0;
 
 
		// Only startup the AI
 
		return;
 
	}
 
	
 
	// We keep a ticker. We use it for competitor_speed
 
	p->ainew.tick++;
 
	
 
	// See what the speed is
 
	switch (_opt.diff.competitor_speed) {
 
		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;
 
	}
 
 
	// If we come here, we can do a tick.. do so!
 
	AiNew_OnTick(p);
 
}
 
/*
 
 * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI
 
 */
 

	
 
// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen
 
//         doet de AI helemaal niets meer
 
// TODO: depot rondjes rijden stom iets dingus
 
// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne...
 
// TODO: als er iets in path komt, bouwt AI gewoon verder :(
 
// TODO: mail routes
 

	
 
/*
 
 * End of Dutch part
 
 */
 

	
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "command.h"
 
#include "ai.h"
 
#include "town.h"
 
#include "industry.h"
 
#include "station.h"
 
#include "engine.h"
 
#include "gui.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);
 
	// We first have to init some things
 
	
 
	if (_current_player == 1) {
 
		ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
 
	}
 

	
 
	// 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;
 

	
 
	// We ALWAYS start with a bus route.. just some basic money ;)
 
	p->ainew.action = AI_ACTION_BUS_ROUTE;
 

	
 
	// Let's popup the news, and after that, start building..
 
	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
 
//  but after the AI finished a track it really needs to go to sleep.
 
//
 
// 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
 
    // There go 74 ticks in a day
 
	if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74;
 
	if (--p->ainew.idle == 0) {
 
		// We are done idling.. what you say? Let's do something!
 
		// I mean.. the next tick ;)
 
		p->ainew.state = AI_STATE_WAKE_UP;
 
	}
 
}
 

	
 
// 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) {
 
    int32 money;
 
    int c;
 
    assert(p->ainew.state == AI_STATE_WAKE_UP);
 
	// First, check if we have a HQ
 
	if (p->location_of_house == 0) {
 
		// We have no HQ yet, build one on a random place
 
		// Random till we found a place for it!
 
		// TODO: this should not be on a random place..
 
		while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { }
 
		// Enough for now, but we want to come back here the next time
 
		//  so we do not change any status
 
		return;
 
	}
 
	
 
	money = p->player_money - AI_MINIMUM_MONEY;
 
	
 
	// 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;
 
		} 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 < 65) 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) {
 
				p->ainew.action = AI_ACTION_TRAIN_ROUTE;
 
			}
 
		}*/
 
	}
 
	
 
	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_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_NONE;
 
		return;
 
	}
 

	
 
	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;
 
	}
 
	
 
	// 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 (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
 
			p->ainew.action = AI_ACTION_NONE;
 
			return;
 
		}
 
		p->ainew.cargo = AI_NEED_CARGO;
 
		p->ainew.state = AI_STATE_LOCATE_ROUTE;
 
		p->ainew.tbt = AI_BUS; // Bus-route
 
		return;
 
	}
 
	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;
 
		}
 
		p->ainew.cargo = AI_NEED_CARGO;
 
		p->ainew.last_id = 0;
 
		p->ainew.state = AI_STATE_LOCATE_ROUTE;
 
		p->ainew.tbt = AI_TRUCK;
 
		return;
 
	}
 
	
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 

	
 
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) {
 
	if (type == AI_CITY) {
 
		Town *t = DEREF_TOWN(ic);
 
		Station *st;
 
		int count = 0;
 
		int j = 0;
 
		
 
		// We don't like roadconstructions, don't even true such a city
 
		if (t->road_build_months != 0) return false;
 
		
 
		// Check if the rating in a city is high enough
 
		//  If not, take a chance if we want to continue
 
		if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 
		
 
		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
 
		
 
		// Check if we have build a station in this town the last 6 months
 
		//  else we don't do it. This is done, because stat updates can be slow
 
		//  and sometimes it takes up to 4 months before the stats are corectly.
 
		//  This way we don't get 12 busstations in one city of 100 population ;)
 
		FOR_ALL_STATIONS(st) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 
			// Do we own it?
 
			if (st->owner == _current_player) {
 
				// Are we talking busses?
 
				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
 
				// Is it the same city as we are in now?
 
				if (st->town != t) continue;
 
				// When was this station build?
 
				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
 
				// Cound the amount of stations in this city that we own
 
				count++;
 
			} else {
 
				// We do not own it, request some info about the station
 
				//  we want to know if this station gets the same good. If so,
 
				//  we want to know its rating. If it is too high, we are not going
 
				//  to build there
 
				if (!st->goods[CT_PASSENGERS].last_speed) continue;
 
				// Is it around our city
 
				if (GetTileDist(st->xy, t->xy) > 10) continue;
 
				// It does take this cargo.. what is his rating?
 
				if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
 
				j++;
 
				// When this is the first station, we build a second with no problem ;)
 
				if (j == 1) continue;
 
				// The rating is high.. second station...
 
				//  a little chance that we still continue
 
				//  But if there are 3 stations of this size, we never go on...
 
				if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
		}
 
		
 
		// We are about to add one...
 
		count++;
 
		// Check if we the city can provide enough cargo for this amount of stations..
 
		if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
 
		
 
		// All check are okay, so we can build here!
 
		return true;
 
	}
 
	if (type == AI_INDUSTRY) {
 
		Industry *i = DEREF_INDUSTRY(ic);
 
		Station *st;
 
		int count = 0;
 
		int j = 0;
 
		
 
		if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 
		
 
		// No limits on delevering stations!
 
		//  Or for industry that does not give anything yet
 
		if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
 

	
 
		if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
 
		
 
		// Check if we have build a station in this town the last 6 months
 
		//  else we don't do it. This is done, because stat updates can be slow
 
		//  and sometimes it takes up to 4 months before the stats are corectly.
 
		FOR_ALL_STATIONS(st) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 

	
 
			// Do we own it?
 
			if (st->owner == _current_player) {
 
				// Are we talking trucks?
 
				if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
 
				// Is it the same city as we are in now?
 
				if (st->town != i->town) continue;
 
				// When was this station build?
 
				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
 
				// Cound the amount of stations in this city that we own
 
				count++;
 
			} else {
 
				// We do not own it, request some info about the station
 
				//  we want to know if this station gets the same good. If so,
 
				//  we want to know its rating. If it is too high, we are not going
 
				//  to build there
 
				if (i->produced_cargo[0] == 0xFF) continue;
 
				// It does not take this cargo
 
				if (!st->goods[i->produced_cargo[0]].last_speed) continue;
 
				// Is it around our industry
 
				if (GetTileDist(st->xy, i->xy) > 5) continue;
 
				// It does take this cargo.. what is his rating?
 
				if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
 
				j++;
 
				// The rating is high.. a little chance that we still continue
 
				//  But if there are 2 stations of this size, we never go on...
 
				if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
		}
 

	
 
		// We are about to add one...
 
		count++;
 
		// Check if we the city can provide enough cargo for this amount of stations..
 
		if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
 

	
 
		// All check are okay, so we can build here!
 
		return true;
 
	}
 
	
 
	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
 
    
 
    // 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
 
    	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);
 
        }
 
        
 
    	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 >= _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;
 
        	
 
    		return;
 
    	}
 
    	
 
    	// 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;
 
    }
 
    
 
    // 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..
 
   		
 
   		// 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 = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
 
   			max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
 
   			// max_cargo is now the amount of cargo we can move between the two cities
 
   			// If it is more then the distance, we allow it
 
   			if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(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)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
 

	
 
   				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 (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) {
 
	         	for (i=0;i<3;i++) {
 
	         		if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
 
					if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
 
						found = true;
 
	   					p->ainew.from_deliver = true;
 
	   					p->ainew.to_deliver = false;
 
	       				break;
 
	       			}
 
	       		}
 
   			}
 
   			if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(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 (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
 
					if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						found = true;
 
						max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(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 (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
 
       				GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(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 = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0];
 
	   				} else {
 
   						p->ainew.cargo = DEREF_INDUSTRY(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)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp);
 

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

	
 
	   				return;
 
	   			}
 
   			}
 
   		}
 
   	}
 

	
 
    // 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.to_type == AI_CITY) {
 
    	if (p->ainew.temp >= _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;
 
}
 

	
 
// Check if there are not more then 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) {
 
	int count = 0;
 
	Vehicle *v;
 
	uint16 *sched;
 
	uint16 ord;
 

	
 
	// Also check if we don't have already a lot of busses to this city...
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->owner == _current_player) {
 
			sched = v->schedule_ptr;
 
			while (sched != NULL && (ord=*sched++) != 0) {
 
				if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) {
 
					// This vehicle has this city in his list
 
					count++;
 
				}
 
			}
 
		}
 
	}
 

	
 
	if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
 
	return true;
 
}
 

	
 
extern const byte _roadveh_speed[88];
 
extern const byte _roadveh_capacity[88];
 

	
 
// 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);
 
    
 
    if (p->ainew.from_tile == 0) {
 
        // First we scan for a station in the from-city
 
        if (p->ainew.from_type == AI_CITY) {
 
        	town = DEREF_TOWN(p->ainew.from_ic);
 
        	tile = town->xy;
 
        } else {
 
        	industry = DEREF_INDUSTRY(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 = DEREF_TOWN(p->ainew.to_ic);
 
        	tile = town->xy;
 
        } else {
 
        	industry = DEREF_INDUSTRY(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 then 2 stations in the city, abort
 
	i = AiNew_PickVehicle(p);
 
	// Euhmz, this should not happen _EVER_
 
	// Quit finding a route...
 
	if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
 

	
 
	FOR_ALL_STATIONS(st) {
 
		if (st->xy != 0) {
 
			if (st->owner == _current_player) {
 
				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
 
					if (st->town == town) {
 
						// Check how much cargo there is left in the station
 
						if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) {
 
							if (AiNew_CheckVehicleStation(p, st)) {
 
								// We did found a station that was good enough!
 
								new_tile = st->xy;
 
								// Cheap way to get the direction of the station...
 
								//  Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
 
								direction = _map5[st->xy] - 0x47;
 
								break;
 
							}
 
						}
 
						count++;
 
					}
 
				}
 
			}
 
		}
 
	}
 
	// We are going to add a new station...
 
	if (new_tile == 0) count++;
 
	// No more then 2 stations allowed in a city
 
	//  This is because only the best 2 stations of one cargo do get any cargo
 
	if (count > 2) {
 
		p->ainew.state = AI_STATE_NOTHING;
 
		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 = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
 
	    	for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
 
	    		new_tile = TILE_XY(x,y);
 
	    		if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) {
 
	    			// This tile we can build on!
 
	    			// Check acceptance
 
	    			GetAcceptanceAroundTiles(accepts, new_tile, 1, 1);
 
	    			// >> 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;
 
	    }
 

	
 
	    // 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 && GetTileDist(tile, new_tile) > GetTileDist(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);
 
		p->ainew.new_cost += r;
 
		
 
		direction = AI_PATHFINDER_NO_DIRECTION;
 
	} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
 
		// Truck station locater works differently.. a station can be on any place
 
		//  as long as it is in range. So we give back code AI_STATION_RANGE
 
		//  so the pathfinder routine can work it out!
 
		new_tile = AI_STATION_RANGE;
 
		direction = AI_PATHFINDER_NO_DIRECTION;
 
	}
 

	
 
	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;
 
	} 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;
 
    }
 
}
 

	
 
// 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);
 
    
 
    // 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 = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1);
 
	    	p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(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 = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1);
 
	    	p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(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;
 
   			
 
		// 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) {
 
		DEBUG(ai,1)("[AiNew] PathFinder found no route!");
 
		// Start all over again...
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	if (r == AYSTAR_FOUND_END_NODE) {
 
		// We found the end-point
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_DEPOT;
 
		return;
 
	}
 
	// 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 ;)
 
	int g, i, j, r;
 
	TileIndex tile;
 
	assert(p->ainew.state == AI_STATE_FIND_DEPOT);
 

	
 
	p->ainew.depot_tile = 0;
 
	
 
	for (i=2;i<p->ainew.path_info.route_length-2;i++) {
 
		tile = p->ainew.path_info.route[i];
 
		for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
 
			if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_STREET)) {
 
				// Its a street, test if it is a depot
 
				if (_map5[tile + _tileoffs_by_dir[j]] & 0x20) {
 
					// We found a depot, is it ours? (TELL ME!!!)
 
					if (_map_owner[tile + _tileoffs_by_dir[j]] == _current_player) {
 
						// Now, is it pointing to the right direction.........
 
						if ((_map5[tile + _tileoffs_by_dir[j]] & 3) == (j ^ 2)) {
 
							// Yeah!!!
 
							p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
 
							p->ainew.depot_direction = j ^ 2; // Reverse direction
 
							p->ainew.state = AI_STATE_VERIFY_ROUTE;
 
							return;
 
						}
 
					}
 
				}
 
			}
 
		}
 
	}
 
	
 
	// This routine let depot finding start in the middle, and work his way to the stations
 
	// It makes depot placing nicer :)
 
	i = p->ainew.path_info.route_length / 2;
 
	g = 1;
 
	while (i > 1 && i < p->ainew.path_info.route_length - 2) {
 
		i += g;
 
		g *= -1;
 
		(g < 0?g--:g++);
 

	
 
		if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
 
			// Bridge or tunnel.. we can't place a depot there
 
			continue;
 
		}
 
		
 
		tile = p->ainew.path_info.route[i];
 

	
 
		for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
 
			// It may not be placed on the road/rail itself
 
			// And because it is not build yet, we can't see it on the tile..
 
			// So check the surrounding tiles :)
 
			if (tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i-1] ||
 
				tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue;
 
			// Not around a bridge?
 
			if (p->ainew.path_info.route_extra[i] != 0) continue;
 
			if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue;
 
			// Is the terrain clear?
 
			if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) ||
 
				IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) {
 
				TileInfo ti;
 
				FindLandscapeHeightByTile(&ti, tile);
 
				// If the current tile is on a slope (tileh != 0) then we do not allow this
 
				if (ti.tileh != 0) continue;
 
				// Check if everything went okay..
 
				r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0);
 
				if (r == CMD_ERROR) continue;
 
				// Found a spot!
 
				p->ainew.new_cost += r;
 
				p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
 
				p->ainew.depot_direction = j ^ 2; // Reverse direction
 
				p->ainew.state = AI_STATE_VERIFY_ROUTE;
 
				return;
 
			}
 
		}
 
	}
 

	
 
	// Failed to find a depot?
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 

	
 

	
 
// This function calculates how many vehicles there are needed on this
 
//  traject.
 
// 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) {
 
	if (p->ainew.tbt == AI_BUS) {
 
     	// 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!
 
    	// ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
 
    	tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 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 = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2;
 
    	if (amount == 0) amount = 1;
 
   		return amount;
 
	} else if (p->ainew.tbt == AI_TRUCK) {
 
     	// 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!
 
    	// ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
 
    	tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
 
    	if (p->ainew.from_deliver)
 
    		max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
 
    	else
 
    		max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
 
    		
 
    	// This is because moving 60% is more then 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 = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX]));
 
    	amount += 1;
 
    	return amount;
 
	} else {
 
		// Currently not supported
 
		return 0;
 
	}
 
}
 

	
 

	
 
// This function checks:
 
//   - 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);
 
    
 
    // 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
 
	//  we need and what the price for that will be
 
	res = AiNew_HowManyVehicles(p);
 
	// If res == 0, no vehicle was found, or an other problem did occour
 
	if (res == 0) {
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	p->ainew.amount_veh = res;
 
	p->ainew.cur_veh = 0;
 
	
 
	// Check how much it it going to cost us..
 
	for (i=0;i<res;i++) {
 
		p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
 
	}
 
	
 
	// Now we know how much the route is going to cost us
 
	//  Check if we have enough money for it!
 
	if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
 
		// Too bad..
 
		DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	
 
	// Now we can build the route, check the direction of the stations!
 
	if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
 
		p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
 
	}
 
	if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
 
		p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
 
	}
 
	if (p->ainew.from_tile == AI_STATION_RANGE)
 
		p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
 
	if (p->ainew.to_tile == AI_STATION_RANGE)
 
		p->ainew.to_tile = p->ainew.path_info.route[0];
 
		
 
	p->ainew.state = AI_STATE_BUILD_STATION;
 
	p->ainew.temp = 0;
 
	
 
	DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
 
}
 

	
 
// Build the stations
 
static void AiNew_State_BuildStation(Player *p) {
 
	int res = 0;
 
    assert(p->ainew.state == AI_STATE_BUILD_STATION);
 
    if (p->ainew.temp == 0) {
 
    	if (!IS_TILETYPE(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 (!IS_TILETYPE(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++;
 
}
 

	
 
// Build the path
 
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) {
 
		DEBUG(ai,1)("[AiNew] Starting to build the path..");
 
		// Init the counter
 
		p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
 
		// Set the position to the startingplace (-1 because in a minute we do ++)
 
		p->ainew.path_info.position = -1;
 
		// And don't do this again
 
		p->ainew.temp = 0;
 
	}
 
	// Building goes very fast on normal rate, so we are going to slow it down..
 
	//  By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
 
	if (--p->ainew.counter != 0) return;
 
	p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
 
	
 
	// Increase the building position
 
	p->ainew.path_info.position++;
 
	// Build route
 
	AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
 
	if (p->ainew.path_info.position == -2) {
 
		// This means we are done building!
 

	
 
		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
 
        	short dir1, dir2, dir3;
 
        	TileIndex tile;
 
        	int i, r;
 
        	for (i=0;i<2;i++) {
 
            	if (i == 0) {
 
            		tile = p->ainew.from_tile + _tileoffs_by_dir[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 + _tileoffs_by_dir[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;
 
            	}
 
            	
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	
 
            	dir1 = _tileoffs_by_dir[dir1];
 
            	dir2 = _tileoffs_by_dir[dir2];
 
            	dir3 = _tileoffs_by_dir[dir3];
 
            	r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES))
 
           			r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
             		if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1+dir1, MP_TREES))
 
             			DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 

	
 
             	r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
 
           			DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
           			if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES))
 
           				DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 

	
 
           		r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
 
           			DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
           			if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES))
 
           				DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            }
 
        }
 
		
 
		
 
		DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
 
		p->ainew.state = AI_STATE_BUILD_DEPOT;
 
	}
 
}
 

	
 
// Builds the depot
 
static void AiNew_State_BuildDepot(Player *p) {
 
	int res = 0;
 
	assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
 
	
 
	if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
 
		if (_map_owner[p->ainew.depot_tile] == _current_player) {
 
			// The depot is already builded!
 
			p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
			return;
 
		} else {
 
			// There is a depot, but not of our team! :(
 
			p->ainew.state = AI_STATE_NOTHING;
 
			return;
 
		}
 
	}
 
	
 
	// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
 
	if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction]))
 
		return;
 
	
 
	res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
 
    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) {
 
	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;
 
    	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;
 
}
 

	
 
// Put the stations in the order list
 
static void AiNew_State_GiveOrders(Player *p) {
 
    int order, flags;
 
    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;
 
        return;
 
    } else {
 
        p->ainew.veh_main_id = p->ainew.veh_id;
 
    }
 
    
 
    // When more then 1 vehicle, we send them to different directions
 
    order = 0;
 
    flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
 
    if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
 
    	flags |= OF_FULL_LOAD;
 
    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 

	
 
    order = 1;
 
    flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION;
 
    if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
 
    	flags |= OF_FULL_LOAD;
 
    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 

	
 
	// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
 
    if (_patches.gotodepot) {
 
    	order = 2;
 
	    flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD;
 
	    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 
	}
 

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

	
 
// Start the vehicle
 
static void AiNew_State_StartVehicle(Player *p) {
 
	assert(p->ainew.state == AI_STATE_START_VEHICLE);
 
	
 
	// 3, 2, 1... go! (give START_STOP command ;))
 
	DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
 
	// Try to build an other vehicle (that function will stop building when needed)
 
	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, _current_player, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
    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,
 
    AiNew_State_ActionDone,
 
    NULL,
 
};
 

	
 
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;
 
		
 
	if (p->ainew.state == AI_STATE_STARTUP) {
 
		// The AI just got alive!
 
		p->ainew.state = AI_STATE_FIRST_TIME;
 
		p->ainew.tick = 0;
 

	
 
		// Only startup the AI
 
		return;
 
	}
 
	
 
	// We keep a ticker. We use it for competitor_speed
 
	p->ainew.tick++;
 
	
 
	// See what the speed is
 
	switch (_opt.diff.competitor_speed) {
 
		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;
 
	}
 

	
 
	// If we come here, we can do a tick.. do so!
 
	AiNew_OnTick(p);
 
}
ai_pathfinder.c
Show inline comments
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "command.h"
 
#include "ai.h"
 
 
#define TEST_STATION_NO_DIR 0xFF
 
 
// Tests if a station can be build on the given spot
 
// TODO: make it train compatible
 
bool TestCanBuildStationHere(uint tile, byte dir) {
 
    Player *p = DEREF_PLAYER(_current_player);
 
    if (dir == TEST_STATION_NO_DIR) {
 
        // TODO: currently we only allow spots that can be access from al 4 directions...
 
        //  should be fixed!!!
 
        for (dir=0;dir<4;dir++) {
 
        	int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
 
            if (res != CMD_ERROR)
 
            	return true;
 
        }
 
        return false;
 
    } else {
 
       	int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
 
        if (res == CMD_ERROR)
 
        	return false;
 
    }
 
    return true;
 
}
 
 
// Checks if a tile 'a' is between the tiles 'b' and 'c'
 
#define TILES_BETWEEN(a,b,c) (GET_TILE_X(a) >= GET_TILE_X(b) && GET_TILE_X(a) <= GET_TILE_X(c) && GET_TILE_Y(a) >= GET_TILE_Y(b) && GET_TILE_Y(a) <= GET_TILE_Y(c))
 
 
// Check if the current tile is in our end-area
 
int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	// It is not allowed to have a station on the end of a bridge or tunnel ;)
 
	if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
 
	if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
 
		if (IS_TILETYPE(current->path.node.tile, MP_CLEAR) || IS_TILETYPE(current->path.node.tile, MP_TREES))
 
			if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
 
    			return AYSTAR_FOUND_END_NODE;
 
		
 
	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)
 
uint AiPathFinder_Hash(uint key1, uint key2) {
 
	return (GET_TILE_X(key1) & 0x1F) + ((GET_TILE_Y(key1) & 0x1F) << 5);
 
}
 
 
// Clear the memory of all the things
 
void AyStar_AiPathFinder_Free(AyStar *aystar) {
 
	AyStarMain_Free(aystar);
 
	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) {
 
	PathNode start_node;
 
	uint x,y;
 
	// Create AyStar
 
	AyStar *result = malloc(sizeof(AyStar));
 
	init_AyStar(result, AiPathFinder_Hash, 1 << 10);
 
	// Set the function pointers
 
	result->CalculateG = AyStar_AiPathFinder_CalculateG;
 
	result->CalculateH = AyStar_AiPathFinder_CalculateH;
 
	result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
 
	result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
 
	result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
 
 
	result->free = AyStar_AiPathFinder_Free;
 
 
	// Set some information
 
	result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
 
	result->max_path_cost = 0;
 
	result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
 
 
	// Set the user_data to the PathFinderInfo
 
	result->user_target = PathFinderInfo;
 
 
	// Set the start node
 
	start_node.parent = NULL;
 
	start_node.node.direction = 0;
 
	start_node.node.user_data[0] = 0;
 
 
	// Now we add all the starting tiles
 
	for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
 
		for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
 
			start_node.node.tile = TILE_XY(x,y);
 
			result->addstart(result, &start_node.node);
 
		}
 
	}
 
 
	return result;
 
}
 
 
// To reuse AyStar we sometimes have to clean all the memory
 
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) {
 
	PathNode start_node;
 
	uint x,y;
 
	
 
	aystar->clear(aystar);
 
 
	// Set the user_data to the PathFinderInfo
 
	aystar->user_target = PathFinderInfo;
 
 
	// Set the start node
 
	start_node.parent = NULL;
 
	start_node.node.direction = 0;
 
	start_node.node.user_data[0] = 0;
 
	start_node.node.tile = PathFinderInfo->start_tile_tl;
 
 
	// Now we add all the starting tiles
 
	for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
 
		for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
 
			if (!(IS_TILETYPE(TILE_XY(x,y), MP_CLEAR) || IS_TILETYPE(TILE_XY(x,y), MP_TREES))) continue;
 
			if (!TestCanBuildStationHere(TILE_XY(x,y),TEST_STATION_NO_DIR)) continue;
 
			start_node.node.tile = TILE_XY(x,y);
 
			aystar->addstart(aystar, &start_node.node);
 
		}
 
	}
 
}
 
 
// The h-value, simple calculation
 
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int r, r2;
 
	if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
 
		// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
 
		r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl + _tiles_around[PathFinderInfo->end_direction]);
 
		r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br + _tiles_around[PathFinderInfo->end_direction]);
 
	} else {
 
		// No direction, so just get the fastest route to the station
 
		r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl);
 
		r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br);
 
	}
 
	// See if the bottomright is faster then the topleft..
 
	if (r2 < r) r = r2;
 
	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) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int i = 0;
 
	PathNode *parent = &current->path;
 
	
 
	do {
 
     	PathFinderInfo->route_extra[i] = parent->node.user_data[0];
 
		PathFinderInfo->route[i++] = parent->node.tile;
 
		if (i > lengthof(PathFinderInfo->route)) {
 
			// We ran out of space for the PathFinder
 
			DEBUG(ai,0)("[AiPathFinder] Ran out of spacein the route[] array!!!");
 
			PathFinderInfo->route_length = -1; // -1 indicates out of space
 
			return;
 
		}
 
		parent = parent->parent;
 
	} while (parent != NULL);
 
	PathFinderInfo->route_length = i;
 
	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) {
 
    int i, r, dir;
 
   	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
    
 
    aystar->num_neighbours = 0;
 
    
 
  	// Go through all surrounding tiles and check if they are within the limits
 
   	for (i=0;i<4;i++) {
 
   		if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < TILE_X_MAX - 1 &&
 
       		GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < TILE_Y_MAX - 1) {
 
       		// We also directly test if the current tile can connect to this tile..
 
       		//  We do this simply by just building the tile!
 
       		
 
       		// If the next step is a bridge, we have to enter it the right way
 
       		if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile + _tiles_around[i])) {
 
       			if (IS_TILETYPE(current->path.node.tile + _tiles_around[i], MP_TUNNELBRIDGE)) {
 
       				// An existing bridge... let's test the direction ;)
 
       				if ((_map5[current->path.node.tile + _tiles_around[i]] & 1) != (i & 1)) continue;
 
   					// This problem only is valid for tunnels:
 
       				// When the last tile was not yet a tunnel, check if we enter from the right side..
 
       				if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) {
 
       					if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
 
       				}
 
       			}
 
       		}
 
       		// But also if we are on a bridge, we can only move a certain direction
 
       		if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
 
       			if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
 
       				// An existing bridge/tunnel... let's test the direction ;)
 
       				if ((_map5[current->path.node.tile] & 1) != (i & 1)) continue;
 
       			}
 
       		}
 
       		
 
       		if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
 
       			(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
 
       			// We are a bridge/tunnel, how cool!!
 
       			//  This means we can only point forward.. get the direction from the user_data
 
       			if (i != (current->path.node.user_data[0] >> 8)) continue;
 
       		}
 
       		dir = 0;
 
       		
 
       		// First, check if we have a parent
 
       		if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
 
       			// If not, this means we are at the starting station
 
       			if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
 
		       		// We do need a direction?
 
		       		if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + _tiles_around[i]) != PathFinderInfo->start_direction)
 
		       			// We are not pointing the right way, invalid tile
 
		       			continue;
 
		       	}
 
       		} else if (current->path.node.user_data[0] == 0) {
 
       			if (PathFinderInfo->rail_or_road) {
 
       				// Rail check
 
       				dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
 
       				r = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
 
       				if (r == CMD_ERROR) continue;
 
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
 
       				if (current->path.parent->parent != NULL) {
 
       					// Check if we don't make a 90degree curve
 
       					int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
 
       					if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
 
       						continue;
 
       					}
 
       				}
 
#endif
 
       			} else {
 
       				// Road check
 
       				dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
 
       				if (AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
 
       					if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
 
       						// We have a bridge, how nicely! We should mark it...
 
       						dir = 0;
 
       					} else {
 
	       					// It already has road.. check if we miss any bits!
 
	       					if ((_map5[current->path.node.tile] & dir) != dir) {
 
	       						// We do miss some pieces :(
 
	       						dir &= ~_map5[current->path.node.tile];
 
	       					} else {
 
	       						dir = 0;
 
    	   					}
 
    	   				}
 
       				}
 
       				// Only destruct things if it is MP_CLEAR of MP_TREES
 
       				if (dir != 0) {
 
       					r = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
       					if (r == CMD_ERROR) continue;
 
       				}
 
       			}
 
       			
 
       		}
 
       		
 
			// The tile can be connected
 
   			aystar->neighbours[aystar->num_neighbours].tile = _tiles_around[i] + current->path.node.tile;
 
   			aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
 
   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
       	}
 
    }
 
    
 
    // Next step, check for bridges and tunnels
 
    if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
 
 
        TileInfo ti;
 
        // First we get the dir from this tile and his parent
 
    	int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
 
    	// It means we can only walk with the track, so the bridge has to be in the same direction
 
    	TileIndex tile = current->path.node.tile;
 
    	TileIndex new_tile = tile;
 
    	
 
    	FindLandscapeHeightByTile(&ti, tile);
 
    	
 
   		// Bridges can only be build on land that is not flat
 
   		//  And if there is a road or rail blocking
 
   		if (ti.tileh != 0 ||
 
     		(PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_STREET)) ||
 
       		(!PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_RAILWAY))) {
 
 
    		for (;;) {
 
    			new_tile += _tiles_around[dir];
 
    	
 
    	    	// Precheck, is the length allowed?
 
    	    	if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
 
    	    	
 
    	    	// Check if we hit the station-tile.. we don't like that!
 
    	    	if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
 
 
    	    	// Try building the bridge..
 
    	    	r = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
 
	    	   	if (r == CMD_ERROR) continue;
 
    		   	// We can build a bridge here.. add him to the neighbours
 
   				aystar->neighbours[aystar->num_neighbours].tile = new_tile;
 
	   			aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
 
	   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
				// We can only have 12 neighbours, and we need 1 left for tunnels
 
				if (aystar->num_neighbours == 11) break;
 
			}
 
    	}
 
    	
 
    	// Next, check for tunnels!
 
    	// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
 
    	//  For now, we check both sides for this tile.. terraforming gives fuzzy result
 
    	if ((dir == 0 && ti.tileh == 12) ||
 
    		(dir == 1 && ti.tileh == 6) ||
 
    		(dir == 2 && ti.tileh == 3) ||
 
    		(dir == 3 && ti.tileh == 9)) {
 
    		// Now simply check if a tunnel can be build
 
    		r = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
 
    		FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
 
    		if (r != CMD_ERROR && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
 
    			aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
 
	   			aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
 
	   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
    		}
 
    	}
 
  	}
 
}
 
 
extern uint GetRailFoundation(uint tileh, uint bits);
 
extern uint GetRoadFoundation(uint tileh, uint bits);
 
extern uint GetBridgeFoundation(uint tileh, byte direction);
 
enum {
 
    BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
 
};
 
 
// The most important function: it calculates the g-value
 
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int r, res = 0;
 
	TileInfo ti, parent_ti;
 
	
 
	// Gather some information about the tile..
 
	FindLandscapeHeightByTile(&ti, current->tile);
 
	FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
 
	
 
	// 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)
 
			// 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;
 
	}
 
	
 
	// Give everything a small penalty
 
	res += AI_PATHFINDER_PENALTY;
 
 
	if (!PathFinderInfo->rail_or_road) {
 
		// Road has the lovely advantage it can use other road... check if
 
		//  the current tile is road, and if so, give a good bonus
 
		if (AI_PATHFINDER_IS_ROAD(current->tile)) {
 
			res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
 
		}
 
	}
 
	
 
	// We should give a penalty when the tile is going up or down.. this is one way to do so!
 
	//  Too bad we have to count it from the parent.. but that is not so bad
 
	if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
 
		// Skip if the tile was from a bridge or tunnel
 
		if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
 
			if (PathFinderInfo->rail_or_road) {
 
				r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 
				// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
 
				if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
 
					res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 
				}
 
			} else {
 
				if (!(AI_PATHFINDER_IS_ROAD(parent->path.node.tile) && IS_TILETYPE(parent->path.node.tile, MP_TUNNELBRIDGE))) {
 
					r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 
					if (r >= 15 || r == 0)
 
						res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 
				}
 
			}
 
		}
 
	}
 
	
 
	// Are we part of a tunnel?
 
	if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
 
		// Tunnels are very expensive when build on long routes..
 
		// Ironicly, we are using BridgeCode here ;)
 
		r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
 
		res += r + (r >> 8);
 
	}
 
 
	// Are we part of a bridge?
 
	if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
 
		// That means for every length a penalty
 
		res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
 
		// Check if we are going up or down, first for the starting point
 
		// In user_data[0] is at the 8th bit the direction
 
		if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
 
			if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
 
				res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		}
 
		// Second for the end point
 
		if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
 
			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;
 
	}
 
	
 
	//  To prevent the AI from taking the fastest way in tiles, but not the fastest way
 
	//    in speed, we have to give a good penalty to direction changing
 
	//  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)) {
 
			// When road exists, we don't like turning, but its free, so don't be to piggy about it
 
			if (AI_PATHFINDER_IS_ROAD(parent->path.node.tile))
 
				res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
 
			else
 
				res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
 
		}
 
	} else {
 
		// For rail we have 1 exeption: diagonal rail..
 
		// So we fetch 2 raildirection. That of the current one, and of the one before that
 
		if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
 
			int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
 
			int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
 
			// First, see if we are on diagonal path, that is better then straight path
 
			if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
 
 
			// First see if they are different
 
			if (dir1 != dir2) {
 
				// dir 2 and 3 are 1 diagonal track, and 4 and 5.
 
				if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
 
					// It is not, so we changed of direction
 
					res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
 
				}
 
				if (parent->path.parent->parent->parent != NULL) {
 
					int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
 
					// Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
 
					if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
 
						res += AI_PATHFINDER_CURVE_PENALTY;
 
					}
 
				}
 
			}
 
		}
 
	}
 
	
 
	// Res should never be below zero.. if so, make it zero!
 
	if (res < 0) { res = 0; }
 
 
	// Return our value
 
	return res;
 
}
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "command.h"
 
#include "ai.h"
 

	
 
#define TEST_STATION_NO_DIR 0xFF
 

	
 
// Tests if a station can be build on the given spot
 
// TODO: make it train compatible
 
bool TestCanBuildStationHere(uint tile, byte dir) {
 
    Player *p = DEREF_PLAYER(_current_player);
 
    if (dir == TEST_STATION_NO_DIR) {
 
        // TODO: currently we only allow spots that can be access from al 4 directions...
 
        //  should be fixed!!!
 
        for (dir=0;dir<4;dir++) {
 
        	int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
 
            if (res != CMD_ERROR)
 
            	return true;
 
        }
 
        return false;
 
    } else {
 
       	int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
 
        if (res == CMD_ERROR)
 
        	return false;
 
    }
 
    return true;
 
}
 

	
 
// Checks if a tile 'a' is between the tiles 'b' and 'c'
 
#define TILES_BETWEEN(a,b,c) (GET_TILE_X(a) >= GET_TILE_X(b) && GET_TILE_X(a) <= GET_TILE_X(c) && GET_TILE_Y(a) >= GET_TILE_Y(b) && GET_TILE_Y(a) <= GET_TILE_Y(c))
 

	
 
// Check if the current tile is in our end-area
 
int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	// It is not allowed to have a station on the end of a bridge or tunnel ;)
 
	if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
 
	if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
 
		if (IS_TILETYPE(current->path.node.tile, MP_CLEAR) || IS_TILETYPE(current->path.node.tile, MP_TREES))
 
			if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
 
    			return AYSTAR_FOUND_END_NODE;
 
		
 
	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)
 
uint AiPathFinder_Hash(uint key1, uint key2) {
 
	return (GET_TILE_X(key1) & 0x1F) + ((GET_TILE_Y(key1) & 0x1F) << 5);
 
}
 

	
 
// Clear the memory of all the things
 
void AyStar_AiPathFinder_Free(AyStar *aystar) {
 
	AyStarMain_Free(aystar);
 
	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) {
 
	PathNode start_node;
 
	uint x,y;
 
	// Create AyStar
 
	AyStar *result = malloc(sizeof(AyStar));
 
	init_AyStar(result, AiPathFinder_Hash, 1 << 10);
 
	// Set the function pointers
 
	result->CalculateG = AyStar_AiPathFinder_CalculateG;
 
	result->CalculateH = AyStar_AiPathFinder_CalculateH;
 
	result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
 
	result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
 
	result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
 

	
 
	result->free = AyStar_AiPathFinder_Free;
 

	
 
	// Set some information
 
	result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
 
	result->max_path_cost = 0;
 
	result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
 

	
 
	// Set the user_data to the PathFinderInfo
 
	result->user_target = PathFinderInfo;
 

	
 
	// Set the start node
 
	start_node.parent = NULL;
 
	start_node.node.direction = 0;
 
	start_node.node.user_data[0] = 0;
 

	
 
	// Now we add all the starting tiles
 
	for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
 
		for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
 
			start_node.node.tile = TILE_XY(x,y);
 
			result->addstart(result, &start_node.node);
 
		}
 
	}
 

	
 
	return result;
 
}
 

	
 
// To reuse AyStar we sometimes have to clean all the memory
 
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) {
 
	PathNode start_node;
 
	uint x,y;
 
	
 
	aystar->clear(aystar);
 

	
 
	// Set the user_data to the PathFinderInfo
 
	aystar->user_target = PathFinderInfo;
 

	
 
	// Set the start node
 
	start_node.parent = NULL;
 
	start_node.node.direction = 0;
 
	start_node.node.user_data[0] = 0;
 
	start_node.node.tile = PathFinderInfo->start_tile_tl;
 

	
 
	// Now we add all the starting tiles
 
	for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) {
 
		for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) {
 
			if (!(IS_TILETYPE(TILE_XY(x,y), MP_CLEAR) || IS_TILETYPE(TILE_XY(x,y), MP_TREES))) continue;
 
			if (!TestCanBuildStationHere(TILE_XY(x,y),TEST_STATION_NO_DIR)) continue;
 
			start_node.node.tile = TILE_XY(x,y);
 
			aystar->addstart(aystar, &start_node.node);
 
		}
 
	}
 
}
 

	
 
// The h-value, simple calculation
 
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int r, r2;
 
	if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
 
		// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
 
		r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl + _tiles_around[PathFinderInfo->end_direction]);
 
		r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br + _tiles_around[PathFinderInfo->end_direction]);
 
	} else {
 
		// No direction, so just get the fastest route to the station
 
		r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl);
 
		r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br);
 
	}
 
	// See if the bottomright is faster then the topleft..
 
	if (r2 < r) r = r2;
 
	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) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int i = 0;
 
	PathNode *parent = &current->path;
 
	
 
	do {
 
     	PathFinderInfo->route_extra[i] = parent->node.user_data[0];
 
		PathFinderInfo->route[i++] = parent->node.tile;
 
		if (i > lengthof(PathFinderInfo->route)) {
 
			// We ran out of space for the PathFinder
 
			DEBUG(ai,0)("[AiPathFinder] Ran out of spacein the route[] array!!!");
 
			PathFinderInfo->route_length = -1; // -1 indicates out of space
 
			return;
 
		}
 
		parent = parent->parent;
 
	} while (parent != NULL);
 
	PathFinderInfo->route_length = i;
 
	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) {
 
    int i, r, dir;
 
   	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
    
 
    aystar->num_neighbours = 0;
 
    
 
  	// Go through all surrounding tiles and check if they are within the limits
 
   	for (i=0;i<4;i++) {
 
   		if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < TILE_X_MAX - 1 &&
 
       		GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < TILE_Y_MAX - 1) {
 
       		// We also directly test if the current tile can connect to this tile..
 
       		//  We do this simply by just building the tile!
 
       		
 
       		// If the next step is a bridge, we have to enter it the right way
 
       		if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile + _tiles_around[i])) {
 
       			if (IS_TILETYPE(current->path.node.tile + _tiles_around[i], MP_TUNNELBRIDGE)) {
 
       				// An existing bridge... let's test the direction ;)
 
       				if ((_map5[current->path.node.tile + _tiles_around[i]] & 1) != (i & 1)) continue;
 
   					// This problem only is valid for tunnels:
 
       				// When the last tile was not yet a tunnel, check if we enter from the right side..
 
       				if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) {
 
       					if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue;
 
       				}
 
       			}
 
       		}
 
       		// But also if we are on a bridge, we can only move a certain direction
 
       		if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
 
       			if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
 
       				// An existing bridge/tunnel... let's test the direction ;)
 
       				if ((_map5[current->path.node.tile] & 1) != (i & 1)) continue;
 
       			}
 
       		}
 
       		
 
       		if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
 
       			(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
 
       			// We are a bridge/tunnel, how cool!!
 
       			//  This means we can only point forward.. get the direction from the user_data
 
       			if (i != (current->path.node.user_data[0] >> 8)) continue;
 
       		}
 
       		dir = 0;
 
       		
 
       		// First, check if we have a parent
 
       		if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
 
       			// If not, this means we are at the starting station
 
       			if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
 
		       		// We do need a direction?
 
		       		if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + _tiles_around[i]) != PathFinderInfo->start_direction)
 
		       			// We are not pointing the right way, invalid tile
 
		       			continue;
 
		       	}
 
       		} else if (current->path.node.user_data[0] == 0) {
 
       			if (PathFinderInfo->rail_or_road) {
 
       				// Rail check
 
       				dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
 
       				r = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
 
       				if (r == CMD_ERROR) continue;
 
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
 
       				if (current->path.parent->parent != NULL) {
 
       					// Check if we don't make a 90degree curve
 
       					int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
 
       					if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
 
       						continue;
 
       					}
 
       				}
 
#endif
 
       			} else {
 
       				// Road check
 
       				dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]);
 
       				if (AI_PATHFINDER_IS_ROAD(current->path.node.tile)) {
 
       					if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) {
 
       						// We have a bridge, how nicely! We should mark it...
 
       						dir = 0;
 
       					} else {
 
	       					// It already has road.. check if we miss any bits!
 
	       					if ((_map5[current->path.node.tile] & dir) != dir) {
 
	       						// We do miss some pieces :(
 
	       						dir &= ~_map5[current->path.node.tile];
 
	       					} else {
 
	       						dir = 0;
 
    	   					}
 
    	   				}
 
       				}
 
       				// Only destruct things if it is MP_CLEAR of MP_TREES
 
       				if (dir != 0) {
 
       					r = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
       					if (r == CMD_ERROR) continue;
 
       				}
 
       			}
 
       			
 
       		}
 
       		
 
			// The tile can be connected
 
   			aystar->neighbours[aystar->num_neighbours].tile = _tiles_around[i] + current->path.node.tile;
 
   			aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
 
   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
       	}
 
    }
 
    
 
    // Next step, check for bridges and tunnels
 
    if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
 

	
 
        TileInfo ti;
 
        // First we get the dir from this tile and his parent
 
    	int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
 
    	// It means we can only walk with the track, so the bridge has to be in the same direction
 
    	TileIndex tile = current->path.node.tile;
 
    	TileIndex new_tile = tile;
 
    	
 
    	FindLandscapeHeightByTile(&ti, tile);
 
    	
 
   		// Bridges can only be build on land that is not flat
 
   		//  And if there is a road or rail blocking
 
   		if (ti.tileh != 0 ||
 
     		(PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_STREET)) ||
 
       		(!PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_RAILWAY))) {
 

	
 
    		for (;;) {
 
    			new_tile += _tiles_around[dir];
 
    	
 
    	    	// Precheck, is the length allowed?
 
    	    	if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
 
    	    	
 
    	    	// Check if we hit the station-tile.. we don't like that!
 
    	    	if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
 

	
 
    	    	// Try building the bridge..
 
    	    	r = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
 
	    	   	if (r == CMD_ERROR) continue;
 
    		   	// We can build a bridge here.. add him to the neighbours
 
   				aystar->neighbours[aystar->num_neighbours].tile = new_tile;
 
	   			aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
 
	   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
				// We can only have 12 neighbours, and we need 1 left for tunnels
 
				if (aystar->num_neighbours == 11) break;
 
			}
 
    	}
 
    	
 
    	// Next, check for tunnels!
 
    	// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
 
    	//  For now, we check both sides for this tile.. terraforming gives fuzzy result
 
    	if ((dir == 0 && ti.tileh == 12) ||
 
    		(dir == 1 && ti.tileh == 6) ||
 
    		(dir == 2 && ti.tileh == 3) ||
 
    		(dir == 3 && ti.tileh == 9)) {
 
    		// Now simply check if a tunnel can be build
 
    		r = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
 
    		FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
 
    		if (r != CMD_ERROR && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
 
    			aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
 
	   			aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
 
	   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
    		}
 
    	}
 
  	}
 
}
 

	
 
extern uint GetRailFoundation(uint tileh, uint bits);
 
extern uint GetRoadFoundation(uint tileh, uint bits);
 
extern uint GetBridgeFoundation(uint tileh, byte direction);
 
enum {
 
    BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
 
};
 

	
 
// The most important function: it calculates the g-value
 
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int r, res = 0;
 
	TileInfo ti, parent_ti;
 
	
 
	// Gather some information about the tile..
 
	FindLandscapeHeightByTile(&ti, current->tile);
 
	FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
 
	
 
	// 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)
 
			// 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;
 
	}
 
	
 
	// Give everything a small penalty
 
	res += AI_PATHFINDER_PENALTY;
 

	
 
	if (!PathFinderInfo->rail_or_road) {
 
		// Road has the lovely advantage it can use other road... check if
 
		//  the current tile is road, and if so, give a good bonus
 
		if (AI_PATHFINDER_IS_ROAD(current->tile)) {
 
			res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
 
		}
 
	}
 
	
 
	// We should give a penalty when the tile is going up or down.. this is one way to do so!
 
	//  Too bad we have to count it from the parent.. but that is not so bad
 
	if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
 
		// Skip if the tile was from a bridge or tunnel
 
		if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
 
			if (PathFinderInfo->rail_or_road) {
 
				r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 
				// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
 
				if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
 
					res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 
				}
 
			} else {
 
				if (!(AI_PATHFINDER_IS_ROAD(parent->path.node.tile) && IS_TILETYPE(parent->path.node.tile, MP_TUNNELBRIDGE))) {
 
					r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 
					if (r >= 15 || r == 0)
 
						res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 
				}
 
			}
 
		}
 
	}
 
	
 
	// Are we part of a tunnel?
 
	if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
 
		// Tunnels are very expensive when build on long routes..
 
		// Ironicly, we are using BridgeCode here ;)
 
		r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
 
		res += r + (r >> 8);
 
	}
 

	
 
	// Are we part of a bridge?
 
	if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
 
		// That means for every length a penalty
 
		res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
 
		// Check if we are going up or down, first for the starting point
 
		// In user_data[0] is at the 8th bit the direction
 
		if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
 
			if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
 
				res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		}
 
		// Second for the end point
 
		if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
 
			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;
 
	}
 
	
 
	//  To prevent the AI from taking the fastest way in tiles, but not the fastest way
 
	//    in speed, we have to give a good penalty to direction changing
 
	//  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)) {
 
			// When road exists, we don't like turning, but its free, so don't be to piggy about it
 
			if (AI_PATHFINDER_IS_ROAD(parent->path.node.tile))
 
				res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
 
			else
 
				res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
 
		}
 
	} else {
 
		// For rail we have 1 exeption: diagonal rail..
 
		// So we fetch 2 raildirection. That of the current one, and of the one before that
 
		if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
 
			int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
 
			int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
 
			// First, see if we are on diagonal path, that is better then straight path
 
			if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
 

	
 
			// First see if they are different
 
			if (dir1 != dir2) {
 
				// dir 2 and 3 are 1 diagonal track, and 4 and 5.
 
				if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
 
					// It is not, so we changed of direction
 
					res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
 
				}
 
				if (parent->path.parent->parent->parent != NULL) {
 
					int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
 
					// Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
 
					if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
 
						res += AI_PATHFINDER_CURVE_PENALTY;
 
					}
 
				}
 
			}
 
		}
 
	}
 
	
 
	// Res should never be below zero.. if so, make it zero!
 
	if (res < 0) { res = 0; }
 

	
 
	// Return our value
 
	return res;
 
}
ai_shared.c
Show inline comments
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "player.h"
 
#include "ai.h"
 
 
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) {
 
	// 0 = vert
 
	// 1 = horz
 
	// 2 = dig up-left
 
	// 3 = dig down-right
 
	// 4 = dig down-left
 
	// 5 = dig up-right
 
 
	int x1, x2, x3;
 
	int y1, y2, y3;
 
 
	x1 = GET_TILE_X(tile_a);
 
	x2 = GET_TILE_X(tile_b);
 
	x3 = GET_TILE_X(tile_c);
 
 
	y1 = GET_TILE_Y(tile_a);
 
	y2 = GET_TILE_Y(tile_b);
 
	y3 = GET_TILE_Y(tile_c);
 
 
	if (y1 == y2 && y2 == y3) return 0;
 
	if (x1 == x2 && x2 == x3) return 1;
 
	if (y2 > y1) {
 
		if (x2 > x3) return 2;
 
		else return 4;
 
	}
 
	if (x2 > x1) {
 
		if (y2 > y3) return 2;
 
		else return 5;
 
	}
 
	if (y1 > y2) {
 
		if (x2 > x3) return 5;
 
		else return 3;
 
	}
 
	if (x1 > x2) {
 
		if (y2 > y3) return 4;
 
		else return 3;
 
	}
 
 
	return 0;
 
}
 
 
int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) {
 
	int x1, x2, x3;
 
	int y1, y2, y3;
 
	int r;
 
 
	x1 = GET_TILE_X(tile_a);
 
	x2 = GET_TILE_X(tile_b);
 
	x3 = GET_TILE_X(tile_c);
 
 
	y1 = GET_TILE_Y(tile_a);
 
	y2 = GET_TILE_Y(tile_b);
 
	y3 = GET_TILE_Y(tile_c);
 
 
	r = 0;
 
 
	if (x1 < x2) r += 8;
 
	if (y1 < y2) r += 1;
 
	if (x1 > x2) r += 2;
 
	if (y1 > y2) r += 4;
 
 
	if (x2 < x3) r += 2;
 
	if (y2 < y3) r += 4;
 
	if (x2 > x3) r += 8;
 
	if (y2 > y3) r += 1;
 
 
	return r;
 
}
 
 
// Get's the direction between 2 tiles seen from tile_a
 
int AiNew_GetDirection(uint tile_a, uint tile_b) {
 
	if (GET_TILE_Y(tile_a) < GET_TILE_Y(tile_b)) return 1;
 
	if (GET_TILE_Y(tile_a) > GET_TILE_Y(tile_b)) return 3;
 
	if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2;
 
	return 0;
 
}
 
 
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "player.h"
 
#include "ai.h"
 

	
 
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) {
 
	// 0 = vert
 
	// 1 = horz
 
	// 2 = dig up-left
 
	// 3 = dig down-right
 
	// 4 = dig down-left
 
	// 5 = dig up-right
 

	
 
	int x1, x2, x3;
 
	int y1, y2, y3;
 

	
 
	x1 = GET_TILE_X(tile_a);
 
	x2 = GET_TILE_X(tile_b);
 
	x3 = GET_TILE_X(tile_c);
 

	
 
	y1 = GET_TILE_Y(tile_a);
 
	y2 = GET_TILE_Y(tile_b);
 
	y3 = GET_TILE_Y(tile_c);
 

	
 
	if (y1 == y2 && y2 == y3) return 0;
 
	if (x1 == x2 && x2 == x3) return 1;
 
	if (y2 > y1) {
 
		if (x2 > x3) return 2;
 
		else return 4;
 
	}
 
	if (x2 > x1) {
 
		if (y2 > y3) return 2;
 
		else return 5;
 
	}
 
	if (y1 > y2) {
 
		if (x2 > x3) return 5;
 
		else return 3;
 
	}
 
	if (x1 > x2) {
 
		if (y2 > y3) return 4;
 
		else return 3;
 
	}
 

	
 
	return 0;
 
}
 

	
 
int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) {
 
	int x1, x2, x3;
 
	int y1, y2, y3;
 
	int r;
 

	
 
	x1 = GET_TILE_X(tile_a);
 
	x2 = GET_TILE_X(tile_b);
 
	x3 = GET_TILE_X(tile_c);
 

	
 
	y1 = GET_TILE_Y(tile_a);
 
	y2 = GET_TILE_Y(tile_b);
 
	y3 = GET_TILE_Y(tile_c);
 

	
 
	r = 0;
 

	
 
	if (x1 < x2) r += 8;
 
	if (y1 < y2) r += 1;
 
	if (x1 > x2) r += 2;
 
	if (y1 > y2) r += 4;
 

	
 
	if (x2 < x3) r += 2;
 
	if (y2 < y3) r += 4;
 
	if (x2 > x3) r += 8;
 
	if (y2 > y3) r += 1;
 

	
 
	return r;
 
}
 

	
 
// Get's the direction between 2 tiles seen from tile_a
 
int AiNew_GetDirection(uint tile_a, uint tile_b) {
 
	if (GET_TILE_Y(tile_a) < GET_TILE_Y(tile_b)) return 1;
 
	if (GET_TILE_Y(tile_a) > GET_TILE_Y(tile_b)) return 3;
 
	if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2;
 
	return 0;
 
}
 
 
aystar.c
Show inline comments
 
/*
 
 * This file has the core function for AyStar
 
 *  AyStar is a fast pathfinding routine and is used for things like
 
 *  AI_pathfinding and Train_pathfinding.
 
 *  For more information about AyStar (A* Algorithm), you can look at
 
 *    http://en.wikipedia.org/wiki/A-star_search_algorithm
 
 */
 
 
 
/*
 
 * Friendly reminder:
 
 *  Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
 
 *  And when not free'd, it can cause system-crashes.
 
 * Also remember that when you stop an algorithm before it is finished, your
 
 * should call clear() yourself!
 
 */
 
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "aystar.h"
 
// This looks in the Hash if a node exists in ClosedList
 
//  If so, it returns the PathNode, else NULL
 
PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node) {
 
	return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction);
 
}
 
 
// This adds a node to the ClosedList
 
//  It makes a copy of the data
 
void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node) {
 
	// Add a node to the ClosedList
 
	PathNode *new_node = malloc(sizeof(PathNode));
 
	*new_node = *node;
 
	Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node);
 
}
 
 
// Checks if a node is in the OpenList
 
//   If so, it returns the OpenListNode, else NULL
 
OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node) {
 
	return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction);
 
}
 
 
// Gets the best node from OpenList
 
//  returns the best node, or NULL of none is found
 
// Also it deletes the node from the OpenList
 
OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) {
 
	// Return the item the Queue returns.. the best next OpenList item.
 
	OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue);
 
	if (res != NULL)
 
		Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction);
 
	
 
	return res;
 
}
 
 
// Adds a node to the OpenList
 
//  It makes a copy of node, and puts the pointer of parent in the struct
 
void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g, int userdata) {
 
	// Add a new Node to the OpenList
 
	OpenListNode* new_node = malloc(sizeof(OpenListNode));
 
	new_node->g = g;
 
	new_node->path.parent = parent;
 
	new_node->path.node = *node;
 
	Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node);
 
 
	// Add it to the queue
 
	aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f);
 
}
 
 
/*
 
 * Checks one tile and calculate his f-value
 
 *  return values:
 
 *	AYSTAR_DONE : indicates we are done
 
 */
 
int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
 
	int new_f, new_g, new_h;
 
	PathNode *closedlist_parent;
 
	OpenListNode *check;
 
 
	// Check the new node against the ClosedList
 
	if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE;
 
	
 
	// Calculate the G-value for this node
 
	new_g = aystar->CalculateG(aystar, current, parent);
 
	// If the value was INVALID_NODE, we don't do anything with this node
 
	if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE;
 
	
 
	// There should not be given any other error-code..
 
	assert(new_g >= 0);
 
	// Add the parent g-value to the new g-value
 
	new_g += parent->g;
 
	if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE;
 
	
 
	// Calculate the h-value
 
	new_h = aystar->CalculateH(aystar, current, parent);
 
	// There should not be given any error-code..
 
	assert(new_h >= 0);
 
	
 
	// The f-value if g + h
 
	new_f = new_g + new_h;
 
	
 
	// Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList)
 
	closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node);
 
	
 
	// Check if this item is already in the OpenList
 
	if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) {
 
		int i;
 
		// Yes, check if this g value is lower..
 
		if (new_g > check->g) return AYSTAR_DONE;
 
		aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0);
 
		// It is lower, so change it to this item
 
		check->g = new_g;
 
		check->path.parent = closedlist_parent;
 
		/* Copy user data, will probably have changed */
 
		for (i=0;i<lengthof(current->user_data);i++)
 
			check->path.node.user_data[i] = current->user_data[i];
 
		// Readd him in the OpenListQueue
 
		aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f);
 
	} else {
 
		// A new node, add him to the OpenList
 
		AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g, 0);
 
	}
 
	
 
	return AYSTAR_DONE;
 
}
 
 
/*
 
 * This function is the core of AyStar. It handles one item and checks
 
 *  his neighbour items. If they are valid, they are added to be checked too.
 
 *  return values:
 
 *	AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path
 
 *	has been found.
 
 *	AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been
 
 *	reached.
 
 *	AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
 
 *	AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
 
 */
 
int AyStarMain_Loop(AyStar *aystar) {
 
	int i, r;
 
	
 
	// Get the best node from OpenList
 
	OpenListNode *current = AyStarMain_OpenList_Pop(aystar);
 
	// If empty, drop an error
 
	if (current == NULL) return AYSTAR_EMPTY_OPENLIST;
 
	
 
	// Check for end node and if found, return that code
 
	if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) {
 
		if (aystar->FoundEndNode != NULL)
 
			aystar->FoundEndNode(aystar, current);
 
		free(current);
 
		return AYSTAR_FOUND_END_NODE;
 
	}
 
	
 
	// Add the node to the ClosedList
 
	AyStarMain_ClosedList_Add(aystar, &current->path);
 
 
	// Load the neighbours
 
	aystar->GetNeighbours(aystar, current);
 
	
 
	// Go through all neighbours
 
	for (i=0;i<aystar->num_neighbours;i++) {
 
		// Check and add them to the OpenList if needed
 
		r = aystar->checktile(aystar, &aystar->neighbours[i], current);
 
	}
 
	
 
	// Free the node
 
	free(current);
 
	
 
	if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes)
 
		/* We've expanded enough nodes */
 
		return AYSTAR_LIMIT_REACHED;
 
	else
 
		// Return that we are still busy
 
		return AYSTAR_STILL_BUSY;
 
}
 
 
/*
 
 * This function frees the memory it allocated
 
 */
 
void AyStarMain_Free(AyStar *aystar) {
 
	aystar->OpenListQueue.free(&aystar->OpenListQueue, false);
 
	/* 2nd argument above is false, below is true, to free the values only
 
	 * once */
 
	delete_Hash(&aystar->OpenListHash, true);
 
	delete_Hash(&aystar->ClosedListHash, true);
 
#ifdef AYSTAR_DEBUG
 
	printf("[AyStar] Memory free'd\n");
 
#endif
 
}
 
 
/*
 
 * This function make the memory go back to zero
 
 *  This function should be called when you are using the same instance again.
 
 */
 
void AyStarMain_Clear(AyStar *aystar) {
 
	// Clean the Queue, but not the elements within. That will be done by
 
	// the hash.
 
	aystar->OpenListQueue.clear(&aystar->OpenListQueue, false);
 
	// Clean the hashes
 
	clear_Hash(&aystar->OpenListHash, true);
 
	clear_Hash(&aystar->ClosedListHash, true);
 
 
#ifdef AYSTAR_DEBUG
 
	printf("[AyStar] Cleared AyStar\n");
 
#endif
 
}
 
 
/*
 
 * This is the function you call to run AyStar.
 
 *  return values:
 
 *	AYSTAR_FOUND_END_NODE : indicates we found an end node.
 
 *	AYSTAR_NO_PATH : indicates that there was no path found.
 
 *	AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
 
 * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY)
 
 * aystar->clear() is called. Note that when you stop the algorithm halfway,
 
 * you should still call clear() yourself!
 
 */
 
int AyStarMain_Main(AyStar *aystar) {
 
	int r, i = 0;
 
	// Loop through the OpenList
 
	//  Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick
 
	while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
 
#ifdef AYSTAR_DEBUG
 
	if (r == AYSTAR_FOUND_END_NODE)
 
		printf("[AyStar] Found path!\n");
 
	else if (r == AYSTAR_EMPTY_OPENLIST)
 
		printf("[AyStar] OpenList run dry, no path found\n");
 
	else if (r == AYSTAR_LIMIT_REACHED)
 
		printf("[AyStar] Exceeded search_nodes, no path found\n");
 
#endif
 
	if (r != AYSTAR_STILL_BUSY)
 
		/* We're done, clean up */
 
		aystar->clear(aystar);
 
		
 
	// Check result-value
 
	if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE;
 
	// Check if we have some left in the OpenList
 
	if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH;
 
 
	// Return we are still busy
 
	return AYSTAR_STILL_BUSY;
 
}
 
 
/*
 
 * Adds a node from where to start an algorithm. Multiple nodes can be added
 
 * if wanted. You should make sure that clear() is called before adding nodes
 
 * if the AyStar has been used before (though the normal main loop calls
 
 * clear() automatically when the algorithm finishes 
 
 */
 
void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node) {
 
#ifdef AYSTAR_DEBUG
 
	printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", GET_TILE_X(start_node->tile), GET_TILE_Y(start_node->tile), start_node->direction);
 
#endif
 
	AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, 0, 0);
 
}
 
 
void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) {
 
	// Allocated the Hash for the OpenList and ClosedList
 
	init_Hash(&aystar->OpenListHash, hash, num_buckets);
 
	init_Hash(&aystar->ClosedListHash, hash, num_buckets);
 
 
	// Set up our sorting queue
 
	//  BinaryHeap allocates a block of 1024 nodes
 
	//  When thatone gets full it reserves an otherone, till this number
 
	//  That is why it can stay this high
 
	init_BinaryHeap(&aystar->OpenListQueue, 102400);
 
 
	aystar->addstart	= AyStarMain_AddStartNode;
 
	aystar->main		= AyStarMain_Main;
 
	aystar->loop		= AyStarMain_Loop;
 
	aystar->free		= AyStarMain_Free;
 
	aystar->clear		= AyStarMain_Clear;
 
	aystar->checktile	= AyStarMain_CheckTile;
 
}
 
/*
 
 * This file has the core function for AyStar
 
 *  AyStar is a fast pathfinding routine and is used for things like
 
 *  AI_pathfinding and Train_pathfinding.
 
 *  For more information about AyStar (A* Algorithm), you can look at
 
 *    http://en.wikipedia.org/wiki/A-star_search_algorithm
 
 */
 
 
 
/*
 
 * Friendly reminder:
 
 *  Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
 
 *  And when not free'd, it can cause system-crashes.
 
 * Also remember that when you stop an algorithm before it is finished, your
 
 * should call clear() yourself!
 
 */
 

	
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "aystar.h"
 
// This looks in the Hash if a node exists in ClosedList
 
//  If so, it returns the PathNode, else NULL
 
PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node) {
 
	return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction);
 
}
 

	
 
// This adds a node to the ClosedList
 
//  It makes a copy of the data
 
void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node) {
 
	// Add a node to the ClosedList
 
	PathNode *new_node = malloc(sizeof(PathNode));
 
	*new_node = *node;
 
	Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node);
 
}
 

	
 
// Checks if a node is in the OpenList
 
//   If so, it returns the OpenListNode, else NULL
 
OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node) {
 
	return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction);
 
}
 

	
 
// Gets the best node from OpenList
 
//  returns the best node, or NULL of none is found
 
// Also it deletes the node from the OpenList
 
OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) {
 
	// Return the item the Queue returns.. the best next OpenList item.
 
	OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue);
 
	if (res != NULL)
 
		Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction);
 
	
 
	return res;
 
}
 

	
 
// Adds a node to the OpenList
 
//  It makes a copy of node, and puts the pointer of parent in the struct
 
void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g, int userdata) {
 
	// Add a new Node to the OpenList
 
	OpenListNode* new_node = malloc(sizeof(OpenListNode));
 
	new_node->g = g;
 
	new_node->path.parent = parent;
 
	new_node->path.node = *node;
 
	Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node);
 

	
 
	// Add it to the queue
 
	aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f);
 
}
 

	
 
/*
 
 * Checks one tile and calculate his f-value
 
 *  return values:
 
 *	AYSTAR_DONE : indicates we are done
 
 */
 
int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
 
	int new_f, new_g, new_h;
 
	PathNode *closedlist_parent;
 
	OpenListNode *check;
 

	
 
	// Check the new node against the ClosedList
 
	if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE;
 
	
 
	// Calculate the G-value for this node
 
	new_g = aystar->CalculateG(aystar, current, parent);
 
	// If the value was INVALID_NODE, we don't do anything with this node
 
	if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE;
 
	
 
	// There should not be given any other error-code..
 
	assert(new_g >= 0);
 
	// Add the parent g-value to the new g-value
 
	new_g += parent->g;
 
	if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE;
 
	
 
	// Calculate the h-value
 
	new_h = aystar->CalculateH(aystar, current, parent);
 
	// There should not be given any error-code..
 
	assert(new_h >= 0);
 
	
 
	// The f-value if g + h
 
	new_f = new_g + new_h;
 
	
 
	// Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList)
 
	closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node);
 
	
 
	// Check if this item is already in the OpenList
 
	if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) {
 
		int i;
 
		// Yes, check if this g value is lower..
 
		if (new_g > check->g) return AYSTAR_DONE;
 
		aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0);
 
		// It is lower, so change it to this item
 
		check->g = new_g;
 
		check->path.parent = closedlist_parent;
 
		/* Copy user data, will probably have changed */
 
		for (i=0;i<lengthof(current->user_data);i++)
 
			check->path.node.user_data[i] = current->user_data[i];
 
		// Readd him in the OpenListQueue
 
		aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f);
 
	} else {
 
		// A new node, add him to the OpenList
 
		AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g, 0);
 
	}
 
	
 
	return AYSTAR_DONE;
 
}
 

	
 
/*
 
 * This function is the core of AyStar. It handles one item and checks
 
 *  his neighbour items. If they are valid, they are added to be checked too.
 
 *  return values:
 
 *	AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path
 
 *	has been found.
 
 *	AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been
 
 *	reached.
 
 *	AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
 
 *	AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
 
 */
 
int AyStarMain_Loop(AyStar *aystar) {
 
	int i, r;
 
	
 
	// Get the best node from OpenList
 
	OpenListNode *current = AyStarMain_OpenList_Pop(aystar);
 
	// If empty, drop an error
 
	if (current == NULL) return AYSTAR_EMPTY_OPENLIST;
 
	
 
	// Check for end node and if found, return that code
 
	if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) {
 
		if (aystar->FoundEndNode != NULL)
 
			aystar->FoundEndNode(aystar, current);
 
		free(current);
 
		return AYSTAR_FOUND_END_NODE;
 
	}
 
	
 
	// Add the node to the ClosedList
 
	AyStarMain_ClosedList_Add(aystar, &current->path);
 

	
 
	// Load the neighbours
 
	aystar->GetNeighbours(aystar, current);
 
	
 
	// Go through all neighbours
 
	for (i=0;i<aystar->num_neighbours;i++) {
 
		// Check and add them to the OpenList if needed
 
		r = aystar->checktile(aystar, &aystar->neighbours[i], current);
 
	}
 
	
 
	// Free the node
 
	free(current);
 
	
 
	if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes)
 
		/* We've expanded enough nodes */
 
		return AYSTAR_LIMIT_REACHED;
 
	else
 
		// Return that we are still busy
 
		return AYSTAR_STILL_BUSY;
 
}
 

	
 
/*
 
 * This function frees the memory it allocated
 
 */
 
void AyStarMain_Free(AyStar *aystar) {
 
	aystar->OpenListQueue.free(&aystar->OpenListQueue, false);
 
	/* 2nd argument above is false, below is true, to free the values only
 
	 * once */
 
	delete_Hash(&aystar->OpenListHash, true);
 
	delete_Hash(&aystar->ClosedListHash, true);
 
#ifdef AYSTAR_DEBUG
 
	printf("[AyStar] Memory free'd\n");
 
#endif
 
}
 

	
 
/*
 
 * This function make the memory go back to zero
 
 *  This function should be called when you are using the same instance again.
 
 */
 
void AyStarMain_Clear(AyStar *aystar) {
 
	// Clean the Queue, but not the elements within. That will be done by
 
	// the hash.
 
	aystar->OpenListQueue.clear(&aystar->OpenListQueue, false);
 
	// Clean the hashes
 
	clear_Hash(&aystar->OpenListHash, true);
 
	clear_Hash(&aystar->ClosedListHash, true);
 

	
 
#ifdef AYSTAR_DEBUG
 
	printf("[AyStar] Cleared AyStar\n");
 
#endif
 
}
 

	
 
/*
 
 * This is the function you call to run AyStar.
 
 *  return values:
 
 *	AYSTAR_FOUND_END_NODE : indicates we found an end node.
 
 *	AYSTAR_NO_PATH : indicates that there was no path found.
 
 *	AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
 
 * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY)
 
 * aystar->clear() is called. Note that when you stop the algorithm halfway,
 
 * you should still call clear() yourself!
 
 */
 
int AyStarMain_Main(AyStar *aystar) {
 
	int r, i = 0;
 
	// Loop through the OpenList
 
	//  Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick
 
	while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
 
#ifdef AYSTAR_DEBUG
 
	if (r == AYSTAR_FOUND_END_NODE)
 
		printf("[AyStar] Found path!\n");
 
	else if (r == AYSTAR_EMPTY_OPENLIST)
 
		printf("[AyStar] OpenList run dry, no path found\n");
 
	else if (r == AYSTAR_LIMIT_REACHED)
 
		printf("[AyStar] Exceeded search_nodes, no path found\n");
 
#endif
 
	if (r != AYSTAR_STILL_BUSY)
 
		/* We're done, clean up */
 
		aystar->clear(aystar);
 
		
 
	// Check result-value
 
	if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE;
 
	// Check if we have some left in the OpenList
 
	if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH;
 

	
 
	// Return we are still busy
 
	return AYSTAR_STILL_BUSY;
 
}
 

	
 
/*
 
 * Adds a node from where to start an algorithm. Multiple nodes can be added
 
 * if wanted. You should make sure that clear() is called before adding nodes
 
 * if the AyStar has been used before (though the normal main loop calls
 
 * clear() automatically when the algorithm finishes 
 
 */
 
void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node) {
 
#ifdef AYSTAR_DEBUG
 
	printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", GET_TILE_X(start_node->tile), GET_TILE_Y(start_node->tile), start_node->direction);
 
#endif
 
	AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, 0, 0);
 
}
 

	
 
void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) {
 
	// Allocated the Hash for the OpenList and ClosedList
 
	init_Hash(&aystar->OpenListHash, hash, num_buckets);
 
	init_Hash(&aystar->ClosedListHash, hash, num_buckets);
 

	
 
	// Set up our sorting queue
 
	//  BinaryHeap allocates a block of 1024 nodes
 
	//  When thatone gets full it reserves an otherone, till this number
 
	//  That is why it can stay this high
 
	init_BinaryHeap(&aystar->OpenListQueue, 102400);
 

	
 
	aystar->addstart	= AyStarMain_AddStartNode;
 
	aystar->main		= AyStarMain_Main;
 
	aystar->loop		= AyStarMain_Loop;
 
	aystar->free		= AyStarMain_Free;
 
	aystar->clear		= AyStarMain_Clear;
 
	aystar->checktile	= AyStarMain_CheckTile;
 
}
industry_cmd.c
Show inline comments
 
@@ -1564,7 +1564,7 @@ Industry *CreateNewIndustry(uint tile, i
 
	return i;
 
}
 

	
 
static const byte _numof_industry_table[4][12] = {
 
static const byte _numof_industry_table[4][12] = {
 
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 
	{0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5},
 
	{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10},
 
@@ -1574,8 +1574,8 @@ static const byte _numof_industry_table[
 
static void PlaceInitialIndustry(byte type, int amount)
 
{
 
	int num = _numof_industry_table[_opt.diff.number_industries][amount];
 
 
	if (_opt.diff.number_industries != 0)
 

	
 
	if (_opt.diff.number_industries != 0)
 
	{
 
		assert(num > 0);
 

	
 
@@ -1585,7 +1585,7 @@ static void PlaceInitialIndustry(byte ty
 
				if (CreateNewIndustry(TILE_MASK(Random()), type) != NULL)
 
					break; 
 
			} while (--i != 0);
 
		} while (--num);
 
		} while (--num);
 
	}
 
}
 

	
network.c
Show inline comments
 
@@ -1252,14 +1252,14 @@ void NetworkIPListInit() {
 
	gethostname(hostname,250);
 
	DEBUG(misc,2) ("[NET][IP] init for host %s", hostname);
 
	he=gethostbyname((char *) hostname);
 
 
	if (he == NULL) {
 
		he = gethostbyname("localhost");
 
		}
 
	
 
	if (he == NULL) {
 
		bcaddr = inet_addr("127.0.0.1");
 
		he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
 

	
 
	if (he == NULL) {
 
		he = gethostbyname("localhost");
 
		}
 
	
 
	if (he == NULL) {
 
		bcaddr = inet_addr("127.0.0.1");
 
		he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
 
		}
 

	
 
	if (he == NULL) {
queue.h
Show inline comments
 
#ifndef QUEUE_H
 
#define QUEUE_H
 
 
//#define NOFREE
 
//#define QUEUE_DEBUG
 
//#define HASH_DEBUG
 
 
 
typedef struct Queue Queue;
 
typedef bool Queue_PushProc(Queue* q, void* item, int priority);
 
typedef void* Queue_PopProc(Queue* q);
 
typedef bool Queue_DeleteProc(Queue* q, void* item, int priority);
 
typedef void Queue_ClearProc(Queue* q, bool free_values);
 
typedef void Queue_FreeProc(Queue* q, bool free_values);
 
 
typedef struct InsSortNode InsSortNode;
 
struct InsSortNode {
 
	void* item;
 
	int priority;
 
	InsSortNode* next;
 
};
 
typedef struct BinaryHeapNode BinaryHeapNode;
 
	struct BinaryHeapNode {
 
	void* item;
 
	int priority;
 
};
 
 
 
struct Queue{
 
	/*
 
	 * Pushes an element into the queue, at the appropriate place for the queue.
 
	 * Requires the queue pointer to be of an appropriate type, of course.
 
	 */
 
	Queue_PushProc* push;
 
	/*
 
	 * Pops the first element from the queue. What exactly is the first element,
 
	 * is defined by the exact type of queue.
 
	 */
 
	Queue_PopProc* pop;
 
	/*
 
	 * Deletes the item from the queue. priority should be specified if
 
	 * known, which speeds up the deleting for some queue's. Should be -1
 
	 * if not known.
 
	 */
 
	Queue_DeleteProc* del;
 
 
	/* Clears the queue, by removing all values from it. It's state is
 
	 * effectively reset. If free_items is true, each of the items cleared
 
	 * in this way are free()'d.
 
	 */
 
	Queue_ClearProc* clear;
 
	/* Frees the queue, by reclaiming all memory allocated by it. After
 
	 * this it is no longer usable. If free_items is true, any remaining
 
	 * items are free()'d too. 
 
	 */
 
	Queue_FreeProc* free;
 
 
	union {
 
		struct {
 
			uint max_size;
 
			uint size;
 
			void** elements;
 
		} stack;
 
		struct {
 
			uint max_size;
 
			uint head; /* The index where the last element should be inserted */
 
			uint tail; /* The index where the next element should be read */
 
			void** elements;
 
		} fifo;
 
		struct {
 
			InsSortNode* first;
 
		} inssort;
 
		struct {
 
			uint max_size;
 
			uint size;
 
			uint blocks; /* The amount of blocks for which space is reserved in elements */
 
			BinaryHeapNode** elements;
 
		} binaryheap;
 
	} data;
 
 
	/* If true, this struct will be free'd when the
 
	 * Queue is deleted. */
 
	bool freeq;
 
};
 
 
/* Initializes a stack and allocates internal memory. */
 
void init_Stack(Queue* q, uint max_size);
 
 
/* Allocate a new stack with a maximum of max_size elements. */
 
Queue* new_Stack(uint max_size);
 
 
/*
 
 * Fifo
 
 */
 
 
/* Initializes a fifo and allocates internal memory for maximum of max_size
 
 * elements */
 
void init_Fifo(Queue* q, uint max_size);
 
 
/* Allocate a new fifo and initializes it with a maximum of max_size elements. */
 
Queue* new_Fifo(uint max_size);
 
 
Queue* new_Fifo_in_buffer(uint max_size, void* buffer);
 
 
int build_Fifo(void* buffer, uint size);
 
 
/*
 
 * Insertion Sorter
 
 */
 
 
/* Initializes a inssort and allocates internal memory. There is no maximum
 
 * size */
 
void init_InsSort(Queue* q);
 
 
/* Allocate a new fifo and initializes it. There is no maximum size */
 
Queue* new_InsSort();
 
 
/*
 
 *  Binary Heap
 
 *  For information, see:
 
 *   http://www.policyalmanac.org/games/binaryHeaps.htm
 
 */
 
 
/* The amount of elements that will be malloc'd at a time */
 
#define BINARY_HEAP_BLOCKSIZE_BITS 10
 
 
/* Initializes a binary heap and allocates internal memory for maximum of
 
 * max_size elements */
 
void init_BinaryHeap(Queue* q, uint max_size);
 
 
/* Allocate a new binary heap and initializes it with a maximum of max_size
 
 * elements. */
 
Queue* new_BinaryHeap(uint max_size);
 
 
/*
 
 * Hash
 
 */
 
typedef struct HashNode HashNode;
 
struct HashNode {
 
	uint key1;
 
	uint key2;
 
	void* value;
 
	HashNode* next;
 
};
 
/* Generates a hash code from the given key pair. You should make sure that
 
 * the resulting range is clearly defined.
 
 */
 
typedef uint Hash_HashProc(uint key1, uint key2);
 
typedef struct Hash {
 
	/* The hash function used */
 
	Hash_HashProc* hash;
 
	/* The amount of items in the hash */
 
	uint size;
 
	/* The number of buckets allocated */
 
	uint num_buckets;
 
	/* A pointer to an array of num_buckets buckets. */
 
	HashNode* buckets;
 
	/* A pointer to an array of numbuckets booleans, which will be true if
 
	 * there are any Nodes in the bucket */
 
	bool* buckets_in_use;
 
	/* If true, buckets will be freed in delete_hash */
 
	bool freeb;
 
	/* If true, the pointer to this struct will be freed in delete_hash */
 
	bool freeh;
 
} Hash;
 
 
/* Call these function to manipulate a hash */
 
 
/* Deletes the value with the specified key pair from the hash and returns
 
 * that value. Returns NULL when the value was not present. The value returned
 
 * is _not_ free()'d! */
 
void* Hash_Delete(Hash* h, uint key1, uint key2);
 
/* Sets the value associated with the given key pair to the given value.
 
 * Returns the old value if the value was replaced, NULL when it was not yet present. */
 
void* Hash_Set(Hash* h, uint key1, uint key2, void* value);
 
/* Gets the value associated with the given key pair, or NULL when it is not
 
 * present. */
 
void* Hash_Get(Hash* h, uint key1, uint key2);
 
 
/* Call these function to create/destroy a hash */
 
 
/* Builds a new hash, with num_buckets buckets. Make sure that hash() always
 
 * returns a hash less than num_buckets! Call delete_hash after use */
 
Hash* new_Hash(Hash_HashProc* hash, int num_buckets);
 
/* Builds a new hash in an existing struct. Make sure that hash() always
 
 * returns a hash less than num_buckets! Call delete_hash after use */
 
void init_Hash(Hash* h, Hash_HashProc* hash, int num_buckets);
 
/*
 
 * Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash
 
 * & friends. If free is true, it will call free() on all the values that
 
 * are left in the hash.
 
 */
 
void delete_Hash(Hash* h, bool free_values);
 
/*
 
 * Cleans the hash, but keeps the memory allocated
 
 */
 
void clear_Hash(Hash* h, bool free_values);
 
/*
 
 * Gets the current size of the Hash
 
 */
 
uint Hash_Size(Hash* h);
 
 
#endif /* QUEUE_H */
 
#ifndef QUEUE_H
 
#define QUEUE_H
 

	
 
//#define NOFREE
 
//#define QUEUE_DEBUG
 
//#define HASH_DEBUG
 

	
 

	
 
typedef struct Queue Queue;
 
typedef bool Queue_PushProc(Queue* q, void* item, int priority);
 
typedef void* Queue_PopProc(Queue* q);
 
typedef bool Queue_DeleteProc(Queue* q, void* item, int priority);
 
typedef void Queue_ClearProc(Queue* q, bool free_values);
 
typedef void Queue_FreeProc(Queue* q, bool free_values);
 

	
 
typedef struct InsSortNode InsSortNode;
 
struct InsSortNode {
 
	void* item;
 
	int priority;
 
	InsSortNode* next;
 
};
 
typedef struct BinaryHeapNode BinaryHeapNode;
 
	struct BinaryHeapNode {
 
	void* item;
 
	int priority;
 
};
 

	
 

	
 
struct Queue{
 
	/*
 
	 * Pushes an element into the queue, at the appropriate place for the queue.
 
	 * Requires the queue pointer to be of an appropriate type, of course.
 
	 */
 
	Queue_PushProc* push;
 
	/*
 
	 * Pops the first element from the queue. What exactly is the first element,
 
	 * is defined by the exact type of queue.
 
	 */
 
	Queue_PopProc* pop;
 
	/*
 
	 * Deletes the item from the queue. priority should be specified if
 
	 * known, which speeds up the deleting for some queue's. Should be -1
 
	 * if not known.
 
	 */
 
	Queue_DeleteProc* del;
 

	
 
	/* Clears the queue, by removing all values from it. It's state is
 
	 * effectively reset. If free_items is true, each of the items cleared
 
	 * in this way are free()'d.
 
	 */
 
	Queue_ClearProc* clear;
 
	/* Frees the queue, by reclaiming all memory allocated by it. After
 
	 * this it is no longer usable. If free_items is true, any remaining
 
	 * items are free()'d too. 
 
	 */
 
	Queue_FreeProc* free;
 

	
 
	union {
 
		struct {
 
			uint max_size;
 
			uint size;
 
			void** elements;
 
		} stack;
 
		struct {
 
			uint max_size;
 
			uint head; /* The index where the last element should be inserted */
 
			uint tail; /* The index where the next element should be read */
 
			void** elements;
 
		} fifo;
 
		struct {
 
			InsSortNode* first;
 
		} inssort;
 
		struct {
 
			uint max_size;
 
			uint size;
 
			uint blocks; /* The amount of blocks for which space is reserved in elements */
 
			BinaryHeapNode** elements;
 
		} binaryheap;
 
	} data;
 

	
 
	/* If true, this struct will be free'd when the
 
	 * Queue is deleted. */
 
	bool freeq;
 
};
 

	
 
/* Initializes a stack and allocates internal memory. */
 
void init_Stack(Queue* q, uint max_size);
 

	
 
/* Allocate a new stack with a maximum of max_size elements. */
 
Queue* new_Stack(uint max_size);
 

	
 
/*
 
 * Fifo
 
 */
 

	
 
/* Initializes a fifo and allocates internal memory for maximum of max_size
 
 * elements */
 
void init_Fifo(Queue* q, uint max_size);
 

	
 
/* Allocate a new fifo and initializes it with a maximum of max_size elements. */
 
Queue* new_Fifo(uint max_size);
 

	
 
Queue* new_Fifo_in_buffer(uint max_size, void* buffer);
 

	
 
int build_Fifo(void* buffer, uint size);
 

	
 
/*
 
 * Insertion Sorter
 
 */
 

	
 
/* Initializes a inssort and allocates internal memory. There is no maximum
 
 * size */
 
void init_InsSort(Queue* q);
 

	
 
/* Allocate a new fifo and initializes it. There is no maximum size */
 
Queue* new_InsSort();
 

	
 
/*
 
 *  Binary Heap
 
 *  For information, see:
 
 *   http://www.policyalmanac.org/games/binaryHeaps.htm
 
 */
 

	
 
/* The amount of elements that will be malloc'd at a time */
 
#define BINARY_HEAP_BLOCKSIZE_BITS 10
 

	
 
/* Initializes a binary heap and allocates internal memory for maximum of
 
 * max_size elements */
 
void init_BinaryHeap(Queue* q, uint max_size);
 

	
 
/* Allocate a new binary heap and initializes it with a maximum of max_size
 
 * elements. */
 
Queue* new_BinaryHeap(uint max_size);
 

	
 
/*
 
 * Hash
 
 */
 
typedef struct HashNode HashNode;
 
struct HashNode {
 
	uint key1;
 
	uint key2;
 
	void* value;
 
	HashNode* next;
 
};
 
/* Generates a hash code from the given key pair. You should make sure that
 
 * the resulting range is clearly defined.
 
 */
 
typedef uint Hash_HashProc(uint key1, uint key2);
 
typedef struct Hash {
 
	/* The hash function used */
 
	Hash_HashProc* hash;
 
	/* The amount of items in the hash */
 
	uint size;
 
	/* The number of buckets allocated */
 
	uint num_buckets;
 
	/* A pointer to an array of num_buckets buckets. */
 
	HashNode* buckets;
 
	/* A pointer to an array of numbuckets booleans, which will be true if
 
	 * there are any Nodes in the bucket */
 
	bool* buckets_in_use;
 
	/* If true, buckets will be freed in delete_hash */
 
	bool freeb;
 
	/* If true, the pointer to this struct will be freed in delete_hash */
 
	bool freeh;
 
} Hash;
 

	
 
/* Call these function to manipulate a hash */
 

	
 
/* Deletes the value with the specified key pair from the hash and returns
 
 * that value. Returns NULL when the value was not present. The value returned
 
 * is _not_ free()'d! */
 
void* Hash_Delete(Hash* h, uint key1, uint key2);
 
/* Sets the value associated with the given key pair to the given value.
 
 * Returns the old value if the value was replaced, NULL when it was not yet present. */
 
void* Hash_Set(Hash* h, uint key1, uint key2, void* value);
 
/* Gets the value associated with the given key pair, or NULL when it is not
 
 * present. */
 
void* Hash_Get(Hash* h, uint key1, uint key2);
 

	
 
/* Call these function to create/destroy a hash */
 

	
 
/* Builds a new hash, with num_buckets buckets. Make sure that hash() always
 
 * returns a hash less than num_buckets! Call delete_hash after use */
 
Hash* new_Hash(Hash_HashProc* hash, int num_buckets);
 
/* Builds a new hash in an existing struct. Make sure that hash() always
 
 * returns a hash less than num_buckets! Call delete_hash after use */
 
void init_Hash(Hash* h, Hash_HashProc* hash, int num_buckets);
 
/*
 
 * Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash
 
 * & friends. If free is true, it will call free() on all the values that
 
 * are left in the hash.
 
 */
 
void delete_Hash(Hash* h, bool free_values);
 
/*
 
 * Cleans the hash, but keeps the memory allocated
 
 */
 
void clear_Hash(Hash* h, bool free_values);
 
/*
 
 * Gets the current size of the Hash
 
 */
 
uint Hash_Size(Hash* h);
 

	
 
#endif /* QUEUE_H */
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