Changeset - r2682:86af293a8bfc
[Not reviewed]
master
0 11 0
truelight - 19 years ago 2005-11-21 14:28:31
truelight@openttd.org
(svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch
settings, off by defaut). An other step to AIScripts.
WARNING: this is still highly experimental and has known bugs!
11 files changed with 144 insertions and 87 deletions:
0 comments (0 inline, 0 general)
ai/ai.c
Show inline comments
 
@@ -145,6 +145,14 @@ void AI_RunGameLoop(void)
 
	/* Don't do anything if ai is disabled */
 
	if (!_ai.enabled) return;
 

	
 
	/* Don't do anything if we are a network-client
 
	 *  (too bad when a client joins, he thinks the AIs are real, so it wants to control
 
	 *   them.. this avoids that, while loading a network game in singleplayer, does make
 
	 *   the AIs to continue ;))
 
	 */
 
	if (_networking && !_network_server && !_ai.network_client)
 
		return;
 

	
 
	/* New tick */
 
	_ai.tick++;
 

	
ai/ai.h
Show inline comments
 
@@ -2,6 +2,7 @@
 
#define AI_H
 

	
 
#include "../functions.h"
 
#include "../network.h"
 

	
 
/* How DoCommands look like for an AI */
 
typedef struct AICommand {
 
@@ -44,6 +45,37 @@ void AI_Initialize(void);
 
void AI_Uninitialize(void);
 
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
 

	
 
/** Is it allowed to start a new AI.
 
 * This function checks some boundries to see if we should launch a new AI.
 
 * @return True if we can start a new AI.
 
 */
 
static inline bool AI_AllowNewAI(void)
 
{
 
	/* If disabled, no AI */
 
	if (!_ai.enabled)
 
		return false;
 

	
 
	/* If in network, but no server, no AI */
 
	if (_networking && !_network_server)
 
		return false;
 

	
 
	/* If in network, and server, possible AI */
 
	if (_networking && _network_server) {
 
		/* Do we want AIs in multiplayer? */
 
		if (!_patches.ai_in_multiplayer)
 
			return false;
 

	
 
		/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
 
		 *  system, because all commands are delayed by at least 1 tick, which causes
 
		 *  a big problem, because it uses variables that are only set AFTER the command
 
		 *  is really executed... */
 
		if (!_patches.ainew_active)
 
			return false;
 
	}
 

	
 
	return true;
 
}
 

	
 
#define AI_CHANCE16(a,b)    ((uint16)     AI_Random()  <= (uint16)((65536 * a) / b))
 
#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
 

	
ai/trolly/build.c
Show inline comments
 
@@ -11,15 +11,16 @@
 
#include "../../engine.h"
 
#include "../../station.h"
 
#include "../../variables.h"
 
#include "../ai.h"
 

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

	
 
@@ -35,12 +36,12 @@ bool AiNew_Build_CompanyHQ(Player *p, Ti
 
int AiNew_Build_Station(Player *p, byte type, TileIndex 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);
 
		return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
 

	
 
	if (type == AI_BUS)
 
		return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 
		return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 

	
 
	return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 
	return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 
}
 

	
 

	
 
@@ -69,9 +70,9 @@ int AiNew_Build_Bridge(Player *p, TileIn
 

	
 
	// 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);
 
		return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 

	
 
	return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
	return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
}
 

	
 

	
 
@@ -104,7 +105,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_
 
	if (PathFinderInfo->rail_or_road) {
 
		// Tunnel code
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
			cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
@@ -135,7 +136,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_
 
				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);
 
				res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
 
				if (CmdFailed(res)) {
 
					// Problem.. let's just abort it all!
 
					p->ainew.state = AI_STATE_NOTHING;
 
@@ -154,7 +155,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_
 
	} else {
 
		// Tunnel code
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
 
			cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
@@ -189,7 +190,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_
 
				// There is already some road, and it is a bridge.. don't build!!!
 
				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
 
					// Build the tile
 
					res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
 
					res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
 
					// Currently, we ignore CMD_ERRORs!
 
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
 
						// Problem.. let's just abort it all!
 
@@ -234,7 +235,7 @@ int AiNew_PickVehicle(Player *p)
 
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
 
			if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
 
			// Can we build it?
 
			ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
			ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
			if (!CmdFailed(ret)) break;
 
		}
 
		// We did not find a vehicle :(
 
@@ -252,7 +253,7 @@ int AiNew_Build_Vehicle(Player *p, TileI
 

	
 
	if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
 

	
 
	return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
 
	return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
 
}
 

	
 
int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
 
@@ -260,12 +261,12 @@ int AiNew_Build_Depot(Player *p, TileInd
 
	static const byte _roadbits_by_dir[4] = {2,1,8,4};
 
	int ret, ret2;
 
	if (p->ainew.tbt == AI_TRAIN)
 
		return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 
		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 

	
 
	ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
	ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
	if (CmdFailed(ret)) return ret;
 
	// Try to build the road from the depot
 
	ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
	ret2 = AI_DoCommand(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
	// If it fails, ignore it..
 
	if (CmdFailed(ret2)) return ret;
 
	return ret + ret2;
ai/trolly/pathfinder.c
Show inline comments
 
@@ -10,6 +10,7 @@
 
#include "trolly.h"
 
#include "../../depot.h"
 
#include "../../variables.h"
 
#include "../ai.h"
 

	
 
#define TEST_STATION_NO_DIR 0xFF
 

	
 
@@ -271,7 +272,7 @@ static void AyStar_AiPathFinder_GetNeigh
 
				if (PathFinderInfo->rail_or_road) {
 
					// Rail check
 
					dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
 
					ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
 
					ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
 
					if (CmdFailed(ret)) continue;
 
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
 
					if (current->path.parent->parent != NULL) {
 
@@ -301,7 +302,7 @@ static void AyStar_AiPathFinder_GetNeigh
 
					}
 
					// Only destruct things if it is MP_CLEAR of MP_TREES
 
					if (dir != 0) {
 
						ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
						ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (CmdFailed(ret)) continue;
 
					}
 
				}
 
@@ -340,7 +341,7 @@ static void AyStar_AiPathFinder_GetNeigh
 
				if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
 

	
 
				// Try building the bridge..
 
				ret = DoCommandByTile(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
 
				ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
 
				if (CmdFailed(ret)) continue;
 
				// We can build a bridge here.. add him to the neighbours
 
				aystar->neighbours[aystar->num_neighbours].tile = new_tile;
 
@@ -359,7 +360,7 @@ static void AyStar_AiPathFinder_GetNeigh
 
				(dir == 2 && ti.tileh == 3) ||
 
				(dir == 3 && ti.tileh == 9)) {
 
			// Now simply check if a tunnel can be build
 
			ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
 
			ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
 
			FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
 
			if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
 
				aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
ai/trolly/trolly.c
Show inline comments
 
@@ -32,6 +32,7 @@
 
#include "../../engine.h"
 
#include "../../gui.h"
 
#include "../../depot.h"
 
#include "../ai.h"
 

	
 
// This function is called after StartUp. It is the init of an AI
 
static void AiNew_State_FirstTime(Player *p)
 
@@ -78,7 +79,7 @@ static void AiNew_State_Nothing(Player *
 
{
 
	assert(p->ainew.state == AI_STATE_NOTHING);
 
	// If we are done idling, start over again
 
	if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS;
 
	if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
 
	if (--p->ainew.idle == 0) {
 
		// We are done idling.. what you say? Let's do something!
 
		// I mean.. the next tick ;)
 
@@ -102,7 +103,7 @@ static void AiNew_State_WakeUp(Player *p
 
		// 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..
 
		AiNew_Build_CompanyHQ(p, Random() % MapSize());
 
		AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
 
		// Enough for now, but we want to come back here the next time
 
		//  so we do not change any status
 
		return;
 
@@ -112,7 +113,7 @@ static void AiNew_State_WakeUp(Player *p
 

	
 
	// Let's pick an action!
 
	if (p->ainew.action == AI_ACTION_NONE) {
 
		c = Random() & 0xFF;
 
		c = AI_Random() & 0xFF;
 
		if (p->current_loan > 0 &&
 
				p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
 
				c < 10) {
 
@@ -222,9 +223,9 @@ static bool AiNew_Check_City_or_Industry
 

	
 
		// 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->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
 

	
 
		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
 
		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_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
 
@@ -259,7 +260,7 @@ static bool AiNew_Check_City_or_Industry
 
				// 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;
 
				if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
@@ -279,7 +280,7 @@ static bool AiNew_Check_City_or_Industry
 
		int count = 0;
 
		int j = 0;
 

	
 
		if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 
		if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
 

	
 
		// No limits on delevering stations!
 
		//  Or for industry that does not give anything yet
 
@@ -319,7 +320,7 @@ static bool AiNew_Check_City_or_Industry
 
				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;
 
				if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
@@ -384,9 +385,9 @@ static void AiNew_State_LocateRoute(Play
 
		if (p->ainew.temp == -1) {
 
			// First, we pick a random spot to search from
 
			if (p->ainew.from_type == AI_CITY)
 
				p->ainew.temp = RandomRange(_total_towns);
 
				p->ainew.temp = AI_RandomRange(_total_towns);
 
			else
 
				p->ainew.temp = RandomRange(_total_industries);
 
				p->ainew.temp = AI_RandomRange(_total_industries);
 
		}
 

	
 
		if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
 
@@ -419,9 +420,9 @@ static void AiNew_State_LocateRoute(Play
 
	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);
 
			p->ainew.temp = AI_RandomRange(_total_towns);
 
		else
 
			p->ainew.temp = RandomRange(_total_industries);
 
			p->ainew.temp = AI_RandomRange(_total_industries);
 
	}
 

	
 
	// The same city is not allowed
 
@@ -993,7 +994,7 @@ static void AiNew_State_BuildStation(Pla
 
		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);
 
			AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 
		return;
 
	}
 
	p->ainew.temp++;
 
@@ -1050,38 +1051,38 @@ static void AiNew_State_BuildPath(Player
 
					dir3 = p->ainew.to_direction;
 
				}
 

	
 
				ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				ret = AI_DoCommand(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				if (!CmdFailed(ret)) {
 
					dir1 = TileOffsByDir(dir1);
 
					if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
 
						ret = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (!CmdFailed(ret)) {
 
							if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(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);
 
								AI_DoCommand(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						}
 
					}
 
				}
 

	
 
				ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				ret = AI_DoCommand(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				if (!CmdFailed(ret)) {
 
					dir2 = TileOffsByDir(dir2);
 
					if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
 
						ret = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (!CmdFailed(ret)) {
 
							if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(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);
 
								AI_DoCommand(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						}
 
					}
 
				}
 

	
 
				ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				ret = AI_DoCommand(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				if (!CmdFailed(ret)) {
 
					dir3 = TileOffsByDir(dir3);
 
					if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
 
						ret = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (!CmdFailed(ret)) {
 
							if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(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);
 
								AI_DoCommand(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						}
 
					}
 
				}
 
@@ -1125,7 +1126,7 @@ static void AiNew_State_BuildDepot(Playe
 
	}
 

	
 
	p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
	p->ainew.idle = 1;
 
	p->ainew.idle = 10;
 
	p->ainew.veh_main_id = (VehicleID)-1;
 
}
 

	
 
@@ -1160,11 +1161,6 @@ static void AiNew_State_BuildVehicle(Pla
 
	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;
 
}
 
@@ -1178,44 +1174,51 @@ static void AiNew_State_GiveOrders(Playe
 

	
 
	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);
 
	// Get the new ID
 
	/* XXX -- Because this AI isn't using any event-system, this is VERY dangerous!
 
	 *  There is no way telling if the vehicle is already bought (or delayed by the
 
	 *  network), and if bought, if not an other vehicle is bought in between.. in
 
	 *  other words, there is absolutely no way knowing if this id is the true
 
	 *  id.. soon this will all change, but for now, we needed something to test
 
	 *  on ;) -- TrueLight -- 21-11-2005 */
 
	if (p->ainew.tbt == AI_TRAIN) {
 
	} else {
 
		p->ainew.veh_id = _new_roadveh_id;
 
	}
 

	
 
		// Skip the first order if it is a second vehicle
 
		//  This to make vehicles go different ways..
 
		if (p->ainew.veh_id & 1)
 
			DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
 
	if (p->ainew.veh_main_id != (VehicleID)-1) {
 
		AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
 

	
 
		p->ainew.state = AI_STATE_START_VEHICLE;
 
		return;
 
	} else {
 
		p->ainew.veh_main_id = p->ainew.veh_id;
 
	}
 

	
 
	// When more than 1 vehicle, we send them to different directions
 
	// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
 
	if (_patches.gotodepot) {
 
		idx = 0;
 
		order.type = OT_GOTO_DEPOT;
 
		order.flags = OF_UNLOAD;
 
		order.station = GetDepotByTile(p->ainew.depot_tile)->index;
 
		AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 
	}
 

	
 
	idx = 0;
 
	order.type = OT_GOTO_STATION;
 
	order.flags = 0;
 
	order.station = _m[p->ainew.to_tile].m2;
 
	if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
 
		order.flags |= OF_FULL_LOAD;
 
	AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 

	
 
	idx = 0;
 
	order.type = OT_GOTO_STATION;
 
	order.flags = 0;
 
	order.station = _m[p->ainew.from_tile].m2;
 
	if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
 
		order.flags |= OF_FULL_LOAD;
 
	DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 

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

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

	
 
	// Start the engines!
 
	p->ainew.state = AI_STATE_START_VEHICLE;
 
@@ -1227,9 +1230,15 @@ static void AiNew_State_StartVehicle(Pla
 
{
 
	assert(p->ainew.state == AI_STATE_START_VEHICLE);
 

	
 
	// Skip the first order if it is a second vehicle
 
	//  This to make vehicles go different ways..
 
	if (p->ainew.cur_veh & 1)
 
		AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
 

	
 
	// 3, 2, 1... go! (give START_STOP command ;))
 
	DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
 
	AI_DoCommand(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.idle  = 10;
 
	p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
}
 

	
 
@@ -1239,7 +1248,7 @@ static void AiNew_State_RepayMoney(Playe
 
{
 
	int i;
 
	for (i=0;i<AI_LOAN_REPAY;i++)
 
		DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
		AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
	p->ainew.state = AI_STATE_ACTION_DONE;
 
}
 

	
 
@@ -1268,7 +1277,7 @@ static void AiNew_CheckVehicle(Player *p
 
				if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
 
						(v->vehstatus&VS_STOPPED)) {
 
					// We are at the depot, sell the vehicle
 
					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
 
					AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
 
				}
 
				return;
 
			}
 
@@ -1277,7 +1286,7 @@ static void AiNew_CheckVehicle(Player *p
 
			{
 
				int ret = 0;
 
				if (v->type == VEH_Road)
 
					ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
 
					ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
 
				// This means we can not find a depot :s
 
				//				if (CmdFailed(ret))
 
			}
command.c
Show inline comments
 
@@ -341,10 +341,6 @@ int32 DoCommand(int x, int y, uint32 p1,
 

	
 
	if (_docommand_recursive == 0) {
 
		_error_message = INVALID_STRING_ID;
 
		// update last build coord of player
 
		if ( (x|y) != 0 && _current_player < MAX_PLAYERS) {
 
			GetPlayer(_current_player)->last_build_coordinate = TileVirtXY(x, y);
 
		}
 
	}
 

	
 
	_docommand_recursive++;
lang/english.txt
Show inline comments
 
@@ -1011,6 +1011,7 @@ STR_CONFIG_PATCHES_AI_BUILDS_AIRCRAFT   
 
STR_CONFIG_PATCHES_AI_BUILDS_SHIPS                              :{LTBLUE}Disable ships for computer: {ORANGE}{STRING1}
 

	
 
STR_CONFIG_PATCHES_AINEW_ACTIVE                                 :{LTBLUE}Enable new AI (alpha): {ORANGE}{STRING1}
 
STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER                            :{LTBLUE}Allow AIs in multiplayer (experimental): {ORANGE}{STRING1}
 

	
 
STR_CONFIG_PATCHES_SERVINT_TRAINS                               :{LTBLUE}Default service interval for trains: {ORANGE}{STRING1} days/%
 
STR_CONFIG_PATCHES_SERVINT_TRAINS_DISABLED                      :{LTBLUE}Default service interval for trains: {ORANGE}disabled
 
@@ -1175,6 +1176,7 @@ STR_CONFIG_GAME_PRODUCTION              
 

	
 
TEMP_AI_IN_PROGRESS                                             :{WHITE}Welcome to this new AI, a work in progress. You should expect problems. When you happen take a screenshot and post it in the forum. Enjoy!
 
TEMP_AI_ACTIVATED                                               :{WHITE}Warning: this new AI is still alpha! Currently, only trucks and busses work!
 
TEMP_AI_MULTIPLAYER                                             :{WHITE}Warning: this function is still experimental. Please report any problems with it to truelight@openttd.org.
 

	
 
############ network gui strings
 

	
players.c
Show inline comments
 
@@ -528,12 +528,13 @@ static void MaybeStartNewPlayer(void)
 

	
 
	// when there's a lot of computers in game, the probability that a new one starts is lower
 
	if (n < (uint)_opt.diff.max_no_competitors)
 
		if (n < (!_network_server ? RandomRange(_opt.diff.max_no_competitors + 2) : InteractiveRandomRange(_opt.diff.max_no_competitors + 2)) )
 
		DoStartupNewPlayer(true);
 
		if (n < (_network_server ? InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : RandomRange(_opt.diff.max_no_competitors + 2)) )
 
			/* Send a command to all clients to start  up a new AI. Works fine for Multiplayer and Singleplayer */
 
			DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
 

	
 
	// The next AI starts like the difficulty setting said, with +2 month max
 
	_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
 
	_next_competitor_start += (!_network_server) ? RandomRange(60 * DAY_TICKS) : InteractiveRandomRange(60 * DAY_TICKS);
 
	_next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
 
}
 

	
 
void InitializePlayers(void)
 
@@ -556,9 +557,7 @@ void OnTick_Players(void)
 
	_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
 
	if (p->name_1 != 0) GenerateCompanyName(p);
 

	
 
	/* XXX -- For now, multiplayer AIs still aren't working, WIP! */
 
	//if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start)
 
	if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start)
 
	if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start)
 
		MaybeStartNewPlayer();
 
}
 

	
settings.c
Show inline comments
 
@@ -942,6 +942,7 @@ const SettingDesc patch_settings[] = {
 
	{"wait_twoway_signal",	SDT_UINT8,	(void*)41,		&_patches.wait_twoway_signal,		NULL},
 

	
 
	{"ainew_active",				SDT_BOOL,		(void*)false, &_patches.ainew_active,					NULL},
 
	{"ai_in_multiplayer",		SDT_BOOL,		(void*)false, &_patches.ai_in_multiplayer,		NULL},
 

	
 
	{"map_x", SDT_UINT32, (void*)8, &_patches.map_x, NULL},
 
	{"map_y", SDT_UINT32, (void*)8, &_patches.map_y, NULL},
settings_gui.c
Show inline comments
 
@@ -565,6 +565,12 @@ static int32 AiNew_PatchActive_Warning(i
 
	return 0;
 
}
 

	
 
static int32 Ai_In_Multiplayer_Warning(int32 p1)
 
{
 
	if (p1 == 1) ShowErrorMessage(-1, TEMP_AI_MULTIPLAYER, 0, 0);
 
	return 0;
 
}
 

	
 
static int32 PopulationInLabelActive(int32 p1)
 
{
 
	Town* t;
 
@@ -753,6 +759,7 @@ static const PatchEntry _patches_economy
 

	
 
static const PatchEntry _patches_ai[] = {
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AINEW_ACTIVE, "ainew_active", &_patches.ainew_active, 0, 1, 1, &AiNew_PatchActive_Warning},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER, "ai_in_multiplayer", &_patches.ai_in_multiplayer, 0, 1, 1, &Ai_In_Multiplayer_Warning},
 

	
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AI_BUILDS_TRAINS, "ai_disable_veh_train", &_patches.ai_disable_veh_train,			0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AI_BUILDS_ROADVEH,"ai_disable_veh_roadveh",&_patches.ai_disable_veh_roadveh,		0,  0,  0, NULL},
variables.h
Show inline comments
 
@@ -176,6 +176,7 @@ typedef struct Patches {
 

	
 
	byte drag_signals_density; // many signals density
 
	bool ainew_active;  // Is the new AI active?
 
	bool ai_in_multiplayer; // Do we allow AIs in multiplayer
 

	
 
	/*
 
	 * New Path Finding
0 comments (0 inline, 0 general)