Changeset - r8617:f4e0fe39f0a2
[Not reviewed]
master
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smatz - 16 years ago 2008-02-20 17:56:36
smatz@openttd.org
(svn r12200) -Fix: force AI to build rail or road instead of bridges if possible, so it doesn't build bridges everywhere
1 file changed with 73 insertions and 32 deletions:
0 comments (0 inline, 0 general)
src/ai/default/default.cpp
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@@ -2197,25 +2197,55 @@ static void AiBuildRailConstruct(Player 
 
	_players_ai[p->index].cur_tile_a += TileOffsByDiagDir(_players_ai[p->index].cur_dir_a);
 

	
 
	if (arf.best_ptr[0] & 0x80) {
 
		int i;
 
		int32 bridge_len = GetTunnelBridgeLength(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a);
 

	
 
		/* Figure out which (rail)bridge type to build
 
		 * start with best bridge, then go down to worse and worse bridges
 
		 * unnecessary to check for worst bridge (i=0), since AI will always build
 
		 * that.
 
		 */
 
		for (i = MAX_BRIDGES - 1; i != 0; i--) {
 
			if (CheckBridge_Stuff(i, bridge_len)) {
 
				CommandCost cost = DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
 
				if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
 
		TileIndex t1 = _players_ai[p->index].cur_tile_a;
 
		TileIndex t2 = arf.bridge_end_tile;
 

	
 
		int32 bridge_len = GetTunnelBridgeLength(t1, t2);
 

	
 
		DiagDirection dir = (TileX(t1) == TileX(t2) ? DIAGDIR_SE : DIAGDIR_SW);
 
		Track track = AxisToTrack(DiagDirToAxis(dir));
 

	
 
		if (t2 < t1) dir = ReverseDiagDir(dir);
 

	
 
		/* try to build a long rail instead of bridge... */
 
		bool fail = false;
 
		CommandCost cost;
 
		TileIndex t = t1;
 

	
 
		/* try to build one rail on each tile - can't use CMD_BUILD_RAILROAD_TRACK now, it can build one part of track without failing */
 
		do {
 
			cost = DoCommand(t, _players_ai[p->index].railtype_to_use, track, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
 
			/* do not allow building over existing track */
 
			if (CmdFailed(cost) || IsTileType(t, MP_RAILWAY)) {
 
				fail = true;
 
				break;
 
			}
 
			t += TileOffsByDiagDir(dir);
 
		} while (t != t2);
 

	
 
		/* can we build long track? */
 
		if (!fail) cost = DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_TRACK);
 

	
 
		if (!fail && CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
 
			DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_BUILD_RAILROAD_TRACK);
 
		} else {
 

	
 
			/* Figure out which (rail)bridge type to build
 
			 * start with best bridge, then go down to worse and worse bridges
 
			 * unnecessary to check for worst bridge (i=0), since AI will always build that. */
 
			int i;
 
			for (i = MAX_BRIDGES - 1; i != 0; i--) {
 
				if (CheckBridge_Stuff(i, bridge_len)) {
 
					CommandCost cost = DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
 
					if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
 
				}
 
			}
 

	
 
			/* Build it */
 
			DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
 
		}
 

	
 
		// Build it
 
		DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
 

	
 
		_players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
 
		_players_ai[p->index].cur_tile_a = t2;
 
		_players_ai[p->index].state_counter = 0;
 
	} else if (arf.best_ptr[0] & 0x40) {
 
		// tunnel
 
@@ -3085,25 +3115,36 @@ do_some_terraform:
 
	tile = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(_players_ai[p->index].cur_dir_a));
 

	
 
	if (arf.best_ptr[0] & 0x80) {
 
		int i;
 
		int32 bridge_len;
 
		_players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
 
		bridge_len = GetTunnelBridgeLength(tile, _players_ai[p->index].cur_tile_a); // tile
 

	
 
		/* Figure out what (road)bridge type to build
 
		 * start with best bridge, then go down to worse and worse bridges
 
		 * unnecessary to check for worse bridge (i=0), since AI will always build that.
 
		 */
 
		for (i = MAX_BRIDGES - 1; i != 0; i--) {
 
			if (CheckBridge_Stuff(i, bridge_len)) {
 
				CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
 
				if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
 
		TileIndex t1 = tile;
 
		TileIndex t2 = arf.bridge_end_tile;
 

	
 
		int32 bridge_len = GetTunnelBridgeLength(t1, t2);
 

	
 
		Axis axis = (TileX(t1) == TileX(t2) ? AXIS_Y : AXIS_X);
 

	
 
		/* try to build a long road instead of bridge - CMD_BUILD_LONG_ROAD has to fail if it couldn't build at least one piece! */
 
 		CommandCost cost = DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
 

	
 
		if (CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
 
			DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_EXEC | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
 
		} else {
 
			int i;
 

	
 
			/* Figure out what (road)bridge type to build
 
			 * start with best bridge, then go down to worse and worse bridges
 
			 * unnecessary to check for worse bridge (i=0), since AI will always build that */
 
			for (i = MAX_BRIDGES - 1; i != 0; i--) {
 
				if (CheckBridge_Stuff(i, bridge_len)) {
 
					CommandCost cost = DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
 
					if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
 
				}
 
			}
 

	
 
			/* Build it */
 
			DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
 
		}
 

	
 
		// Build it
 
		DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
 

	
 
		_players_ai[p->index].cur_tile_a = t2;
 
		_players_ai[p->index].state_counter = 0;
 
	} else if (arf.best_ptr[0] & 0x40) {
 
		// tunnel
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