diff --git a/ai.h b/ai.h deleted file mode 100644 --- a/ai.h +++ /dev/null @@ -1,259 +0,0 @@ -#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 -// The penalty given to a tile which would have to use fundation -#define AI_PATHFINDER_FOUNDATION_PENALTY 100 -// 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 than 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 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 than 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 DAY_TICKS - -// How many days must there between vehicle checks -// The more often, the less non-money-making lines there will be -// but the unfair it may seem to a human player -#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30 - -// How money profit does a vehicle needs to make to stay in order -// This is the profit of this year + profit of last year -// But also for vehicles that are just one year old. In other words: -// Vehicles of 2 years do easier meet this setting then vehicles -// of one year. This is a very good thing. New vehicles are filtered, -// while old vehicles stay longer, because we do get less in return. -#define AI_MINIMUM_ROUTE_PROFIT 1000 - -// A vehicle is considered lost when he his cargo is more than 180 days old -#define AI_VEHICLE_LOST_DAYS 180 - -// How many times may the AI try to find a route before it gives up -#define AI_MAX_TRIES_FOR_SAME_ROUTE 8 - -/* - * 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 -}; - -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_CHECK_ALL_VEHICLES, - 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, - AI_ACTION_CHECK_ALL_VEHICLES, -}; - -// Used for from_type/to_type -enum { - AI_NO_TYPE = 0, - AI_CITY, - AI_INDUSTRY, -}; - -// Flags for in the vehicle -enum { - AI_VEHICLEFLAG_SELL = 1, - // Remember, flags must be in power of 2 -}; - -#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 TileXY(MapMaxX(), MapMaxY()) - -#define AI_PATHFINDER_NO_DIRECTION (byte)-1 - -// Flags used in user_data -#define AI_PATHFINDER_FLAG_BRIDGE 1 -#define AI_PATHFINDER_FLAG_TUNNEL 2 - -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(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); -int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); -int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b); -bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag); -uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); - -// ai_build.c -bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); -int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); -int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex 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, TileIndex tile, byte flag); -int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag); - - -#endif