File diff r2681:0d599f12a556 → r2682:86af293a8bfc
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))
 
			}