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@@ -32,6 +32,7 @@
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#include "../../engine.h"
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#include "../../gui.h"
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#include "../../depot.h"
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#include "../ai.h"
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// This function is called after StartUp. It is the init of an AI
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static void AiNew_State_FirstTime(Player *p)
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@@ -78,7 +79,7 @@ static void AiNew_State_Nothing(Player *
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{
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assert(p->ainew.state == AI_STATE_NOTHING);
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// If we are done idling, start over again
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if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS;
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if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
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if (--p->ainew.idle == 0) {
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// We are done idling.. what you say? Let's do something!
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// I mean.. the next tick ;)
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@@ -102,7 +103,7 @@ static void AiNew_State_WakeUp(Player *p
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// We have no HQ yet, build one on a random place
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// Random till we found a place for it!
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// TODO: this should not be on a random place..
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AiNew_Build_CompanyHQ(p, Random() % MapSize());
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AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
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// Enough for now, but we want to come back here the next time
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// so we do not change any status
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return;
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@@ -112,7 +113,7 @@ static void AiNew_State_WakeUp(Player *p
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// Let's pick an action!
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if (p->ainew.action == AI_ACTION_NONE) {
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c = Random() & 0xFF;
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c = AI_Random() & 0xFF;
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if (p->current_loan > 0 &&
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p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
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c < 10) {
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@@ -222,9 +223,9 @@ static bool AiNew_Check_City_or_Industry
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// Check if the rating in a city is high enough
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// If not, take a chance if we want to continue
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if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
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if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
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if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
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if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
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// Check if we have build a station in this town the last 6 months
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// else we don't do it. This is done, because stat updates can be slow
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@@ -259,7 +260,7 @@ static bool AiNew_Check_City_or_Industry
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// The rating is high.. second station...
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// a little chance that we still continue
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// But if there are 3 stations of this size, we never go on...
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if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
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if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
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// We don't like this station :(
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return false;
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}
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@@ -279,7 +280,7 @@ static bool AiNew_Check_City_or_Industry
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int count = 0;
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int j = 0;
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if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
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if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
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// No limits on delevering stations!
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// Or for industry that does not give anything yet
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@@ -319,7 +320,7 @@ static bool AiNew_Check_City_or_Industry
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j++;
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// The rating is high.. a little chance that we still continue
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// But if there are 2 stations of this size, we never go on...
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if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
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if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
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// We don't like this station :(
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return false;
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}
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@@ -384,9 +385,9 @@ static void AiNew_State_LocateRoute(Play
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if (p->ainew.temp == -1) {
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// First, we pick a random spot to search from
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if (p->ainew.from_type == AI_CITY)
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p->ainew.temp = RandomRange(_total_towns);
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p->ainew.temp = AI_RandomRange(_total_towns);
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else
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p->ainew.temp = RandomRange(_total_industries);
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p->ainew.temp = AI_RandomRange(_total_industries);
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}
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if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
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@@ -419,9 +420,9 @@ static void AiNew_State_LocateRoute(Play
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if (p->ainew.temp == -1) {
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// First, we pick a random spot to search to
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if (p->ainew.to_type == AI_CITY)
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p->ainew.temp = RandomRange(_total_towns);
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p->ainew.temp = AI_RandomRange(_total_towns);
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else
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p->ainew.temp = RandomRange(_total_industries);
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p->ainew.temp = AI_RandomRange(_total_industries);
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}
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// The same city is not allowed
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@@ -993,7 +994,7 @@ static void AiNew_State_BuildStation(Pla
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p->ainew.state = AI_STATE_NOTHING;
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// If the first station _was_ build, destroy it
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if (p->ainew.temp != 0)
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DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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return;
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}
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p->ainew.temp++;
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@@ -1050,38 +1051,38 @@ static void AiNew_State_BuildPath(Player
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dir3 = p->ainew.to_direction;
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}
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ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir1 = TileOffsByDir(dir1);
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if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
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ret = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
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DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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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);
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}
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}
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}
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ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir2 = TileOffsByDir(dir2);
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if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
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ret = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
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DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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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);
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}
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}
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}
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ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir3 = TileOffsByDir(dir3);
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if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
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ret = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
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DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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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);
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}
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}
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}
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@@ -1125,7 +1126,7 @@ static void AiNew_State_BuildDepot(Playe
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}
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p->ainew.state = AI_STATE_BUILD_VEHICLE;
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p->ainew.idle = 1;
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p->ainew.idle = 10;
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p->ainew.veh_main_id = (VehicleID)-1;
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}
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@@ -1160,11 +1161,6 @@ static void AiNew_State_BuildVehicle(Pla
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p->ainew.cur_veh++;
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// Decrease the total counter
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p->ainew.amount_veh--;
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// Get the new ID
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if (p->ainew.tbt == AI_TRAIN) {
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} else {
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p->ainew.veh_id = _new_roadveh_id;
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}
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// Go give some orders!
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p->ainew.state = AI_STATE_GIVE_ORDERS;
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}
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@@ -1178,44 +1174,51 @@ static void AiNew_State_GiveOrders(Playe
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assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
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if (p->ainew.veh_main_id != (VehicleID)-1) {
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DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
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// Get the new ID
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/* XXX -- Because this AI isn't using any event-system, this is VERY dangerous!
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* There is no way telling if the vehicle is already bought (or delayed by the
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* network), and if bought, if not an other vehicle is bought in between.. in
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* other words, there is absolutely no way knowing if this id is the true
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* id.. soon this will all change, but for now, we needed something to test
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* on ;) -- TrueLight -- 21-11-2005 */
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if (p->ainew.tbt == AI_TRAIN) {
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} else {
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p->ainew.veh_id = _new_roadveh_id;
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}
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// Skip the first order if it is a second vehicle
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// This to make vehicles go different ways..
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if (p->ainew.veh_id & 1)
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DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
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if (p->ainew.veh_main_id != (VehicleID)-1) {
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AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
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p->ainew.state = AI_STATE_START_VEHICLE;
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return;
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} else {
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p->ainew.veh_main_id = p->ainew.veh_id;
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}
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// When more than 1 vehicle, we send them to different directions
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// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
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if (_patches.gotodepot) {
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idx = 0;
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order.type = OT_GOTO_DEPOT;
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order.flags = OF_UNLOAD;
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order.station = GetDepotByTile(p->ainew.depot_tile)->index;
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AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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}
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idx = 0;
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order.type = OT_GOTO_STATION;
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order.flags = 0;
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order.station = _m[p->ainew.to_tile].m2;
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if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
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order.flags |= OF_FULL_LOAD;
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AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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idx = 0;
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order.type = OT_GOTO_STATION;
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order.flags = 0;
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order.station = _m[p->ainew.from_tile].m2;
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if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
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order.flags |= OF_FULL_LOAD;
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DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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idx = 1;
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order.type = OT_GOTO_STATION;
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order.flags = 0;
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order.station = _m[p->ainew.to_tile].m2;
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if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
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order.flags |= OF_FULL_LOAD;
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DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
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if (_patches.gotodepot) {
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idx = 2;
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order.type = OT_GOTO_DEPOT;
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order.flags = OF_UNLOAD;
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order.station = GetDepotByTile(p->ainew.depot_tile)->index;
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DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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}
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AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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// Start the engines!
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p->ainew.state = AI_STATE_START_VEHICLE;
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@@ -1227,9 +1230,15 @@ static void AiNew_State_StartVehicle(Pla
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{
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assert(p->ainew.state == AI_STATE_START_VEHICLE);
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// Skip the first order if it is a second vehicle
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// This to make vehicles go different ways..
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if (p->ainew.cur_veh & 1)
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AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
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// 3, 2, 1... go! (give START_STOP command ;))
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DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
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AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
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// Try to build an other vehicle (that function will stop building when needed)
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p->ainew.idle = 10;
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p->ainew.state = AI_STATE_BUILD_VEHICLE;
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}
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@@ -1239,7 +1248,7 @@ static void AiNew_State_RepayMoney(Playe
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{
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int i;
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for (i=0;i<AI_LOAN_REPAY;i++)
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DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
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AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
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p->ainew.state = AI_STATE_ACTION_DONE;
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}
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@@ -1268,7 +1277,7 @@ static void AiNew_CheckVehicle(Player *p
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if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
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(v->vehstatus&VS_STOPPED)) {
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// We are at the depot, sell the vehicle
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DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
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AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
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}
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return;
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}
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@@ -1277,7 +1286,7 @@ static void AiNew_CheckVehicle(Player *p
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{
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int ret = 0;
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if (v->type == VEH_Road)
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ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
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ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
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// This means we can not find a depot :s
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// if (CmdFailed(ret))
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}
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