diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c deleted file mode 100644 --- a/ai/trolly/trolly.c +++ /dev/null @@ -1,1353 +0,0 @@ -/* $Id$ */ - -/* - * This AI was created as a direct reaction to the big demand for some good AIs - * in OTTD. Too bad it never left alpha-stage, and it is considered dead in its - * current form. - * By the time of writing this, we, the creator of this AI and a good friend of - * mine, are designing a whole new AI-system that allows us to create AIs - * easier and without all the fuzz we encountered while I was working on this - * AI. By the time that system is finished, you can expect that this AI will - * dissapear, because it is pretty obselete and bad programmed. - * - * Meanwhile I wish you all much fun with this AI; if you are interested as - * AI-developer in this AI, I advise you not stare too long to some code, some - * things in here really are... strange ;) But in either way: enjoy :) - * - * -- TrueLight :: 2005-09-01 - */ - -#include "../../stdafx.h" -#include "../../openttd.h" -#include "../../debug.h" -#include "../../functions.h" -#include "../../road_map.h" -#include "../../station_map.h" -#include "../../table/strings.h" -#include "../../map.h" -#include "../../tile.h" -#include "../../command.h" -#include "trolly.h" -#include "../../town.h" -#include "../../industry.h" -#include "../../station.h" -#include "../../engine.h" -#include "../../gui.h" -#include "../../depot.h" -#include "../../vehicle.h" -#include "../../date.h" -#include "../ai.h" - -// This function is called after StartUp. It is the init of an AI -static void AiNew_State_FirstTime(Player *p) -{ - // This assert is used to protect those function from misuse - // You have quickly a small mistake in the state-array - // With that, everything would go wrong. Finding that, is almost impossible - // With this assert, that problem can never happen. - assert(p->ainew.state == AI_STATE_FIRST_TIME); - // We first have to init some things - - if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0); - - // The PathFinder (AyStar) - // TODO: Maybe when an AI goes bankrupt, this is de-init - // or when coming from a savegame.. should be checked out! - p->ainew.path_info.start_tile_tl = 0; - p->ainew.path_info.start_tile_br = 0; - p->ainew.path_info.end_tile_tl = 0; - p->ainew.path_info.end_tile_br = 0; - p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info); - - p->ainew.idle = 0; - p->ainew.last_vehiclecheck_date = _date; - - // We ALWAYS start with a bus route.. just some basic money ;) - p->ainew.action = AI_ACTION_BUS_ROUTE; - - // Let's popup the news, and after that, start building.. - p->ainew.state = AI_STATE_WAKE_UP; -} - - -// This function just waste some time -// It keeps it more real. The AI can build on such tempo no normal user -// can ever keep up with that. The competitor_speed already delays a bit -// but after the AI finished a track it really needs to go to sleep. -// -// Let's say, we sleep between one and three days if the AI is put on Very Fast. -// This means that on Very Slow it will be between 16 and 48 days.. slow enough? -static void AiNew_State_Nothing(Player *p) -{ - assert(p->ainew.state == AI_STATE_NOTHING); - // If we are done idling, start over again - 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 ;) - p->ainew.state = AI_STATE_WAKE_UP; - } -} - - -// This function picks out a task we are going to do. -// Currently supported: -// - Make new route -// - Check route -// - Build HQ -static void AiNew_State_WakeUp(Player *p) -{ - int32 money; - int c; - assert(p->ainew.state == AI_STATE_WAKE_UP); - // First, check if we have a HQ - if (p->location_of_house == 0) { - // 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, AI_Random() % MapSize()); - // Enough for now, but we want to come back here the next time - // so we do not change any status - return; - } - - money = p->player_money - AI_MINIMUM_MONEY; - - // Let's pick an action! - if (p->ainew.action == AI_ACTION_NONE) { - c = AI_Random() & 0xFF; - if (p->current_loan > 0 && - p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && - c < 10) { - p->ainew.action = AI_ACTION_REPAY_LOAN; - } else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) { - // Check all vehicles once in a while - p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES; - p->ainew.last_vehiclecheck_date = _date; - } else if (c < 100 && !_patches.ai_disable_veh_roadveh) { - // Do we have any spots for road-vehicles left open? - if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) { - if (c < 85) { - p->ainew.action = AI_ACTION_TRUCK_ROUTE; - } else { - p->ainew.action = AI_ACTION_BUS_ROUTE; - } - } -#if 0 - } else if (c < 200 && !_patches.ai_disable_veh_train) { - if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) { - p->ainew.action = AI_ACTION_TRAIN_ROUTE; - } -#endif - } - - p->ainew.counter = 0; - } - - if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) { - p->ainew.action = AI_ACTION_NONE; - return; - } - - if (_patches.ai_disable_veh_roadveh && ( - p->ainew.action == AI_ACTION_BUS_ROUTE || - p->ainew.action == AI_ACTION_TRUCK_ROUTE - )) { - p->ainew.action = AI_ACTION_NONE; - return; - } - - if (p->ainew.action == AI_ACTION_REPAY_LOAN && - money > AI_MINIMUM_LOAN_REPAY_MONEY) { - // We start repaying some money.. - p->ainew.state = AI_STATE_REPAY_MONEY; - return; - } - - if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) { - p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES; - return; - } - - // It is useless to start finding a route if we don't have enough money - // to build the route anyway.. - if (p->ainew.action == AI_ACTION_BUS_ROUTE && - money > AI_MINIMUM_BUS_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { - p->ainew.action = AI_ACTION_NONE; - return; - } - p->ainew.cargo = AI_NEED_CARGO; - p->ainew.state = AI_STATE_LOCATE_ROUTE; - p->ainew.tbt = AI_BUS; // Bus-route - return; - } - if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && - money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { - p->ainew.action = AI_ACTION_NONE; - return; - } - p->ainew.cargo = AI_NEED_CARGO; - p->ainew.last_id = 0; - p->ainew.state = AI_STATE_LOCATE_ROUTE; - p->ainew.tbt = AI_TRUCK; - return; - } - - p->ainew.state = AI_STATE_NOTHING; -} - - -static void AiNew_State_ActionDone(Player *p) -{ - p->ainew.action = AI_ACTION_NONE; - p->ainew.state = AI_STATE_NOTHING; -} - - -// Check if a city or industry is good enough to start a route there -static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) -{ - if (type == AI_CITY) { - const Town* t = GetTown(ic); - const Station* st; - uint count = 0; - int j = 0; - - // We don't like roadconstructions, don't even true such a city - if (t->road_build_months != 0) return false; - - // 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 && AI_CHANCE16(1,4)) 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 - // and sometimes it takes up to 4 months before the stats are corectly. - // This way we don't get 12 busstations in one city of 100 population ;) - FOR_ALL_STATIONS(st) { - // Do we own it? - if (st->owner == _current_player) { - // Are we talking busses? - if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; - // Is it the same city as we are in now? - if (st->town != t) continue; - // When was this station build? - if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; - // Cound the amount of stations in this city that we own - count++; - } else { - // We do not own it, request some info about the station - // we want to know if this station gets the same good. If so, - // we want to know its rating. If it is too high, we are not going - // to build there - if (!st->goods[CT_PASSENGERS].last_speed) continue; - // Is it around our city - if (DistanceManhattan(st->xy, t->xy) > 10) continue; - // It does take this cargo.. what is his rating? - if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue; - j++; - // When this is the first station, we build a second with no problem ;) - if (j == 1) continue; - // 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 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; - // We don't like this station :( - return false; - } - } - - // We are about to add one... - count++; - // Check if we the city can provide enough cargo for this amount of stations.. - if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false; - - // All check are okay, so we can build here! - return true; - } - if (type == AI_INDUSTRY) { - const Industry* i = GetIndustry(ic); - const Station* st; - int count = 0; - int j = 0; - - 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 - if (i->produced_cargo[0] == CT_INVALID || i->total_production[0] == 0) return true; - - if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) 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 - // and sometimes it takes up to 4 months before the stats are corectly. - FOR_ALL_STATIONS(st) { - // Do we own it? - if (st->owner == _current_player) { - // Are we talking trucks? - if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; - // Is it the same city as we are in now? - if (st->town != i->town) continue; - // When was this station build? - if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; - // Cound the amount of stations in this city that we own - count++; - } else { - // We do not own it, request some info about the station - // we want to know if this station gets the same good. If so, - // we want to know its rating. If it is too high, we are not going - // to build there - if (i->produced_cargo[0] == CT_INVALID) continue; - // It does not take this cargo - if (!st->goods[i->produced_cargo[0]].last_speed) continue; - // Is it around our industry - if (DistanceManhattan(st->xy, i->xy) > 5) continue; - // It does take this cargo.. what is his rating? - if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue; - 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 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; - // We don't like this station :( - return false; - } - } - - // We are about to add one... - count++; - // Check if we the city can provide enough cargo for this amount of stations.. - if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false; - - // All check are okay, so we can build here! - return true; - } - - return true; -} - - -// This functions tries to locate a good route -static void AiNew_State_LocateRoute(Player *p) -{ - assert(p->ainew.state == AI_STATE_LOCATE_ROUTE); - // For now, we only support PASSENGERS, CITY and BUSSES - - // We don't have a route yet - if (p->ainew.cargo == AI_NEED_CARGO) { - p->ainew.new_cost = 0; // No cost yet - p->ainew.temp = -1; - // Reset the counter - p->ainew.counter = 0; - - p->ainew.from_ic = -1; - p->ainew.to_ic = -1; - if (p->ainew.tbt == AI_BUS) { - // For now we only have a passenger route - p->ainew.cargo = CT_PASSENGERS; - - // Find a route to cities - p->ainew.from_type = AI_CITY; - p->ainew.to_type = AI_CITY; - } else if (p->ainew.tbt == AI_TRUCK) { - p->ainew.cargo = AI_NO_CARGO; - - p->ainew.from_type = AI_INDUSTRY; - p->ainew.to_type = AI_INDUSTRY; - } - - // Now we are doing initing, we wait one tick - return; - } - - // Increase the counter and abort if it is taking too long! - p->ainew.counter++; - if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) { - // Switch back to doing nothing! - p->ainew.state = AI_STATE_NOTHING; - return; - } - - // We are going to locate a city from where we are going to connect - if (p->ainew.from_ic == -1) { - if (p->ainew.temp == -1) { - // First, we pick a random spot to search from - if (p->ainew.from_type == AI_CITY) { - p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1); - } else { - p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1); - } - } - - if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { - // It was not a valid city - // increase the temp with one, and return. We will come back later here - // to try again - p->ainew.temp++; - if (p->ainew.from_type == AI_CITY) { - if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0; - } else { - if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0; - } - - // Don't do an attempt if we are trying the same id as the last time... - if (p->ainew.last_id == p->ainew.temp) return; - p->ainew.last_id = p->ainew.temp; - - return; - } - - // We found a good city/industry, save the data of it - p->ainew.from_ic = p->ainew.temp; - - // Start the next tick with finding a to-city - p->ainew.temp = -1; - return; - } - - // Find a to-city - if (p->ainew.temp == -1) { - // First, we pick a random spot to search to - if (p->ainew.to_type == AI_CITY) { - p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1); - } else { - p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1); - } - } - - // The same city is not allowed - // Also check if the city is valid - if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) { - // Maybe it is valid.. - - /* We need to know if they are not to far apart from eachother.. - * We do that by checking how much cargo we have to move and how long the - * route is. - */ - - if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) { - const Town* town_from = GetTown(p->ainew.from_ic); - const Town* town_temp = GetTown(p->ainew.temp); - uint distance = DistanceManhattan(town_from->xy, town_temp->xy); - int max_cargo; - - max_cargo = town_from->max_pass + town_temp->max_pass; - max_cargo -= town_from->act_pass + town_temp->act_pass; - - // max_cargo is now the amount of cargo we can move between the two cities - // If it is more than the distance, we allow it - if (distance <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { - // We found a good city/industry, save the data of it - p->ainew.to_ic = p->ainew.temp; - p->ainew.state = AI_STATE_FIND_STATION; - - DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)", - distance, - p->ainew.from_ic, - p->ainew.temp - ); - - p->ainew.from_tile = 0; - p->ainew.to_tile = 0; - - return; - } - } else if (p->ainew.tbt == AI_TRUCK) { - const Industry* ind_from = GetIndustry(p->ainew.from_ic); - const Industry* ind_temp = GetIndustry(p->ainew.temp); - bool found = false; - int max_cargo = 0; - uint i; - - // TODO: in max_cargo, also check other cargo (beside [0]) - // First we check if the from_ic produces cargo that this ic accepts - if (ind_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) { - for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) { - if (ind_temp->accepts_cargo[i] == CT_INVALID) break; - if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) { - // Found a compatible industry - max_cargo = ind_from->total_production[0] - ind_from->total_transported[0]; - found = true; - p->ainew.from_deliver = true; - p->ainew.to_deliver = false; - break; - } - } - } - if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) { - // If not check if the current ic produces cargo that the from_ic accepts - for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) { - if (ind_from->accepts_cargo[i] == CT_INVALID) break; - if (ind_temp->produced_cargo[0] == ind_from->accepts_cargo[i]) { - // Found a compatbiel industry - found = true; - max_cargo = ind_temp->total_production[0] - ind_temp->total_transported[0]; - p->ainew.from_deliver = false; - p->ainew.to_deliver = true; - break; - } - } - } - if (found) { - // Yeah, they are compatible!!! - // Check the length against the amount of goods - uint distance = DistanceManhattan(ind_from->xy, ind_temp->xy); - - if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && - distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { - p->ainew.to_ic = p->ainew.temp; - if (p->ainew.from_deliver) { - p->ainew.cargo = ind_from->produced_cargo[0]; - } else { - p->ainew.cargo = ind_temp->produced_cargo[0]; - } - p->ainew.state = AI_STATE_FIND_STATION; - - DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)", - distance, - p->ainew.from_ic, - p->ainew.temp - ); - - p->ainew.from_tile = 0; - p->ainew.to_tile = 0; - - return; - } - } - } - } - - // It was not a valid city - // increase the temp with one, and return. We will come back later here - // to try again - p->ainew.temp++; - if (p->ainew.to_type == AI_CITY) { - if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0; - } else { - if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0; - } - - // Don't do an attempt if we are trying the same id as the last time... - if (p->ainew.last_id == p->ainew.temp) return; - p->ainew.last_id = p->ainew.temp; -} - - -// Check if there are not more than a certain amount of vehicles pointed to a certain -// station. This to prevent 10 busses going to one station, which gives... problems ;) -static bool AiNew_CheckVehicleStation(Player *p, Station *st) -{ - int count = 0; - Vehicle *v; - - // Also check if we don't have already a lot of busses to this city... - FOR_ALL_VEHICLES(v) { - if (v->owner == _current_player) { - const Order *order; - - FOR_VEHICLE_ORDERS(v, order) { - if (order->type == OT_GOTO_STATION && GetStation(order->dest) == st) { - // This vehicle has this city in its list - count++; - } - } - } - } - - if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false; - return true; -} - -// This function finds a good spot for a station -static void AiNew_State_FindStation(Player *p) -{ - TileIndex tile; - Station *st; - int count = 0; - EngineID i; - TileIndex new_tile = 0; - byte direction = 0; - Town *town = NULL; - assert(p->ainew.state == AI_STATE_FIND_STATION); - - if (p->ainew.from_tile == 0) { - // First we scan for a station in the from-city - if (p->ainew.from_type == AI_CITY) { - town = GetTown(p->ainew.from_ic); - tile = town->xy; - } else { - tile = GetIndustry(p->ainew.from_ic)->xy; - } - } else if (p->ainew.to_tile == 0) { - // Second we scan for a station in the to-city - if (p->ainew.to_type == AI_CITY) { - town = GetTown(p->ainew.to_ic); - tile = town->xy; - } else { - tile = GetIndustry(p->ainew.to_ic)->xy; - } - } else { - // Unsupported request - // Go to FIND_PATH - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_PATH; - return; - } - - // First, we are going to look at the stations that already exist inside the city - // If there is enough cargo left in the station, we take that station - // If that is not possible, and there are more than 2 stations in the city, abort - i = AiNew_PickVehicle(p); - // Euhmz, this should not happen _EVER_ - // Quit finding a route... - if (i == INVALID_ENGINE) { - p->ainew.state = AI_STATE_NOTHING; - return; - } - - FOR_ALL_STATIONS(st) { - if (st->owner == _current_player) { - if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { - if (st->town == town) { - // Check how much cargo there is left in the station - if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { - if (AiNew_CheckVehicleStation(p, st)) { - // We did found a station that was good enough! - new_tile = st->xy; - direction = GetRoadStopDir(st->xy); - break; - } - } - count++; - } - } - } - } - // We are going to add a new station... - if (new_tile == 0) count++; - // No more than 2 stations allowed in a city - // This is because only the best 2 stations of one cargo do get any cargo - if (count > 2) { - p->ainew.state = AI_STATE_NOTHING; - return; - } - - if (new_tile == 0 && p->ainew.tbt == AI_BUS) { - uint x, y, i = 0; - int r; - uint best; - uint accepts[NUM_CARGO]; - TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; - uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; - // To find a good spot we scan a range from the center, a get the point - // where we get the most cargo and where it is buildable. - // TODO: also check for station of myself and make sure we are not - // taking eachothers passangers away (bad result when it does not) - for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) { - for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) { - new_tile = TileXY(x, y); - if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) { - // This tile we can build on! - // Check acceptance - // XXX - Get the catchment area - GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4); - // >> 3 == 0 means no cargo - if (accepts[p->ainew.cargo] >> 3 == 0) continue; - // See if we can build the station - r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); - if (CmdFailed(r)) continue; - // We can build it, so add it to found_spot - found_spot[i] = new_tile; - found_best[i++] = accepts[p->ainew.cargo]; - } - } - } - - // If i is still zero, we did not find anything - if (i == 0) { - p->ainew.state = AI_STATE_NOTHING; - return; - } - - // Go through all the found_best and check which has the highest value - best = 0; - new_tile = 0; - - for (x = 0; x < i; x++) { - if (found_best[x] > best || - (found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) { - new_tile = found_spot[x]; - best = found_best[x]; - } - } - - // See how much it is going to cost us... - r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); - p->ainew.new_cost += r; - - direction = AI_PATHFINDER_NO_DIRECTION; - } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) { - // Truck station locater works differently.. a station can be on any place - // as long as it is in range. So we give back code AI_STATION_RANGE - // so the pathfinder routine can work it out! - new_tile = AI_STATION_RANGE; - direction = AI_PATHFINDER_NO_DIRECTION; - } - - if (p->ainew.from_tile == 0) { - p->ainew.from_tile = new_tile; - p->ainew.from_direction = direction; - // Now we found thisone, go in for to_tile - return; - } else if (p->ainew.to_tile == 0) { - p->ainew.to_tile = new_tile; - p->ainew.to_direction = direction; - // K, done placing stations! - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_PATH; - return; - } -} - - -// We try to find a path between 2 points -static void AiNew_State_FindPath(Player *p) -{ - int r; - assert(p->ainew.state == AI_STATE_FIND_PATH); - - // First time, init some data - if (p->ainew.temp == -1) { - // Init path_info - if (p->ainew.from_tile == AI_STATION_RANGE) { - const Industry* i = GetIndustry(p->ainew.from_ic); - - // For truck routes we take a range around the industry - p->ainew.path_info.start_tile_tl = i->xy - TileDiffXY(1, 1); - p->ainew.path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); - p->ainew.path_info.start_direction = p->ainew.from_direction; - } else { - p->ainew.path_info.start_tile_tl = p->ainew.from_tile; - p->ainew.path_info.start_tile_br = p->ainew.from_tile; - p->ainew.path_info.start_direction = p->ainew.from_direction; - } - - if (p->ainew.to_tile == AI_STATION_RANGE) { - const Industry* i = GetIndustry(p->ainew.to_ic); - - p->ainew.path_info.end_tile_tl = i->xy - TileDiffXY(1, 1); - p->ainew.path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); - p->ainew.path_info.end_direction = p->ainew.to_direction; - } else { - p->ainew.path_info.end_tile_tl = p->ainew.to_tile; - p->ainew.path_info.end_tile_br = p->ainew.to_tile; - p->ainew.path_info.end_direction = p->ainew.to_direction; - } - - p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN); - - // First, clean the pathfinder with our new begin and endpoints - clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info); - - p->ainew.temp = 0; - } - - // Start the pathfinder - r = p->ainew.pathfinder->main(p->ainew.pathfinder); - switch (r) { - case AYSTAR_NO_PATH: - DEBUG(ai, 1, "No route found by pathfinder"); - // Start all over again - p->ainew.state = AI_STATE_NOTHING; - break; - - case AYSTAR_FOUND_END_NODE: // We found the end-point - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_DEPOT; - break; - - // In any other case, we are still busy finding the route - default: break; - } -} - - -// This function tries to locate a good place for a depot! -static void AiNew_State_FindDepot(Player *p) -{ - // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there.. - // Simple, easy, works! - // To make the depot stand in the middle of the route, we start from the center.. - // But first we walk through the route see if we can find a depot that is ours - // this keeps things nice ;) - int g, i, r; - DiagDirection j; - TileIndex tile; - assert(p->ainew.state == AI_STATE_FIND_DEPOT); - - p->ainew.depot_tile = 0; - - for (i=2;iainew.path_info.route_length-2;i++) { - tile = p->ainew.path_info.route[i]; - for (j = 0; j < 4; j++) { - TileIndex t = tile + TileOffsByDiagDir(j); - - if (IsTileType(t, MP_STREET) && - GetRoadTileType(t) == ROAD_TILE_DEPOT && - IsTileOwner(t, _current_player) && - GetRoadDepotDirection(t) == ReverseDiagDir(j)) { - p->ainew.depot_tile = t; - p->ainew.depot_direction = ReverseDiagDir(j); - p->ainew.state = AI_STATE_VERIFY_ROUTE; - return; - } - } - } - - // This routine let depot finding start in the middle, and work his way to the stations - // It makes depot placing nicer :) - i = p->ainew.path_info.route_length / 2; - g = 1; - while (i > 1 && i < p->ainew.path_info.route_length - 2) { - i += g; - g *= -1; - (g < 0?g--:g++); - - if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) { - // Bridge or tunnel.. we can't place a depot there - continue; - } - - tile = p->ainew.path_info.route[i]; - - for (j = 0; j < 4; j++) { - TileIndex t = tile + TileOffsByDiagDir(j); - - // It may not be placed on the road/rail itself - // And because it is not build yet, we can't see it on the tile.. - // So check the surrounding tiles :) - if (t == p->ainew.path_info.route[i - 1] || - t == p->ainew.path_info.route[i + 1]) { - continue; - } - // Not around a bridge? - if (p->ainew.path_info.route_extra[i] != 0) continue; - if (IsTileType(tile, MP_TUNNELBRIDGE)) continue; - // Is the terrain clear? - if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) { - // If the current tile is on a slope then we do not allow this - if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue; - // Check if everything went okay.. - r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0); - if (CmdFailed(r)) continue; - // Found a spot! - p->ainew.new_cost += r; - p->ainew.depot_tile = t; - p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction - p->ainew.state = AI_STATE_VERIFY_ROUTE; - return; - } - } - } - - // Failed to find a depot? - p->ainew.state = AI_STATE_NOTHING; -} - - -// This function calculates how many vehicles there are needed on this -// traject. -// It works pretty simple: get the length, see how much we move around -// and hussle that, and you know how many vehicles there are needed. -// It returns the cost for the vehicles -static int AiNew_HowManyVehicles(Player *p) -{ - if (p->ainew.tbt == AI_BUS) { - // For bus-routes we look at the time before we are back in the station - EngineID i; - int length, tiles_a_day; - int amount; - i = AiNew_PickVehicle(p); - if (i == INVALID_ENGINE) return 0; - // Passenger run.. how long is the route? - length = p->ainew.path_info.route_length; - // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! - tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; - // We want a vehicle in a station once a month at least, so, calculate it! - // (the * 2 is because we have 2 stations ;)) - amount = length * 2 * 2 / tiles_a_day / 30; - if (amount == 0) amount = 1; - return amount; - } else if (p->ainew.tbt == AI_TRUCK) { - // For truck-routes we look at the cargo - EngineID i; - int length, amount, tiles_a_day; - int max_cargo; - i = AiNew_PickVehicle(p); - if (i == INVALID_ENGINE) return 0; - // Passenger run.. how long is the route? - length = p->ainew.path_info.route_length; - // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! - tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; - if (p->ainew.from_deliver) { - max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0]; - } else { - max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0]; - } - - // This is because moving 60% is more than we can dream of! - max_cargo *= 0.6; - // We want all the cargo to be gone in a month.. so, we know the cargo it delivers - // we know what the vehicle takes with him, and we know the time it takes him - // to get back here.. now let's do some math! - amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity; - amount += 1; - return amount; - } else { - // Currently not supported - return 0; - } -} - - -// This function checks: -// - If the route went okay -// - Calculates the amount of money needed to build the route -// - Calculates how much vehicles needed for the route -static void AiNew_State_VerifyRoute(Player *p) -{ - int res, i; - assert(p->ainew.state == AI_STATE_VERIFY_ROUTE); - - // Let's calculate the cost of the path.. - // new_cost already contains the cost of the stations - p->ainew.path_info.position = -1; - - do { - p->ainew.path_info.position++; - p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST); - } while (p->ainew.path_info.position != -2); - - // Now we know the price of build station + path. Now check how many vehicles - // we need and what the price for that will be - res = AiNew_HowManyVehicles(p); - // If res == 0, no vehicle was found, or an other problem did occour - if (res == 0) { - p->ainew.state = AI_STATE_NOTHING; - return; - } - p->ainew.amount_veh = res; - p->ainew.cur_veh = 0; - - // Check how much it it going to cost us.. - for (i=0;iainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST); - } - - // Now we know how much the route is going to cost us - // Check if we have enough money for it! - if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) { - // Too bad.. - DEBUG(ai, 1, "Insufficient funds to build route (%d)", p->ainew.new_cost); - p->ainew.state = AI_STATE_NOTHING; - return; - } - - // Now we can build the route, check the direction of the stations! - if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]); - } - if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]); - } - if (p->ainew.from_tile == AI_STATION_RANGE) - p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1]; - if (p->ainew.to_tile == AI_STATION_RANGE) - p->ainew.to_tile = p->ainew.path_info.route[0]; - - p->ainew.state = AI_STATE_BUILD_STATION; - p->ainew.temp = 0; - - DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile); -} - - -// Build the stations -static void AiNew_State_BuildStation(Player *p) -{ - int res = 0; - assert(p->ainew.state == AI_STATE_BUILD_STATION); - if (p->ainew.temp == 0) { - if (!IsTileType(p->ainew.from_tile, MP_STATION)) - res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC); - } else { - if (!IsTileType(p->ainew.to_tile, MP_STATION)) - res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC); - p->ainew.state = AI_STATE_BUILD_PATH; - } - if (CmdFailed(res)) { - DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile); - p->ainew.state = AI_STATE_NOTHING; - // If the first station _was_ build, destroy it - if (p->ainew.temp != 0) - AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - return; - } - p->ainew.temp++; -} - - -// Build the path -static void AiNew_State_BuildPath(Player *p) -{ - assert(p->ainew.state == AI_STATE_BUILD_PATH); - // p->ainew.temp is set to -1 when this function is called for the first time - if (p->ainew.temp == -1) { - DEBUG(ai, 1, "Starting to build new path"); - // Init the counter - p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; - // Set the position to the startingplace (-1 because in a minute we do ++) - p->ainew.path_info.position = -1; - // And don't do this again - p->ainew.temp = 0; - } - // Building goes very fast on normal rate, so we are going to slow it down.. - // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) - if (--p->ainew.counter != 0) return; - p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; - - // Increase the building position - p->ainew.path_info.position++; - // Build route - AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC); - if (p->ainew.path_info.position == -2) { - // This means we are done building! - - if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) { - // If they not queue, they have to go up and down to try again at a station... - // We don't want that, so try building some road left or right of the station - int dir1, dir2, dir3; - TileIndex tile; - int i, ret; - for (i=0;i<2;i++) { - if (i == 0) { - tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction); - dir1 = p->ainew.from_direction - 1; - if (dir1 < 0) dir1 = 3; - dir2 = p->ainew.from_direction + 1; - if (dir2 > 3) dir2 = 0; - dir3 = p->ainew.from_direction; - } else { - tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction); - dir1 = p->ainew.to_direction - 1; - if (dir1 < 0) dir1 = 3; - dir2 = p->ainew.to_direction + 1; - if (dir2 > 3) dir2 = 0; - dir3 = p->ainew.to_direction; - } - - ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - if (!CmdFailed(ret)) { - dir1 = TileOffsByDiagDir(dir1); - if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) { - 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)) - 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 = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - if (!CmdFailed(ret)) { - dir2 = TileOffsByDiagDir(dir2); - if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) { - 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)) - 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 = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - if (!CmdFailed(ret)) { - dir3 = TileOffsByDiagDir(dir3); - if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) { - 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)) - 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); - } - } - } - } - } - - DEBUG(ai, 1, "Finished building path, cost: %d", p->ainew.new_cost); - p->ainew.state = AI_STATE_BUILD_DEPOT; - } -} - - -// Builds the depot -static void AiNew_State_BuildDepot(Player *p) -{ - int res = 0; - assert(p->ainew.state == AI_STATE_BUILD_DEPOT); - - if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) { - if (IsTileOwner(p->ainew.depot_tile, _current_player)) { - // The depot is already built - p->ainew.state = AI_STATE_BUILD_VEHICLE; - return; - } else { - // There is a depot, but not of our team! :( - p->ainew.state = AI_STATE_NOTHING; - return; - } - } - - // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) - if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction))) - return; - - res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); - if (CmdFailed(res)) { - DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile); - p->ainew.state = AI_STATE_NOTHING; - return; - } - - p->ainew.state = AI_STATE_BUILD_VEHICLE; - p->ainew.idle = 10; - p->ainew.veh_main_id = INVALID_VEHICLE; -} - - -// Build vehicles -static void AiNew_State_BuildVehicle(Player *p) -{ - int res; - assert(p->ainew.state == AI_STATE_BUILD_VEHICLE); - - // Check if we need to build a vehicle - if (p->ainew.amount_veh == 0) { - // Nope, we are done! - // This means: we are all done! The route is open.. go back to NOTHING - // He will idle some time and it will all start over again.. :) - p->ainew.state = AI_STATE_ACTION_DONE; - return; - } - if (--p->ainew.idle != 0) return; - // It is realistic that the AI can only build 1 vehicle a day.. - // This makes sure of that! - p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN; - - // Build the vehicle - res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC); - if (CmdFailed(res)) { - // This happens when the AI can't build any more vehicles! - p->ainew.state = AI_STATE_NOTHING; - return; - } - // Increase the current counter - p->ainew.cur_veh++; - // Decrease the total counter - p->ainew.amount_veh--; - // Go give some orders! - p->ainew.state = AI_STATE_WAIT_FOR_BUILD; -} - - -// Put the stations in the order list -static void AiNew_State_GiveOrders(Player *p) -{ - int idx; - Order order; - - assert(p->ainew.state == AI_STATE_GIVE_ORDERS); - - if (p->ainew.veh_main_id != INVALID_VEHICLE) { - 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; - } - - // 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.dest = 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.dest = GetStationIndex(p->ainew.to_tile); - 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.dest = GetStationIndex(p->ainew.from_tile); - if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) - order.flags |= OF_FULL_LOAD; - 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; -} - - -// Start the vehicle -static void AiNew_State_StartVehicle(Player *p) -{ - 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 ;)) - 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; -} - - -// Repays money -static void AiNew_State_RepayMoney(Player *p) -{ - uint i; - - for (i = 0; i < AI_LOAN_REPAY; i++) { - AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); - } - p->ainew.state = AI_STATE_ACTION_DONE; -} - - -static void AiNew_CheckVehicle(Player *p, Vehicle *v) -{ - // When a vehicle is under the 6 months, we don't check for anything - if (v->age < 180) return; - - // When a vehicle is older then 1 year, it should make money... - if (v->age > 360) { - // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT, - // it is not worth the line I guess... - if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT || - (v->reliability * 100 >> 16) < 40) { - // There is a possibility that the route is fucked up... - if (v->cargo_days > AI_VEHICLE_LOST_DAYS) { - // The vehicle is lost.. check the route, or else, get the vehicle - // back to a depot - // TODO: make this piece of code - } - - - // We are already sending him back - if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) { - if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) && - (v->vehstatus&VS_STOPPED)) { - // We are at the depot, sell the vehicle - AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); - } - return; - } - - if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return; - { - int ret = 0; - if (v->type == VEH_Road) - 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)) - } - } - } -} - - -// Checks all vehicles if they are still valid and make money and stuff -static void AiNew_State_CheckAllVehicles(Player *p) -{ - Vehicle *v; - - FOR_ALL_VEHICLES(v) { - if (v->owner != p->index) continue; - // Currently, we only know how to handle road-vehicles - if (v->type != VEH_Road) continue; - - AiNew_CheckVehicle(p, v); - } - - p->ainew.state = AI_STATE_ACTION_DONE; -} - - -// Using the technique simular to the original AI -// Keeps things logical -// It really should be in the same order as the AI_STATE's are! -static AiNew_StateFunction* const _ainew_state[] = { - NULL, - AiNew_State_FirstTime, - AiNew_State_Nothing, - AiNew_State_WakeUp, - AiNew_State_LocateRoute, - AiNew_State_FindStation, - AiNew_State_FindPath, - AiNew_State_FindDepot, - AiNew_State_VerifyRoute, - AiNew_State_BuildStation, - AiNew_State_BuildPath, - AiNew_State_BuildDepot, - AiNew_State_BuildVehicle, - NULL, - AiNew_State_GiveOrders, - AiNew_State_StartVehicle, - AiNew_State_RepayMoney, - AiNew_State_CheckAllVehicles, - AiNew_State_ActionDone, - NULL, -}; - -static void AiNew_OnTick(Player *p) -{ - if (_ainew_state[p->ainew.state] != NULL) - _ainew_state[p->ainew.state](p); -} - - -void AiNewDoGameLoop(Player *p) -{ - if (p->ainew.state == AI_STATE_STARTUP) { - // The AI just got alive! - p->ainew.state = AI_STATE_FIRST_TIME; - p->ainew.tick = 0; - - // Only startup the AI - return; - } - - // We keep a ticker. We use it for competitor_speed - p->ainew.tick++; - - // If we come here, we can do a tick.. do so! - AiNew_OnTick(p); -}