File diff r83:a24870ef46c8 → r84:ffa541707cbb
ai_new.c
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new file 100644
 
/*
 
 * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI
 
 */
 
 
// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen
 
//         doet de AI helemaal niets meer
 
// TODO: depot rondjes rijden stom iets dingus
 
// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne...
 
// TODO: als er iets in path komt, bouwt AI gewoon verder :(
 
// TODO: mail routes
 
 
/*
 
 * End of Dutch part
 
 */
 
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "command.h"
 
#include "ai.h"
 
#include "town.h"
 
#include "industry.h"
 
#include "station.h"
 
#include "engine.h"
 
#include "gui.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(-1, 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;
 
 
	// 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
 
    // There go 74 ticks in a day
 
	if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74;
 
	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..
 
		while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { }
 
		// 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 = 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 (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 < 65) p->ainew.action = AI_ACTION_TRUCK_ROUTE;
 
				else p->ainew.action = AI_ACTION_BUS_ROUTE;
 
			}
 
		}/* else if (c < 200 && !_patches.ai_disable_veh_train) {
 
			if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
 
				p->ainew.action = AI_ACTION_TRAIN_ROUTE;
 
			}
 
		}*/
 
	}
 
	
 
	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 (_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;
 
	}
 
	
 
	// 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) {
 
		Town *t = DEREF_TOWN(ic);
 
		Station *st;
 
		int 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 && CHANCE16(1,4)) return false;
 
		
 
		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !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) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 
			// 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 (GetTileDist(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 && 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) {
 
		Industry *i = DEREF_INDUSTRY(ic);
 
		Station *st;
 
		int count = 0;
 
		int j = 0;
 
		
 
		if (i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 
		
 
		// No limits on delevering stations!
 
		//  Or for industry that does not give anything yet
 
		if (i->produced_cargo[0] == 0xFF || 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) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 
 
			// 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] == 0xFF) continue;
 
				// It does not take this cargo
 
				if (!st->goods[i->produced_cargo[0]].last_speed) continue;
 
				// Is it around our industry
 
				if (GetTileDist(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 && 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 = RandomRange(_total_towns);
 
       		else
 
        		p->ainew.temp = RandomRange(_total_industries);
 
        }
 
        
 
    	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 >= _total_towns) p->ainew.temp = 0;
 
        	} else {
 
        		if (p->ainew.temp >= _total_industries) 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 = RandomRange(_total_towns);
 
       	else
 
       		p->ainew.temp = RandomRange(_total_industries);
 
	}
 
	
 
	// 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) {
 
   			int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
 
   			max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
 
   			// max_cargo is now the amount of cargo we can move between the two cities
 
   			// If it is more then the distance, we allow it
 
   			if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= 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)("[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), 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) {
 
         	bool found = false;
 
         	int max_cargo = 0;
 
         	int 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 (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) {
 
	         	for (i=0;i<3;i++) {
 
	         		if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
 
					if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0];
 
						found = true;
 
	   					p->ainew.from_deliver = true;
 
	   					p->ainew.to_deliver = false;
 
	       				break;
 
	       			}
 
	       		}
 
   			}
 
   			if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.temp)->total_production[0] != 0) {
 
   				// If not check if the current ic produces cargo that the from_ic accepts
 
	         	for (i=0;i<3;i++) {
 
	         		if (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
 
					if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						found = true;
 
						max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->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
 
   				if (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
 
       				GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
 
	   				p->ainew.to_ic = p->ainew.temp;
 
	   				if (p->ainew.from_deliver) {
 
	   					p->ainew.cargo = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0];
 
	   				} else {
 
   						p->ainew.cargo = DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0];
 
   					}
 
	   				p->ainew.state = AI_STATE_FIND_STATION;
 
 
	   				DEBUG(ai,1)("[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), 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 >= _total_towns) p->ainew.temp = 0;
 
    } else {
 
    	if (p->ainew.temp >= _total_industries) 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 then 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;
 
	uint16 *sched;
 
	uint16 ord;
 
 
	// Also check if we don't have already a lot of busses to this city...
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->owner == _current_player) {
 
			sched = v->schedule_ptr;
 
			while ((ord=*sched++) != 0) {
 
				if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) {
 
					// This vehicle has this city in his list
 
					count++;
 
				}
 
			};
 
		}
 
	}
 
 
	if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
 
	return true;
 
}
 
 
extern const byte _roadveh_speed[88];
 
extern const byte _roadveh_capacity[88];
 
 
// This function finds a good spot for a station
 
static void AiNew_State_FindStation(Player *p) {
 
    TileIndex tile;
 
    Station *st;
 
    int i, count = 0;
 
    TileIndex new_tile = 0;
 
    byte direction = 0;
 
    Town *town = NULL;
 
    Industry *industry = 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 = DEREF_TOWN(p->ainew.from_ic);
 
        	tile = town->xy;
 
        } else {
 
        	industry = DEREF_INDUSTRY(p->ainew.from_ic);
 
        	tile = industry->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 = DEREF_TOWN(p->ainew.to_ic);
 
        	tile = town->xy;
 
        } else {
 
        	industry = DEREF_INDUSTRY(p->ainew.to_ic);
 
        	tile = industry->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 then 2 stations in the city, abort
 
	i = AiNew_PickVehicle(p);
 
	// Euhmz, this should not happen _EVER_
 
	// Quit finding a route...
 
	if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
 
 
	FOR_ALL_STATIONS(st) {
 
		if (st->xy != 0) {
 
			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) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) {
 
							if (AiNew_CheckVehicleStation(p, st)) {
 
								// We did found a station that was good enough!
 
								new_tile = st->xy;
 
								// Cheap way to get the direction of the station...
 
								//  Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
 
								direction = _map5[st->xy] - 0x47;
 
								break;
 
							}
 
						}
 
						count++;
 
					}
 
				}
 
			}
 
		}
 
	}
 
	// We are going to add a new station...
 
	if (new_tile == 0) count++;
 
	// No more then 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 = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
 
	    	for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
 
	    		new_tile = TILE_XY(x,y);
 
	    		if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) {
 
	    			// This tile we can build on!
 
	    			// Check acceptance
 
	    			GetAcceptanceAroundTiles(accepts, new_tile, 1, 1);
 
	    			// >> 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 (r == CMD_ERROR) 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 found 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 && GetTileDist(tile, new_tile) > GetTileDist(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) {
 
    		// For truck routes we take a range around the industry
 
	    	p->ainew.path_info.start_tile_tl = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1);
 
	    	p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(1,1);
 
	    	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) {
 
	    	p->ainew.path_info.end_tile_tl = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1);
 
	    	p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(1,1);
 
	   	    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;
 
	   	}
 
    
 
		if (p->ainew.tbt == AI_TRAIN)
 
			p->ainew.path_info.rail_or_road = true;
 
	   	else
 
   			p->ainew.path_info.rail_or_road = false;
 
   			
 
		// 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);
 
	// If it return: no match, stop it...
 
	if (r == AYSTAR_NO_PATH) {
 
		DEBUG(ai,1)("[AiNew] PathFinder found no route!");
 
		// Start all over again...
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	if (r == AYSTAR_FOUND_END_NODE) {
 
		// We found the end-point
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_DEPOT;
 
		return;
 
	}
 
	// In any other case, we are still busy finding the route...
 
}
 
 
// 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, j, r;
 
	TileIndex tile;
 
	assert(p->ainew.state == AI_STATE_FIND_DEPOT);
 
 
	p->ainew.depot_tile = 0;
 
	
 
	for (i=2;i<p->ainew.path_info.route_length-2;i++) {
 
		tile = p->ainew.path_info.route[i];
 
		for (j=0;j<lengthof(_tileoffs_by_dir);j++) {
 
			if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_STREET)) {
 
				// Its a street, test if it is a depot
 
				if (_map5[tile + _tileoffs_by_dir[j]] & 0x20) {
 
					// We found a depot, is it ours? (TELL ME!!!)
 
					if (_map_owner[tile + _tileoffs_by_dir[j]] == _current_player) {
 
						// Now, is it pointing to the right direction.........
 
						if ((_map5[tile + _tileoffs_by_dir[j]] & 3) == (j ^ 2)) {
 
							// Yeah!!!
 
							p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
 
							p->ainew.depot_direction = j ^ 2; // Reverse direction
 
							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<lengthof(_tileoffs_by_dir);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 (tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i-1] ||
 
				tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue;
 
			// Not around a bridge?
 
			if (p->ainew.path_info.route_extra[i] != 0) continue;
 
			if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue;
 
			// Is the terrain clear?
 
			if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) ||
 
				IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) {
 
				TileInfo ti;
 
				FindLandscapeHeightByTile(&ti, tile);
 
				// If the current tile is on a slope (tileh != 0) then we do not allow this
 
				if (ti.tileh != 0) continue;
 
				// Check if everything went okay..
 
				r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0);
 
				if (r == CMD_ERROR) continue;
 
				// Found a spot!
 
				p->ainew.new_cost += r;
 
				p->ainew.depot_tile = tile + _tileoffs_by_dir[j];
 
				p->ainew.depot_direction = j ^ 2; // 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
 
		int i, length, tiles_a_day;
 
		int amount;
 
		i = AiNew_PickVehicle(p);
 
		if (i == -1) 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!
 
    	// ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
 
    	tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 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 = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2;
 
    	if (amount == 0) amount = 1;
 
   		return amount;
 
	} else if (p->ainew.tbt == AI_TRUCK) {
 
     	// For truck-routes we look at the cargo
 
		int i, length, amount, tiles_a_day;
 
		int max_cargo;
 
		i = AiNew_PickVehicle(p);
 
		if (i == -1) 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!
 
    	// ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0
 
    	tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16;
 
    	if (p->ainew.from_deliver)
 
    		max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0];
 
    	else
 
    		max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
 
    		
 
    	// This is because moving 60% is more then 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 = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX]));
 
    	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;i<res;i++) {
 
		p->ainew.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)("[AiNew] Can't pay for this 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)("[AiNew] The route is set and buildable.. going to build it!");
 
}
 
 
// 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 (!IS_TILETYPE(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 (!IS_TILETYPE(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 (res == CMD_ERROR) {
 
		DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
 
		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);
 
		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)("[AiNew] Starting to build the 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) {
 
			static const byte _roadbits_by_dir[4] = {2,1,8,4};
 
        	// 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
 
        	short dir1, dir2, dir3;
 
        	TileIndex tile;
 
        	int i, r;
 
        	for (i=0;i<2;i++) {
 
            	if (i == 0) {
 
            		tile = p->ainew.from_tile + _tileoffs_by_dir[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 + _tileoffs_by_dir[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;
 
            	}
 
            	
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
            	
 
            	dir1 = _tileoffs_by_dir[dir1];
 
            	dir2 = _tileoffs_by_dir[dir2];
 
            	dir3 = _tileoffs_by_dir[dir3];
 
            	r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES))
 
           			r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
             		if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(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);
 
 
             	r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES))
 
           			DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
           			if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(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);
 
 
           		r = CMD_ERROR;
 
           		if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES))
 
           			DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
           		if (r != CMD_ERROR)
 
           			if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(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);
 
            }
 
        }
 
		
 
		
 
		DEBUG(ai,1)("[AiNew] Done building the 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 (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
 
		if (_map_owner[p->ainew.depot_tile] == _current_player) {
 
			// The depot is already builded!
 
			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 + _tileoffs_by_dir[p->ainew.depot_direction]))
 
		return;
 
	
 
	res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
 
    if (res == CMD_ERROR) {
 
		DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
    }
 
	
 
	p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
	p->ainew.idle = 1;
 
	p->ainew.veh_main_id = (VehicleID)-1;
 
}
 
 
// 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 (res == CMD_ERROR) {
 
    	// 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--;
 
    // 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;
 
}
 
 
// Put the stations in the order list
 
static void AiNew_State_GiveOrders(Player *p) {
 
    int order, flags;
 
    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);
 
        
 
        // 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);
 
        p->ainew.state = AI_STATE_START_VEHICLE;
 
        return;
 
    } else {
 
        p->ainew.veh_main_id = p->ainew.veh_id;
 
    }
 
    
 
    // When more then 1 vehicle, we send them to different directions
 
    order = 0;
 
    flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION;
 
    if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
 
    	flags |= OF_FULL_LOAD;
 
    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 
 
    order = 1;
 
    flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION;
 
    if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
 
    	flags |= OF_FULL_LOAD;
 
    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
 
 
	// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
 
    if (_patches.gotodepot) {
 
    	order = 2;
 
	    flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD;
 
	    DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, 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);
 
	
 
	// 3, 2, 1... go! (give START_STOP command ;))
 
	DoCommandByTile(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.state = AI_STATE_BUILD_VEHICLE;
 
}
 
 
// Repays money
 
static void AiNew_State_RepayMoney(Player *p) {
 
    int i;
 
    for (i=0;i<AI_LOAN_REPAY;i++)
 
    	DoCommandByTile(0, _current_player, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
    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,
 
    AiNew_State_GiveOrders,
 
    AiNew_State_StartVehicle,
 
    AiNew_State_RepayMoney,
 
    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 it is a human player, it is not an AI, so bubye!
 
	if (IS_HUMAN_PLAYER(_current_player))
 
		return;
 
		
 
	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++;
 
	
 
	// See what the speed is
 
	switch (_opt.diff.competitor_speed) {
 
		case 0: // Very slow
 
			if (!(p->ainew.tick&8)) return;
 
			break;
 
		case 1: // Slow
 
			if (!(p->ainew.tick&4)) return;
 
			break;
 
		case 2:
 
			if (!(p->ainew.tick&2)) return;
 
			break;
 
		case 3:
 
			if (!(p->ainew.tick&1)) return;
 
			break;
 
		case 4: // Very fast
 
		default: // Cool, a new speed setting.. ;) VERY fast ;)
 
			break;
 
	}
 
 
	// If we come here, we can do a tick.. do so!
 
	AiNew_OnTick(p);
 
}