#ifndef PLAYER_H
#define PLAYER_H
#include "aystar.h"
#include "engine.h"
#include "rail.h"
typedef struct PlayerEconomyEntry {
int32 income;
int32 expenses;
int32 delivered_cargo;
int32 performance_history; // player score (scale 0-1000)
int64 company_value;
} PlayerEconomyEntry;
typedef struct AiBuildRec {
TileIndex spec_tile;
TileIndex use_tile;
byte rand_rng;
byte cur_building_rule;
byte unk6;
byte unk7;
byte buildcmd_a;
byte buildcmd_b;
byte direction;
byte cargo;
} AiBuildRec;
typedef struct PlayerAI {
byte state;
byte tick; // Used to determine how often to move
uint32 state_counter; // Can hold tile index!
uint16 timeout_counter;
byte state_mode;
byte banned_tile_count;
byte railtype_to_use;
byte cargo_type;
byte num_wagons;
byte build_kind;
byte num_build_rec;
byte num_loco_to_build;
byte num_want_fullload;
byte route_type_mask;
TileIndex start_tile_a;
TileIndex cur_tile_a;
byte cur_dir_a;
byte start_dir_a;
TileIndex start_tile_b;