File diff r5583:398b6d85e7a3 → r5584:545d748cc681
src/ai/trolly/build.cpp
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new file 100644
 
/* $Id$ */
 

	
 
#include "../../stdafx.h"
 
#include "../../openttd.h"
 
#include "../../debug.h"
 
#include "../../functions.h"
 
#include "../../map.h"
 
#include "../../road_map.h"
 
#include "../../tile.h"
 
#include "../../vehicle.h"
 
#include "../../command.h"
 
#include "trolly.h"
 
#include "../../engine.h"
 
#include "../../station.h"
 
#include "../../variables.h"
 
#include "../../bridge.h"
 
#include "../ai.h"
 

	
 
// Build HQ
 
//  Params:
 
//    tile : tile where HQ is going to be build
 
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
 
{
 
	if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
 
		return false;
 
	AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
 
	return true;
 
}
 

	
 

	
 
// Build station
 
//  Params:
 
//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
 
//    tile : tile where station is going to be build
 
//    length : in case of AI_TRAIN: length of station
 
//    numtracks : in case of AI_TRAIN: tracks of station
 
//    direction : the direction of the station
 
//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
 
int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
 
{
 
	if (type == AI_TRAIN)
 
		return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
 

	
 
	if (type == AI_BUS)
 
		return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 

	
 
	return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 
}
 

	
 

	
 
// Builds a brdige. The second best out of the ones available for this player
 
//  Params:
 
//   tile_a : starting point
 
//   tile_b : end point
 
//   flag : flag passed to DoCommand
 
int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
 
{
 
	int bridge_type, bridge_len, type, type2;
 

	
 
	// Find a good bridgetype (the best money can buy)
 
	bridge_len = GetBridgeLength(tile_a, tile_b);
 
	type = type2 = 0;
 
	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
 
		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
 
			type2 = type;
 
			type = bridge_type;
 
			// We found two bridges, exit
 
			if (type2 != 0) break;
 
		}
 
	}
 
	// There is only one bridge that can be built
 
	if (type2 == 0 && type != 0) type2 = type;
 

	
 
	// Now, simply, build the bridge!
 
	if (p->ainew.tbt == AI_TRAIN) {
 
		return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
	} else {
 
		return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
	}
 
}
 

	
 

	
 
// Build the route part by part
 
// Basicly what this function do, is build that amount of parts of the route
 
//  that go in the same direction. It sets 'part' to the last part of the route builded.
 
//  The return value is the cost for the builded parts
 
//
 
//  Params:
 
//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
 
//   part : Which part we need to build
 
//
 
// TODO: skip already builded road-pieces (e.g.: cityroad)
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
 
{
 
	int part = PathFinderInfo->position;
 
	byte *route_extra = PathFinderInfo->route_extra;
 
	TileIndex *route = PathFinderInfo->route;
 
	int dir;
 
	int old_dir = -1;
 
	int cost = 0;
 
	int res;
 
	// We need to calculate the direction with the parent of the parent.. so we skip
 
	//  the first pieces and the last piece
 
	if (part < 1) part = 1;
 
	// When we are done, stop it
 
	if (part >= PathFinderInfo->route_length - 1) {
 
		PathFinderInfo->position = -2;
 
		return 0;
 
	}
 

	
 

	
 
	if (PathFinderInfo->rail_or_road) {
 
		// Tunnel code
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
 
				return 0;
 
			}
 
			return cost;
 
		}
 
		// Bridge code
 
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
			cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
 
				return 0;
 
			}
 
			return cost;
 
		}
 

	
 
		// Build normal rail
 
		// Keep it doing till we go an other way
 
		if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
 
			while (route_extra[part] == 0) {
 
				// Get the current direction
 
				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
 
				// Is it the same as the last one?
 
				if (old_dir != -1 && old_dir != dir) break;
 
				old_dir = dir;
 
				// Build the tile
 
				res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
 
				if (CmdFailed(res)) {
 
					// Problem.. let's just abort it all!
 
					p->ainew.state = AI_STATE_NOTHING;
 
					return 0;
 
				}
 
				cost += res;
 
				// Go to the next tile
 
				part++;
 
				// Check if it is still in range..
 
				if (part >= PathFinderInfo->route_length - 1) break;
 
			}
 
			part--;
 
		}
 
		// We want to return the last position, so we go back one
 
		PathFinderInfo->position = part;
 
	} else {
 
		// Tunnel code
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
 
				return 0;
 
			}
 
			return cost;
 
		}
 
		// Bridge code
 
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
			cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
 
				return 0;
 
			}
 
			return cost;
 
		}
 

	
 
		// Build normal road
 
		// Keep it doing till we go an other way
 
		// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
 
		//  it will wait till the vehicle is gone..
 
		if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
				// Get the current direction
 
				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
 
				// Is it the same as the last one?
 
				if (old_dir != -1 && old_dir != dir) break;
 
				old_dir = dir;
 
				// There is already some road, and it is a bridge.. don't build!!!
 
				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
 
					// Build the tile
 
					res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
 
					// Currently, we ignore CMD_ERRORs!
 
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
 
						// Problem.. let's just abort it all!
 
						DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
 
						p->ainew.state = AI_STATE_NOTHING;
 
						return 0;
 
					}
 

	
 
					if (!CmdFailed(res)) cost += res;
 
				}
 
				// Go to the next tile
 
				part++;
 
				// Check if it is still in range..
 
				if (part >= PathFinderInfo->route_length - 1) break;
 
			}
 
			part--;
 
			// We want to return the last position, so we go back one
 
		}
 
		if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
 
		PathFinderInfo->position = part;
 
	}
 

	
 
	return cost;
 
}
 

	
 

	
 
// This functions tries to find the best vehicle for this type of cargo
 
// It returns INVALID_ENGINE if not suitable engine is found
 
EngineID AiNew_PickVehicle(Player *p)
 
{
 
	if (p->ainew.tbt == AI_TRAIN) {
 
		// Not supported yet
 
		return INVALID_ENGINE;
 
	} else {
 
		EngineID best_veh_index = INVALID_ENGINE;
 
		int32 best_veh_rating = 0;
 
		EngineID start = ROAD_ENGINES_INDEX;
 
		EngineID end   = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
 
		EngineID i;
 

	
 
		/* Loop through all road vehicles */
 
		for (i = start; i != end; i++) {
 
			const RoadVehicleInfo *rvi = RoadVehInfo(i);
 
			const Engine* e = GetEngine(i);
 
			int32 rating;
 
			int32 ret;
 

	
 
			/* Skip vehicles which can't take our cargo type */
 
			if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
 

	
 
			// Is it availiable?
 
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
 
			if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
 

	
 
			/* Rate and compare the engine by speed & capacity */
 
			rating = rvi->max_speed * rvi->capacity;
 
			if (rating <= best_veh_rating) continue;
 

	
 
			// Can we build it?
 
			ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
			if (CmdFailed(ret)) continue;
 

	
 
			best_veh_rating = rating;
 
			best_veh_index = i;
 
		}
 

	
 
		return best_veh_index;
 
	}
 
}
 

	
 

	
 
void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
 
{
 
	Player* p = GetPlayer(_current_player);
 

	
 
	if (success) {
 
		p->ainew.state = AI_STATE_GIVE_ORDERS;
 
		p->ainew.veh_id = _new_vehicle_id;
 

	
 
		if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
 
			/* Cargo type doesn't match, so refit it */
 
			if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
 
				/* Refit failed, so sell the vehicle */
 
				DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
 
				p->ainew.state = AI_STATE_NOTHING;
 
			}
 
		}
 
	} else {
 
		/* XXX this should be handled more gracefully */
 
		p->ainew.state = AI_STATE_NOTHING;
 
	}
 
}
 

	
 

	
 
// Builds the best vehicle possible
 
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
 
{
 
	EngineID i = AiNew_PickVehicle(p);
 

	
 
	if (i == INVALID_ENGINE) return CMD_ERROR;
 
	if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
 

	
 
	if (flag & DC_EXEC) {
 
		return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
 
	} else {
 
		return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
 
	}
 
}
 

	
 
int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
 
{
 
	int ret, ret2;
 
	if (p->ainew.tbt == AI_TRAIN) {
 
		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 
	} else {
 
		ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
		if (CmdFailed(ret)) return ret;
 
		// Try to build the road from the depot
 
		ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
		// If it fails, ignore it..
 
		if (CmdFailed(ret2)) return ret;
 
		return ret + ret2;
 
	}
 
}