Files
@ r656:44c757c66b53
Branch filter:
Location: cpp/openttd-patchpack/source/ai.h
r656:44c757c66b53
9.6 KiB
text/x-c
(svn r1090) -Fix: Made the _openttd_revision variable global, and with that
hopefully killed the windows-revision problem. If WITH_REV is defined,
for both Windows as *nix system _openttd_revision is filled with normal
info, else _openttd_revision is set to 'norev000'
-Fix: Small possible server-crash
hopefully killed the windows-revision problem. If WITH_REV is defined,
for both Windows as *nix system _openttd_revision is filled with normal
info, else _openttd_revision is set to 'norev000'
-Fix: Small possible server-crash
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 | #ifndef AI_H
#define AI_H
#include "aystar.h"
/*
* These defines can be altered to change the behavoir of the AI
*
* WARNING:
* This can also alter the AI in a negative way. I will never claim these settings
* are perfect, but don't change them if you don't know what the effect is.
*/
// How many times it the H multiplied. The higher, the more it will go straight to the
// end point. The lower, how more it will find the route with the lowest cost.
// also: the lower, the longer it takes before route is calculated..
#define AI_PATHFINDER_H_MULTIPLER 100
// How many loops may AyStar do before it stops
// 0 = infinite
#define AI_PATHFINDER_LOOPS_PER_TICK 5
// How long may the AI search for one route?
// 0 = infinite
// This number is the number of tiles tested.
// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
// (that is: if the AI is on VERY FAST! :p
#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
// If you enable this, the AI is not allowed to make 90degree turns
#define AI_PATHFINDER_NO_90DEGREES_TURN
// Below are defines for the g-calculation
// Standard penalty given to a tile
#define AI_PATHFINDER_PENALTY 150
// The penalty given to a tile that is going up
#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
// Same penalty, only for when road already exists
#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
// a bonus for using diagonal track
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
#define AI_PATHFINDER_DIAGONAL_BONUS 95
#else
#define AI_PATHFINDER_DIAGONAL_BONUS 75
#endif
// If a roadblock already exists, it gets a bonus
#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
#define AI_PATHFINDER_CURVE_PENALTY 200
// Penalty a bridge gets per length
#define AI_PATHFINDER_BRIDGE_PENALTY 180
// The penalty for a bridge going up
#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
// Tunnels are expensive...
// Because of that, every tile the cost is increased with 1/8th of his value
// This is also true if you are building a tunnel yourself
#define AI_PATHFINDER_TUNNEL_PENALTY 350
/*
* Ai_New defines
*/
// How long may we search cities and industry for a new route?
#define AI_LOCATE_ROUTE_MAX_COUNTER 200
// How many days must there be between building the first station and the second station
// within one city. This number is in days and should be more then 4 months.
#define AI_CHECKCITY_DATE_BETWEEN 180
// How many cargo is needed for one station in a city?
#define AI_CHECKCITY_CARGO_PER_STATION 60
// How much cargo must there not be used in a city before we can build a new station?
#define AI_CHECKCITY_NEEDED_CARGO 50
// When there is already a station which takes the same good and the rating of that
// city is higher then this numer, we are not going to attempt to build anything
// there
#define AI_CHECKCITY_CARGO_RATING 50
// But, there is a chance of 1 out of this number, that we do ;)
#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
// If a city is too small to contain a station, there is a small chance
// that we still do so.. just to make the city bigger!
#define AI_CHECKCITY_CITY_CHANCE 5
// This number indicates for every unit of cargo, how many tiles two stations maybe be away
// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
// of the cargo in the other station, both stations can be 96 units away from eachother, if the
// next number is 0.4.
#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
// In whole tiles, the minimum distance for a truck route
#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
// The amount of tiles in a square from -X to +X that is scanned for a station spot
// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
// Safe values are between 15 and 5
#define AI_FINDSTATION_TILE_RANGE 10
// Building on normal speed goes very fast. Idle this amount of ticks between every
// building part. It is calculated like this: (4 - competitor_speed) * num + 1
// where competitor_speed is between 0 (very slow) to 4 (very fast)
#define AI_BUILDPATH_PAUSE 10
// Minimum % of reliabilty a vehicle has to have before the AI buys it
#define AI_VEHICLE_MIN_RELIABILTY 60
// The minimum amount of money a player should always have
#define AI_MINIMUM_MONEY 15000
// If the most cheap route is build, how much is it going to cost..
// This is to prevent the AI from trying to build a route which can not be paid for
#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
// The minimum amount of money before we are going to repay any money
#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
// How many repays do we do if we have enough money to do so?
// Every repay is 10000
#define AI_LOAN_REPAY 2
// How much income must we have before paying back a loan? Month-based (and looked at the last month)
#define AI_MINIMUM_INCOME_FOR_LOAN 7000
// If there is <num> time as much cargo in the station then the vehicle can handle
// reuse the station instead of building a new one!
#define AI_STATION_REUSE_MULTIPLER 2
// No more then this amount of vehicles per station..
#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
// How many thick between building 2 vehicles
#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS
// How many days must there between vehicle checks
// The more often, the less non-money-making lines there will be
// but the unfair it may seem to a human player
#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
// How money profit does a vehicle needs to make to stay in order
// This is the profit of this year + profit of last year
// But also for vehicles that are just one year old. In other words:
// Vehicles of 2 years do easier meet this setting then vehicles
// of one year. This is a very good thing. New vehicles are filtered,
// while old vehicles stay longer, because we do get less in return.
#define AI_MINIMUM_ROUTE_PROFIT 1000
// A vehicle is considered lost when he his cargo is more then 180 days old
#define AI_VEHICLE_LOST_DAYS 180
// How many times may the AI try to find a route before it gives up
#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
/*
* End of defines
*/
// This stops 90degrees curves
static const byte _illegal_curves[6] = {
255, 255, // Horz and vert, don't have the effect
5, // upleft and upright are not valid
4, // downright and downleft are not valid
2, // downleft and upleft are not valid
3, // upright and downright are not valid
};
static const TileIndexDiff _tiles_around[4] = {
TILE_XY(-1,0),
TILE_XY(0,1),
TILE_XY(1,0),
TILE_XY(0,-1),
};
enum {
AI_STATE_STARTUP = 0,
AI_STATE_FIRST_TIME,
AI_STATE_NOTHING,
AI_STATE_WAKE_UP,
AI_STATE_LOCATE_ROUTE,
AI_STATE_FIND_STATION,
AI_STATE_FIND_PATH,
AI_STATE_FIND_DEPOT,
AI_STATE_VERIFY_ROUTE,
AI_STATE_BUILD_STATION,
AI_STATE_BUILD_PATH,
AI_STATE_BUILD_DEPOT,
AI_STATE_BUILD_VEHICLE,
AI_STATE_GIVE_ORDERS,
AI_STATE_START_VEHICLE,
AI_STATE_REPAY_MONEY,
AI_STATE_CHECK_ALL_VEHICLES,
AI_STATE_ACTION_DONE,
AI_STATE_STOP, // Temporary function to stop the AI
};
// Used for tbt (train/bus/truck)
enum {
AI_TRAIN = 0,
AI_BUS,
AI_TRUCK,
};
enum {
AI_ACTION_NONE = 0,
AI_ACTION_BUS_ROUTE,
AI_ACTION_TRUCK_ROUTE,
AI_ACTION_REPAY_LOAN,
AI_ACTION_CHECK_ALL_VEHICLES,
};
// Used for from_type/to_type
enum {
AI_NO_TYPE = 0,
AI_CITY,
AI_INDUSTRY,
};
// Flags for in the vehicle
enum {
AI_VEHICLEFLAG_SELL = 1,
// Remember, flags must be in power of 2
};
#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
#define AI_PATHFINDER_NO_DIRECTION (byte)-1
// Flags used in user_data
#define AI_PATHFINDER_FLAG_BRIDGE 1
#define AI_PATHFINDER_FLAG_TUNNEL 2
// A macro for mp_street, where 0x20 is depot
// mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge
#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \
(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \
(((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \
((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2))))
typedef void AiNew_StateFunction(Player *p);
// ai_new.c
void AiNewDoGameLoop(Player *p);
// ai_pathfinder.c
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
// ai_shared.c
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
int AiNew_GetDirection(uint tile_a, uint tile_b);
bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
// ai_build.c
bool AiNew_Build_CompanyHQ(Player *p, uint tile);
int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag);
int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag);
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
int AiNew_PickVehicle(Player *p);
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag);
int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag);
#endif
|