Files @ r2072:93fbc12acd5b
Branch filter:

Location: cpp/openttd-patchpack/source/ai_build.c

ludde
(svn r2582) Fix: Prevent generating unrealistically many Oil refineries on large maps. They are always placed next to the borderline, so the perimeter is used instead of area to scale the number of those industries.
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "map.h"
#include "tile.h"
#include "command.h"
#include "ai.h"
#include "engine.h"
#include "station.h"

// Build HQ
//  Params:
//    tile : tile where HQ is going to be build
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
{
	if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
		return false;
	DoCommandByTile(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 DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);

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

	return DoCommandByTile(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 build..
	if (type2 == 0 && type != 0) type2 = type;

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

	return DoCommandByTile(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 += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
     		PathFinderInfo->position++;
     		// TODO: problems!
     		if (CmdFailed(cost)) {
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
				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)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
				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 = DoCommandByTile(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 += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
     		PathFinderInfo->position++;
     		// TODO: problems!
     		if (CmdFailed(cost)) {
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
				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)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
				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 = DoCommandByTile(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)("Darn, the route could not be builded.. aborting!");
							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 vehicle_id or -1 if not found
int AiNew_PickVehicle(Player *p) {
    if (p->ainew.tbt == AI_TRAIN) {
        // Not supported yet
        return -1;
    } else {
        int start, count, i, ret = CMD_ERROR;
        start = _cargoc.ai_roadveh_start[p->ainew.cargo];
        count = _cargoc.ai_roadveh_count[p->ainew.cargo];

        // Let's check it backwards.. we simply want to best engine available..
        for (i=start+count-1;i>=start;i--) {
        	// Is it availiable?
        	// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
        	if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
        	// Can we build it?
        	ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
        	if (!CmdFailed(ret)) break;
       	}
       	// We did not find a vehicle :(
       	if (CmdFailed(ret)) { return -1; }
       	return i;
    }
}

// Builds the best vehicle possible
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
{
	int i = AiNew_PickVehicle(p);
	if (i == -1) return CMD_ERROR;

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

	return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}

int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
{
	static const byte _roadbits_by_dir[4] = {2,1,8,4};
	int ret, ret2;
    if (p->ainew.tbt == AI_TRAIN)
    	return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);

		ret = DoCommandByTile(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 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
		// If it fails, ignore it..
		if (CmdFailed(ret2)) return ret;
		return ret + ret2;
}