Files @ r6888:f2ab5d0e6596
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Location: cpp/openttd-patchpack/source/src/ai/trolly/build.cpp

rubidium
(svn r10131) -Fix [FS#810]: when removing a dock, a ship will always try to reach the old location of the dock even when it cannot anymore because it the old location of the dock is now land instead of water.
/* $Id$ */

#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, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);

	return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | RoadStop::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 | ROADTYPES_ROAD) << 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 | ROADTYPES_ROAD, 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;
	}
}