/* $Id$ */ /* * This AI was created as a direct reaction to the big demand for some good AIs * in OTTD. Too bad it never left alpha-stage, and it is considered dead in its * current form. * By the time of writing this, we, the creator of this AI and a good friend of * mine, are designing a whole new AI-system that allows us to create AIs * easier and without all the fuzz we encountered while I was working on this * AI. By the time that system is finished, you can expect that this AI will * dissapear, because it is pretty obselete and bad programmed. * * Meanwhile I wish you all much fun with this AI; if you are interested as * AI-developer in this AI, I advise you not stare too long to some code, some * things in here really are... strange ;) But in either way: enjoy :) * * -- TrueLight :: 2005-09-01 */ #include "../../stdafx.h" #include "../../openttd.h" #include "../../debug.h" #include "../../road_map.h" #include "../../station_map.h" #include "../../command_func.h" #include "trolly.h" #include "../../town.h" #include "../../industry.h" #include "../../station_base.h" #include "../../engine.h" #include "../../gui.h" #include "../../depot.h" #include "../../vehicle_base.h" #include "../../vehicle_func.h" #include "../../date_func.h" #include "../ai.h" #include "../../player_base.h" #include "../../player_func.h" #include "table/strings.h" PlayerAiNew _players_ainew[MAX_PLAYERS]; // This function is called after StartUp. It is the init of an AI static void AiNew_State_FirstTime(Player *p) { // This assert is used to protect those function from misuse // You have quickly a small mistake in the state-array // With that, everything would go wrong. Finding that, is almost impossible // With this assert, that problem can never happen. assert(_players_ainew[p->index].state == AI_STATE_FIRST_TIME); // We first have to init some things if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0); // The PathFinder (AyStar) // TODO: Maybe when an AI goes bankrupt, this is de-init // or when coming from a savegame.. should be checked out! _players_ainew[p->index].path_info.start_tile_tl = 0; _players_ainew[p->index].path_info.start_tile_br = 0; _players_ainew[p->index].path_info.end_tile_tl = 0; _players_ainew[p->index].path_info.end_tile_br = 0; _players_ainew[p->index].pathfinder = new_AyStar_AiPathFinder(12, &_players_ainew[p->index].path_info); _players_ainew[p->index].idle = 0; _players_ainew[p->index].last_vehiclecheck_date = _date; // We ALWAYS start with a bus route.. just some basic money ;) _players_ainew[p->index].action = AI_ACTION_BUS_ROUTE; // Let's popup the news, and after that, start building.. _players_ainew[p->index].state = AI_STATE_WAKE_UP; } // This function just waste some time // It keeps it more real. The AI can build on such tempo no normal user // can ever keep up with that. The competitor_speed already delays a bit // but after the AI finished a track it really needs to go to sleep. // // Let's say, we sleep between one and three days if the AI is put on Very Fast. // This means that on Very Slow it will be between 16 and 48 days.. slow enough? static void AiNew_State_Nothing(Player *p) { assert(_players_ainew[p->index].state == AI_STATE_NOTHING); // If we are done idling, start over again if (_players_ainew[p->index].idle == 0) _players_ainew[p->index].idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS; if (--_players_ainew[p->index].idle == 0) { // We are done idling.. what you say? Let's do something! // I mean.. the next tick ;) _players_ainew[p->index].state = AI_STATE_WAKE_UP; } } // This function picks out a task we are going to do. // Currently supported: // - Make new route // - Check route // - Build HQ static void AiNew_State_WakeUp(Player *p) { int c; assert(_players_ainew[p->index].state == AI_STATE_WAKE_UP); // First, check if we have a HQ if (p->location_of_house == 0) { // We have no HQ yet, build one on a random place // Random till we found a place for it! // TODO: this should not be on a random place.. AiNew_Build_CompanyHQ(p, AI_Random() % MapSize()); // Enough for now, but we want to come back here the next time // so we do not change any status return; } Money money = p->player_money - AI_MINIMUM_MONEY; // Let's pick an action! if (_players_ainew[p->index].action == AI_ACTION_NONE) { c = AI_Random() & 0xFF; if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && c < 10) { _players_ainew[p->index].action = AI_ACTION_REPAY_LOAN; } else if (_players_ainew[p->index].last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) { // Check all vehicles once in a while _players_ainew[p->index].action = AI_ACTION_CHECK_ALL_VEHICLES; _players_ainew[p->index].last_vehiclecheck_date = _date; } else if (c < 100 && !_patches.ai_disable_veh_roadveh) { // Do we have any spots for road-vehicles left open? if (GetFreeUnitNumber(VEH_ROAD) <= _patches.max_roadveh) { if (c < 85) { _players_ainew[p->index].action = AI_ACTION_TRUCK_ROUTE; } else { _players_ainew[p->index].action = AI_ACTION_BUS_ROUTE; } } #if 0 } else if (c < 200 && !_patches.ai_disable_veh_train) { if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) { _players_ainew[p->index].action = AI_ACTION_TRAIN_ROUTE; } #endif } _players_ainew[p->index].counter = 0; } if (_players_ainew[p->index].counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) { _players_ainew[p->index].action = AI_ACTION_NONE; return; } if (_patches.ai_disable_veh_roadveh && ( _players_ainew[p->index].action == AI_ACTION_BUS_ROUTE || _players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE )) { _players_ainew[p->index].action = AI_ACTION_NONE; return; } if (_players_ainew[p->index].action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) { // We start repaying some money.. _players_ainew[p->index].state = AI_STATE_REPAY_MONEY; return; } if (_players_ainew[p->index].action == AI_ACTION_CHECK_ALL_VEHICLES) { _players_ainew[p->index].state = AI_STATE_CHECK_ALL_VEHICLES; return; } // It is useless to start finding a route if we don't have enough money // to build the route anyway.. if (_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) { if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) { _players_ainew[p->index].action = AI_ACTION_NONE; return; } _players_ainew[p->index].cargo = AI_NEED_CARGO; _players_ainew[p->index].state = AI_STATE_LOCATE_ROUTE; _players_ainew[p->index].tbt = AI_BUS; // Bus-route return; } if (_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) { _players_ainew[p->index].action = AI_ACTION_NONE; return; } _players_ainew[p->index].cargo = AI_NEED_CARGO; _players_ainew[p->index].last_id = 0; _players_ainew[p->index].state = AI_STATE_LOCATE_ROUTE; _players_ainew[p->index].tbt = AI_TRUCK; return; } _players_ainew[p->index].state = AI_STATE_NOTHING; } static void AiNew_State_ActionDone(Player *p) { _players_ainew[p->index].action = AI_ACTION_NONE; _players_ainew[p->index].state = AI_STATE_NOTHING; } // Check if a city or industry is good enough to start a route there static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) { if (type == AI_CITY) { const Town* t = GetTown(ic); const Station* st; uint count = 0; int j = 0; // We don't like roadconstructions, don't even true such a city if (t->road_build_months != 0) return false; // Check if the rating in a city is high enough // If not, take a chance if we want to continue if (t->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1, AI_CHECKCITY_CITY_CHANCE)) return false; // Check if we have build a station in this town the last 6 months // else we don't do it. This is done, because stat updates can be slow // and sometimes it takes up to 4 months before the stats are corectly. // This way we don't get 12 busstations in one city of 100 population ;) FOR_ALL_STATIONS(st) { // Do we own it? if (st->owner == _current_player) { // Are we talking busses? if (_players_ainew[p->index].tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; // Is it the same city as we are in now? if (st->town != t) continue; // When was this station build? if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; // Cound the amount of stations in this city that we own count++; } else { // We do not own it, request some info about the station // we want to know if this station gets the same good. If so, // we want to know its rating. If it is too high, we are not going // to build there if (!st->goods[CT_PASSENGERS].last_speed) continue; // Is it around our city if (DistanceManhattan(st->xy, t->xy) > 10) continue; // It does take this cargo.. what is his rating? if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue; j++; // When this is the first station, we build a second with no problem ;) if (j == 1) continue; // The rating is high.. second station... // a little chance that we still continue // But if there are 3 stations of this size, we never go on... if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; // We don't like this station :( return false; } } // We are about to add one... count++; // Check if we the city can provide enough cargo for this amount of stations.. if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false; // All check are okay, so we can build here! return true; } if (type == AI_INDUSTRY) { const Industry* i = GetIndustry(ic); const Station* st; int count = 0; int j = 0; if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; // No limits on delevering stations! // Or for industry that does not give anything yet if (i->produced_cargo[0] == CT_INVALID || i->last_month_production[0] == 0) return true; if (i->last_month_production[0] - i->last_month_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false; // Check if we have build a station in this town the last 6 months // else we don't do it. This is done, because stat updates can be slow // and sometimes it takes up to 4 months before the stats are corectly. FOR_ALL_STATIONS(st) { // Do we own it? if (st->owner == _current_player) { // Are we talking trucks? if (_players_ainew[p->index].tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; // Is it the same city as we are in now? if (st->town != i->town) continue; // When was this station build? if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; // Cound the amount of stations in this city that we own count++; } else { // We do not own it, request some info about the station // we want to know if this station gets the same good. If so, // we want to know its rating. If it is too high, we are not going // to build there if (i->produced_cargo[0] == CT_INVALID) continue; // It does not take this cargo if (!st->goods[i->produced_cargo[0]].last_speed) continue; // Is it around our industry if (DistanceManhattan(st->xy, i->xy) > 5) continue; // It does take this cargo.. what is his rating? if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue; j++; // The rating is high.. a little chance that we still continue // But if there are 2 stations of this size, we never go on... if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; // We don't like this station :( return false; } } // We are about to add one... count++; // Check if we the city can provide enough cargo for this amount of stations.. if (count * AI_CHECKCITY_CARGO_PER_STATION > i->last_month_production[0]) return false; // All check are okay, so we can build here! return true; } return true; } // This functions tries to locate a good route static void AiNew_State_LocateRoute(Player *p) { assert(_players_ainew[p->index].state == AI_STATE_LOCATE_ROUTE); // For now, we only support PASSENGERS, CITY and BUSSES // We don't have a route yet if (_players_ainew[p->index].cargo == AI_NEED_CARGO) { _players_ainew[p->index].new_cost = 0; // No cost yet _players_ainew[p->index].temp = -1; // Reset the counter _players_ainew[p->index].counter = 0; _players_ainew[p->index].from_ic = -1; _players_ainew[p->index].to_ic = -1; if (_players_ainew[p->index].tbt == AI_BUS) { // For now we only have a passenger route _players_ainew[p->index].cargo = CT_PASSENGERS; // Find a route to cities _players_ainew[p->index].from_type = AI_CITY; _players_ainew[p->index].to_type = AI_CITY; } else if (_players_ainew[p->index].tbt == AI_TRUCK) { _players_ainew[p->index].cargo = AI_NO_CARGO; _players_ainew[p->index].from_type = AI_INDUSTRY; _players_ainew[p->index].to_type = AI_INDUSTRY; } // Now we are doing initing, we wait one tick return; } // Increase the counter and abort if it is taking too long! _players_ainew[p->index].counter++; if (_players_ainew[p->index].counter > AI_LOCATE_ROUTE_MAX_COUNTER) { // Switch back to doing nothing! _players_ainew[p->index].state = AI_STATE_NOTHING; return; } // We are going to locate a city from where we are going to connect if (_players_ainew[p->index].from_ic == -1) { if (_players_ainew[p->index].temp == -1) { // First, we pick a random spot to search from if (_players_ainew[p->index].from_type == AI_CITY) { _players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); } else { _players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); } } if (!AiNew_Check_City_or_Industry(p, _players_ainew[p->index].temp, _players_ainew[p->index].from_type)) { // It was not a valid city // increase the temp with one, and return. We will come back later here // to try again _players_ainew[p->index].temp++; if (_players_ainew[p->index].from_type == AI_CITY) { if (_players_ainew[p->index].temp > GetMaxTownIndex()) _players_ainew[p->index].temp = 0; } else { if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0; } // Don't do an attempt if we are trying the same id as the last time... if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return; _players_ainew[p->index].last_id = _players_ainew[p->index].temp; return; } // We found a good city/industry, save the data of it _players_ainew[p->index].from_ic = _players_ainew[p->index].temp; // Start the next tick with finding a to-city _players_ainew[p->index].temp = -1; return; } // Find a to-city if (_players_ainew[p->index].temp == -1) { // First, we pick a random spot to search to if (_players_ainew[p->index].to_type == AI_CITY) { _players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); } else { _players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); } } // The same city is not allowed // Also check if the city is valid if (_players_ainew[p->index].temp != _players_ainew[p->index].from_ic && AiNew_Check_City_or_Industry(p, _players_ainew[p->index].temp, _players_ainew[p->index].to_type)) { // Maybe it is valid.. /* We need to know if they are not to far apart from eachother.. * We do that by checking how much cargo we have to move and how long the * route is. */ if (_players_ainew[p->index].from_type == AI_CITY && _players_ainew[p->index].tbt == AI_BUS) { const Town* town_from = GetTown(_players_ainew[p->index].from_ic); const Town* town_temp = GetTown(_players_ainew[p->index].temp); uint distance = DistanceManhattan(town_from->xy, town_temp->xy); int max_cargo; max_cargo = town_from->max_pass + town_temp->max_pass; max_cargo -= town_from->act_pass + town_temp->act_pass; // max_cargo is now the amount of cargo we can move between the two cities // If it is more than the distance, we allow it if (distance <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { // We found a good city/industry, save the data of it _players_ainew[p->index].to_ic = _players_ainew[p->index].temp; _players_ainew[p->index].state = AI_STATE_FIND_STATION; DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)", distance, _players_ainew[p->index].from_ic, _players_ainew[p->index].temp ); _players_ainew[p->index].from_tile = 0; _players_ainew[p->index].to_tile = 0; return; } } else if (_players_ainew[p->index].tbt == AI_TRUCK) { const Industry* ind_from = GetIndustry(_players_ainew[p->index].from_ic); const Industry* ind_temp = GetIndustry(_players_ainew[p->index].temp); bool found = false; int max_cargo = 0; uint i; // TODO: in max_cargo, also check other cargo (beside [0]) // First we check if the from_ic produces cargo that this ic accepts if (ind_from->produced_cargo[0] != CT_INVALID && ind_from->last_month_production[0] != 0) { for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) { if (ind_temp->accepts_cargo[i] == CT_INVALID) break; if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) { // Found a compatible industry max_cargo = ind_from->last_month_production[0] - ind_from->last_month_transported[0]; found = true; _players_ainew[p->index].from_deliver = true; _players_ainew[p->index].to_deliver = false; break; } } } if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->last_month_production[0] != 0) { // If not check if the current ic produces cargo that the from_ic accepts for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) { if (ind_from->accepts_cargo[i] == CT_INVALID) break; if (ind_from->produced_cargo[0] == ind_from->accepts_cargo[i]) { // Found a compatbiel industry found = true; max_cargo = ind_temp->last_month_production[0] - ind_temp->last_month_transported[0]; _players_ainew[p->index].from_deliver = false; _players_ainew[p->index].to_deliver = true; break; } } } if (found) { // Yeah, they are compatible!!! // Check the length against the amount of goods uint distance = DistanceManhattan(ind_from->xy, ind_temp->xy); if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { _players_ainew[p->index].to_ic = _players_ainew[p->index].temp; if (_players_ainew[p->index].from_deliver) { _players_ainew[p->index].cargo = ind_from->produced_cargo[0]; } else { _players_ainew[p->index].cargo = ind_temp->produced_cargo[0]; } _players_ainew[p->index].state = AI_STATE_FIND_STATION; DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)", distance, _players_ainew[p->index].from_ic, _players_ainew[p->index].temp ); _players_ainew[p->index].from_tile = 0; _players_ainew[p->index].to_tile = 0; return; } } } } // It was not a valid city // increase the temp with one, and return. We will come back later here // to try again _players_ainew[p->index].temp++; if (_players_ainew[p->index].to_type == AI_CITY) { if (_players_ainew[p->index].temp > GetMaxTownIndex()) _players_ainew[p->index].temp = 0; } else { if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0; } // Don't do an attempt if we are trying the same id as the last time... if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return; _players_ainew[p->index].last_id = _players_ainew[p->index].temp; } // Check if there are not more than a certain amount of vehicles pointed to a certain // station. This to prevent 10 busses going to one station, which gives... problems ;) static bool AiNew_CheckVehicleStation(Player *p, Station *st) { int count = 0; Vehicle *v; // Also check if we don't have already a lot of busses to this city... FOR_ALL_VEHICLES(v) { if (v->owner == _current_player) { const Order *order; FOR_VEHICLE_ORDERS(v, order) { if (order->type == OT_GOTO_STATION && GetStation(order->dest) == st) { // This vehicle has this city in its list count++; } } } } if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false; return true; } // This function finds a good spot for a station static void AiNew_State_FindStation(Player *p) { TileIndex tile; Station *st; int count = 0; EngineID i; TileIndex new_tile = 0; DiagDirection direction = DIAGDIR_NE; Town *town = NULL; assert(_players_ainew[p->index].state == AI_STATE_FIND_STATION); if (_players_ainew[p->index].from_tile == 0) { // First we scan for a station in the from-city if (_players_ainew[p->index].from_type == AI_CITY) { town = GetTown(_players_ainew[p->index].from_ic); tile = town->xy; } else { tile = GetIndustry(_players_ainew[p->index].from_ic)->xy; } } else if (_players_ainew[p->index].to_tile == 0) { // Second we scan for a station in the to-city if (_players_ainew[p->index].to_type == AI_CITY) { town = GetTown(_players_ainew[p->index].to_ic); tile = town->xy; } else { tile = GetIndustry(_players_ainew[p->index].to_ic)->xy; } } else { // Unsupported request // Go to FIND_PATH _players_ainew[p->index].temp = -1; _players_ainew[p->index].state = AI_STATE_FIND_PATH; return; } // First, we are going to look at the stations that already exist inside the city // If there is enough cargo left in the station, we take that station // If that is not possible, and there are more than 2 stations in the city, abort i = AiNew_PickVehicle(p); // Euhmz, this should not happen _EVER_ // Quit finding a route... if (i == INVALID_ENGINE) { _players_ainew[p->index].state = AI_STATE_NOTHING; return; } FOR_ALL_STATIONS(st) { if (st->owner == _current_player) { if (_players_ainew[p->index].tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { if (st->town == town) { // Check how much cargo there is left in the station if ((int)st->goods[_players_ainew[p->index].cargo].cargo.Count() > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { if (AiNew_CheckVehicleStation(p, st)) { // We did found a station that was good enough! new_tile = st->xy; direction = GetRoadStopDir(st->xy); break; } } count++; } } } } // We are going to add a new station... if (new_tile == 0) count++; // No more than 2 stations allowed in a city // This is because only the best 2 stations of one cargo do get any cargo if (count > 2) { _players_ainew[p->index].state = AI_STATE_NOTHING; return; } if (new_tile == 0 && _players_ainew[p->index].tbt == AI_BUS) { uint x, y, i = 0; CommandCost r; uint best; uint accepts[NUM_CARGO]; TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4]; uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4]; // To find a good spot we scan a range from the center, a get the point // where we get the most cargo and where it is buildable. // TODO: also check for station of myself and make sure we are not // taking eachothers passengers away (bad result when it does not) for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) { for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) { new_tile = TileXY(x, y); if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) { // This tile we can build on! // Check acceptance // XXX - Get the catchment area GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4); // >> 3 == 0 means no cargo if (accepts[_players_ainew[p->index].cargo] >> 3 == 0) continue; // See if we can build the station r = AiNew_Build_Station(p, _players_ainew[p->index].tbt, new_tile, 0, 0, 0, DC_QUERY_COST); if (CmdFailed(r)) continue; // We can build it, so add it to found_spot found_spot[i] = new_tile; found_best[i++] = accepts[_players_ainew[p->index].cargo]; } } } // If i is still zero, we did not find anything if (i == 0) { _players_ainew[p->index].state = AI_STATE_NOTHING; return; } // Go through all the found_best and check which has the highest value best = 0; new_tile = 0; for (x = 0; x < i; x++) { if (found_best[x] > best || (found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) { new_tile = found_spot[x]; best = found_best[x]; } } // See how much it is going to cost us... r = AiNew_Build_Station(p, _players_ainew[p->index].tbt, new_tile, 0, 0, 0, DC_QUERY_COST); _players_ainew[p->index].new_cost += r.GetCost(); direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION; } else if (new_tile == 0 && _players_ainew[p->index].tbt == AI_TRUCK) { // Truck station locater works differently.. a station can be on any place // as long as it is in range. So we give back code AI_STATION_RANGE // so the pathfinder routine can work it out! new_tile = AI_STATION_RANGE; direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION; } if (_players_ainew[p->index].from_tile == 0) { _players_ainew[p->index].from_tile = new_tile; _players_ainew[p->index].from_direction = direction; // Now we found thisone, go in for to_tile return; } else if (_players_ainew[p->index].to_tile == 0) { _players_ainew[p->index].to_tile = new_tile; _players_ainew[p->index].to_direction = direction; // K, done placing stations! _players_ainew[p->index].temp = -1; _players_ainew[p->index].state = AI_STATE_FIND_PATH; return; } } // We try to find a path between 2 points static void AiNew_State_FindPath(Player *p) { int r; assert(_players_ainew[p->index].state == AI_STATE_FIND_PATH); // First time, init some data if (_players_ainew[p->index].temp == -1) { // Init path_info if (_players_ainew[p->index].from_tile == AI_STATION_RANGE) { const Industry* i = GetIndustry(_players_ainew[p->index].from_ic); // For truck routes we take a range around the industry _players_ainew[p->index].path_info.start_tile_tl = i->xy - TileDiffXY(1, 1); _players_ainew[p->index].path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); _players_ainew[p->index].path_info.start_direction = _players_ainew[p->index].from_direction; } else { _players_ainew[p->index].path_info.start_tile_tl = _players_ainew[p->index].from_tile; _players_ainew[p->index].path_info.start_tile_br = _players_ainew[p->index].from_tile; _players_ainew[p->index].path_info.start_direction = _players_ainew[p->index].from_direction; } if (_players_ainew[p->index].to_tile == AI_STATION_RANGE) { const Industry* i = GetIndustry(_players_ainew[p->index].to_ic); _players_ainew[p->index].path_info.end_tile_tl = i->xy - TileDiffXY(1, 1); _players_ainew[p->index].path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); _players_ainew[p->index].path_info.end_direction = _players_ainew[p->index].to_direction; } else { _players_ainew[p->index].path_info.end_tile_tl = _players_ainew[p->index].to_tile; _players_ainew[p->index].path_info.end_tile_br = _players_ainew[p->index].to_tile; _players_ainew[p->index].path_info.end_direction = _players_ainew[p->index].to_direction; } _players_ainew[p->index].path_info.rail_or_road = (_players_ainew[p->index].tbt == AI_TRAIN); // First, clean the pathfinder with our new begin and endpoints clean_AyStar_AiPathFinder(_players_ainew[p->index].pathfinder, &_players_ainew[p->index].path_info); _players_ainew[p->index].temp = 0; } // Start the pathfinder r = _players_ainew[p->index].pathfinder->main(_players_ainew[p->index].pathfinder); switch (r) { case AYSTAR_NO_PATH: DEBUG(ai, 1, "No route found by pathfinder"); // Start all over again _players_ainew[p->index].state = AI_STATE_NOTHING; break; case AYSTAR_FOUND_END_NODE: // We found the end-point _players_ainew[p->index].temp = -1; _players_ainew[p->index].state = AI_STATE_FIND_DEPOT; break; // In any other case, we are still busy finding the route default: break; } } // This function tries to locate a good place for a depot! static void AiNew_State_FindDepot(Player *p) { // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there.. // Simple, easy, works! // To make the depot stand in the middle of the route, we start from the center.. // But first we walk through the route see if we can find a depot that is ours // this keeps things nice ;) int g, i; CommandCost r; DiagDirection j; TileIndex tile; assert(_players_ainew[p->index].state == AI_STATE_FIND_DEPOT); _players_ainew[p->index].depot_tile = 0; for (i=2;i<_players_ainew[p->index].path_info.route_length-2;i++) { tile = _players_ainew[p->index].path_info.route[i]; for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) { TileIndex t = tile + TileOffsByDiagDir(j); if (IsRoadDepotTile(t) && IsTileOwner(t, _current_player) && GetRoadDepotDirection(t) == ReverseDiagDir(j)) { _players_ainew[p->index].depot_tile = t; _players_ainew[p->index].depot_direction = ReverseDiagDir(j); _players_ainew[p->index].state = AI_STATE_VERIFY_ROUTE; return; } } } // This routine let depot finding start in the middle, and work his way to the stations // It makes depot placing nicer :) i = _players_ainew[p->index].path_info.route_length / 2; g = 1; while (i > 1 && i < _players_ainew[p->index].path_info.route_length - 2) { i += g; g *= -1; (g < 0?g--:g++); if (_players_ainew[p->index].path_info.route_extra[i] != 0 || _players_ainew[p->index].path_info.route_extra[i+1] != 0) { // Bridge or tunnel.. we can't place a depot there continue; } tile = _players_ainew[p->index].path_info.route[i]; for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) { TileIndex t = tile + TileOffsByDiagDir(j); // It may not be placed on the road/rail itself // And because it is not build yet, we can't see it on the tile.. // So check the surrounding tiles :) if (t == _players_ainew[p->index].path_info.route[i - 1] || t == _players_ainew[p->index].path_info.route[i + 1]) { continue; } // Not around a bridge? if (_players_ainew[p->index].path_info.route_extra[i] != 0) continue; if (IsTileType(tile, MP_TUNNELBRIDGE)) continue; // Is the terrain clear? if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) { // If the current tile is on a slope then we do not allow this if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue; // Check if everything went okay.. r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0); if (CmdFailed(r)) continue; // Found a spot! _players_ainew[p->index].new_cost += r.GetCost(); _players_ainew[p->index].depot_tile = t; _players_ainew[p->index].depot_direction = ReverseDiagDir(j); // Reverse direction _players_ainew[p->index].state = AI_STATE_VERIFY_ROUTE; return; } } } // Failed to find a depot? _players_ainew[p->index].state = AI_STATE_NOTHING; } // This function calculates how many vehicles there are needed on this // traject. // It works pretty simple: get the length, see how much we move around // and hussle that, and you know how many vehicles there are needed. // It returns the cost for the vehicles static int AiNew_HowManyVehicles(Player *p) { if (_players_ainew[p->index].tbt == AI_BUS) { // For bus-routes we look at the time before we are back in the station EngineID i; int length, tiles_a_day; int amount; i = AiNew_PickVehicle(p); if (i == INVALID_ENGINE) return 0; // Passenger run.. how long is the route? length = _players_ainew[p->index].path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; // We want a vehicle in a station once a month at least, so, calculate it! // (the * 2 is because we have 2 stations ;)) amount = length * 2 * 2 / tiles_a_day / 30; if (amount == 0) amount = 1; return amount; } else if (_players_ainew[p->index].tbt == AI_TRUCK) { // For truck-routes we look at the cargo EngineID i; int length, amount, tiles_a_day; int max_cargo; i = AiNew_PickVehicle(p); if (i == INVALID_ENGINE) return 0; // Passenger run.. how long is the route? length = _players_ainew[p->index].path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; if (_players_ainew[p->index].from_deliver) { max_cargo = GetIndustry(_players_ainew[p->index].from_ic)->last_month_production[0]; } else { max_cargo = GetIndustry(_players_ainew[p->index].to_ic)->last_month_production[0]; } // This is because moving 60% is more than we can dream of! max_cargo *= 6; max_cargo /= 10; // We want all the cargo to be gone in a month.. so, we know the cargo it delivers // we know what the vehicle takes with him, and we know the time it takes him // to get back here.. now let's do some math! amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity; amount += 1; return amount; } else { // Currently not supported return 0; } } // This function checks: // - If the route went okay // - Calculates the amount of money needed to build the route // - Calculates how much vehicles needed for the route static void AiNew_State_VerifyRoute(Player *p) { int res, i; assert(_players_ainew[p->index].state == AI_STATE_VERIFY_ROUTE); // Let's calculate the cost of the path.. // new_cost already contains the cost of the stations _players_ainew[p->index].path_info.position = -1; do { _players_ainew[p->index].path_info.position++; _players_ainew[p->index].new_cost += AiNew_Build_RoutePart(p, &_players_ainew[p->index].path_info, DC_QUERY_COST).GetCost(); } while (_players_ainew[p->index].path_info.position != -2); // Now we know the price of build station + path. Now check how many vehicles // we need and what the price for that will be res = AiNew_HowManyVehicles(p); // If res == 0, no vehicle was found, or an other problem did occour if (res == 0) { _players_ainew[p->index].state = AI_STATE_NOTHING; return; } _players_ainew[p->index].amount_veh = res; _players_ainew[p->index].cur_veh = 0; // Check how much it it going to cost us.. for (i=0;iindex].new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST).GetCost(); } // Now we know how much the route is going to cost us // Check if we have enough money for it! if (_players_ainew[p->index].new_cost > p->player_money - AI_MINIMUM_MONEY) { // Too bad.. DEBUG(ai, 1, "Insufficient funds to build route (%" OTTD_PRINTF64 "d)", (int64)_players_ainew[p->index].new_cost); _players_ainew[p->index].state = AI_STATE_NOTHING; return; } // Now we can build the route, check the direction of the stations! if (_players_ainew[p->index].from_direction == AI_PATHFINDER_NO_DIRECTION) { _players_ainew[p->index].from_direction = AiNew_GetDirection(_players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 1], _players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 2]); } if (_players_ainew[p->index].to_direction == AI_PATHFINDER_NO_DIRECTION) { _players_ainew[p->index].to_direction = AiNew_GetDirection(_players_ainew[p->index].path_info.route[0], _players_ainew[p->index].path_info.route[1]); } if (_players_ainew[p->index].from_tile == AI_STATION_RANGE) _players_ainew[p->index].from_tile = _players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 1]; if (_players_ainew[p->index].to_tile == AI_STATION_RANGE) _players_ainew[p->index].to_tile = _players_ainew[p->index].path_info.route[0]; _players_ainew[p->index].state = AI_STATE_BUILD_STATION; _players_ainew[p->index].temp = 0; DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", _players_ainew[p->index].from_tile, _players_ainew[p->index].to_tile); } // Build the stations static void AiNew_State_BuildStation(Player *p) { CommandCost res; assert(_players_ainew[p->index].state == AI_STATE_BUILD_STATION); if (_players_ainew[p->index].temp == 0) { if (!IsTileType(_players_ainew[p->index].from_tile, MP_STATION)) res = AiNew_Build_Station(p, _players_ainew[p->index].tbt, _players_ainew[p->index].from_tile, 0, 0, _players_ainew[p->index].from_direction, DC_EXEC); } else { if (!IsTileType(_players_ainew[p->index].to_tile, MP_STATION)) res = AiNew_Build_Station(p, _players_ainew[p->index].tbt, _players_ainew[p->index].to_tile, 0, 0, _players_ainew[p->index].to_direction, DC_EXEC); _players_ainew[p->index].state = AI_STATE_BUILD_PATH; } if (CmdFailed(res)) { DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", _players_ainew[p->index].to_tile); _players_ainew[p->index].state = AI_STATE_NOTHING; // If the first station _was_ build, destroy it if (_players_ainew[p->index].temp != 0) AI_DoCommand(_players_ainew[p->index].from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); return; } _players_ainew[p->index].temp++; } // Build the path static void AiNew_State_BuildPath(Player *p) { assert(_players_ainew[p->index].state == AI_STATE_BUILD_PATH); // _players_ainew[p->index].temp is set to -1 when this function is called for the first time if (_players_ainew[p->index].temp == -1) { DEBUG(ai, 1, "Starting to build new path"); // Init the counter _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Set the position to the startingplace (-1 because in a minute we do ++) _players_ainew[p->index].path_info.position = -1; // And don't do this again _players_ainew[p->index].temp = 0; } // Building goes very fast on normal rate, so we are going to slow it down.. // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) if (--_players_ainew[p->index].counter != 0) return; _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Increase the building position _players_ainew[p->index].path_info.position++; // Build route AiNew_Build_RoutePart(p, &_players_ainew[p->index].path_info, DC_EXEC); if (_players_ainew[p->index].path_info.position == -2) { // This means we are done building! if (_players_ainew[p->index].tbt == AI_TRUCK && !_patches.roadveh_queue) { // If they not queue, they have to go up and down to try again at a station... // We don't want that, so try building some road left or right of the station DiagDirection dir1, dir2, dir3; TileIndex tile; CommandCost ret; for (int i = 0; i < 2; i++) { if (i == 0) { tile = _players_ainew[p->index].from_tile + TileOffsByDiagDir(_players_ainew[p->index].from_direction); dir1 = ChangeDiagDir(_players_ainew[p->index].from_direction, DIAGDIRDIFF_90LEFT); dir2 = ChangeDiagDir(_players_ainew[p->index].from_direction, DIAGDIRDIFF_90RIGHT); dir3 = _players_ainew[p->index].from_direction; } else { tile = _players_ainew[p->index].to_tile + TileOffsByDiagDir(_players_ainew[p->index].to_direction); dir1 = ChangeDiagDir(_players_ainew[p->index].to_direction, DIAGDIRDIFF_90LEFT); dir2 = ChangeDiagDir(_players_ainew[p->index].to_direction, DIAGDIRDIFF_90RIGHT); dir3 = _players_ainew[p->index].to_direction; } ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdSucceeded(ret)) { TileIndex offset = TileOffsByDiagDir(dir1); if (IsTileType(tile + offset, MP_CLEAR) || IsTileType(tile + offset, MP_TREES)) { ret = AI_DoCommand(tile + offset, AiNew_GetRoadDirection(tile, tile + offset, tile + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdSucceeded(ret)) { if (IsTileType(tile + offset + offset, MP_CLEAR) || IsTileType(tile + offset + offset, MP_TREES)) AI_DoCommand(tile + offset + offset, AiNew_GetRoadDirection(tile + offset, tile + offset + offset, tile + offset + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); } } } ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdSucceeded(ret)) { TileIndex offset = TileOffsByDiagDir(dir2); if (IsTileType(tile + offset, MP_CLEAR) || IsTileType(tile + offset, MP_TREES)) { ret = AI_DoCommand(tile + offset, AiNew_GetRoadDirection(tile, tile + offset, tile + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdSucceeded(ret)) { if (IsTileType(tile + offset + offset, MP_CLEAR) || IsTileType(tile + offset + offset, MP_TREES)) AI_DoCommand(tile + offset + offset, AiNew_GetRoadDirection(tile + offset, tile + offset + offset, tile + offset + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); } } } ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdSucceeded(ret)) { TileIndex offset = TileOffsByDiagDir(dir3); if (IsTileType(tile + offset, MP_CLEAR) || IsTileType(tile + offset, MP_TREES)) { ret = AI_DoCommand(tile + offset, AiNew_GetRoadDirection(tile, tile + offset, tile + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdSucceeded(ret)) { if (IsTileType(tile + offset + offset, MP_CLEAR) || IsTileType(tile + offset + offset, MP_TREES)) AI_DoCommand(tile + offset + offset, AiNew_GetRoadDirection(tile + offset, tile + offset + offset, tile + offset + offset + offset), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); } } } } } DEBUG(ai, 1, "Finished building path, cost: %" OTTD_PRINTF64 "d", (int64)_players_ainew[p->index].new_cost); _players_ainew[p->index].state = AI_STATE_BUILD_DEPOT; } } // Builds the depot static void AiNew_State_BuildDepot(Player *p) { CommandCost res; assert(_players_ainew[p->index].state == AI_STATE_BUILD_DEPOT); if (IsRoadDepotTile(_players_ainew[p->index].depot_tile)) { if (IsTileOwner(_players_ainew[p->index].depot_tile, _current_player)) { // The depot is already built _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; return; } else { // There is a depot, but not of our team! :( _players_ainew[p->index].state = AI_STATE_NOTHING; return; } } // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) if (!EnsureNoVehicleOnGround(_players_ainew[p->index].depot_tile + TileOffsByDiagDir(_players_ainew[p->index].depot_direction))) return; res = AiNew_Build_Depot(p, _players_ainew[p->index].depot_tile, _players_ainew[p->index].depot_direction, DC_EXEC); if (CmdFailed(res)) { DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", _players_ainew[p->index].depot_tile); _players_ainew[p->index].state = AI_STATE_NOTHING; return; } _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; _players_ainew[p->index].idle = 10; _players_ainew[p->index].veh_main_id = INVALID_VEHICLE; } // Build vehicles static void AiNew_State_BuildVehicle(Player *p) { CommandCost res; assert(_players_ainew[p->index].state == AI_STATE_BUILD_VEHICLE); // Check if we need to build a vehicle if (_players_ainew[p->index].amount_veh == 0) { // Nope, we are done! // This means: we are all done! The route is open.. go back to NOTHING // He will idle some time and it will all start over again.. :) _players_ainew[p->index].state = AI_STATE_ACTION_DONE; return; } if (--_players_ainew[p->index].idle != 0) return; // It is realistic that the AI can only build 1 vehicle a day.. // This makes sure of that! _players_ainew[p->index].idle = AI_BUILD_VEHICLE_TIME_BETWEEN; // Build the vehicle res = AiNew_Build_Vehicle(p, _players_ainew[p->index].depot_tile, DC_EXEC); if (CmdFailed(res)) { // This happens when the AI can't build any more vehicles! _players_ainew[p->index].state = AI_STATE_NOTHING; return; } // Increase the current counter _players_ainew[p->index].cur_veh++; // Decrease the total counter _players_ainew[p->index].amount_veh--; // Go give some orders! _players_ainew[p->index].state = AI_STATE_WAIT_FOR_BUILD; } // Put the stations in the order list static void AiNew_State_GiveOrders(Player *p) { int idx; Order order; assert(_players_ainew[p->index].state == AI_STATE_GIVE_ORDERS); if (_players_ainew[p->index].veh_main_id != INVALID_VEHICLE) { AI_DoCommand(0, _players_ainew[p->index].veh_id + (_players_ainew[p->index].veh_main_id << 16), CO_SHARE, DC_EXEC, CMD_CLONE_ORDER); _players_ainew[p->index].state = AI_STATE_START_VEHICLE; return; } else { _players_ainew[p->index].veh_main_id = _players_ainew[p->index].veh_id; } // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) if (_patches.gotodepot) { idx = 0; order.type = OT_GOTO_DEPOT; order.flags = OFB_UNLOAD; order.dest = GetDepotByTile(_players_ainew[p->index].depot_tile)->index; AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } idx = 0; order.type = OT_GOTO_STATION; order.flags = 0; order.dest = GetStationIndex(_players_ainew[p->index].to_tile); if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].to_deliver) order.flags |= OFB_FULL_LOAD; AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); idx = 0; order.type = OT_GOTO_STATION; order.flags = 0; order.dest = GetStationIndex(_players_ainew[p->index].from_tile); if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].from_deliver) order.flags |= OFB_FULL_LOAD; AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); // Start the engines! _players_ainew[p->index].state = AI_STATE_START_VEHICLE; } // Start the vehicle static void AiNew_State_StartVehicle(Player *p) { assert(_players_ainew[p->index].state == AI_STATE_START_VEHICLE); // Skip the first order if it is a second vehicle // This to make vehicles go different ways.. if (_players_ainew[p->index].cur_veh & 1) AI_DoCommand(0, _players_ainew[p->index].veh_id, 1, DC_EXEC, CMD_SKIP_TO_ORDER); // 3, 2, 1... go! (give START_STOP command ;)) AI_DoCommand(0, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); // Try to build an other vehicle (that function will stop building when needed) _players_ainew[p->index].idle = 10; _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; } // Repays money static void AiNew_State_RepayMoney(Player *p) { uint i; for (i = 0; i < AI_LOAN_REPAY; i++) { AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); } _players_ainew[p->index].state = AI_STATE_ACTION_DONE; } static void AiNew_CheckVehicle(Player *p, Vehicle *v) { // When a vehicle is under the 6 months, we don't check for anything if (v->age < 180) return; // When a vehicle is older then 1 year, it should make money... if (v->age > 360) { // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT, // it is not worth the line I guess... if (v->profit_last_year + v->profit_this_year < (Money)256 * AI_MINIMUM_ROUTE_PROFIT || (v->reliability * 100 >> 16) < 40) { // There is a possibility that the route is fucked up... if (v->cargo.DaysInTransit() > AI_VEHICLE_LOST_DAYS) { // The vehicle is lost.. check the route, or else, get the vehicle // back to a depot // TODO: make this piece of code } // We are already sending him back if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) { if (v->type == VEH_ROAD && IsTileDepotType(v->tile, TRANSPORT_ROAD) && (v->vehstatus&VS_STOPPED)) { // We are at the depot, sell the vehicle AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); } return; } if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return; { CommandCost ret; if (v->type == VEH_ROAD) ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); // This means we can not find a depot :s // if (CmdFailed(ret)) } } } } // Checks all vehicles if they are still valid and make money and stuff static void AiNew_State_CheckAllVehicles(Player *p) { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner != p->index) continue; // Currently, we only know how to handle road-vehicles if (v->type != VEH_ROAD) continue; AiNew_CheckVehicle(p, v); } _players_ainew[p->index].state = AI_STATE_ACTION_DONE; } // Using the technique simular to the original AI // Keeps things logical // It really should be in the same order as the AI_STATE's are! static AiNew_StateFunction* const _ainew_state[] = { NULL, AiNew_State_FirstTime, AiNew_State_Nothing, AiNew_State_WakeUp, AiNew_State_LocateRoute, AiNew_State_FindStation, AiNew_State_FindPath, AiNew_State_FindDepot, AiNew_State_VerifyRoute, AiNew_State_BuildStation, AiNew_State_BuildPath, AiNew_State_BuildDepot, AiNew_State_BuildVehicle, NULL, AiNew_State_GiveOrders, AiNew_State_StartVehicle, AiNew_State_RepayMoney, AiNew_State_CheckAllVehicles, AiNew_State_ActionDone, NULL, }; static void AiNew_OnTick(Player *p) { if (_ainew_state[_players_ainew[p->index].state] != NULL) _ainew_state[_players_ainew[p->index].state](p); } void AiNewDoGameLoop(Player *p) { if (_players_ainew[p->index].state == AI_STATE_STARTUP) { // The AI just got alive! _players_ainew[p->index].state = AI_STATE_FIRST_TIME; _players_ainew[p->index].tick = 0; // Only startup the AI return; } // We keep a ticker. We use it for competitor_speed _players_ainew[p->index].tick++; // If we come here, we can do a tick.. do so! AiNew_OnTick(p); }