author | bjarni |
Sat, 22 Jan 2005 23:55:45 +0000 | |
changeset 1099 | ad7522bd5c1c |
parent 1035 | 812f837ee03f |
child 1209 | 2e00193652b2 |
permissions | -rw-r--r-- |
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#include "stdafx.h" |
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#include "ttd.h" |
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#include "map.h" |
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#include "command.h" |
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#include "ai.h" |
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#include "engine.h" |
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|
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// Build HQ |
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// Params: |
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// tile : tile where HQ is going to be build |
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bool AiNew_Build_CompanyHQ(Player *p, uint tile) { |
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if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR) |
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return false; |
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DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); |
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return true; |
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} |
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|
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// Build station |
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// Params: |
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// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station |
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// tile : tile where station is going to be build |
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// length : in case of AI_TRAIN: length of station |
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// numtracks : in case of AI_TRAIN: tracks of station |
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// direction : the direction of the station |
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// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) |
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int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) { |
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if (type == AI_TRAIN) |
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return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); |
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else if (type == AI_BUS) |
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return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION); |
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else |
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return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION); |
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} |
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// Builds a brdige. The second best out of the ones available for this player |
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// Params: |
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// tile_a : starting point |
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// tile_b : end point |
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// flag : flag passed to DoCommand |
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int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) { |
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int bridge_type, bridge_len, type, type2; |
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// Find a good bridgetype (the best money can buy) |
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bridge_len = GetBridgeLength(tile_a, tile_b); |
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type = type2 = 0; |
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for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { |
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if (CheckBridge_Stuff(bridge_type, bridge_len)) { |
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type2 = type; |
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type = bridge_type; |
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// We found two bridges, exit |
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if (type2 != 0) |
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break; |
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} |
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} |
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// There is only one bridge that can be build.. |
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if (type2 == 0 && type != 0) type2 = type; |
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// Now, simply, build the bridge! |
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if (p->ainew.tbt == AI_TRAIN) |
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return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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else |
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return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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} |
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// Build the route part by part |
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// Basicly what this function do, is build that amount of parts of the route |
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// that go in the same direction. It sets 'part' to the last part of the route builded. |
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// The return value is the cost for the builded parts |
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// |
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// Params: |
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// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder |
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// part : Which part we need to build |
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// |
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// TODO: skip already builded road-pieces (e.g.: cityroad) |
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { |
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int part = PathFinderInfo->position; |
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byte *route_extra = PathFinderInfo->route_extra; |
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TileIndex *route = PathFinderInfo->route; |
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int dir; |
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int old_dir = -1; |
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int cost = 0; |
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int res; |
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// We need to calculate the direction with the parent of the parent.. so we skip |
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// the first pieces and the last piece |
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if (part < 1) part = 1; |
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// When we are done, stop it |
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if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; } |
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|
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if (PathFinderInfo->rail_or_road) { |
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// Tunnel code |
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); |
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PathFinderInfo->position++; |
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// TODO: problems! |
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if (cost == CMD_ERROR) { |
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); |
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return 0; |
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} |
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return cost; |
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} |
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// Bridge code |
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if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
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cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); |
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PathFinderInfo->position++; |
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107 |
// TODO: problems! |
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108 |
if (cost == CMD_ERROR) { |
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|
109 |
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); |
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110 |
return 0; |
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|
111 |
} |
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112 |
return cost; |
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113 |
} |
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114 |
|
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115 |
// Build normal rail |
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116 |
// Keep it doing till we go an other way |
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|
117 |
if (route_extra[part-1] == 0 && route_extra[part] == 0) { |
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|
118 |
while (route_extra[part] == 0) { |
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|
119 |
// Get the current direction |
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|
120 |
dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); |
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121 |
// Is it the same as the last one? |
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122 |
if (old_dir != -1 && old_dir != dir) break; |
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123 |
old_dir = dir; |
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124 |
// Build the tile |
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125 |
res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); |
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126 |
if (res == CMD_ERROR) { |
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|
127 |
// Problem.. let's just abort it all! |
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128 |
p->ainew.state = AI_STATE_NOTHING; |
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129 |
return 0; |
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|
130 |
} |
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131 |
cost += res; |
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|
132 |
// Go to the next tile |
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|
133 |
part++; |
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|
134 |
// Check if it is still in range.. |
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|
135 |
if (part >= PathFinderInfo->route_length - 1) break; |
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|
136 |
} |
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137 |
part--; |
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|
138 |
} |
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|
139 |
// We want to return the last position, so we go back one |
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|
140 |
PathFinderInfo->position = part; |
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141 |
} else { |
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|
142 |
// Tunnel code |
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|
143 |
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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|
144 |
cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); |
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|
145 |
PathFinderInfo->position++; |
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|
146 |
// TODO: problems! |
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|
147 |
if (cost == CMD_ERROR) { |
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|
148 |
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); |
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|
149 |
return 0; |
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|
150 |
} |
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151 |
return cost; |
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|
152 |
} |
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|
153 |
// Bridge code |
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|
154 |
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
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|
155 |
cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); |
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156 |
PathFinderInfo->position++; |
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|
157 |
// TODO: problems! |
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|
158 |
if (cost == CMD_ERROR) { |
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|
159 |
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); |
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|
160 |
return 0; |
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|
161 |
} |
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|
162 |
return cost; |
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|
163 |
} |
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|
164 |
|
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|
165 |
// Build normal road |
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|
166 |
// Keep it doing till we go an other way |
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|
167 |
// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way |
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|
168 |
// it will wait till the vehicle is gone.. |
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|
169 |
if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { |
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|
170 |
while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { |
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|
171 |
// Get the current direction |
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|
172 |
dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); |
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|
173 |
// Is it the same as the last one? |
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|
174 |
if (old_dir != -1 && old_dir != dir) break; |
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|
175 |
old_dir = dir; |
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|
176 |
// There is already some road, and it is a bridge.. don't build!!! |
1035
812f837ee03f
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|
177 |
if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { |
110
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|
178 |
// Build the tile |
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|
179 |
res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); |
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|
180 |
// Currently, we ignore CMD_ERRORs! |
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|
181 |
if (res == CMD_ERROR && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { |
110
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|
182 |
// Problem.. let's just abort it all! |
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|
183 |
DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); |
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|
184 |
p->ainew.state = AI_STATE_NOTHING; |
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|
185 |
return 0; |
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|
186 |
} else { |
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|
187 |
if (res != CMD_ERROR) |
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|
188 |
cost += res; |
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|
189 |
} |
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|
190 |
} |
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|
191 |
// Go to the next tile |
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|
192 |
part++; |
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|
193 |
// Check if it is still in range.. |
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|
194 |
if (part >= PathFinderInfo->route_length - 1) break; |
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|
195 |
} |
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|
196 |
part--; |
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|
197 |
// We want to return the last position, so we go back one |
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|
198 |
} |
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|
199 |
if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; |
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|
200 |
PathFinderInfo->position = part; |
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|
201 |
} |
193
0a7025304867
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|
202 |
|
110
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203 |
return cost; |
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|
204 |
} |
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|
205 |
|
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|
206 |
// This functions tries to find the best vehicle for this type of cargo |
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|
207 |
// It returns vehicle_id or -1 if not found |
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|
208 |
int AiNew_PickVehicle(Player *p) { |
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|
209 |
if (p->ainew.tbt == AI_TRAIN) { |
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|
210 |
// Not supported yet |
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|
211 |
return -1; |
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|
212 |
} else { |
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213 |
int start, count, i, r = CMD_ERROR; |
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214 |
start = _cargoc.ai_roadveh_start[p->ainew.cargo]; |
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count = _cargoc.ai_roadveh_count[p->ainew.cargo]; |
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|
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// Let's check it backwards.. we simply want to best engine available.. |
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for (i=start+count-1;i>=start;i--) { |
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// Is it availiable? |
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// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY |
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if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; |
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// Can we build it? |
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r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); |
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if (r != CMD_ERROR) break; |
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} |
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// We did not find a vehicle :( |
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if (r == CMD_ERROR) { return -1; } |
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return i; |
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} |
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} |
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|
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// Builds the best vehicle possible |
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int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) { |
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int i = AiNew_PickVehicle(p); |
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if (i == -1) return CMD_ERROR; |
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|
110
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if (p->ainew.tbt == AI_TRAIN) { |
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return CMD_ERROR; |
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} else { |
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return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); |
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} |
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} |
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|
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int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) { |
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static const byte _roadbits_by_dir[4] = {2,1,8,4}; |
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int r, r2; |
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if (p->ainew.tbt == AI_TRAIN) { |
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return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); |
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} else { |
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r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); |
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if (r == CMD_ERROR) return r; |
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// Try to build the road from the depot |
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r2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); |
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// If it fails, ignore it.. |
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if (r2 == CMD_ERROR) return r; |
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return r + r2; |
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} |
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} |