68 } |
68 } |
69 // There is only one bridge that can be built |
69 // There is only one bridge that can be built |
70 if (type2 == 0 && type != 0) type2 = type; |
70 if (type2 == 0 && type != 0) type2 = type; |
71 |
71 |
72 // Now, simply, build the bridge! |
72 // Now, simply, build the bridge! |
73 if (p->ainew.tbt == AI_TRAIN) { |
73 if (_players_ainew[p->index].tbt == AI_TRAIN) { |
74 return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
74 return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
75 } else { |
75 } else { |
76 return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
76 return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
77 } |
77 } |
78 } |
78 } |
142 old_dir = dir; |
142 old_dir = dir; |
143 // Build the tile |
143 // Build the tile |
144 res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); |
144 res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); |
145 if (CmdFailed(res)) { |
145 if (CmdFailed(res)) { |
146 // Problem.. let's just abort it all! |
146 // Problem.. let's just abort it all! |
147 p->ainew.state = AI_STATE_NOTHING; |
147 _players_ainew[p->index].state = AI_STATE_NOTHING; |
148 return CommandCost(); |
148 return CommandCost(); |
149 } |
149 } |
150 cost.AddCost(res); |
150 cost.AddCost(res); |
151 // Go to the next tile |
151 // Go to the next tile |
152 part++; |
152 part++; |
198 res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); |
198 res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); |
199 // Currently, we ignore CMD_ERRORs! |
199 // Currently, we ignore CMD_ERRORs! |
200 if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) { |
200 if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) { |
201 // Problem.. let's just abort it all! |
201 // Problem.. let's just abort it all! |
202 DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); |
202 DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); |
203 p->ainew.state = AI_STATE_NOTHING; |
203 _players_ainew[p->index].state = AI_STATE_NOTHING; |
204 return CommandCost(); |
204 return CommandCost(); |
205 } |
205 } |
206 |
206 |
207 if (CmdSucceeded(res)) cost.AddCost(res); |
207 if (CmdSucceeded(res)) cost.AddCost(res); |
208 } |
208 } |
224 |
224 |
225 // This functions tries to find the best vehicle for this type of cargo |
225 // This functions tries to find the best vehicle for this type of cargo |
226 // It returns INVALID_ENGINE if not suitable engine is found |
226 // It returns INVALID_ENGINE if not suitable engine is found |
227 EngineID AiNew_PickVehicle(Player *p) |
227 EngineID AiNew_PickVehicle(Player *p) |
228 { |
228 { |
229 if (p->ainew.tbt == AI_TRAIN) { |
229 if (_players_ainew[p->index].tbt == AI_TRAIN) { |
230 // Not supported yet |
230 // Not supported yet |
231 return INVALID_ENGINE; |
231 return INVALID_ENGINE; |
232 } else { |
232 } else { |
233 EngineID best_veh_index = INVALID_ENGINE; |
233 EngineID best_veh_index = INVALID_ENGINE; |
234 int32 best_veh_rating = 0; |
234 int32 best_veh_rating = 0; |
242 const Engine* e = GetEngine(i); |
242 const Engine* e = GetEngine(i); |
243 int32 rating; |
243 int32 rating; |
244 CommandCost ret; |
244 CommandCost ret; |
245 |
245 |
246 /* Skip vehicles which can't take our cargo type */ |
246 /* Skip vehicles which can't take our cargo type */ |
247 if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue; |
247 if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue; |
248 |
248 |
249 // Is it availiable? |
249 // Is it availiable? |
250 // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY |
250 // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY |
251 if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; |
251 if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; |
252 |
252 |
270 void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) |
270 void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) |
271 { |
271 { |
272 Player* p = GetPlayer(_current_player); |
272 Player* p = GetPlayer(_current_player); |
273 |
273 |
274 if (success) { |
274 if (success) { |
275 p->ainew.state = AI_STATE_GIVE_ORDERS; |
275 _players_ainew[p->index].state = AI_STATE_GIVE_ORDERS; |
276 p->ainew.veh_id = _new_vehicle_id; |
276 _players_ainew[p->index].veh_id = _new_vehicle_id; |
277 |
277 |
278 if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) { |
278 if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) { |
279 /* Cargo type doesn't match, so refit it */ |
279 /* Cargo type doesn't match, so refit it */ |
280 if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { |
280 if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { |
281 /* Refit failed, so sell the vehicle */ |
281 /* Refit failed, so sell the vehicle */ |
282 DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); |
282 DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); |
283 p->ainew.state = AI_STATE_NOTHING; |
283 _players_ainew[p->index].state = AI_STATE_NOTHING; |
284 } |
284 } |
285 } |
285 } |
286 } else { |
286 } else { |
287 /* XXX this should be handled more gracefully */ |
287 /* XXX this should be handled more gracefully */ |
288 p->ainew.state = AI_STATE_NOTHING; |
288 _players_ainew[p->index].state = AI_STATE_NOTHING; |
289 } |
289 } |
290 } |
290 } |
291 |
291 |
292 |
292 |
293 // Builds the best vehicle possible |
293 // Builds the best vehicle possible |
294 CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) |
294 CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) |
295 { |
295 { |
296 EngineID i = AiNew_PickVehicle(p); |
296 EngineID i = AiNew_PickVehicle(p); |
297 |
297 |
298 if (i == INVALID_ENGINE) return CMD_ERROR; |
298 if (i == INVALID_ENGINE) return CMD_ERROR; |
299 if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; |
299 if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR; |
300 |
300 |
301 if (flag & DC_EXEC) { |
301 if (flag & DC_EXEC) { |
302 return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); |
302 return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); |
303 } else { |
303 } else { |
304 return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); |
304 return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); |
306 } |
306 } |
307 |
307 |
308 CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) |
308 CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) |
309 { |
309 { |
310 CommandCost ret, ret2; |
310 CommandCost ret, ret2; |
311 if (p->ainew.tbt == AI_TRAIN) { |
311 if (_players_ainew[p->index].tbt == AI_TRAIN) { |
312 return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); |
312 return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); |
313 } else { |
313 } else { |
314 ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); |
314 ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); |
315 if (CmdFailed(ret2)) return ret; |
315 if (CmdFailed(ret2)) return ret; |
316 // Try to build the road from the depot |
316 // Try to build the road from the depot |