src/ai/trolly/trolly.cpp
changeset 5584 1111b4d36e35
parent 5475 2e6990a8c7c4
child 5587 167d9a91ef02
equal deleted inserted replaced
5583:136d8764c7e6 5584:1111b4d36e35
       
     1 /* $Id$ */
       
     2 
       
     3 /*
       
     4  * This AI was created as a direct reaction to the big demand for some good AIs
       
     5  * in OTTD. Too bad it never left alpha-stage, and it is considered dead in its
       
     6  * current form.
       
     7  * By the time of writing this, we, the creator of this AI and a good friend of
       
     8  * mine, are designing a whole new AI-system that allows us to create AIs
       
     9  * easier and without all the fuzz we encountered while I was working on this
       
    10  * AI. By the time that system is finished, you can expect that this AI will
       
    11  * dissapear, because it is pretty obselete and bad programmed.
       
    12  *
       
    13  * Meanwhile I wish you all much fun with this AI; if you are interested as
       
    14  * AI-developer in this AI, I advise you not stare too long to some code, some
       
    15  * things in here really are... strange ;) But in either way: enjoy :)
       
    16  *
       
    17  *  -- TrueLight :: 2005-09-01
       
    18  */
       
    19 
       
    20 #include "../../stdafx.h"
       
    21 #include "../../openttd.h"
       
    22 #include "../../debug.h"
       
    23 #include "../../functions.h"
       
    24 #include "../../road_map.h"
       
    25 #include "../../station_map.h"
       
    26 #include "table/strings.h"
       
    27 #include "../../map.h"
       
    28 #include "../../tile.h"
       
    29 #include "../../command.h"
       
    30 #include "trolly.h"
       
    31 #include "../../town.h"
       
    32 #include "../../industry.h"
       
    33 #include "../../station.h"
       
    34 #include "../../engine.h"
       
    35 #include "../../gui.h"
       
    36 #include "../../depot.h"
       
    37 #include "../../vehicle.h"
       
    38 #include "../../date.h"
       
    39 #include "../ai.h"
       
    40 
       
    41 // This function is called after StartUp. It is the init of an AI
       
    42 static void AiNew_State_FirstTime(Player *p)
       
    43 {
       
    44 	// This assert is used to protect those function from misuse
       
    45 	//   You have quickly a small mistake in the state-array
       
    46 	//   With that, everything would go wrong. Finding that, is almost impossible
       
    47 	//   With this assert, that problem can never happen.
       
    48 	assert(p->ainew.state == AI_STATE_FIRST_TIME);
       
    49 	// We first have to init some things
       
    50 
       
    51 	if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
       
    52 
       
    53 	// The PathFinder (AyStar)
       
    54 	// TODO: Maybe when an AI goes bankrupt, this is de-init
       
    55 	//  or when coming from a savegame.. should be checked out!
       
    56 	p->ainew.path_info.start_tile_tl = 0;
       
    57 	p->ainew.path_info.start_tile_br = 0;
       
    58 	p->ainew.path_info.end_tile_tl = 0;
       
    59 	p->ainew.path_info.end_tile_br = 0;
       
    60 	p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
       
    61 
       
    62 	p->ainew.idle = 0;
       
    63 	p->ainew.last_vehiclecheck_date = _date;
       
    64 
       
    65 	// We ALWAYS start with a bus route.. just some basic money ;)
       
    66 	p->ainew.action = AI_ACTION_BUS_ROUTE;
       
    67 
       
    68 	// Let's popup the news, and after that, start building..
       
    69 	p->ainew.state = AI_STATE_WAKE_UP;
       
    70 }
       
    71 
       
    72 
       
    73 // This function just waste some time
       
    74 //  It keeps it more real. The AI can build on such tempo no normal user
       
    75 //  can ever keep up with that. The competitor_speed already delays a bit
       
    76 //  but after the AI finished a track it really needs to go to sleep.
       
    77 //
       
    78 // Let's say, we sleep between one and three days if the AI is put on Very Fast.
       
    79 //  This means that on Very Slow it will be between 16 and 48 days.. slow enough?
       
    80 static void AiNew_State_Nothing(Player *p)
       
    81 {
       
    82 	assert(p->ainew.state == AI_STATE_NOTHING);
       
    83 	// If we are done idling, start over again
       
    84 	if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
       
    85 	if (--p->ainew.idle == 0) {
       
    86 		// We are done idling.. what you say? Let's do something!
       
    87 		// I mean.. the next tick ;)
       
    88 		p->ainew.state = AI_STATE_WAKE_UP;
       
    89 	}
       
    90 }
       
    91 
       
    92 
       
    93 // This function picks out a task we are going to do.
       
    94 //  Currently supported:
       
    95 //    - Make new route
       
    96 //    - Check route
       
    97 //    - Build HQ
       
    98 static void AiNew_State_WakeUp(Player *p)
       
    99 {
       
   100 	int32 money;
       
   101 	int c;
       
   102 	assert(p->ainew.state == AI_STATE_WAKE_UP);
       
   103 	// First, check if we have a HQ
       
   104 	if (p->location_of_house == 0) {
       
   105 		// We have no HQ yet, build one on a random place
       
   106 		// Random till we found a place for it!
       
   107 		// TODO: this should not be on a random place..
       
   108 		AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
       
   109 		// Enough for now, but we want to come back here the next time
       
   110 		//  so we do not change any status
       
   111 		return;
       
   112 	}
       
   113 
       
   114 	money = p->player_money - AI_MINIMUM_MONEY;
       
   115 
       
   116 	// Let's pick an action!
       
   117 	if (p->ainew.action == AI_ACTION_NONE) {
       
   118 		c = AI_Random() & 0xFF;
       
   119 		if (p->current_loan > 0 &&
       
   120 				p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
       
   121 				c < 10) {
       
   122 			p->ainew.action = AI_ACTION_REPAY_LOAN;
       
   123 		} else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
       
   124 			// Check all vehicles once in a while
       
   125 			p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
       
   126 			p->ainew.last_vehiclecheck_date = _date;
       
   127 		} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
       
   128 			// Do we have any spots for road-vehicles left open?
       
   129 			if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
       
   130 				if (c < 85) {
       
   131 					p->ainew.action = AI_ACTION_TRUCK_ROUTE;
       
   132 				} else {
       
   133 					p->ainew.action = AI_ACTION_BUS_ROUTE;
       
   134 				}
       
   135 			}
       
   136 #if 0
       
   137 		} else if (c < 200 && !_patches.ai_disable_veh_train) {
       
   138 			if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
       
   139 				p->ainew.action = AI_ACTION_TRAIN_ROUTE;
       
   140 			}
       
   141 #endif
       
   142 		}
       
   143 
       
   144 		p->ainew.counter = 0;
       
   145 	}
       
   146 
       
   147 	if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) {
       
   148 		p->ainew.action = AI_ACTION_NONE;
       
   149 		return;
       
   150 	}
       
   151 
       
   152 	if (_patches.ai_disable_veh_roadveh && (
       
   153 				p->ainew.action == AI_ACTION_BUS_ROUTE ||
       
   154 				p->ainew.action == AI_ACTION_TRUCK_ROUTE
       
   155 			)) {
       
   156 		p->ainew.action = AI_ACTION_NONE;
       
   157 		return;
       
   158 	}
       
   159 
       
   160 	if (p->ainew.action == AI_ACTION_REPAY_LOAN &&
       
   161 			money > AI_MINIMUM_LOAN_REPAY_MONEY) {
       
   162 		// We start repaying some money..
       
   163 		p->ainew.state = AI_STATE_REPAY_MONEY;
       
   164 		return;
       
   165 	}
       
   166 
       
   167 	if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) {
       
   168 		p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES;
       
   169 		return;
       
   170 	}
       
   171 
       
   172 	// It is useless to start finding a route if we don't have enough money
       
   173 	//  to build the route anyway..
       
   174 	if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
       
   175 			money > AI_MINIMUM_BUS_ROUTE_MONEY) {
       
   176 		if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
       
   177 			p->ainew.action = AI_ACTION_NONE;
       
   178 			return;
       
   179 		}
       
   180 		p->ainew.cargo = AI_NEED_CARGO;
       
   181 		p->ainew.state = AI_STATE_LOCATE_ROUTE;
       
   182 		p->ainew.tbt = AI_BUS; // Bus-route
       
   183 		return;
       
   184 	}
       
   185 	if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
       
   186 			money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
       
   187 		if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
       
   188 			p->ainew.action = AI_ACTION_NONE;
       
   189 			return;
       
   190 		}
       
   191 		p->ainew.cargo = AI_NEED_CARGO;
       
   192 		p->ainew.last_id = 0;
       
   193 		p->ainew.state = AI_STATE_LOCATE_ROUTE;
       
   194 		p->ainew.tbt = AI_TRUCK;
       
   195 		return;
       
   196 	}
       
   197 
       
   198 	p->ainew.state = AI_STATE_NOTHING;
       
   199 }
       
   200 
       
   201 
       
   202 static void AiNew_State_ActionDone(Player *p)
       
   203 {
       
   204 	p->ainew.action = AI_ACTION_NONE;
       
   205 	p->ainew.state = AI_STATE_NOTHING;
       
   206 }
       
   207 
       
   208 
       
   209 // Check if a city or industry is good enough to start a route there
       
   210 static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
       
   211 {
       
   212 	if (type == AI_CITY) {
       
   213 		const Town* t = GetTown(ic);
       
   214 		const Station* st;
       
   215 		uint count = 0;
       
   216 		int j = 0;
       
   217 
       
   218 		// We don't like roadconstructions, don't even true such a city
       
   219 		if (t->road_build_months != 0) return false;
       
   220 
       
   221 		// Check if the rating in a city is high enough
       
   222 		//  If not, take a chance if we want to continue
       
   223 		if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
       
   224 
       
   225 		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
       
   226 
       
   227 		// Check if we have build a station in this town the last 6 months
       
   228 		//  else we don't do it. This is done, because stat updates can be slow
       
   229 		//  and sometimes it takes up to 4 months before the stats are corectly.
       
   230 		//  This way we don't get 12 busstations in one city of 100 population ;)
       
   231 		FOR_ALL_STATIONS(st) {
       
   232 			// Do we own it?
       
   233 			if (st->owner == _current_player) {
       
   234 				// Are we talking busses?
       
   235 				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
       
   236 				// Is it the same city as we are in now?
       
   237 				if (st->town != t) continue;
       
   238 				// When was this station build?
       
   239 				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
       
   240 				// Cound the amount of stations in this city that we own
       
   241 				count++;
       
   242 			} else {
       
   243 				// We do not own it, request some info about the station
       
   244 				//  we want to know if this station gets the same good. If so,
       
   245 				//  we want to know its rating. If it is too high, we are not going
       
   246 				//  to build there
       
   247 				if (!st->goods[CT_PASSENGERS].last_speed) continue;
       
   248 				// Is it around our city
       
   249 				if (DistanceManhattan(st->xy, t->xy) > 10) continue;
       
   250 				// It does take this cargo.. what is his rating?
       
   251 				if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
       
   252 				j++;
       
   253 				// When this is the first station, we build a second with no problem ;)
       
   254 				if (j == 1) continue;
       
   255 				// The rating is high.. second station...
       
   256 				//  a little chance that we still continue
       
   257 				//  But if there are 3 stations of this size, we never go on...
       
   258 				if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
       
   259 				// We don't like this station :(
       
   260 				return false;
       
   261 			}
       
   262 		}
       
   263 
       
   264 		// We are about to add one...
       
   265 		count++;
       
   266 		// Check if we the city can provide enough cargo for this amount of stations..
       
   267 		if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
       
   268 
       
   269 		// All check are okay, so we can build here!
       
   270 		return true;
       
   271 	}
       
   272 	if (type == AI_INDUSTRY) {
       
   273 		const Industry* i = GetIndustry(ic);
       
   274 		const Station* st;
       
   275 		int count = 0;
       
   276 		int j = 0;
       
   277 
       
   278 		if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
       
   279 
       
   280 		// No limits on delevering stations!
       
   281 		//  Or for industry that does not give anything yet
       
   282 		if (i->produced_cargo[0] == CT_INVALID || i->total_production[0] == 0) return true;
       
   283 
       
   284 		if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
       
   285 
       
   286 		// Check if we have build a station in this town the last 6 months
       
   287 		//  else we don't do it. This is done, because stat updates can be slow
       
   288 		//  and sometimes it takes up to 4 months before the stats are corectly.
       
   289 		FOR_ALL_STATIONS(st) {
       
   290 			// Do we own it?
       
   291 			if (st->owner == _current_player) {
       
   292 				// Are we talking trucks?
       
   293 				if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
       
   294 				// Is it the same city as we are in now?
       
   295 				if (st->town != i->town) continue;
       
   296 				// When was this station build?
       
   297 				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
       
   298 				// Cound the amount of stations in this city that we own
       
   299 				count++;
       
   300 			} else {
       
   301 				// We do not own it, request some info about the station
       
   302 				//  we want to know if this station gets the same good. If so,
       
   303 				//  we want to know its rating. If it is too high, we are not going
       
   304 				//  to build there
       
   305 				if (i->produced_cargo[0] == CT_INVALID) continue;
       
   306 				// It does not take this cargo
       
   307 				if (!st->goods[i->produced_cargo[0]].last_speed) continue;
       
   308 				// Is it around our industry
       
   309 				if (DistanceManhattan(st->xy, i->xy) > 5) continue;
       
   310 				// It does take this cargo.. what is his rating?
       
   311 				if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
       
   312 				j++;
       
   313 				// The rating is high.. a little chance that we still continue
       
   314 				//  But if there are 2 stations of this size, we never go on...
       
   315 				if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
       
   316 				// We don't like this station :(
       
   317 				return false;
       
   318 			}
       
   319 		}
       
   320 
       
   321 		// We are about to add one...
       
   322 		count++;
       
   323 		// Check if we the city can provide enough cargo for this amount of stations..
       
   324 		if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
       
   325 
       
   326 		// All check are okay, so we can build here!
       
   327 		return true;
       
   328 	}
       
   329 
       
   330 	return true;
       
   331 }
       
   332 
       
   333 
       
   334 // This functions tries to locate a good route
       
   335 static void AiNew_State_LocateRoute(Player *p)
       
   336 {
       
   337 	assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
       
   338 	// For now, we only support PASSENGERS, CITY and BUSSES
       
   339 
       
   340 	// We don't have a route yet
       
   341 	if (p->ainew.cargo == AI_NEED_CARGO) {
       
   342 		p->ainew.new_cost = 0; // No cost yet
       
   343 		p->ainew.temp = -1;
       
   344 		// Reset the counter
       
   345 		p->ainew.counter = 0;
       
   346 
       
   347 		p->ainew.from_ic = -1;
       
   348 		p->ainew.to_ic = -1;
       
   349 		if (p->ainew.tbt == AI_BUS) {
       
   350 			// For now we only have a passenger route
       
   351 			p->ainew.cargo = CT_PASSENGERS;
       
   352 
       
   353 			// Find a route to cities
       
   354 			p->ainew.from_type = AI_CITY;
       
   355 			p->ainew.to_type = AI_CITY;
       
   356 		} else if (p->ainew.tbt == AI_TRUCK) {
       
   357 			p->ainew.cargo = AI_NO_CARGO;
       
   358 
       
   359 			p->ainew.from_type = AI_INDUSTRY;
       
   360 			p->ainew.to_type = AI_INDUSTRY;
       
   361 		}
       
   362 
       
   363 		// Now we are doing initing, we wait one tick
       
   364 		return;
       
   365 	}
       
   366 
       
   367 	// Increase the counter and abort if it is taking too long!
       
   368 	p->ainew.counter++;
       
   369 	if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
       
   370 		// Switch back to doing nothing!
       
   371 		p->ainew.state = AI_STATE_NOTHING;
       
   372 		return;
       
   373 	}
       
   374 
       
   375 	// We are going to locate a city from where we are going to connect
       
   376 	if (p->ainew.from_ic == -1) {
       
   377 		if (p->ainew.temp == -1) {
       
   378 			// First, we pick a random spot to search from
       
   379 			if (p->ainew.from_type == AI_CITY) {
       
   380 				p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
       
   381 			} else {
       
   382 				p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
       
   383 			}
       
   384 		}
       
   385 
       
   386 		if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
       
   387 			// It was not a valid city
       
   388 			//  increase the temp with one, and return. We will come back later here
       
   389 			//  to try again
       
   390 			p->ainew.temp++;
       
   391 			if (p->ainew.from_type == AI_CITY) {
       
   392 				if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
       
   393 			} else {
       
   394 				if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
       
   395 			}
       
   396 
       
   397 			// Don't do an attempt if we are trying the same id as the last time...
       
   398 			if (p->ainew.last_id == p->ainew.temp) return;
       
   399 			p->ainew.last_id = p->ainew.temp;
       
   400 
       
   401 			return;
       
   402 		}
       
   403 
       
   404 		// We found a good city/industry, save the data of it
       
   405 		p->ainew.from_ic = p->ainew.temp;
       
   406 
       
   407 		// Start the next tick with finding a to-city
       
   408 		p->ainew.temp = -1;
       
   409 		return;
       
   410 	}
       
   411 
       
   412 	// Find a to-city
       
   413 	if (p->ainew.temp == -1) {
       
   414 		// First, we pick a random spot to search to
       
   415 		if (p->ainew.to_type == AI_CITY) {
       
   416 			p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
       
   417 		} else {
       
   418 			p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
       
   419 		}
       
   420 	}
       
   421 
       
   422 	// The same city is not allowed
       
   423 	// Also check if the city is valid
       
   424 	if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
       
   425 		// Maybe it is valid..
       
   426 
       
   427 		/* We need to know if they are not to far apart from eachother..
       
   428 		 * We do that by checking how much cargo we have to move and how long the
       
   429 		 * route is.
       
   430 		 */
       
   431 
       
   432 		if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
       
   433 			const Town* town_from = GetTown(p->ainew.from_ic);
       
   434 			const Town* town_temp = GetTown(p->ainew.temp);
       
   435 			uint distance = DistanceManhattan(town_from->xy, town_temp->xy);
       
   436 			int max_cargo;
       
   437 
       
   438 			max_cargo  = town_from->max_pass + town_temp->max_pass;
       
   439 			max_cargo -= town_from->act_pass + town_temp->act_pass;
       
   440 
       
   441 			// max_cargo is now the amount of cargo we can move between the two cities
       
   442 			// If it is more than the distance, we allow it
       
   443 			if (distance <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
       
   444 				// We found a good city/industry, save the data of it
       
   445 				p->ainew.to_ic = p->ainew.temp;
       
   446 				p->ainew.state = AI_STATE_FIND_STATION;
       
   447 
       
   448 				DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
       
   449 					distance,
       
   450 					p->ainew.from_ic,
       
   451 					p->ainew.temp
       
   452 				);
       
   453 
       
   454 				p->ainew.from_tile = 0;
       
   455 				p->ainew.to_tile = 0;
       
   456 
       
   457 				return;
       
   458 			}
       
   459 		} else if (p->ainew.tbt == AI_TRUCK) {
       
   460 			const Industry* ind_from = GetIndustry(p->ainew.from_ic);
       
   461 			const Industry* ind_temp = GetIndustry(p->ainew.temp);
       
   462 			bool found = false;
       
   463 			int max_cargo = 0;
       
   464 			uint i;
       
   465 
       
   466 			// TODO: in max_cargo, also check other cargo (beside [0])
       
   467 			// First we check if the from_ic produces cargo that this ic accepts
       
   468 			if (ind_from->produced_cargo[0] != CT_INVALID && ind_from->total_production[0] != 0) {
       
   469 				for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
       
   470 					if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
       
   471 					if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
       
   472 						// Found a compatible industry
       
   473 						max_cargo = ind_from->total_production[0] - ind_from->total_transported[0];
       
   474 						found = true;
       
   475 						p->ainew.from_deliver = true;
       
   476 						p->ainew.to_deliver = false;
       
   477 						break;
       
   478 					}
       
   479 				}
       
   480 			}
       
   481 			if (!found && ind_temp->produced_cargo[0] != CT_INVALID && ind_temp->total_production[0] != 0) {
       
   482 				// If not check if the current ic produces cargo that the from_ic accepts
       
   483 				for (i = 0; i < lengthof(ind_from->accepts_cargo); i++) {
       
   484 					if (ind_from->accepts_cargo[i] == CT_INVALID) break;
       
   485 					if (ind_temp->produced_cargo[0] == ind_from->accepts_cargo[i]) {
       
   486 						// Found a compatbiel industry
       
   487 						found = true;
       
   488 						max_cargo = ind_temp->total_production[0] - ind_temp->total_transported[0];
       
   489 						p->ainew.from_deliver = false;
       
   490 						p->ainew.to_deliver = true;
       
   491 						break;
       
   492 					}
       
   493 				}
       
   494 			}
       
   495 			if (found) {
       
   496 				// Yeah, they are compatible!!!
       
   497 				// Check the length against the amount of goods
       
   498 				uint distance = DistanceManhattan(ind_from->xy, ind_temp->xy);
       
   499 
       
   500 				if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
       
   501 						distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
       
   502 					p->ainew.to_ic = p->ainew.temp;
       
   503 					if (p->ainew.from_deliver) {
       
   504 						p->ainew.cargo = ind_from->produced_cargo[0];
       
   505 					} else {
       
   506 						p->ainew.cargo = ind_temp->produced_cargo[0];
       
   507 					}
       
   508 					p->ainew.state = AI_STATE_FIND_STATION;
       
   509 
       
   510 					DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
       
   511 						distance,
       
   512 						p->ainew.from_ic,
       
   513 						p->ainew.temp
       
   514 					);
       
   515 
       
   516 					p->ainew.from_tile = 0;
       
   517 					p->ainew.to_tile = 0;
       
   518 
       
   519 					return;
       
   520 				}
       
   521 			}
       
   522 		}
       
   523 	}
       
   524 
       
   525 	// It was not a valid city
       
   526 	//  increase the temp with one, and return. We will come back later here
       
   527 	//  to try again
       
   528 	p->ainew.temp++;
       
   529 	if (p->ainew.to_type == AI_CITY) {
       
   530 		if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
       
   531 	} else {
       
   532 		if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
       
   533 	}
       
   534 
       
   535 	// Don't do an attempt if we are trying the same id as the last time...
       
   536 	if (p->ainew.last_id == p->ainew.temp) return;
       
   537 	p->ainew.last_id = p->ainew.temp;
       
   538 }
       
   539 
       
   540 
       
   541 // Check if there are not more than a certain amount of vehicles pointed to a certain
       
   542 //  station. This to prevent 10 busses going to one station, which gives... problems ;)
       
   543 static bool AiNew_CheckVehicleStation(Player *p, Station *st)
       
   544 {
       
   545 	int count = 0;
       
   546 	Vehicle *v;
       
   547 
       
   548 	// Also check if we don't have already a lot of busses to this city...
       
   549 	FOR_ALL_VEHICLES(v) {
       
   550 		if (v->owner == _current_player) {
       
   551 			const Order *order;
       
   552 
       
   553 			FOR_VEHICLE_ORDERS(v, order) {
       
   554 				if (order->type == OT_GOTO_STATION && GetStation(order->dest) == st) {
       
   555 					// This vehicle has this city in its list
       
   556 					count++;
       
   557 				}
       
   558 			}
       
   559 		}
       
   560 	}
       
   561 
       
   562 	if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
       
   563 	return true;
       
   564 }
       
   565 
       
   566 // This function finds a good spot for a station
       
   567 static void AiNew_State_FindStation(Player *p)
       
   568 {
       
   569 	TileIndex tile;
       
   570 	Station *st;
       
   571 	int count = 0;
       
   572 	EngineID i;
       
   573 	TileIndex new_tile = 0;
       
   574 	byte direction = 0;
       
   575 	Town *town = NULL;
       
   576 	assert(p->ainew.state == AI_STATE_FIND_STATION);
       
   577 
       
   578 	if (p->ainew.from_tile == 0) {
       
   579 		// First we scan for a station in the from-city
       
   580 		if (p->ainew.from_type == AI_CITY) {
       
   581 			town = GetTown(p->ainew.from_ic);
       
   582 			tile = town->xy;
       
   583 		} else {
       
   584 			tile = GetIndustry(p->ainew.from_ic)->xy;
       
   585 		}
       
   586 	} else if (p->ainew.to_tile == 0) {
       
   587 		// Second we scan for a station in the to-city
       
   588 		if (p->ainew.to_type == AI_CITY) {
       
   589 			town = GetTown(p->ainew.to_ic);
       
   590 			tile = town->xy;
       
   591 		} else {
       
   592 			tile = GetIndustry(p->ainew.to_ic)->xy;
       
   593 		}
       
   594 	} else {
       
   595 		// Unsupported request
       
   596 		// Go to FIND_PATH
       
   597 		p->ainew.temp = -1;
       
   598 		p->ainew.state = AI_STATE_FIND_PATH;
       
   599 		return;
       
   600 	}
       
   601 
       
   602 	// First, we are going to look at the stations that already exist inside the city
       
   603 	//  If there is enough cargo left in the station, we take that station
       
   604 	//  If that is not possible, and there are more than 2 stations in the city, abort
       
   605 	i = AiNew_PickVehicle(p);
       
   606 	// Euhmz, this should not happen _EVER_
       
   607 	// Quit finding a route...
       
   608 	if (i == INVALID_ENGINE) {
       
   609 		p->ainew.state = AI_STATE_NOTHING;
       
   610 		return;
       
   611 	}
       
   612 
       
   613 	FOR_ALL_STATIONS(st) {
       
   614 		if (st->owner == _current_player) {
       
   615 			if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
       
   616 				if (st->town == town) {
       
   617 					// Check how much cargo there is left in the station
       
   618 					if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
       
   619 						if (AiNew_CheckVehicleStation(p, st)) {
       
   620 							// We did found a station that was good enough!
       
   621 							new_tile = st->xy;
       
   622 							direction = GetRoadStopDir(st->xy);
       
   623 							break;
       
   624 						}
       
   625 					}
       
   626 					count++;
       
   627 				}
       
   628 			}
       
   629 		}
       
   630 	}
       
   631 	// We are going to add a new station...
       
   632 	if (new_tile == 0) count++;
       
   633 	// No more than 2 stations allowed in a city
       
   634 	//  This is because only the best 2 stations of one cargo do get any cargo
       
   635 	if (count > 2) {
       
   636 		p->ainew.state = AI_STATE_NOTHING;
       
   637 		return;
       
   638 	}
       
   639 
       
   640 	if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
       
   641 		uint x, y, i = 0;
       
   642 		int r;
       
   643 		uint best;
       
   644 		uint accepts[NUM_CARGO];
       
   645 		TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
       
   646 		uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
       
   647 		// To find a good spot we scan a range from the center, a get the point
       
   648 		//  where we get the most cargo and where it is buildable.
       
   649 		// TODO: also check for station of myself and make sure we are not
       
   650 		//   taking eachothers passangers away (bad result when it does not)
       
   651 		for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
       
   652 			for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
       
   653 				new_tile = TileXY(x, y);
       
   654 				if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) {
       
   655 					// This tile we can build on!
       
   656 					// Check acceptance
       
   657 					// XXX - Get the catchment area
       
   658 					GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4);
       
   659 					// >> 3 == 0 means no cargo
       
   660 					if (accepts[p->ainew.cargo] >> 3 == 0) continue;
       
   661 					// See if we can build the station
       
   662 					r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
       
   663 					if (CmdFailed(r)) continue;
       
   664 					// We can build it, so add it to found_spot
       
   665 					found_spot[i] = new_tile;
       
   666 					found_best[i++] = accepts[p->ainew.cargo];
       
   667 				}
       
   668 			}
       
   669 		}
       
   670 
       
   671 		// If i is still zero, we did not find anything
       
   672 		if (i == 0) {
       
   673 			p->ainew.state = AI_STATE_NOTHING;
       
   674 			return;
       
   675 		}
       
   676 
       
   677 		// Go through all the found_best and check which has the highest value
       
   678 		best = 0;
       
   679 		new_tile = 0;
       
   680 
       
   681 		for (x = 0; x < i; x++) {
       
   682 			if (found_best[x] > best ||
       
   683 					(found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
       
   684 				new_tile = found_spot[x];
       
   685 				best = found_best[x];
       
   686 			}
       
   687 		}
       
   688 
       
   689 		// See how much it is going to cost us...
       
   690 		r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
       
   691 		p->ainew.new_cost += r;
       
   692 
       
   693 		direction = AI_PATHFINDER_NO_DIRECTION;
       
   694 	} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
       
   695 		// Truck station locater works differently.. a station can be on any place
       
   696 		//  as long as it is in range. So we give back code AI_STATION_RANGE
       
   697 		//  so the pathfinder routine can work it out!
       
   698 		new_tile = AI_STATION_RANGE;
       
   699 		direction = AI_PATHFINDER_NO_DIRECTION;
       
   700 	}
       
   701 
       
   702 	if (p->ainew.from_tile == 0) {
       
   703 		p->ainew.from_tile = new_tile;
       
   704 		p->ainew.from_direction = direction;
       
   705 		// Now we found thisone, go in for to_tile
       
   706 		return;
       
   707 	} else if (p->ainew.to_tile == 0) {
       
   708 		p->ainew.to_tile = new_tile;
       
   709 		p->ainew.to_direction = direction;
       
   710 		// K, done placing stations!
       
   711 		p->ainew.temp = -1;
       
   712 		p->ainew.state = AI_STATE_FIND_PATH;
       
   713 		return;
       
   714 	}
       
   715 }
       
   716 
       
   717 
       
   718 // We try to find a path between 2 points
       
   719 static void AiNew_State_FindPath(Player *p)
       
   720 {
       
   721 	int r;
       
   722 	assert(p->ainew.state == AI_STATE_FIND_PATH);
       
   723 
       
   724 	// First time, init some data
       
   725 	if (p->ainew.temp == -1) {
       
   726 		// Init path_info
       
   727 		if (p->ainew.from_tile == AI_STATION_RANGE) {
       
   728 			const Industry* i = GetIndustry(p->ainew.from_ic);
       
   729 
       
   730 			// For truck routes we take a range around the industry
       
   731 			p->ainew.path_info.start_tile_tl = i->xy - TileDiffXY(1, 1);
       
   732 			p->ainew.path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
       
   733 			p->ainew.path_info.start_direction = p->ainew.from_direction;
       
   734 		} else {
       
   735 			p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
       
   736 			p->ainew.path_info.start_tile_br = p->ainew.from_tile;
       
   737 			p->ainew.path_info.start_direction = p->ainew.from_direction;
       
   738 		}
       
   739 
       
   740 		if (p->ainew.to_tile == AI_STATION_RANGE) {
       
   741 			const Industry* i = GetIndustry(p->ainew.to_ic);
       
   742 
       
   743 			p->ainew.path_info.end_tile_tl = i->xy - TileDiffXY(1, 1);
       
   744 			p->ainew.path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
       
   745 			p->ainew.path_info.end_direction = p->ainew.to_direction;
       
   746 		} else {
       
   747 			p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
       
   748 			p->ainew.path_info.end_tile_br = p->ainew.to_tile;
       
   749 			p->ainew.path_info.end_direction = p->ainew.to_direction;
       
   750 		}
       
   751 
       
   752 		p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN);
       
   753 
       
   754 		// First, clean the pathfinder with our new begin and endpoints
       
   755 		clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
       
   756 
       
   757 		p->ainew.temp = 0;
       
   758 	}
       
   759 
       
   760 	// Start the pathfinder
       
   761 	r = p->ainew.pathfinder->main(p->ainew.pathfinder);
       
   762 	switch (r) {
       
   763 		case AYSTAR_NO_PATH:
       
   764 			DEBUG(ai, 1, "No route found by pathfinder");
       
   765 			// Start all over again
       
   766 			p->ainew.state = AI_STATE_NOTHING;
       
   767 			break;
       
   768 
       
   769 		case AYSTAR_FOUND_END_NODE: // We found the end-point
       
   770 			p->ainew.temp = -1;
       
   771 			p->ainew.state = AI_STATE_FIND_DEPOT;
       
   772 			break;
       
   773 
       
   774 		// In any other case, we are still busy finding the route
       
   775 		default: break;
       
   776 	}
       
   777 }
       
   778 
       
   779 
       
   780 // This function tries to locate a good place for a depot!
       
   781 static void AiNew_State_FindDepot(Player *p)
       
   782 {
       
   783 	// To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
       
   784 	// Simple, easy, works!
       
   785 	// To make the depot stand in the middle of the route, we start from the center..
       
   786 	// But first we walk through the route see if we can find a depot that is ours
       
   787 	//  this keeps things nice ;)
       
   788 	int g, i, r;
       
   789 	DiagDirection j;
       
   790 	TileIndex tile;
       
   791 	assert(p->ainew.state == AI_STATE_FIND_DEPOT);
       
   792 
       
   793 	p->ainew.depot_tile = 0;
       
   794 
       
   795 	for (i=2;i<p->ainew.path_info.route_length-2;i++) {
       
   796 		tile = p->ainew.path_info.route[i];
       
   797 		for (j = 0; j < 4; j++) {
       
   798 			TileIndex t = tile + TileOffsByDiagDir(j);
       
   799 
       
   800 			if (IsTileType(t, MP_STREET) &&
       
   801 					GetRoadTileType(t) == ROAD_TILE_DEPOT &&
       
   802 					IsTileOwner(t, _current_player) &&
       
   803 					GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
       
   804 				p->ainew.depot_tile = t;
       
   805 				p->ainew.depot_direction = ReverseDiagDir(j);
       
   806 				p->ainew.state = AI_STATE_VERIFY_ROUTE;
       
   807 				return;
       
   808 			}
       
   809 		}
       
   810 	}
       
   811 
       
   812 	// This routine let depot finding start in the middle, and work his way to the stations
       
   813 	// It makes depot placing nicer :)
       
   814 	i = p->ainew.path_info.route_length / 2;
       
   815 	g = 1;
       
   816 	while (i > 1 && i < p->ainew.path_info.route_length - 2) {
       
   817 		i += g;
       
   818 		g *= -1;
       
   819 		(g < 0?g--:g++);
       
   820 
       
   821 		if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
       
   822 			// Bridge or tunnel.. we can't place a depot there
       
   823 			continue;
       
   824 		}
       
   825 
       
   826 		tile = p->ainew.path_info.route[i];
       
   827 
       
   828 		for (j = 0; j < 4; j++) {
       
   829 			TileIndex t = tile + TileOffsByDiagDir(j);
       
   830 
       
   831 			// It may not be placed on the road/rail itself
       
   832 			// And because it is not build yet, we can't see it on the tile..
       
   833 			// So check the surrounding tiles :)
       
   834 			if (t == p->ainew.path_info.route[i - 1] ||
       
   835 					t == p->ainew.path_info.route[i + 1]) {
       
   836 				continue;
       
   837 			}
       
   838 			// Not around a bridge?
       
   839 			if (p->ainew.path_info.route_extra[i] != 0) continue;
       
   840 			if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
       
   841 			// Is the terrain clear?
       
   842 			if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
       
   843 				// If the current tile is on a slope then we do not allow this
       
   844 				if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
       
   845 				// Check if everything went okay..
       
   846 				r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0);
       
   847 				if (CmdFailed(r)) continue;
       
   848 				// Found a spot!
       
   849 				p->ainew.new_cost += r;
       
   850 				p->ainew.depot_tile = t;
       
   851 				p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction
       
   852 				p->ainew.state = AI_STATE_VERIFY_ROUTE;
       
   853 				return;
       
   854 			}
       
   855 		}
       
   856 	}
       
   857 
       
   858 	// Failed to find a depot?
       
   859 	p->ainew.state = AI_STATE_NOTHING;
       
   860 }
       
   861 
       
   862 
       
   863 // This function calculates how many vehicles there are needed on this
       
   864 //  traject.
       
   865 // It works pretty simple: get the length, see how much we move around
       
   866 //  and hussle that, and you know how many vehicles there are needed.
       
   867 // It returns the cost for the vehicles
       
   868 static int AiNew_HowManyVehicles(Player *p)
       
   869 {
       
   870 	if (p->ainew.tbt == AI_BUS) {
       
   871 		// For bus-routes we look at the time before we are back in the station
       
   872 		EngineID i;
       
   873 		int length, tiles_a_day;
       
   874 		int amount;
       
   875 		i = AiNew_PickVehicle(p);
       
   876 		if (i == INVALID_ENGINE) return 0;
       
   877 		// Passenger run.. how long is the route?
       
   878 		length = p->ainew.path_info.route_length;
       
   879 		// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
       
   880 		tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
       
   881 		// We want a vehicle in a station once a month at least, so, calculate it!
       
   882 		// (the * 2 is because we have 2 stations ;))
       
   883 		amount = length * 2 * 2 / tiles_a_day / 30;
       
   884 		if (amount == 0) amount = 1;
       
   885 		return amount;
       
   886 	} else if (p->ainew.tbt == AI_TRUCK) {
       
   887 		// For truck-routes we look at the cargo
       
   888 		EngineID i;
       
   889 		int length, amount, tiles_a_day;
       
   890 		int max_cargo;
       
   891 		i = AiNew_PickVehicle(p);
       
   892 		if (i == INVALID_ENGINE) return 0;
       
   893 		// Passenger run.. how long is the route?
       
   894 		length = p->ainew.path_info.route_length;
       
   895 		// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
       
   896 		tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
       
   897 		if (p->ainew.from_deliver) {
       
   898 			max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
       
   899 		} else {
       
   900 			max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
       
   901 		}
       
   902 
       
   903 		// This is because moving 60% is more than we can dream of!
       
   904 		max_cargo *= 0.6;
       
   905 		// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
       
   906 		//  we know what the vehicle takes with him, and we know the time it takes him
       
   907 		//  to get back here.. now let's do some math!
       
   908 		amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity;
       
   909 		amount += 1;
       
   910 		return amount;
       
   911 	} else {
       
   912 		// Currently not supported
       
   913 		return 0;
       
   914 	}
       
   915 }
       
   916 
       
   917 
       
   918 // This function checks:
       
   919 //   - If the route went okay
       
   920 //   - Calculates the amount of money needed to build the route
       
   921 //   - Calculates how much vehicles needed for the route
       
   922 static void AiNew_State_VerifyRoute(Player *p)
       
   923 {
       
   924 	int res, i;
       
   925 	assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
       
   926 
       
   927 	// Let's calculate the cost of the path..
       
   928 	//  new_cost already contains the cost of the stations
       
   929 	p->ainew.path_info.position = -1;
       
   930 
       
   931 	do {
       
   932 		p->ainew.path_info.position++;
       
   933 		p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
       
   934 	} while (p->ainew.path_info.position != -2);
       
   935 
       
   936 	// Now we know the price of build station + path. Now check how many vehicles
       
   937 	//  we need and what the price for that will be
       
   938 	res = AiNew_HowManyVehicles(p);
       
   939 	// If res == 0, no vehicle was found, or an other problem did occour
       
   940 	if (res == 0) {
       
   941 		p->ainew.state = AI_STATE_NOTHING;
       
   942 		return;
       
   943 	}
       
   944 	p->ainew.amount_veh = res;
       
   945 	p->ainew.cur_veh = 0;
       
   946 
       
   947 	// Check how much it it going to cost us..
       
   948 	for (i=0;i<res;i++) {
       
   949 		p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
       
   950 	}
       
   951 
       
   952 	// Now we know how much the route is going to cost us
       
   953 	//  Check if we have enough money for it!
       
   954 	if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
       
   955 		// Too bad..
       
   956 		DEBUG(ai, 1, "Insufficient funds to build route (%d)", p->ainew.new_cost);
       
   957 		p->ainew.state = AI_STATE_NOTHING;
       
   958 		return;
       
   959 	}
       
   960 
       
   961 	// Now we can build the route, check the direction of the stations!
       
   962 	if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
       
   963 		p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
       
   964 	}
       
   965 	if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
       
   966 		p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
       
   967 	}
       
   968 	if (p->ainew.from_tile == AI_STATION_RANGE)
       
   969 		p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
       
   970 	if (p->ainew.to_tile == AI_STATION_RANGE)
       
   971 		p->ainew.to_tile = p->ainew.path_info.route[0];
       
   972 
       
   973 	p->ainew.state = AI_STATE_BUILD_STATION;
       
   974 	p->ainew.temp = 0;
       
   975 
       
   976 	DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile);
       
   977 }
       
   978 
       
   979 
       
   980 // Build the stations
       
   981 static void AiNew_State_BuildStation(Player *p)
       
   982 {
       
   983 	int res = 0;
       
   984 	assert(p->ainew.state == AI_STATE_BUILD_STATION);
       
   985 	if (p->ainew.temp == 0) {
       
   986 		if (!IsTileType(p->ainew.from_tile, MP_STATION))
       
   987 			res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
       
   988 	} else {
       
   989 		if (!IsTileType(p->ainew.to_tile, MP_STATION))
       
   990 			res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
       
   991 		p->ainew.state = AI_STATE_BUILD_PATH;
       
   992 	}
       
   993 	if (CmdFailed(res)) {
       
   994 		DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile);
       
   995 		p->ainew.state = AI_STATE_NOTHING;
       
   996 		// If the first station _was_ build, destroy it
       
   997 		if (p->ainew.temp != 0)
       
   998 			AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
       
   999 		return;
       
  1000 	}
       
  1001 	p->ainew.temp++;
       
  1002 }
       
  1003 
       
  1004 
       
  1005 // Build the path
       
  1006 static void AiNew_State_BuildPath(Player *p)
       
  1007 {
       
  1008 	assert(p->ainew.state == AI_STATE_BUILD_PATH);
       
  1009 	// p->ainew.temp is set to -1 when this function is called for the first time
       
  1010 	if (p->ainew.temp == -1) {
       
  1011 		DEBUG(ai, 1, "Starting to build new path");
       
  1012 		// Init the counter
       
  1013 		p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
       
  1014 		// Set the position to the startingplace (-1 because in a minute we do ++)
       
  1015 		p->ainew.path_info.position = -1;
       
  1016 		// And don't do this again
       
  1017 		p->ainew.temp = 0;
       
  1018 	}
       
  1019 	// Building goes very fast on normal rate, so we are going to slow it down..
       
  1020 	//  By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
       
  1021 	if (--p->ainew.counter != 0) return;
       
  1022 	p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
       
  1023 
       
  1024 	// Increase the building position
       
  1025 	p->ainew.path_info.position++;
       
  1026 	// Build route
       
  1027 	AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
       
  1028 	if (p->ainew.path_info.position == -2) {
       
  1029 		// This means we are done building!
       
  1030 
       
  1031 		if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
       
  1032 			// If they not queue, they have to go up and down to try again at a station...
       
  1033 			// We don't want that, so try building some road left or right of the station
       
  1034 			int dir1, dir2, dir3;
       
  1035 			TileIndex tile;
       
  1036 			int i, ret;
       
  1037 			for (i=0;i<2;i++) {
       
  1038 				if (i == 0) {
       
  1039 					tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
       
  1040 					dir1 = p->ainew.from_direction - 1;
       
  1041 					if (dir1 < 0) dir1 = 3;
       
  1042 					dir2 = p->ainew.from_direction + 1;
       
  1043 					if (dir2 > 3) dir2 = 0;
       
  1044 					dir3 = p->ainew.from_direction;
       
  1045 				} else {
       
  1046 					tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction);
       
  1047 					dir1 = p->ainew.to_direction - 1;
       
  1048 					if (dir1 < 0) dir1 = 3;
       
  1049 					dir2 = p->ainew.to_direction + 1;
       
  1050 					if (dir2 > 3) dir2 = 0;
       
  1051 					dir3 = p->ainew.to_direction;
       
  1052 				}
       
  1053 
       
  1054 				ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1055 				if (!CmdFailed(ret)) {
       
  1056 					dir1 = TileOffsByDiagDir(dir1);
       
  1057 					if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
       
  1058 						ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1059 						if (!CmdFailed(ret)) {
       
  1060 							if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
       
  1061 								AI_DoCommand(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1062 						}
       
  1063 					}
       
  1064 				}
       
  1065 
       
  1066 				ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1067 				if (!CmdFailed(ret)) {
       
  1068 					dir2 = TileOffsByDiagDir(dir2);
       
  1069 					if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
       
  1070 						ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1071 						if (!CmdFailed(ret)) {
       
  1072 							if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
       
  1073 								AI_DoCommand(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1074 						}
       
  1075 					}
       
  1076 				}
       
  1077 
       
  1078 				ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1079 				if (!CmdFailed(ret)) {
       
  1080 					dir3 = TileOffsByDiagDir(dir3);
       
  1081 					if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
       
  1082 						ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1083 						if (!CmdFailed(ret)) {
       
  1084 							if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
       
  1085 								AI_DoCommand(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
       
  1086 						}
       
  1087 					}
       
  1088 				}
       
  1089 			}
       
  1090 		}
       
  1091 
       
  1092 		DEBUG(ai, 1, "Finished building path, cost: %d", p->ainew.new_cost);
       
  1093 		p->ainew.state = AI_STATE_BUILD_DEPOT;
       
  1094 	}
       
  1095 }
       
  1096 
       
  1097 
       
  1098 // Builds the depot
       
  1099 static void AiNew_State_BuildDepot(Player *p)
       
  1100 {
       
  1101 	int res = 0;
       
  1102 	assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
       
  1103 
       
  1104 	if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
       
  1105 		if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
       
  1106 			// The depot is already built
       
  1107 			p->ainew.state = AI_STATE_BUILD_VEHICLE;
       
  1108 			return;
       
  1109 		} else {
       
  1110 			// There is a depot, but not of our team! :(
       
  1111 			p->ainew.state = AI_STATE_NOTHING;
       
  1112 			return;
       
  1113 		}
       
  1114 	}
       
  1115 
       
  1116 	// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
       
  1117 	if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction)))
       
  1118 		return;
       
  1119 
       
  1120 	res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
       
  1121 	if (CmdFailed(res)) {
       
  1122 		DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile);
       
  1123 		p->ainew.state = AI_STATE_NOTHING;
       
  1124 		return;
       
  1125 	}
       
  1126 
       
  1127 	p->ainew.state = AI_STATE_BUILD_VEHICLE;
       
  1128 	p->ainew.idle = 10;
       
  1129 	p->ainew.veh_main_id = INVALID_VEHICLE;
       
  1130 }
       
  1131 
       
  1132 
       
  1133 // Build vehicles
       
  1134 static void AiNew_State_BuildVehicle(Player *p)
       
  1135 {
       
  1136 	int res;
       
  1137 	assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
       
  1138 
       
  1139 	// Check if we need to build a vehicle
       
  1140 	if (p->ainew.amount_veh == 0) {
       
  1141 		// Nope, we are done!
       
  1142 		// This means: we are all done! The route is open.. go back to NOTHING
       
  1143 		//  He will idle some time and it will all start over again.. :)
       
  1144 		p->ainew.state = AI_STATE_ACTION_DONE;
       
  1145 		return;
       
  1146 	}
       
  1147 	if (--p->ainew.idle != 0) return;
       
  1148 	// It is realistic that the AI can only build 1 vehicle a day..
       
  1149 	// This makes sure of that!
       
  1150 	p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
       
  1151 
       
  1152 	// Build the vehicle
       
  1153 	res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
       
  1154 	if (CmdFailed(res)) {
       
  1155 		// This happens when the AI can't build any more vehicles!
       
  1156 		p->ainew.state = AI_STATE_NOTHING;
       
  1157 		return;
       
  1158 	}
       
  1159 	// Increase the current counter
       
  1160 	p->ainew.cur_veh++;
       
  1161 	// Decrease the total counter
       
  1162 	p->ainew.amount_veh--;
       
  1163 	// Go give some orders!
       
  1164 	p->ainew.state = AI_STATE_WAIT_FOR_BUILD;
       
  1165 }
       
  1166 
       
  1167 
       
  1168 // Put the stations in the order list
       
  1169 static void AiNew_State_GiveOrders(Player *p)
       
  1170 {
       
  1171 	int idx;
       
  1172 	Order order;
       
  1173 
       
  1174 	assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
       
  1175 
       
  1176 	if (p->ainew.veh_main_id != INVALID_VEHICLE) {
       
  1177 		AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
       
  1178 
       
  1179 		p->ainew.state = AI_STATE_START_VEHICLE;
       
  1180 		return;
       
  1181 	} else {
       
  1182 		p->ainew.veh_main_id = p->ainew.veh_id;
       
  1183 	}
       
  1184 
       
  1185 	// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
       
  1186 	if (_patches.gotodepot) {
       
  1187 		idx = 0;
       
  1188 		order.type = OT_GOTO_DEPOT;
       
  1189 		order.flags = OF_UNLOAD;
       
  1190 		order.dest = GetDepotByTile(p->ainew.depot_tile)->index;
       
  1191 		AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
       
  1192 	}
       
  1193 
       
  1194 	idx = 0;
       
  1195 	order.type = OT_GOTO_STATION;
       
  1196 	order.flags = 0;
       
  1197 	order.dest = GetStationIndex(p->ainew.to_tile);
       
  1198 	if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
       
  1199 		order.flags |= OF_FULL_LOAD;
       
  1200 	AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
       
  1201 
       
  1202 	idx = 0;
       
  1203 	order.type = OT_GOTO_STATION;
       
  1204 	order.flags = 0;
       
  1205 	order.dest = GetStationIndex(p->ainew.from_tile);
       
  1206 	if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
       
  1207 		order.flags |= OF_FULL_LOAD;
       
  1208 	AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
       
  1209 
       
  1210 	// Start the engines!
       
  1211 	p->ainew.state = AI_STATE_START_VEHICLE;
       
  1212 }
       
  1213 
       
  1214 
       
  1215 // Start the vehicle
       
  1216 static void AiNew_State_StartVehicle(Player *p)
       
  1217 {
       
  1218 	assert(p->ainew.state == AI_STATE_START_VEHICLE);
       
  1219 
       
  1220 	// Skip the first order if it is a second vehicle
       
  1221 	//  This to make vehicles go different ways..
       
  1222 	if (p->ainew.cur_veh & 1)
       
  1223 		AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
       
  1224 
       
  1225 	// 3, 2, 1... go! (give START_STOP command ;))
       
  1226 	AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
       
  1227 	// Try to build an other vehicle (that function will stop building when needed)
       
  1228 	p->ainew.idle  = 10;
       
  1229 	p->ainew.state = AI_STATE_BUILD_VEHICLE;
       
  1230 }
       
  1231 
       
  1232 
       
  1233 // Repays money
       
  1234 static void AiNew_State_RepayMoney(Player *p)
       
  1235 {
       
  1236 	uint i;
       
  1237 
       
  1238 	for (i = 0; i < AI_LOAN_REPAY; i++) {
       
  1239 		AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
       
  1240 	}
       
  1241 	p->ainew.state = AI_STATE_ACTION_DONE;
       
  1242 }
       
  1243 
       
  1244 
       
  1245 static void AiNew_CheckVehicle(Player *p, Vehicle *v)
       
  1246 {
       
  1247 	// When a vehicle is under the 6 months, we don't check for anything
       
  1248 	if (v->age < 180) return;
       
  1249 
       
  1250 	// When a vehicle is older then 1 year, it should make money...
       
  1251 	if (v->age > 360) {
       
  1252 		// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
       
  1253 		//  it is not worth the line I guess...
       
  1254 		if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
       
  1255 				(v->reliability * 100 >> 16) < 40) {
       
  1256 			// There is a possibility that the route is fucked up...
       
  1257 			if (v->cargo_days > AI_VEHICLE_LOST_DAYS) {
       
  1258 				// The vehicle is lost.. check the route, or else, get the vehicle
       
  1259 				//  back to a depot
       
  1260 				// TODO: make this piece of code
       
  1261 			}
       
  1262 
       
  1263 
       
  1264 			// We are already sending him back
       
  1265 			if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
       
  1266 				if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
       
  1267 						(v->vehstatus&VS_STOPPED)) {
       
  1268 					// We are at the depot, sell the vehicle
       
  1269 					AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
       
  1270 				}
       
  1271 				return;
       
  1272 			}
       
  1273 
       
  1274 			if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
       
  1275 			{
       
  1276 				int ret = 0;
       
  1277 				if (v->type == VEH_Road)
       
  1278 					ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
       
  1279 				// This means we can not find a depot :s
       
  1280 				//				if (CmdFailed(ret))
       
  1281 			}
       
  1282 		}
       
  1283 	}
       
  1284 }
       
  1285 
       
  1286 
       
  1287 // Checks all vehicles if they are still valid and make money and stuff
       
  1288 static void AiNew_State_CheckAllVehicles(Player *p)
       
  1289 {
       
  1290 	Vehicle *v;
       
  1291 
       
  1292 	FOR_ALL_VEHICLES(v) {
       
  1293 		if (v->owner != p->index) continue;
       
  1294 		// Currently, we only know how to handle road-vehicles
       
  1295 		if (v->type != VEH_Road) continue;
       
  1296 
       
  1297 		AiNew_CheckVehicle(p, v);
       
  1298 	}
       
  1299 
       
  1300 	p->ainew.state = AI_STATE_ACTION_DONE;
       
  1301 }
       
  1302 
       
  1303 
       
  1304 // Using the technique simular to the original AI
       
  1305 //   Keeps things logical
       
  1306 // It really should be in the same order as the AI_STATE's are!
       
  1307 static AiNew_StateFunction* const _ainew_state[] = {
       
  1308 	NULL,
       
  1309 	AiNew_State_FirstTime,
       
  1310 	AiNew_State_Nothing,
       
  1311 	AiNew_State_WakeUp,
       
  1312 	AiNew_State_LocateRoute,
       
  1313 	AiNew_State_FindStation,
       
  1314 	AiNew_State_FindPath,
       
  1315 	AiNew_State_FindDepot,
       
  1316 	AiNew_State_VerifyRoute,
       
  1317 	AiNew_State_BuildStation,
       
  1318 	AiNew_State_BuildPath,
       
  1319 	AiNew_State_BuildDepot,
       
  1320 	AiNew_State_BuildVehicle,
       
  1321 	NULL,
       
  1322 	AiNew_State_GiveOrders,
       
  1323 	AiNew_State_StartVehicle,
       
  1324 	AiNew_State_RepayMoney,
       
  1325 	AiNew_State_CheckAllVehicles,
       
  1326 	AiNew_State_ActionDone,
       
  1327 	NULL,
       
  1328 };
       
  1329 
       
  1330 static void AiNew_OnTick(Player *p)
       
  1331 {
       
  1332 	if (_ainew_state[p->ainew.state] != NULL)
       
  1333 		_ainew_state[p->ainew.state](p);
       
  1334 }
       
  1335 
       
  1336 
       
  1337 void AiNewDoGameLoop(Player *p)
       
  1338 {
       
  1339 	if (p->ainew.state == AI_STATE_STARTUP) {
       
  1340 		// The AI just got alive!
       
  1341 		p->ainew.state = AI_STATE_FIRST_TIME;
       
  1342 		p->ainew.tick = 0;
       
  1343 
       
  1344 		// Only startup the AI
       
  1345 		return;
       
  1346 	}
       
  1347 
       
  1348 	// We keep a ticker. We use it for competitor_speed
       
  1349 	p->ainew.tick++;
       
  1350 
       
  1351 	// If we come here, we can do a tick.. do so!
       
  1352 	AiNew_OnTick(p);
       
  1353 }