src/ai/trolly/build.cpp
changeset 5584 1111b4d36e35
parent 5475 2e6990a8c7c4
child 5836 a60d2114780e
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/ai/trolly/build.cpp	Wed Jan 10 18:12:09 2007 +0000
@@ -0,0 +1,324 @@
+/* $Id$ */
+
+#include "../../stdafx.h"
+#include "../../openttd.h"
+#include "../../debug.h"
+#include "../../functions.h"
+#include "../../map.h"
+#include "../../road_map.h"
+#include "../../tile.h"
+#include "../../vehicle.h"
+#include "../../command.h"
+#include "trolly.h"
+#include "../../engine.h"
+#include "../../station.h"
+#include "../../variables.h"
+#include "../../bridge.h"
+#include "../ai.h"
+
+// Build HQ
+//  Params:
+//    tile : tile where HQ is going to be build
+bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
+{
+	if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
+		return false;
+	AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
+	return true;
+}
+
+
+// Build station
+//  Params:
+//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
+//    tile : tile where station is going to be build
+//    length : in case of AI_TRAIN: length of station
+//    numtracks : in case of AI_TRAIN: tracks of station
+//    direction : the direction of the station
+//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
+int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
+{
+	if (type == AI_TRAIN)
+		return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
+
+	if (type == AI_BUS)
+		return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
+
+	return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
+}
+
+
+// Builds a brdige. The second best out of the ones available for this player
+//  Params:
+//   tile_a : starting point
+//   tile_b : end point
+//   flag : flag passed to DoCommand
+int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
+{
+	int bridge_type, bridge_len, type, type2;
+
+	// Find a good bridgetype (the best money can buy)
+	bridge_len = GetBridgeLength(tile_a, tile_b);
+	type = type2 = 0;
+	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
+		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
+			type2 = type;
+			type = bridge_type;
+			// We found two bridges, exit
+			if (type2 != 0) break;
+		}
+	}
+	// There is only one bridge that can be built
+	if (type2 == 0 && type != 0) type2 = type;
+
+	// Now, simply, build the bridge!
+	if (p->ainew.tbt == AI_TRAIN) {
+		return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+	} else {
+		return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+	}
+}
+
+
+// Build the route part by part
+// Basicly what this function do, is build that amount of parts of the route
+//  that go in the same direction. It sets 'part' to the last part of the route builded.
+//  The return value is the cost for the builded parts
+//
+//  Params:
+//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
+//   part : Which part we need to build
+//
+// TODO: skip already builded road-pieces (e.g.: cityroad)
+int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
+{
+	int part = PathFinderInfo->position;
+	byte *route_extra = PathFinderInfo->route_extra;
+	TileIndex *route = PathFinderInfo->route;
+	int dir;
+	int old_dir = -1;
+	int cost = 0;
+	int res;
+	// We need to calculate the direction with the parent of the parent.. so we skip
+	//  the first pieces and the last piece
+	if (part < 1) part = 1;
+	// When we are done, stop it
+	if (part >= PathFinderInfo->route_length - 1) {
+		PathFinderInfo->position = -2;
+		return 0;
+	}
+
+
+	if (PathFinderInfo->rail_or_road) {
+		// Tunnel code
+		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+			cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
+			PathFinderInfo->position++;
+			// TODO: problems!
+			if (CmdFailed(cost)) {
+				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
+				return 0;
+			}
+			return cost;
+		}
+		// Bridge code
+		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
+			cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
+			PathFinderInfo->position++;
+			// TODO: problems!
+			if (CmdFailed(cost)) {
+				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
+				return 0;
+			}
+			return cost;
+		}
+
+		// Build normal rail
+		// Keep it doing till we go an other way
+		if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
+			while (route_extra[part] == 0) {
+				// Get the current direction
+				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
+				// Is it the same as the last one?
+				if (old_dir != -1 && old_dir != dir) break;
+				old_dir = dir;
+				// Build the tile
+				res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
+				if (CmdFailed(res)) {
+					// Problem.. let's just abort it all!
+					p->ainew.state = AI_STATE_NOTHING;
+					return 0;
+				}
+				cost += res;
+				// Go to the next tile
+				part++;
+				// Check if it is still in range..
+				if (part >= PathFinderInfo->route_length - 1) break;
+			}
+			part--;
+		}
+		// We want to return the last position, so we go back one
+		PathFinderInfo->position = part;
+	} else {
+		// Tunnel code
+		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+			cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
+			PathFinderInfo->position++;
+			// TODO: problems!
+			if (CmdFailed(cost)) {
+				DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
+				return 0;
+			}
+			return cost;
+		}
+		// Bridge code
+		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
+			cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
+			PathFinderInfo->position++;
+			// TODO: problems!
+			if (CmdFailed(cost)) {
+				DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
+				return 0;
+			}
+			return cost;
+		}
+
+		// Build normal road
+		// Keep it doing till we go an other way
+		// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
+		//  it will wait till the vehicle is gone..
+		if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
+			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
+				// Get the current direction
+				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
+				// Is it the same as the last one?
+				if (old_dir != -1 && old_dir != dir) break;
+				old_dir = dir;
+				// There is already some road, and it is a bridge.. don't build!!!
+				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
+					// Build the tile
+					res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
+					// Currently, we ignore CMD_ERRORs!
+					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
+						// Problem.. let's just abort it all!
+						DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
+						p->ainew.state = AI_STATE_NOTHING;
+						return 0;
+					}
+
+					if (!CmdFailed(res)) cost += res;
+				}
+				// Go to the next tile
+				part++;
+				// Check if it is still in range..
+				if (part >= PathFinderInfo->route_length - 1) break;
+			}
+			part--;
+			// We want to return the last position, so we go back one
+		}
+		if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
+		PathFinderInfo->position = part;
+	}
+
+	return cost;
+}
+
+
+// This functions tries to find the best vehicle for this type of cargo
+// It returns INVALID_ENGINE if not suitable engine is found
+EngineID AiNew_PickVehicle(Player *p)
+{
+	if (p->ainew.tbt == AI_TRAIN) {
+		// Not supported yet
+		return INVALID_ENGINE;
+	} else {
+		EngineID best_veh_index = INVALID_ENGINE;
+		int32 best_veh_rating = 0;
+		EngineID start = ROAD_ENGINES_INDEX;
+		EngineID end   = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
+		EngineID i;
+
+		/* Loop through all road vehicles */
+		for (i = start; i != end; i++) {
+			const RoadVehicleInfo *rvi = RoadVehInfo(i);
+			const Engine* e = GetEngine(i);
+			int32 rating;
+			int32 ret;
+
+			/* Skip vehicles which can't take our cargo type */
+			if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
+
+			// Is it availiable?
+			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
+			if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
+
+			/* Rate and compare the engine by speed & capacity */
+			rating = rvi->max_speed * rvi->capacity;
+			if (rating <= best_veh_rating) continue;
+
+			// Can we build it?
+			ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
+			if (CmdFailed(ret)) continue;
+
+			best_veh_rating = rating;
+			best_veh_index = i;
+		}
+
+		return best_veh_index;
+	}
+}
+
+
+void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
+{
+	Player* p = GetPlayer(_current_player);
+
+	if (success) {
+		p->ainew.state = AI_STATE_GIVE_ORDERS;
+		p->ainew.veh_id = _new_vehicle_id;
+
+		if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
+			/* Cargo type doesn't match, so refit it */
+			if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
+				/* Refit failed, so sell the vehicle */
+				DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
+				p->ainew.state = AI_STATE_NOTHING;
+			}
+		}
+	} else {
+		/* XXX this should be handled more gracefully */
+		p->ainew.state = AI_STATE_NOTHING;
+	}
+}
+
+
+// Builds the best vehicle possible
+int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
+{
+	EngineID i = AiNew_PickVehicle(p);
+
+	if (i == INVALID_ENGINE) return CMD_ERROR;
+	if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
+
+	if (flag & DC_EXEC) {
+		return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
+	} else {
+		return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
+	}
+}
+
+int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
+{
+	int ret, ret2;
+	if (p->ainew.tbt == AI_TRAIN) {
+		return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
+	} else {
+		ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
+		if (CmdFailed(ret)) return ret;
+		// Try to build the road from the depot
+		ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+		// If it fails, ignore it..
+		if (CmdFailed(ret2)) return ret;
+		return ret + ret2;
+	}
+}