ai/trolly/trolly.c
changeset 2381 9a5ed6c0a2e6
child 2549 5587f9a38563
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ai/trolly/trolly.c	Fri Sep 02 19:10:45 2005 +0000
@@ -0,0 +1,1379 @@
+/* $Id: ai_new.c 2891 2005-08-26 20:26:34Z tron $ */
+
+/*
+ * This AI was created as a direct reaction to the big demand for some good AIs in OTTD.
+ *   Too bad it never left alpha-stage, and it is considered dead in his current form.
+ *   By the time of writing this, we, the creator of this AI and a good friend of mine,
+ *   are designing a whole new AI-system that allows us to create AIs easier and without
+ *   all the fuzz we encountered while I was working on this AI. By the time that system
+ *   is finished, you can expect that this AI will dissapear, because it is pretty
+ *   obselete and bad programmed.
+ *
+ * In the meanwhile I wish you all much fun with this AI; if you are interested as
+ *   AI-developer in this AI, I advise you not stare too long to some code, some things in
+ *   here really are... strange ;) But in either way: enjoy :)
+ *
+ *  -- TrueLight :: 2005-09-01
+ */
+
+#include "../../stdafx.h"
+#include "../../openttd.h"
+#include "../../debug.h"
+#include "../../functions.h"
+#include "../../table/strings.h"
+#include "../../map.h"
+#include "../../tile.h"
+#include "../../command.h"
+#include "trolly.h"
+#include "../../town.h"
+#include "../../industry.h"
+#include "../../station.h"
+#include "../../engine.h"
+#include "../../gui.h"
+#include "../../depot.h"
+
+// This function is called after StartUp. It is the init of an AI
+static void AiNew_State_FirstTime(Player *p)
+{
+	// This assert is used to protect those function from misuse
+	//   You have quickly a small mistake in the state-array
+	//   With that, everything would go wrong. Finding that, is almost impossible
+	//   With this assert, that problem can never happen.
+	assert(p->ainew.state == AI_STATE_FIRST_TIME);
+	// We first have to init some things
+
+	if (_current_player == 1) {
+		ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
+	}
+
+	// The PathFinder (AyStar)
+	// TODO: Maybe when an AI goes bankrupt, this is de-init
+	//  or when coming from a savegame.. should be checked out!
+	p->ainew.path_info.start_tile_tl = 0;
+	p->ainew.path_info.start_tile_br = 0;
+	p->ainew.path_info.end_tile_tl = 0;
+	p->ainew.path_info.end_tile_br = 0;
+	p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
+
+	p->ainew.idle = 0;
+	p->ainew.last_vehiclecheck_date = _date;
+
+	// We ALWAYS start with a bus route.. just some basic money ;)
+	p->ainew.action = AI_ACTION_BUS_ROUTE;
+
+	// Let's popup the news, and after that, start building..
+	p->ainew.state = AI_STATE_WAKE_UP;
+}
+
+
+// This function just waste some time
+//  It keeps it more real. The AI can build on such tempo no normal user
+//  can ever keep up with that. The competitor_speed already delays a bit
+//  but after the AI finished a track it really needs to go to sleep.
+//
+// Let's say, we sleep between one and three days if the AI is put on Very Fast.
+//  This means that on Very Slow it will be between 16 and 48 days.. slow enough?
+static void AiNew_State_Nothing(Player *p)
+{
+	assert(p->ainew.state == AI_STATE_NOTHING);
+	// If we are done idling, start over again
+	if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS;
+	if (--p->ainew.idle == 0) {
+		// We are done idling.. what you say? Let's do something!
+		// I mean.. the next tick ;)
+		p->ainew.state = AI_STATE_WAKE_UP;
+	}
+}
+
+
+// This function picks out a task we are going to do.
+//  Currently supported:
+//    - Make new route
+//    - Check route
+//    - Build HQ
+static void AiNew_State_WakeUp(Player *p)
+{
+	int32 money;
+	int c;
+	assert(p->ainew.state == AI_STATE_WAKE_UP);
+	// First, check if we have a HQ
+	if (p->location_of_house == 0) {
+		// We have no HQ yet, build one on a random place
+		// Random till we found a place for it!
+		// TODO: this should not be on a random place..
+		AiNew_Build_CompanyHQ(p, Random() % MapSize());
+		// Enough for now, but we want to come back here the next time
+		//  so we do not change any status
+		return;
+	}
+
+	money = p->player_money - AI_MINIMUM_MONEY;
+
+	// Let's pick an action!
+	if (p->ainew.action == AI_ACTION_NONE) {
+		c = Random() & 0xFF;
+		if (p->current_loan > 0 &&
+				p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
+				c < 10) {
+			p->ainew.action = AI_ACTION_REPAY_LOAN;
+		} else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
+			// Check all vehicles once in a while
+			p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
+			p->ainew.last_vehiclecheck_date = _date;
+		} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
+			// Do we have any spots for road-vehicles left open?
+			if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
+				if (c < 85)
+					p->ainew.action = AI_ACTION_TRUCK_ROUTE;
+				else
+					p->ainew.action = AI_ACTION_BUS_ROUTE;
+			}
+		}/* else if (c < 200 && !_patches.ai_disable_veh_train) {
+			if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
+				p->ainew.action = AI_ACTION_TRAIN_ROUTE;
+			}
+		}*/
+
+		p->ainew.counter = 0;
+	}
+
+	if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) {
+		p->ainew.action = AI_ACTION_NONE;
+		return;
+	}
+
+	if (_patches.ai_disable_veh_roadveh && (
+				p->ainew.action == AI_ACTION_BUS_ROUTE ||
+				p->ainew.action == AI_ACTION_TRUCK_ROUTE
+			)) {
+		p->ainew.action = AI_ACTION_NONE;
+		return;
+	}
+
+	if (_patches.ai_disable_veh_roadveh && (
+				p->ainew.action == AI_ACTION_BUS_ROUTE ||
+				p->ainew.action == AI_ACTION_TRUCK_ROUTE
+			)) {
+		p->ainew.action = AI_ACTION_NONE;
+		return;
+	}
+
+	if (p->ainew.action == AI_ACTION_REPAY_LOAN &&
+			money > AI_MINIMUM_LOAN_REPAY_MONEY) {
+		// We start repaying some money..
+		p->ainew.state = AI_STATE_REPAY_MONEY;
+		return;
+	}
+
+	if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) {
+		p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES;
+		return;
+	}
+
+	// It is useless to start finding a route if we don't have enough money
+	//  to build the route anyway..
+	if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
+			money > AI_MINIMUM_BUS_ROUTE_MONEY) {
+		if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
+			p->ainew.action = AI_ACTION_NONE;
+			return;
+		}
+		p->ainew.cargo = AI_NEED_CARGO;
+		p->ainew.state = AI_STATE_LOCATE_ROUTE;
+		p->ainew.tbt = AI_BUS; // Bus-route
+		return;
+	}
+	if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
+			money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
+		if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
+			p->ainew.action = AI_ACTION_NONE;
+			return;
+		}
+		p->ainew.cargo = AI_NEED_CARGO;
+		p->ainew.last_id = 0;
+		p->ainew.state = AI_STATE_LOCATE_ROUTE;
+		p->ainew.tbt = AI_TRUCK;
+		return;
+	}
+
+	p->ainew.state = AI_STATE_NOTHING;
+}
+
+
+static void AiNew_State_ActionDone(Player *p)
+{
+	p->ainew.action = AI_ACTION_NONE;
+	p->ainew.state = AI_STATE_NOTHING;
+}
+
+
+// Check if a city or industry is good enough to start a route there
+static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
+{
+	if (type == AI_CITY) {
+		Town *t = GetTown(ic);
+		Station *st;
+		uint count = 0;
+		int j = 0;
+
+		// We don't like roadconstructions, don't even true such a city
+		if (t->road_build_months != 0) return false;
+
+		// Check if the rating in a city is high enough
+		//  If not, take a chance if we want to continue
+		if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
+
+		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
+
+		// Check if we have build a station in this town the last 6 months
+		//  else we don't do it. This is done, because stat updates can be slow
+		//  and sometimes it takes up to 4 months before the stats are corectly.
+		//  This way we don't get 12 busstations in one city of 100 population ;)
+		FOR_ALL_STATIONS(st) {
+			// Is it an active station
+			if (st->xy == 0) continue;
+			// Do we own it?
+			if (st->owner == _current_player) {
+				// Are we talking busses?
+				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
+				// Is it the same city as we are in now?
+				if (st->town != t) continue;
+				// When was this station build?
+				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
+				// Cound the amount of stations in this city that we own
+				count++;
+			} else {
+				// We do not own it, request some info about the station
+				//  we want to know if this station gets the same good. If so,
+				//  we want to know its rating. If it is too high, we are not going
+				//  to build there
+				if (!st->goods[CT_PASSENGERS].last_speed) continue;
+				// Is it around our city
+				if (DistanceManhattan(st->xy, t->xy) > 10) continue;
+				// It does take this cargo.. what is his rating?
+				if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
+				j++;
+				// When this is the first station, we build a second with no problem ;)
+				if (j == 1) continue;
+				// The rating is high.. second station...
+				//  a little chance that we still continue
+				//  But if there are 3 stations of this size, we never go on...
+				if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
+				// We don't like this station :(
+				return false;
+			}
+		}
+
+		// We are about to add one...
+		count++;
+		// Check if we the city can provide enough cargo for this amount of stations..
+		if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
+
+		// All check are okay, so we can build here!
+		return true;
+	}
+	if (type == AI_INDUSTRY) {
+		Industry *i = GetIndustry(ic);
+		Station *st;
+		int count = 0;
+		int j = 0;
+
+		if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
+
+		// No limits on delevering stations!
+		//  Or for industry that does not give anything yet
+		if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
+
+		if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
+
+		// Check if we have build a station in this town the last 6 months
+		//  else we don't do it. This is done, because stat updates can be slow
+		//  and sometimes it takes up to 4 months before the stats are corectly.
+		FOR_ALL_STATIONS(st) {
+			// Is it an active station
+			if (st->xy == 0) continue;
+
+			// Do we own it?
+			if (st->owner == _current_player) {
+				// Are we talking trucks?
+				if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
+				// Is it the same city as we are in now?
+				if (st->town != i->town) continue;
+				// When was this station build?
+				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
+				// Cound the amount of stations in this city that we own
+				count++;
+			} else {
+				// We do not own it, request some info about the station
+				//  we want to know if this station gets the same good. If so,
+				//  we want to know its rating. If it is too high, we are not going
+				//  to build there
+				if (i->produced_cargo[0] == 0xFF) continue;
+				// It does not take this cargo
+				if (!st->goods[i->produced_cargo[0]].last_speed) continue;
+				// Is it around our industry
+				if (DistanceManhattan(st->xy, i->xy) > 5) continue;
+				// It does take this cargo.. what is his rating?
+				if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
+				j++;
+				// The rating is high.. a little chance that we still continue
+				//  But if there are 2 stations of this size, we never go on...
+				if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
+				// We don't like this station :(
+				return false;
+			}
+		}
+
+		// We are about to add one...
+		count++;
+		// Check if we the city can provide enough cargo for this amount of stations..
+		if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
+
+		// All check are okay, so we can build here!
+		return true;
+	}
+
+	return true;
+}
+
+
+// This functions tries to locate a good route
+static void AiNew_State_LocateRoute(Player *p)
+{
+	assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
+	// For now, we only support PASSENGERS, CITY and BUSSES
+
+	// We don't have a route yet
+	if (p->ainew.cargo == AI_NEED_CARGO) {
+		p->ainew.new_cost = 0; // No cost yet
+		p->ainew.temp = -1;
+		// Reset the counter
+		p->ainew.counter = 0;
+
+		p->ainew.from_ic = -1;
+		p->ainew.to_ic = -1;
+		if (p->ainew.tbt == AI_BUS) {
+			// For now we only have a passenger route
+			p->ainew.cargo = CT_PASSENGERS;
+
+			// Find a route to cities
+			p->ainew.from_type = AI_CITY;
+			p->ainew.to_type = AI_CITY;
+		} else if (p->ainew.tbt == AI_TRUCK) {
+			p->ainew.cargo = AI_NO_CARGO;
+
+			p->ainew.from_type = AI_INDUSTRY;
+			p->ainew.to_type = AI_INDUSTRY;
+		}
+
+		// Now we are doing initing, we wait one tick
+		return;
+	}
+
+	// Increase the counter and abort if it is taking too long!
+	p->ainew.counter++;
+	if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
+		// Switch back to doing nothing!
+		p->ainew.state = AI_STATE_NOTHING;
+		return;
+	}
+
+	// We are going to locate a city from where we are going to connect
+	if (p->ainew.from_ic == -1) {
+		if (p->ainew.temp == -1) {
+			// First, we pick a random spot to search from
+			if (p->ainew.from_type == AI_CITY)
+				p->ainew.temp = RandomRange(_total_towns);
+			else
+				p->ainew.temp = RandomRange(_total_industries);
+		}
+
+		if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
+			// It was not a valid city
+			//  increase the temp with one, and return. We will come back later here
+			//  to try again
+			p->ainew.temp++;
+			if (p->ainew.from_type == AI_CITY) {
+				if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0;
+			} else {
+				if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+			}
+
+			// Don't do an attempt if we are trying the same id as the last time...
+			if (p->ainew.last_id == p->ainew.temp) return;
+			p->ainew.last_id = p->ainew.temp;
+
+			return;
+		}
+
+		// We found a good city/industry, save the data of it
+		p->ainew.from_ic = p->ainew.temp;
+
+		// Start the next tick with finding a to-city
+		p->ainew.temp = -1;
+		return;
+	}
+
+	// Find a to-city
+	if (p->ainew.temp == -1) {
+		// First, we pick a random spot to search to
+		if (p->ainew.to_type == AI_CITY)
+			p->ainew.temp = RandomRange(_total_towns);
+		else
+			p->ainew.temp = RandomRange(_total_industries);
+	}
+
+	// The same city is not allowed
+	// Also check if the city is valid
+	if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
+		// Maybe it is valid..
+
+		// We need to know if they are not to far apart from eachother..
+		// We do that by checking how much cargo we have to move and how long the route
+		//   is.
+
+		if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
+			int max_cargo = GetTown(p->ainew.from_ic)->max_pass + GetTown(p->ainew.temp)->max_pass;
+			max_cargo -= GetTown(p->ainew.from_ic)->act_pass + GetTown(p->ainew.temp)->act_pass;
+			// max_cargo is now the amount of cargo we can move between the two cities
+			// If it is more than the distance, we allow it
+			if (DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
+				// We found a good city/industry, save the data of it
+				p->ainew.to_ic = p->ainew.temp;
+				p->ainew.state = AI_STATE_FIND_STATION;
+
+				DEBUG(ai,1)(
+					"[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",
+					DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy),
+					p->ainew.from_ic,
+					p->ainew.temp
+				);
+
+				p->ainew.from_tile = 0;
+				p->ainew.to_tile = 0;
+
+				return;
+			}
+		} else if (p->ainew.tbt == AI_TRUCK) {
+			bool found = false;
+			int max_cargo = 0;
+			int i;
+			// TODO: in max_cargo, also check other cargo (beside [0])
+			// First we check if the from_ic produces cargo that this ic accepts
+			if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.from_ic)->total_production[0] != 0) {
+				for (i=0;i<3;i++) {
+					if (GetIndustry(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
+					if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] == GetIndustry(p->ainew.temp)->accepts_cargo[i]) {
+						// Found a compatbiel industry
+						max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0];
+						found = true;
+						p->ainew.from_deliver = true;
+						p->ainew.to_deliver = false;
+						break;
+					}
+				}
+			}
+			if (!found && GetIndustry(p->ainew.temp)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.temp)->total_production[0] != 0) {
+				// If not check if the current ic produces cargo that the from_ic accepts
+				for (i=0;i<3;i++) {
+					if (GetIndustry(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
+					if (GetIndustry(p->ainew.temp)->produced_cargo[0] == GetIndustry(p->ainew.from_ic)->accepts_cargo[i]) {
+						// Found a compatbiel industry
+						found = true;
+						max_cargo = GetIndustry(p->ainew.temp)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0];
+						p->ainew.from_deliver = false;
+						p->ainew.to_deliver = true;
+						break;
+					}
+				}
+			}
+			if (found) {
+				// Yeah, they are compatible!!!
+				// Check the length against the amount of goods
+				if (DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
+						DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
+					p->ainew.to_ic = p->ainew.temp;
+					if (p->ainew.from_deliver) {
+						p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0];
+					} else {
+						p->ainew.cargo = GetIndustry(p->ainew.temp)->produced_cargo[0];
+					}
+					p->ainew.state = AI_STATE_FIND_STATION;
+
+					DEBUG(ai,1)(
+						"[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",
+						DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy),
+						p->ainew.from_ic,
+						p->ainew.temp
+					);
+
+					p->ainew.from_tile = 0;
+					p->ainew.to_tile = 0;
+
+					return;
+				}
+			}
+		}
+	}
+
+	// It was not a valid city
+	//  increase the temp with one, and return. We will come back later here
+	//  to try again
+	p->ainew.temp++;
+	if (p->ainew.to_type == AI_CITY) {
+		if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0;
+	} else {
+		if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+	}
+
+	// Don't do an attempt if we are trying the same id as the last time...
+	if (p->ainew.last_id == p->ainew.temp) return;
+	p->ainew.last_id = p->ainew.temp;
+}
+
+
+// Check if there are not more than a certain amount of vehicles pointed to a certain
+//  station. This to prevent 10 busses going to one station, which gives... problems ;)
+static bool AiNew_CheckVehicleStation(Player *p, Station *st)
+{
+	int count = 0;
+	Vehicle *v;
+
+	// Also check if we don't have already a lot of busses to this city...
+	FOR_ALL_VEHICLES(v) {
+		if (v->owner == _current_player) {
+			const Order *order;
+
+			FOR_VEHICLE_ORDERS(v, order) {
+				if (order->type == OT_GOTO_STATION && GetStation(order->station) == st) {
+					// This vehicle has this city in its list
+					count++;
+				}
+			}
+		}
+	}
+
+	if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
+	return true;
+}
+
+// This function finds a good spot for a station
+static void AiNew_State_FindStation(Player *p)
+{
+	TileIndex tile;
+	Station *st;
+	int i, count = 0;
+	TileIndex new_tile = 0;
+	byte direction = 0;
+	Town *town = NULL;
+	Industry *industry = NULL;
+	assert(p->ainew.state == AI_STATE_FIND_STATION);
+
+	if (p->ainew.from_tile == 0) {
+		// First we scan for a station in the from-city
+		if (p->ainew.from_type == AI_CITY) {
+			town = GetTown(p->ainew.from_ic);
+			tile = town->xy;
+		} else {
+			industry = GetIndustry(p->ainew.from_ic);
+			tile = industry->xy;
+		}
+	} else if (p->ainew.to_tile == 0) {
+		// Second we scan for a station in the to-city
+		if (p->ainew.to_type == AI_CITY) {
+			town = GetTown(p->ainew.to_ic);
+			tile = town->xy;
+		} else {
+			industry = GetIndustry(p->ainew.to_ic);
+			tile = industry->xy;
+		}
+	} else {
+		// Unsupported request
+		// Go to FIND_PATH
+		p->ainew.temp = -1;
+		p->ainew.state = AI_STATE_FIND_PATH;
+		return;
+	}
+
+	// First, we are going to look at the stations that already exist inside the city
+	//  If there is enough cargo left in the station, we take that station
+	//  If that is not possible, and there are more than 2 stations in the city, abort
+	i = AiNew_PickVehicle(p);
+	// Euhmz, this should not happen _EVER_
+	// Quit finding a route...
+	if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
+
+	FOR_ALL_STATIONS(st) {
+		if (st->xy != 0) {
+			if (st->owner == _current_player) {
+				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
+					if (st->town == town) {
+						// Check how much cargo there is left in the station
+						if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
+							if (AiNew_CheckVehicleStation(p, st)) {
+								// We did found a station that was good enough!
+								new_tile = st->xy;
+								// Cheap way to get the direction of the station...
+								//  Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
+								direction = _m[st->xy].m5 - 0x47;
+								break;
+							}
+						}
+						count++;
+					}
+				}
+			}
+		}
+	}
+	// We are going to add a new station...
+	if (new_tile == 0) count++;
+	// No more than 2 stations allowed in a city
+	//  This is because only the best 2 stations of one cargo do get any cargo
+	if (count > 2) {
+		p->ainew.state = AI_STATE_NOTHING;
+		return;
+	}
+
+	if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
+		uint x, y, i = 0;
+		int r;
+		uint best;
+		uint accepts[NUM_CARGO];
+		TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
+		uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
+		// To find a good spot we scan a range from the center, a get the point
+		//  where we get the most cargo and where it is buildable.
+		// TODO: also check for station of myself and make sure we are not
+		//   taking eachothers passangers away (bad result when it does not)
+		for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
+			for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
+				new_tile = TileXY(x, y);
+				if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) {
+					// This tile we can build on!
+					// Check acceptance
+					// XXX - Get the catchment area
+					GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4);
+					// >> 3 == 0 means no cargo
+					if (accepts[p->ainew.cargo] >> 3 == 0) continue;
+					// See if we can build the station
+					r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
+					if (r == CMD_ERROR) continue;
+					// We can build it, so add it to found_spot
+					found_spot[i] = new_tile;
+					found_best[i++] = accepts[p->ainew.cargo];
+				}
+			}
+		}
+
+		// If i is still zero, we did not found anything :(
+		if (i == 0) {
+			p->ainew.state = AI_STATE_NOTHING;
+			return;
+		}
+
+		// Go through all the found_best and check which has the highest value
+		best = 0;
+		new_tile = 0;
+
+		for (x=0;x<i;x++) {
+			if (found_best[x] > best ||
+					(found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
+				new_tile = found_spot[x];
+				best = found_best[x];
+			}
+		}
+
+		// See how much it is going to cost us...
+		r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
+		p->ainew.new_cost += r;
+
+		direction = AI_PATHFINDER_NO_DIRECTION;
+	} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
+		// Truck station locater works differently.. a station can be on any place
+		//  as long as it is in range. So we give back code AI_STATION_RANGE
+		//  so the pathfinder routine can work it out!
+		new_tile = AI_STATION_RANGE;
+		direction = AI_PATHFINDER_NO_DIRECTION;
+	}
+
+	if (p->ainew.from_tile == 0) {
+		p->ainew.from_tile = new_tile;
+		p->ainew.from_direction = direction;
+		// Now we found thisone, go in for to_tile
+		return;
+	} else if (p->ainew.to_tile == 0) {
+		p->ainew.to_tile = new_tile;
+		p->ainew.to_direction = direction;
+		// K, done placing stations!
+		p->ainew.temp = -1;
+		p->ainew.state = AI_STATE_FIND_PATH;
+		return;
+	}
+}
+
+
+// We try to find a path between 2 points
+static void AiNew_State_FindPath(Player *p)
+{
+	int r;
+	assert(p->ainew.state == AI_STATE_FIND_PATH);
+
+	// First time, init some data
+	if (p->ainew.temp == -1) {
+		// Init path_info
+		if (p->ainew.from_tile == AI_STATION_RANGE) {
+			// For truck routes we take a range around the industry
+			p->ainew.path_info.start_tile_tl = GetIndustry(p->ainew.from_ic)->xy - TileDiffXY(1, 1);
+			p->ainew.path_info.start_tile_br = GetIndustry(p->ainew.from_ic)->xy + TileDiffXY(GetIndustry(p->ainew.from_ic)->width, GetIndustry(p->ainew.from_ic)->height) + TileDiffXY(1, 1);
+			p->ainew.path_info.start_direction = p->ainew.from_direction;
+		} else {
+			p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
+			p->ainew.path_info.start_tile_br = p->ainew.from_tile;
+			p->ainew.path_info.start_direction = p->ainew.from_direction;
+		}
+
+		if (p->ainew.to_tile == AI_STATION_RANGE) {
+			p->ainew.path_info.end_tile_tl = GetIndustry(p->ainew.to_ic)->xy - TileDiffXY(1, 1);
+			p->ainew.path_info.end_tile_br = GetIndustry(p->ainew.to_ic)->xy + TileDiffXY(GetIndustry(p->ainew.to_ic)->width, GetIndustry(p->ainew.to_ic)->height) + TileDiffXY(1, 1);
+			p->ainew.path_info.end_direction = p->ainew.to_direction;
+		} else {
+			p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
+			p->ainew.path_info.end_tile_br = p->ainew.to_tile;
+			p->ainew.path_info.end_direction = p->ainew.to_direction;
+		}
+
+		if (p->ainew.tbt == AI_TRAIN)
+			p->ainew.path_info.rail_or_road = true;
+		else
+			p->ainew.path_info.rail_or_road = false;
+
+		// First, clean the pathfinder with our new begin and endpoints
+		clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
+
+		p->ainew.temp = 0;
+	}
+
+	// Start the pathfinder
+	r = p->ainew.pathfinder->main(p->ainew.pathfinder);
+	// If it return: no match, stop it...
+	if (r == AYSTAR_NO_PATH) {
+		DEBUG(ai,1)("[AiNew] PathFinder found no route!");
+		// Start all over again...
+		p->ainew.state = AI_STATE_NOTHING;
+		return;
+	}
+	if (r == AYSTAR_FOUND_END_NODE) {
+		// We found the end-point
+		p->ainew.temp = -1;
+		p->ainew.state = AI_STATE_FIND_DEPOT;
+		return;
+	}
+	// In any other case, we are still busy finding the route...
+}
+
+
+// This function tries to locate a good place for a depot!
+static void AiNew_State_FindDepot(Player *p)
+{
+	// To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
+	// Simple, easy, works!
+	// To make the depot stand in the middle of the route, we start from the center..
+	// But first we walk through the route see if we can find a depot that is ours
+	//  this keeps things nice ;)
+	int g, i, j, r;
+	TileIndex tile;
+	assert(p->ainew.state == AI_STATE_FIND_DEPOT);
+
+	p->ainew.depot_tile = 0;
+
+	for (i=2;i<p->ainew.path_info.route_length-2;i++) {
+		tile = p->ainew.path_info.route[i];
+		for (j = 0; j < 4; j++) {
+			if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) {
+				// Its a street, test if it is a depot
+				if (_m[tile + TileOffsByDir(j)].m5 & 0x20) {
+					// We found a depot, is it ours? (TELL ME!!!)
+					if (IsTileOwner(tile + TileOffsByDir(j), _current_player)) {
+						// Now, is it pointing to the right direction.........
+						if ((_m[tile + TileOffsByDir(j)].m5 & 3) == (j ^ 2)) {
+							// Yeah!!!
+							p->ainew.depot_tile = tile + TileOffsByDir(j);
+							p->ainew.depot_direction = j ^ 2; // Reverse direction
+							p->ainew.state = AI_STATE_VERIFY_ROUTE;
+							return;
+						}
+					}
+				}
+			}
+		}
+	}
+
+	// This routine let depot finding start in the middle, and work his way to the stations
+	// It makes depot placing nicer :)
+	i = p->ainew.path_info.route_length / 2;
+	g = 1;
+	while (i > 1 && i < p->ainew.path_info.route_length - 2) {
+		i += g;
+		g *= -1;
+		(g < 0?g--:g++);
+
+		if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
+			// Bridge or tunnel.. we can't place a depot there
+			continue;
+		}
+
+		tile = p->ainew.path_info.route[i];
+
+		for (j = 0; j < 4; j++) {
+			// It may not be placed on the road/rail itself
+			// And because it is not build yet, we can't see it on the tile..
+			// So check the surrounding tiles :)
+			if (tile + TileOffsByDir(j) == p->ainew.path_info.route[i-1] ||
+					tile + TileOffsByDir(j) == p->ainew.path_info.route[i+1])
+				continue;
+			// Not around a bridge?
+			if (p->ainew.path_info.route_extra[i] != 0) continue;
+			if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
+			// Is the terrain clear?
+			if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) ||
+					IsTileType(tile + TileOffsByDir(j), MP_TREES)) {
+				TileInfo ti;
+				FindLandscapeHeightByTile(&ti, tile);
+				// If the current tile is on a slope (tileh != 0) then we do not allow this
+				if (ti.tileh != 0) continue;
+				// Check if everything went okay..
+				r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
+				if (r == CMD_ERROR) continue;
+				// Found a spot!
+				p->ainew.new_cost += r;
+				p->ainew.depot_tile = tile + TileOffsByDir(j);
+				p->ainew.depot_direction = j ^ 2; // Reverse direction
+				p->ainew.state = AI_STATE_VERIFY_ROUTE;
+				return;
+			}
+		}
+	}
+
+	// Failed to find a depot?
+	p->ainew.state = AI_STATE_NOTHING;
+}
+
+
+// This function calculates how many vehicles there are needed on this
+//  traject.
+// It works pretty simple: get the length, see how much we move around
+//  and hussle that, and you know how many vehicles there are needed.
+// It returns the cost for the vehicles
+static int AiNew_HowManyVehicles(Player *p)
+{
+	if (p->ainew.tbt == AI_BUS) {
+		// For bus-routes we look at the time before we are back in the station
+		int i, length, tiles_a_day;
+		int amount;
+		i = AiNew_PickVehicle(p);
+		if (i == -1) return 0;
+		// Passenger run.. how long is the route?
+		length = p->ainew.path_info.route_length;
+		// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
+		tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
+		// We want a vehicle in a station once a month at least, so, calculate it!
+		// (the * 2 is because we have 2 stations ;))
+		amount = length * 2 * 2 / tiles_a_day / 30;
+		if (amount == 0) amount = 1;
+		return amount;
+	} else if (p->ainew.tbt == AI_TRUCK) {
+		// For truck-routes we look at the cargo
+		int i, length, amount, tiles_a_day;
+		int max_cargo;
+		i = AiNew_PickVehicle(p);
+		if (i == -1) return 0;
+		// Passenger run.. how long is the route?
+		length = p->ainew.path_info.route_length;
+		// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
+		tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
+		if (p->ainew.from_deliver)
+			max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
+		else
+			max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
+
+		// This is because moving 60% is more than we can dream of!
+		max_cargo *= 0.6;
+		// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
+		//  we know what the vehicle takes with him, and we know the time it takes him
+		//  to get back here.. now let's do some math!
+		amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity;
+		amount += 1;
+		return amount;
+	} else {
+		// Currently not supported
+		return 0;
+	}
+}
+
+
+// This function checks:
+//   - If the route went okay
+//   - Calculates the amount of money needed to build the route
+//   - Calculates how much vehicles needed for the route
+static void AiNew_State_VerifyRoute(Player *p)
+{
+	int res, i;
+	assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
+
+	// Let's calculate the cost of the path..
+	//  new_cost already contains the cost of the stations
+	p->ainew.path_info.position = -1;
+
+	do {
+		p->ainew.path_info.position++;
+		p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
+	} while (p->ainew.path_info.position != -2);
+
+	// Now we know the price of build station + path. Now check how many vehicles
+	//  we need and what the price for that will be
+	res = AiNew_HowManyVehicles(p);
+	// If res == 0, no vehicle was found, or an other problem did occour
+	if (res == 0) {
+		p->ainew.state = AI_STATE_NOTHING;
+		return;
+	}
+	p->ainew.amount_veh = res;
+	p->ainew.cur_veh = 0;
+
+	// Check how much it it going to cost us..
+	for (i=0;i<res;i++) {
+		p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
+	}
+
+	// Now we know how much the route is going to cost us
+	//  Check if we have enough money for it!
+	if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
+		// Too bad..
+		DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
+		p->ainew.state = AI_STATE_NOTHING;
+		return;
+	}
+
+	// Now we can build the route, check the direction of the stations!
+	if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
+		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]);
+	}
+	if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
+		p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
+	}
+	if (p->ainew.from_tile == AI_STATION_RANGE)
+		p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
+	if (p->ainew.to_tile == AI_STATION_RANGE)
+		p->ainew.to_tile = p->ainew.path_info.route[0];
+
+	p->ainew.state = AI_STATE_BUILD_STATION;
+	p->ainew.temp = 0;
+
+	DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
+}
+
+
+// Build the stations
+static void AiNew_State_BuildStation(Player *p)
+{
+	int res = 0;
+	assert(p->ainew.state == AI_STATE_BUILD_STATION);
+	if (p->ainew.temp == 0) {
+		if (!IsTileType(p->ainew.from_tile, MP_STATION))
+			res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
+	} else {
+		if (!IsTileType(p->ainew.to_tile, MP_STATION))
+			res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
+		p->ainew.state = AI_STATE_BUILD_PATH;
+	}
+	if (res == CMD_ERROR) {
+		DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
+		p->ainew.state = AI_STATE_NOTHING;
+		// If the first station _was_ build, destroy it
+		if (p->ainew.temp != 0)
+			DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+		return;
+	}
+	p->ainew.temp++;
+}
+
+
+// Build the path
+static void AiNew_State_BuildPath(Player *p)
+{
+	assert(p->ainew.state == AI_STATE_BUILD_PATH);
+	// p->ainew.temp is set to -1 when this function is called for the first time
+	if (p->ainew.temp == -1) {
+		DEBUG(ai,1)("[AiNew] Starting to build the path..");
+		// Init the counter
+		p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
+		// Set the position to the startingplace (-1 because in a minute we do ++)
+		p->ainew.path_info.position = -1;
+		// And don't do this again
+		p->ainew.temp = 0;
+	}
+	// Building goes very fast on normal rate, so we are going to slow it down..
+	//  By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
+	if (--p->ainew.counter != 0) return;
+	p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
+
+	// Increase the building position
+	p->ainew.path_info.position++;
+	// Build route
+	AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
+	if (p->ainew.path_info.position == -2) {
+		// This means we are done building!
+
+		if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
+			static const byte _roadbits_by_dir[4] = {2,1,8,4};
+			// If they not queue, they have to go up and down to try again at a station...
+			// We don't want that, so try building some road left or right of the station
+			int dir1, dir2, dir3;
+			TileIndex tile;
+			int i, ret;
+			for (i=0;i<2;i++) {
+				if (i == 0) {
+					tile = p->ainew.from_tile + TileOffsByDir(p->ainew.from_direction);
+					dir1 = p->ainew.from_direction - 1;
+					if (dir1 < 0) dir1 = 3;
+					dir2 = p->ainew.from_direction + 1;
+					if (dir2 > 3) dir2 = 0;
+					dir3 = p->ainew.from_direction;
+				} else {
+					tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction);
+					dir1 = p->ainew.to_direction - 1;
+					if (dir1 < 0) dir1 = 3;
+					dir2 = p->ainew.to_direction + 1;
+					if (dir2 > 3) dir2 = 0;
+					dir3 = p->ainew.to_direction;
+				}
+
+				ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+				if (!CmdFailed(ret)) {
+					dir1 = TileOffsByDir(dir1);
+					if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
+						ret = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+						if (!CmdFailed(ret)) {
+							if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
+								DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+						}
+					}
+				}
+
+				ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+				if (!CmdFailed(ret)) {
+					dir2 = TileOffsByDir(dir2);
+					if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
+						ret = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+						if (!CmdFailed(ret)) {
+							if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
+								DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+						}
+					}
+				}
+
+				ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+				if (!CmdFailed(ret)) {
+					dir3 = TileOffsByDir(dir3);
+					if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
+						ret = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+						if (!CmdFailed(ret)) {
+							if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
+								DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
+						}
+					}
+				}
+			}
+		}
+
+
+		DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
+		p->ainew.state = AI_STATE_BUILD_DEPOT;
+	}
+}
+
+
+// Builds the depot
+static void AiNew_State_BuildDepot(Player *p)
+{
+	int res = 0;
+	assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
+
+	if (IsTileType(p->ainew.depot_tile, MP_STREET) && _m[p->ainew.depot_tile].m5 & 0x20) {
+		if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
+			// The depot is already builded!
+			p->ainew.state = AI_STATE_BUILD_VEHICLE;
+			return;
+		} else {
+			// There is a depot, but not of our team! :(
+			p->ainew.state = AI_STATE_NOTHING;
+			return;
+		}
+	}
+
+	// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
+	if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDir(p->ainew.depot_direction)))
+		return;
+
+	res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
+	if (res == CMD_ERROR) {
+		DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
+		p->ainew.state = AI_STATE_NOTHING;
+		return;
+	}
+
+	p->ainew.state = AI_STATE_BUILD_VEHICLE;
+	p->ainew.idle = 1;
+	p->ainew.veh_main_id = (VehicleID)-1;
+}
+
+
+// Build vehicles
+static void AiNew_State_BuildVehicle(Player *p)
+{
+	int res;
+	assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
+
+	// Check if we need to build a vehicle
+	if (p->ainew.amount_veh == 0) {
+		// Nope, we are done!
+		// This means: we are all done! The route is open.. go back to NOTHING
+		//  He will idle some time and it will all start over again.. :)
+		p->ainew.state = AI_STATE_ACTION_DONE;
+		return;
+	}
+	if (--p->ainew.idle != 0) return;
+	// It is realistic that the AI can only build 1 vehicle a day..
+	// This makes sure of that!
+	p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
+
+	// Build the vehicle
+	res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
+	if (res == CMD_ERROR) {
+		// This happens when the AI can't build any more vehicles!
+		p->ainew.state = AI_STATE_NOTHING;
+		return;
+	}
+	// Increase the current counter
+	p->ainew.cur_veh++;
+	// Decrease the total counter
+	p->ainew.amount_veh--;
+	// Get the new ID
+	if (p->ainew.tbt == AI_TRAIN) {
+	} else {
+		p->ainew.veh_id = _new_roadveh_id;
+	}
+	// Go give some orders!
+	p->ainew.state = AI_STATE_GIVE_ORDERS;
+}
+
+
+// Put the stations in the order list
+static void AiNew_State_GiveOrders(Player *p)
+{
+	int idx;
+	Order order;
+
+	assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
+
+	if (p->ainew.veh_main_id != (VehicleID)-1) {
+		DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
+
+		// Skip the first order if it is a second vehicle
+		//  This to make vehicles go different ways..
+		if (p->ainew.veh_id & 1)
+			DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
+		p->ainew.state = AI_STATE_START_VEHICLE;
+		return;
+	} else {
+		p->ainew.veh_main_id = p->ainew.veh_id;
+	}
+
+	// When more than 1 vehicle, we send them to different directions
+	idx = 0;
+	order.type = OT_GOTO_STATION;
+	order.flags = 0;
+	order.station = _m[p->ainew.from_tile].m2;
+	if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
+		order.flags |= OF_FULL_LOAD;
+	DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+
+	idx = 1;
+	order.type = OT_GOTO_STATION;
+	order.flags = 0;
+	order.station = _m[p->ainew.to_tile].m2;
+	if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
+		order.flags |= OF_FULL_LOAD;
+	DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+
+	// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
+	if (_patches.gotodepot) {
+		idx = 2;
+		order.type = OT_GOTO_DEPOT;
+		order.flags = OF_UNLOAD;
+		order.station = GetDepotByTile(p->ainew.depot_tile)->index;
+		DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+	}
+
+	// Start the engines!
+	p->ainew.state = AI_STATE_START_VEHICLE;
+}
+
+
+// Start the vehicle
+static void AiNew_State_StartVehicle(Player *p)
+{
+	assert(p->ainew.state == AI_STATE_START_VEHICLE);
+
+	// 3, 2, 1... go! (give START_STOP command ;))
+	DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+	// Try to build an other vehicle (that function will stop building when needed)
+	p->ainew.state = AI_STATE_BUILD_VEHICLE;
+}
+
+
+// Repays money
+static void AiNew_State_RepayMoney(Player *p)
+{
+	int i;
+	for (i=0;i<AI_LOAN_REPAY;i++)
+		DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
+	p->ainew.state = AI_STATE_ACTION_DONE;
+}
+
+
+static void AiNew_CheckVehicle(Player *p, Vehicle *v)
+{
+	// When a vehicle is under the 6 months, we don't check for anything
+	if (v->age < 180) return;
+
+	// When a vehicle is older then 1 year, it should make money...
+	if (v->age > 360) {
+		// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
+		//  it is not worth the line I guess...
+		if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
+				(v->reliability * 100 >> 16) < 40) {
+			// There is a possibility that the route is fucked up...
+			if (v->cargo_days > AI_VEHICLE_LOST_DAYS) {
+				// The vehicle is lost.. check the route, or else, get the vehicle
+				//  back to a depot
+				// TODO: make this piece of code
+			}
+
+
+			// We are already sending him back
+			if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
+				if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
+						(v->vehstatus&VS_STOPPED)) {
+					// We are at the depot, sell the vehicle
+					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
+				}
+				return;
+			}
+
+			if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
+			{
+				int ret = 0;
+				if (v->type == VEH_Road)
+					ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
+				// This means we can not find a depot :s
+				//				if (CmdFailed(ret))
+			}
+		}
+	}
+}
+
+
+// Checks all vehicles if they are still valid and make money and stuff
+static void AiNew_State_CheckAllVehicles(Player *p)
+{
+	Vehicle *v;
+
+	FOR_ALL_VEHICLES(v) {
+		if (v->type == 0) continue;
+		if (v->owner != p->index) continue;
+		// Currently, we only know how to handle road-vehicles
+		if (v->type != VEH_Road) continue;
+
+		AiNew_CheckVehicle(p, v);
+	}
+
+	p->ainew.state = AI_STATE_ACTION_DONE;
+}
+
+
+// Using the technique simular to the original AI
+//   Keeps things logical
+// It really should be in the same order as the AI_STATE's are!
+static AiNew_StateFunction* const _ainew_state[] = {
+	NULL,
+	AiNew_State_FirstTime,
+	AiNew_State_Nothing,
+	AiNew_State_WakeUp,
+	AiNew_State_LocateRoute,
+	AiNew_State_FindStation,
+	AiNew_State_FindPath,
+	AiNew_State_FindDepot,
+	AiNew_State_VerifyRoute,
+	AiNew_State_BuildStation,
+	AiNew_State_BuildPath,
+	AiNew_State_BuildDepot,
+	AiNew_State_BuildVehicle,
+	AiNew_State_GiveOrders,
+	AiNew_State_StartVehicle,
+	AiNew_State_RepayMoney,
+	AiNew_State_CheckAllVehicles,
+	AiNew_State_ActionDone,
+	NULL,
+};
+
+static void AiNew_OnTick(Player *p)
+{
+	if (_ainew_state[p->ainew.state] != NULL)
+		_ainew_state[p->ainew.state](p);
+}
+
+
+void AiNewDoGameLoop(Player *p)
+{
+	// If it is a human player, it is not an AI, so bubye!
+	if (IS_HUMAN_PLAYER(_current_player)) return;
+
+	if (p->ainew.state == AI_STATE_STARTUP) {
+		// The AI just got alive!
+		p->ainew.state = AI_STATE_FIRST_TIME;
+		p->ainew.tick = 0;
+
+		// Only startup the AI
+		return;
+	}
+
+	// We keep a ticker. We use it for competitor_speed
+	p->ainew.tick++;
+
+	// See what the speed is
+	switch (_opt.diff.competitor_speed) {
+		case 0: // Very slow
+			if (!(p->ainew.tick&8)) return;
+			break;
+
+		case 1: // Slow
+			if (!(p->ainew.tick&4)) return;
+			break;
+
+		case 2:
+			if (!(p->ainew.tick&2)) return;
+			break;
+
+		case 3:
+			if (!(p->ainew.tick&1)) return;
+			break;
+
+		case 4: // Very fast
+		default: // Cool, a new speed setting.. ;) VERY fast ;)
+			break;
+	}
+
+	// If we come here, we can do a tick.. do so!
+	AiNew_OnTick(p);
+}