ai_build.c
changeset 2381 9a5ed6c0a2e6
parent 2380 392bba57462d
child 2382 a66af7211f95
--- a/ai_build.c	Fri Sep 02 16:05:59 2005 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,273 +0,0 @@
-/* $Id$ */
-
-#include "stdafx.h"
-#include "openttd.h"
-#include "debug.h"
-#include "functions.h"
-#include "map.h"
-#include "tile.h"
-#include "command.h"
-#include "ai_new.h"
-#include "engine.h"
-#include "station.h"
-#include "variables.h"
-
-// Build HQ
-//  Params:
-//    tile : tile where HQ is going to be build
-bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
-{
-	if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
-		return false;
-	DoCommandByTile(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 DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
-
-	if (type == AI_BUS)
-		return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
-
-	return DoCommandByTile(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 build..
-	if (type2 == 0 && type != 0) type2 = type;
-
-	// Now, simply, build the bridge!
-	if (p->ainew.tbt == AI_TRAIN)
-		return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
-
-	return DoCommandByTile(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 += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
-			PathFinderInfo->position++;
-			// TODO: problems!
-			if (CmdFailed(cost)) {
-				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
-				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)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
-				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 = DoCommandByTile(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 += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
-			PathFinderInfo->position++;
-			// TODO: problems!
-			if (CmdFailed(cost)) {
-				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
-				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)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
-				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 = DoCommandByTile(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)("Darn, the route could not be builded.. aborting!");
-						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 vehicle_id or -1 if not found
-int AiNew_PickVehicle(Player *p)
-{
-	if (p->ainew.tbt == AI_TRAIN) {
-		// Not supported yet
-		return -1;
-	} else {
-		int start, count, i, ret = CMD_ERROR;
-		start = _cargoc.ai_roadveh_start[p->ainew.cargo];
-		count = _cargoc.ai_roadveh_count[p->ainew.cargo];
-
-		// Let's check it backwards.. we simply want to best engine available..
-		for (i=start+count-1;i>=start;i--) {
-			// Is it availiable?
-			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
-			if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
-			// Can we build it?
-			ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
-			if (!CmdFailed(ret)) break;
-		}
-		// We did not find a vehicle :(
-		if (CmdFailed(ret)) { return -1; }
-		return i;
-	}
-}
-
-
-// Builds the best vehicle possible
-int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
-{
-	int i = AiNew_PickVehicle(p);
-	if (i == -1) return CMD_ERROR;
-
-	if (p->ainew.tbt == AI_TRAIN)
-	return CMD_ERROR;
-
-	return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
-}
-
-int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
-{
-	static const byte _roadbits_by_dir[4] = {2,1,8,4};
-	int ret, ret2;
-	if (p->ainew.tbt == AI_TRAIN)
-		return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
-
-	ret = DoCommandByTile(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 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
-	// If it fails, ignore it..
-	if (CmdFailed(ret2)) return ret;
-	return ret + ret2;
-}