ai_new.c
author tron
Thu, 27 Jan 2005 12:52:20 +0000
changeset 1192 2649bd4e556a
parent 1035 812f837ee03f
child 1209 2e00193652b2
permissions -rw-r--r--
(svn r1696) Use GetTileSlope() instead of FindLandscapeHeightByTile() where it is sufficient. FindLandscapeHeightByTile() uses GetTileSlope() internally and adds some more info, which is discarded in these cases.
While touching the code make a bit more clear how GetBridgeHeight() works.
/*
 * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI
 */

// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen
//         doet de AI helemaal niets meer
// TODO: depot rondjes rijden stom iets dingus
// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne...
// TODO: als er iets in path komt, bouwt AI gewoon verder :(
// TODO: mail routes

/*
 * End of Dutch part
 */

#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "command.h"
#include "ai.h"
#include "town.h"
#include "industry.h"
#include "station.h"
#include "engine.h"
#include "gui.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..
		while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { }
		// 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;
		int 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 (GetTileDist(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 (GetTileDist(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 >= _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 (GetTileDist(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)",GetTileDist(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 (GetTileDist(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
       				GetTileDist(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)",GetTileDist(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 >= _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 = _map5[st->xy] - 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 = TILE_XY(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 && GetTileDist(tile, new_tile) > GetTileDist(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 - TILE_XY(1,1);
	    	p->ainew.path_info.start_tile_br = GetIndustry(p->ainew.from_ic)->xy + TILE_XY(GetIndustry(p->ainew.from_ic)->width, GetIndustry(p->ainew.from_ic)->height) + TILE_XY(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 - TILE_XY(1,1);
	    	p->ainew.path_info.end_tile_br = GetIndustry(p->ainew.to_ic)->xy + TILE_XY(GetIndustry(p->ainew.to_ic)->width, GetIndustry(p->ainew.to_ic)->height) + TILE_XY(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 (_map5[tile + TileOffsByDir(j)] & 0x20) {
					// We found a depot, is it ours? (TELL ME!!!)
					if (_map_owner[tile + TileOffsByDir(j)] == _current_player) {
						// Now, is it pointing to the right direction.........
						if ((_map5[tile + TileOffsByDir(j)] & 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, r;
        	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;
            	}

            	r = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
				if (r != CMD_ERROR) {
					dir1 = TileOffsByDir(dir1);
					if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
						r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
						if (r != CMD_ERROR) {
							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);
						}
					}
				}

				r = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
				if (r != CMD_ERROR) {
					dir2 = TileOffsByDir(dir2);
					if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
						r = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
						if (r != CMD_ERROR) {
							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);
						}
					}
				}

				r = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
				if (r != CMD_ERROR) {
					dir3 = TileOffsByDir(dir3);
					if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
						r = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
						if (r != CMD_ERROR) {
							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) && _map5[p->ainew.depot_tile] & 0x20) {
		if (_map_owner[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 = _map2[p->ainew.from_tile];
    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 = _map2[p->ainew.to_tile];
    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);
			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, _current_player, 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 && IsRoadDepotTile(v->tile) &&
					(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 res = 0;
				if (v->type == VEH_Road)
					res = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
				// This means we can not find a depot :s
//				if (res == CMD_ERROR)
			}
		}
	}
}

// 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);
}