author | richk |
Tue, 15 Apr 2008 00:47:19 +0000 | |
branch | NewGRF_ports |
changeset 10184 | fcf5fb2548eb |
parent 6877 | 889301acc299 |
child 10724 | 68a692eacf22 |
permissions | -rw-r--r-- |
2186 | 1 |
/* $Id$ */ |
2 |
||
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#include "../../stdafx.h" |
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#include "../../openttd.h" |
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#include "../../debug.h" |
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#include "../../road_map.h" |
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#include "../../command_func.h" |
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#include "trolly.h" |
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#include "../../engine_func.h" |
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#include "../../variables.h" |
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#include "../../bridge.h" |
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#include "../../vehicle_func.h" |
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#include "../../vehicle_base.h" |
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#include "../../player_base.h" |
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#include "../../player_func.h" |
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#include "../ai.h" |
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#include "../../tunnelbridge.h" |
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|
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|
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// Build HQ |
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// Params: |
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// tile : tile where HQ is going to be build |
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bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) |
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{ |
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if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) |
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return false; |
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AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); |
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return true; |
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} |
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|
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// Build station |
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// Params: |
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// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station |
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// tile : tile where station is going to be build |
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// length : in case of AI_TRAIN: length of station |
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// numtracks : in case of AI_TRAIN: tracks of station |
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// direction : the direction of the station |
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// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) |
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CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) |
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{ |
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if (type == AI_TRAIN) |
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return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); |
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|
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if (type == AI_BUS) |
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return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | ROADSTOP_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); |
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|
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return AI_DoCommand(tile, direction, ROADTYPES_ROAD << 2 | ROADSTOP_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); |
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} |
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// Builds a brdige. The second best out of the ones available for this player |
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// Params: |
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// tile_a : starting point |
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// tile_b : end point |
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// flag : flag passed to DoCommand |
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CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) |
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{ |
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int bridge_type, bridge_len, type, type2; |
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|
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// Find a good bridgetype (the best money can buy) |
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bridge_len = GetTunnelBridgeLength(tile_a, tile_b); |
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type = type2 = 0; |
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for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { |
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if (CheckBridge_Stuff(bridge_type, bridge_len)) { |
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type2 = type; |
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type = bridge_type; |
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// We found two bridges, exit |
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if (type2 != 0) break; |
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} |
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} |
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// There is only one bridge that can be built |
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if (type2 == 0 && type != 0) type2 = type; |
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|
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// Now, simply, build the bridge! |
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if (_players_ainew[p->index].tbt == AI_TRAIN) { |
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return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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} else { |
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return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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} |
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} |
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|
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|
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// Build the route part by part |
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// Basicly what this function do, is build that amount of parts of the route |
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// that go in the same direction. It sets 'part' to the last part of the route builded. |
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// The return value is the cost for the builded parts |
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// |
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// Params: |
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// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder |
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// part : Which part we need to build |
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// |
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// TODO: skip already builded road-pieces (e.g.: cityroad) |
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CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) |
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{ |
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int part = PathFinderInfo->position; |
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byte *route_extra = PathFinderInfo->route_extra; |
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TileIndex *route = PathFinderInfo->route; |
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int dir; |
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int old_dir = -1; |
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CommandCost cost; |
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CommandCost res; |
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// We need to calculate the direction with the parent of the parent.. so we skip |
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// the first pieces and the last piece |
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|
105 |
if (part < 1) part = 1; |
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106 |
// When we are done, stop it |
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107 |
if (part >= PathFinderInfo->route_length - 1) { |
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108 |
PathFinderInfo->position = -2; |
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109 |
return CommandCost(); |
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110 |
} |
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111 |
|
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112 |
|
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113 |
if (PathFinderInfo->rail_or_road) { |
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114 |
// Tunnel code |
2366 | 115 |
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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116 |
cost.AddCost(AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL)); |
2366 | 117 |
PathFinderInfo->position++; |
118 |
// TODO: problems! |
|
119 |
if (CmdFailed(cost)) { |
|
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120 |
DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); |
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121 |
return CommandCost(); |
2366 | 122 |
} |
123 |
return cost; |
|
124 |
} |
|
125 |
// Bridge code |
|
126 |
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
|
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127 |
cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part - 1], flag)); |
2366 | 128 |
PathFinderInfo->position++; |
129 |
// TODO: problems! |
|
130 |
if (CmdFailed(cost)) { |
|
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131 |
DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]); |
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132 |
return CommandCost(); |
2366 | 133 |
} |
134 |
return cost; |
|
135 |
} |
|
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136 |
|
2366 | 137 |
// Build normal rail |
138 |
// Keep it doing till we go an other way |
|
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139 |
if (route_extra[part - 1] == 0 && route_extra[part] == 0) { |
2366 | 140 |
while (route_extra[part] == 0) { |
141 |
// Get the current direction |
|
142 |
dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); |
|
143 |
// Is it the same as the last one? |
|
144 |
if (old_dir != -1 && old_dir != dir) break; |
|
145 |
old_dir = dir; |
|
146 |
// Build the tile |
|
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147 |
res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); |
2366 | 148 |
if (CmdFailed(res)) { |
149 |
// Problem.. let's just abort it all! |
|
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150 |
_players_ainew[p->index].state = AI_STATE_NOTHING; |
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151 |
return CommandCost(); |
2366 | 152 |
} |
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153 |
cost.AddCost(res); |
2366 | 154 |
// Go to the next tile |
155 |
part++; |
|
156 |
// Check if it is still in range.. |
|
157 |
if (part >= PathFinderInfo->route_length - 1) break; |
|
158 |
} |
|
159 |
part--; |
|
160 |
} |
|
161 |
// We want to return the last position, so we go back one |
|
162 |
PathFinderInfo->position = part; |
|
163 |
} else { |
|
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164 |
// Tunnel code |
2366 | 165 |
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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|
166 |
cost.AddCost(AI_DoCommand(route[part], 0x200 | ROADTYPES_ROAD, 0, flag, CMD_BUILD_TUNNEL)); |
2366 | 167 |
PathFinderInfo->position++; |
168 |
// TODO: problems! |
|
169 |
if (CmdFailed(cost)) { |
|
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170 |
DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); |
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|
171 |
return CommandCost(); |
2366 | 172 |
} |
173 |
return cost; |
|
174 |
} |
|
175 |
// Bridge code |
|
176 |
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
|
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177 |
cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part + 1], flag)); |
2366 | 178 |
PathFinderInfo->position++; |
179 |
// TODO: problems! |
|
180 |
if (CmdFailed(cost)) { |
|
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181 |
DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]); |
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182 |
return CommandCost(); |
2366 | 183 |
} |
184 |
return cost; |
|
185 |
} |
|
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186 |
|
2366 | 187 |
// Build normal road |
188 |
// Keep it doing till we go an other way |
|
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189 |
// EnsureNoVehicleOnGround makes sure we don't build on a tile where a vehicle is. This way |
2366 | 190 |
// it will wait till the vehicle is gone.. |
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191 |
if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) { |
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|
192 |
while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicleOnGround(route[part]))) { |
2366 | 193 |
// Get the current direction |
194 |
dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); |
|
195 |
// Is it the same as the last one? |
|
196 |
if (old_dir != -1 && old_dir != dir) break; |
|
197 |
old_dir = dir; |
|
198 |
// There is already some road, and it is a bridge.. don't build!!! |
|
199 |
if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { |
|
200 |
// Build the tile |
|
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201 |
res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); |
2366 | 202 |
// Currently, we ignore CMD_ERRORs! |
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|
203 |
if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) { |
2366 | 204 |
// Problem.. let's just abort it all! |
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205 |
DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); |
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|
206 |
_players_ainew[p->index].state = AI_STATE_NOTHING; |
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|
207 |
return CommandCost(); |
2366 | 208 |
} |
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|
209 |
|
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|
210 |
if (CmdSucceeded(res)) cost.AddCost(res); |
2366 | 211 |
} |
212 |
// Go to the next tile |
|
213 |
part++; |
|
214 |
// Check if it is still in range.. |
|
215 |
if (part >= PathFinderInfo->route_length - 1) break; |
|
216 |
} |
|
217 |
part--; |
|
218 |
// We want to return the last position, so we go back one |
|
219 |
} |
|
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|
220 |
if (!EnsureNoVehicleOnGround(route[part]) && flag == DC_EXEC) part--; |
2366 | 221 |
PathFinderInfo->position = part; |
222 |
} |
|
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223 |
|
2366 | 224 |
return cost; |
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225 |
} |
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226 |
|
2366 | 227 |
|
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228 |
// This functions tries to find the best vehicle for this type of cargo |
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229 |
// It returns INVALID_ENGINE if not suitable engine is found |
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|
230 |
EngineID AiNew_PickVehicle(Player *p) |
2366 | 231 |
{ |
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|
232 |
if (_players_ainew[p->index].tbt == AI_TRAIN) { |
2366 | 233 |
// Not supported yet |
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|
234 |
return INVALID_ENGINE; |
2366 | 235 |
} else { |
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|
236 |
EngineID best_veh_index = INVALID_ENGINE; |
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|
237 |
int32 best_veh_rating = 0; |
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|
238 |
EngineID i; |
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239 |
|
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|
240 |
/* Loop through all road vehicles */ |
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|
241 |
FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) { |
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|
242 |
const RoadVehicleInfo *rvi = RoadVehInfo(i); |
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|
243 |
const Engine* e = GetEngine(i); |
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|
244 |
|
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|
245 |
/* Skip vehicles which can't take our cargo type */ |
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|
246 |
if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue; |
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247 |
|
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|
248 |
/* Skip trams */ |
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|
249 |
if (HasBit(EngInfo(i)->misc_flags, EF_ROAD_TRAM)) continue; |
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|
250 |
|
2366 | 251 |
// Is it availiable? |
252 |
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY |
|
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|
253 |
if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; |
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|
254 |
|
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|
255 |
/* Rate and compare the engine by speed & capacity */ |
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|
256 |
int rating = rvi->max_speed * rvi->capacity; |
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|
257 |
if (rating <= best_veh_rating) continue; |
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|
258 |
|
2366 | 259 |
// Can we build it? |
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|
260 |
CommandCost ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); |
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|
261 |
if (CmdFailed(ret)) continue; |
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|
262 |
|
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|
263 |
best_veh_rating = rating; |
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|
264 |
best_veh_index = i; |
2366 | 265 |
} |
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|
266 |
|
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|
267 |
return best_veh_index; |
2366 | 268 |
} |
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} |
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|
2366 | 271 |
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void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) |
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{ |
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Player* p = GetPlayer(_current_player); |
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|
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if (success) { |
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_players_ainew[p->index].state = AI_STATE_GIVE_ORDERS; |
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_players_ainew[p->index].veh_id = _new_vehicle_id; |
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|
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if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) { |
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/* Cargo type doesn't match, so refit it */ |
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if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { |
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/* Refit failed, so sell the vehicle */ |
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DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); |
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_players_ainew[p->index].state = AI_STATE_NOTHING; |
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} |
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} |
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} else { |
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/* XXX this should be handled more gracefully */ |
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_players_ainew[p->index].state = AI_STATE_NOTHING; |
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} |
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} |
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|
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|
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// Builds the best vehicle possible |
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CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) |
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{ |
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EngineID i = AiNew_PickVehicle(p); |
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|
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if (i == INVALID_ENGINE) return CMD_ERROR; |
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if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR; |
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|
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if (flag & DC_EXEC) { |
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return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); |
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} else { |
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return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); |
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} |
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} |
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|
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CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) |
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{ |
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CommandCost ret, ret2; |
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if (_players_ainew[p->index].tbt == AI_TRAIN) { |
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return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); |
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} else { |
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ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); |
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if (CmdFailed(ret2)) return ret; |
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// Try to build the road from the depot |
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ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); |
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// If it fails, ignore it.. |
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if (CmdFailed(ret2)) return ret; |
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ret.AddCost(ret2); |
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return ret; |
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} |
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} |