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1 /* $Id$ */ |
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2 |
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3 #include "../../stdafx.h" |
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4 #include "../../openttd.h" |
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5 #include "../../debug.h" |
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6 #include "../../functions.h" |
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7 #include "../../map.h" |
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8 #include "../../road_map.h" |
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9 #include "../../tile.h" |
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10 #include "../../vehicle.h" |
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11 #include "../../command.h" |
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12 #include "trolly.h" |
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13 #include "../../engine.h" |
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14 #include "../../station.h" |
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15 #include "../../variables.h" |
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16 #include "../../bridge.h" |
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17 #include "../ai.h" |
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18 |
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19 // Build HQ |
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20 // Params: |
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21 // tile : tile where HQ is going to be build |
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22 bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) |
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23 { |
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24 if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) |
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25 return false; |
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26 AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); |
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27 return true; |
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28 } |
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29 |
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30 |
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31 // Build station |
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32 // Params: |
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33 // type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station |
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34 // tile : tile where station is going to be build |
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35 // length : in case of AI_TRAIN: length of station |
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36 // numtracks : in case of AI_TRAIN: tracks of station |
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37 // direction : the direction of the station |
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38 // flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) |
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39 int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) |
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40 { |
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41 if (type == AI_TRAIN) |
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42 return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); |
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43 |
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44 if (type == AI_BUS) |
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45 return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); |
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46 |
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47 return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); |
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48 } |
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49 |
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50 |
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51 // Builds a brdige. The second best out of the ones available for this player |
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52 // Params: |
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53 // tile_a : starting point |
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54 // tile_b : end point |
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55 // flag : flag passed to DoCommand |
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56 int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) |
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57 { |
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58 int bridge_type, bridge_len, type, type2; |
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59 |
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60 // Find a good bridgetype (the best money can buy) |
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61 bridge_len = GetBridgeLength(tile_a, tile_b); |
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62 type = type2 = 0; |
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63 for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { |
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64 if (CheckBridge_Stuff(bridge_type, bridge_len)) { |
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65 type2 = type; |
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66 type = bridge_type; |
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67 // We found two bridges, exit |
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68 if (type2 != 0) break; |
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69 } |
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70 } |
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71 // There is only one bridge that can be built |
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72 if (type2 == 0 && type != 0) type2 = type; |
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73 |
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74 // Now, simply, build the bridge! |
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75 if (p->ainew.tbt == AI_TRAIN) { |
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76 return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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77 } else { |
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78 return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); |
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79 } |
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80 } |
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81 |
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82 |
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83 // Build the route part by part |
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84 // Basicly what this function do, is build that amount of parts of the route |
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85 // that go in the same direction. It sets 'part' to the last part of the route builded. |
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86 // The return value is the cost for the builded parts |
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87 // |
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88 // Params: |
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89 // PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder |
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90 // part : Which part we need to build |
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91 // |
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92 // TODO: skip already builded road-pieces (e.g.: cityroad) |
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93 int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) |
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94 { |
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95 int part = PathFinderInfo->position; |
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96 byte *route_extra = PathFinderInfo->route_extra; |
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97 TileIndex *route = PathFinderInfo->route; |
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98 int dir; |
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99 int old_dir = -1; |
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100 int cost = 0; |
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101 int res; |
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102 // We need to calculate the direction with the parent of the parent.. so we skip |
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103 // the first pieces and the last piece |
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104 if (part < 1) part = 1; |
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105 // When we are done, stop it |
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106 if (part >= PathFinderInfo->route_length - 1) { |
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107 PathFinderInfo->position = -2; |
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108 return 0; |
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109 } |
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110 |
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111 |
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112 if (PathFinderInfo->rail_or_road) { |
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113 // Tunnel code |
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114 if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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115 cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); |
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116 PathFinderInfo->position++; |
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117 // TODO: problems! |
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118 if (CmdFailed(cost)) { |
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119 DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); |
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120 return 0; |
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121 } |
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122 return cost; |
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123 } |
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124 // Bridge code |
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125 if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
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126 cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); |
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127 PathFinderInfo->position++; |
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128 // TODO: problems! |
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129 if (CmdFailed(cost)) { |
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130 DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]); |
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131 return 0; |
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132 } |
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133 return cost; |
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134 } |
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135 |
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136 // Build normal rail |
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137 // Keep it doing till we go an other way |
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138 if (route_extra[part - 1] == 0 && route_extra[part] == 0) { |
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139 while (route_extra[part] == 0) { |
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140 // Get the current direction |
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141 dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); |
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142 // Is it the same as the last one? |
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143 if (old_dir != -1 && old_dir != dir) break; |
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144 old_dir = dir; |
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145 // Build the tile |
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146 res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); |
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147 if (CmdFailed(res)) { |
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148 // Problem.. let's just abort it all! |
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149 p->ainew.state = AI_STATE_NOTHING; |
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150 return 0; |
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151 } |
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152 cost += res; |
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153 // Go to the next tile |
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154 part++; |
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155 // Check if it is still in range.. |
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156 if (part >= PathFinderInfo->route_length - 1) break; |
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157 } |
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158 part--; |
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159 } |
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160 // We want to return the last position, so we go back one |
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161 PathFinderInfo->position = part; |
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162 } else { |
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163 // Tunnel code |
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164 if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { |
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165 cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); |
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166 PathFinderInfo->position++; |
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167 // TODO: problems! |
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168 if (CmdFailed(cost)) { |
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169 DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); |
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170 return 0; |
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171 } |
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172 return cost; |
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173 } |
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174 // Bridge code |
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175 if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { |
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176 cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); |
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177 PathFinderInfo->position++; |
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178 // TODO: problems! |
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179 if (CmdFailed(cost)) { |
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180 DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]); |
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181 return 0; |
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182 } |
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183 return cost; |
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184 } |
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185 |
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186 // Build normal road |
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187 // Keep it doing till we go an other way |
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188 // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way |
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189 // it will wait till the vehicle is gone.. |
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190 if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { |
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191 while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { |
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192 // Get the current direction |
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193 dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); |
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194 // Is it the same as the last one? |
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195 if (old_dir != -1 && old_dir != dir) break; |
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196 old_dir = dir; |
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197 // There is already some road, and it is a bridge.. don't build!!! |
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198 if (!(IsTileType(route[part], MP_TUNNEL) || IsTileType(route[part], MP_STREET_BRIDGE) || IsTileType(route[part], MP_RAILWAY_BRIDGE))) { |
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199 // Build the tile |
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200 res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); |
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201 // Currently, we ignore CMD_ERRORs! |
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202 if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { |
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203 // Problem.. let's just abort it all! |
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204 DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); |
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205 p->ainew.state = AI_STATE_NOTHING; |
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206 return 0; |
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207 } |
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208 |
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209 if (!CmdFailed(res)) cost += res; |
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210 } |
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211 // Go to the next tile |
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212 part++; |
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213 // Check if it is still in range.. |
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214 if (part >= PathFinderInfo->route_length - 1) break; |
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215 } |
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216 part--; |
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217 // We want to return the last position, so we go back one |
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218 } |
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219 if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; |
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220 PathFinderInfo->position = part; |
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221 } |
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222 |
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223 return cost; |
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224 } |
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225 |
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226 |
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227 // This functions tries to find the best vehicle for this type of cargo |
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228 // It returns INVALID_ENGINE if not suitable engine is found |
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229 EngineID AiNew_PickVehicle(Player *p) |
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230 { |
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231 if (p->ainew.tbt == AI_TRAIN) { |
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232 // Not supported yet |
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233 return INVALID_ENGINE; |
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234 } else { |
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235 EngineID best_veh_index = INVALID_ENGINE; |
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236 int32 best_veh_rating = 0; |
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237 EngineID start = ROAD_ENGINES_INDEX; |
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238 EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES; |
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239 EngineID i; |
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240 |
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241 /* Loop through all road vehicles */ |
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242 for (i = start; i != end; i++) { |
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243 const RoadVehicleInfo *rvi = RoadVehInfo(i); |
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244 const Engine* e = GetEngine(i); |
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245 int32 rating; |
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246 int32 ret; |
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247 |
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248 /* Skip vehicles which can't take our cargo type */ |
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249 if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue; |
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250 |
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251 // Is it availiable? |
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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 rating = rvi->max_speed * rvi->capacity; |
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257 if (rating <= best_veh_rating) continue; |
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258 |
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259 // Can we build it? |
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260 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; |
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265 } |
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266 |
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267 return best_veh_index; |
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268 } |
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269 } |
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270 |
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271 |
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272 void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) |
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273 { |
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274 Player* p = GetPlayer(_current_player); |
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275 |
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276 if (success) { |
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277 p->ainew.state = AI_STATE_GIVE_ORDERS; |
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278 p->ainew.veh_id = _new_vehicle_id; |
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279 |
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280 if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) { |
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281 /* Cargo type doesn't match, so refit it */ |
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282 if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { |
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283 /* Refit failed, so sell the vehicle */ |
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284 DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); |
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285 p->ainew.state = AI_STATE_NOTHING; |
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286 } |
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287 } |
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288 } else { |
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289 /* XXX this should be handled more gracefully */ |
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290 p->ainew.state = AI_STATE_NOTHING; |
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291 } |
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292 } |
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293 |
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294 |
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295 // Builds the best vehicle possible |
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296 int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) |
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297 { |
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298 EngineID i = AiNew_PickVehicle(p); |
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299 |
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300 if (i == INVALID_ENGINE) return CMD_ERROR; |
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301 if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; |
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302 |
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303 if (flag & DC_EXEC) { |
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304 return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); |
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305 } else { |
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306 return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); |
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307 } |
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308 } |
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309 |
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310 int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) |
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311 { |
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312 int ret, ret2; |
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313 if (p->ainew.tbt == AI_TRAIN) { |
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314 return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); |
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315 } else { |
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316 ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); |
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317 if (CmdFailed(ret)) return ret; |
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318 // Try to build the road from the depot |
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319 ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); |
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320 // If it fails, ignore it.. |
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321 if (CmdFailed(ret2)) return ret; |
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322 return ret + ret2; |
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323 } |
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324 } |