--- a/src/ai/default/default.cpp Sun Feb 03 20:34:26 2008 +0000
+++ b/src/ai/default/default.cpp Mon Mar 10 15:26:39 2008 +0000
@@ -69,10 +69,9 @@
};
-static TrackBits GetRailTrackStatus(TileIndex tile)
+static inline TrackBits GetRailTrackStatus(TileIndex tile)
{
- uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0);
- return (TrackBits)(byte) (r | r >> 8);
+ return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_RAIL, 0));
}
@@ -112,8 +111,8 @@
/* not profitable? */
if (v->age >= 730 &&
- v->profit_last_year < _price.station_value * 5 &&
- v->profit_this_year < _price.station_value * 5) {
+ v->profit_last_year < _price.station_value * 5 * 256 &&
+ v->profit_this_year < _price.station_value * 5 * 256) {
_players_ai[p->index].state_counter = 0;
_players_ai[p->index].state = AIS_SELL_VEHICLE;
_players_ai[p->index].cur_veh = v;
@@ -1604,7 +1603,7 @@
static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
{
- uint rad = (_patches.modified_catchment) ? CA_TRAIN : 4;
+ uint rad = (_patches.modified_catchment) ? CA_TRAIN : CA_UNMODIFIED;
for (; p->mode != 4; p++) {
AcceptedCargo values;
@@ -1902,7 +1901,7 @@
bool flag;
};
-static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state)
+static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length)
{
if (a->flag) return true;
@@ -2198,26 +2197,55 @@
_players_ai[p->index].cur_tile_a += TileOffsByDiagDir(_players_ai[p->index].cur_dir_a);
if (arf.best_ptr[0] & 0x80) {
- int i;
- int32 bridge_len = GetTunnelBridgeLength(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a);
-
- /* Figure out which (rail)bridge type to build
- * start with best bridge, then go down to worse and worse bridges
- * unnecessary to check for worst bridge (i=0), since AI will always build
- * that. AI is so fucked up that fixing this small thing will probably not
- * solve a thing
- */
- for (i = MAX_BRIDGES - 1; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- CommandCost cost = DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
+ TileIndex t1 = _players_ai[p->index].cur_tile_a;
+ TileIndex t2 = arf.bridge_end_tile;
+
+ int32 bridge_len = GetTunnelBridgeLength(t1, t2);
+
+ DiagDirection dir = (TileX(t1) == TileX(t2) ? DIAGDIR_SE : DIAGDIR_SW);
+ Track track = AxisToTrack(DiagDirToAxis(dir));
+
+ if (t2 < t1) dir = ReverseDiagDir(dir);
+
+ /* try to build a long rail instead of bridge... */
+ bool fail = false;
+ CommandCost cost;
+ TileIndex t = t1;
+
+ /* try to build one rail on each tile - can't use CMD_BUILD_RAILROAD_TRACK now, it can build one part of track without failing */
+ do {
+ cost = DoCommand(t, _players_ai[p->index].railtype_to_use, track, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
+ /* do not allow building over existing track */
+ if (CmdFailed(cost) || IsTileType(t, MP_RAILWAY)) {
+ fail = true;
+ break;
}
+ t += TileOffsByDiagDir(dir);
+ } while (t != t2);
+
+ /* can we build long track? */
+ if (!fail) cost = DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_TRACK);
+
+ if (!fail && CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
+ DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_BUILD_RAILROAD_TRACK);
+ } else {
+
+ /* Figure out which (rail)bridge type to build
+ * start with best bridge, then go down to worse and worse bridges
+ * unnecessary to check for worst bridge (i=0), since AI will always build that. */
+ int i;
+ for (i = MAX_BRIDGES - 1; i != 0; i--) {
+ if (CheckBridge_Stuff(i, bridge_len)) {
+ CommandCost cost = DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+ if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
+ }
+ }
+
+ /* Build it */
+ DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
}
- // Build it
- DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
- _players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
+ _players_ai[p->index].cur_tile_a = t2;
_players_ai[p->index].state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
@@ -2639,8 +2667,7 @@
_cleared_town = NULL;
if (p->mode == 2) {
- if (IsTileType(c, MP_ROAD) &&
- GetRoadTileType(c) == ROAD_TILE_NORMAL &&
+ if (IsNormalRoadTile(c) &&
(GetRoadBits(c, ROADTYPE_ROAD) & p->attr) != 0) {
roadflag |= 2;
@@ -2682,7 +2709,7 @@
if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
- if (!IsTileType(c, MP_ROAD) || GetRoadTileType(c) != ROAD_TILE_NORMAL) {
+ if (!IsNormalRoadTile(c)) {
ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
}
@@ -2850,14 +2877,14 @@
}
-static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state)
+static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length)
{
uint dist = DistanceManhattan(tile, a->dest);
if (dist <= a->best_dist) {
TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track]));
- if (IsTileType(tile2, MP_ROAD) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) {
+ if (IsNormalRoadTile(tile2)) {
a->best_dist = dist;
a->best_tile = tile;
a->best_track = track;
@@ -2885,7 +2912,7 @@
tile = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(dir));
if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false;
- bits = GetTileTrackStatus(tile, TRANSPORT_ROAD, ROADTYPES_ROAD) & _ai_road_table_and[dir];
+ bits = TrackStatusToTrackdirBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, ROADTYPES_ROAD)) & _ai_road_table_and[dir];
if (bits == 0) return false;
are.best_dist = (uint)-1;
@@ -3088,26 +3115,36 @@
tile = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(_players_ai[p->index].cur_dir_a));
if (arf.best_ptr[0] & 0x80) {
- int i;
- int32 bridge_len;
- _players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
- bridge_len = GetTunnelBridgeLength(tile, _players_ai[p->index].cur_tile_a); // tile
-
- /* Figure out what (road)bridge type to build
- * start with best bridge, then go down to worse and worse bridges
- * unnecessary to check for worse bridge (i=0), since AI will always build that.
- *AI is so fucked up that fixing this small thing will probably not solve a thing
- */
- for (i = 10; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
+ TileIndex t1 = tile;
+ TileIndex t2 = arf.bridge_end_tile;
+
+ int32 bridge_len = GetTunnelBridgeLength(t1, t2);
+
+ Axis axis = (TileX(t1) == TileX(t2) ? AXIS_Y : AXIS_X);
+
+ /* try to build a long road instead of bridge - CMD_BUILD_LONG_ROAD has to fail if it couldn't build at least one piece! */
+ CommandCost cost = DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
+
+ if (CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
+ DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_EXEC | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
+ } else {
+ int i;
+
+ /* Figure out what (road)bridge type to build
+ * start with best bridge, then go down to worse and worse bridges
+ * unnecessary to check for worse bridge (i=0), since AI will always build that */
+ for (i = MAX_BRIDGES - 1; i != 0; i--) {
+ if (CheckBridge_Stuff(i, bridge_len)) {
+ CommandCost cost = DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+ if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
+ }
}
+
+ /* Build it */
+ DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
}
- // Build it
- DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
+ _players_ai[p->index].cur_tile_a = t2;
_players_ai[p->index].state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
@@ -3403,7 +3440,7 @@
uint w = p->size_x[0];
uint h = p->size_y[0];
- uint rad = _patches.modified_catchment ? p->portFSM->catchment : 4;
+ uint rad = _patches.modified_catchment ? p->portFSM->catchment : (uint)CA_UNMODIFIED;
if (cargo & 0x80) {
GetProductionAroundTiles(values, tile, w, h, rad);
@@ -3716,7 +3753,7 @@
if (IsLevelCrossing(tile)) goto is_rail_crossing;
- if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
+ if (IsRoadDepot(tile)) {
DiagDirection dir;
TileIndex t;