Darkvater@2423: /* $Id$ */ truelight@2381: truelight@2381: #include "../../stdafx.h" truelight@2381: #include "../../openttd.h" tron@3196: #include "../../bridge_map.h" truelight@2381: #include "../../functions.h" truelight@2381: #include "../../map.h" tron@3185: #include "../../rail_map.h" tron@3144: #include "../../road_map.h" tron@3315: #include "../../station_map.h" truelight@2381: #include "../../tile.h" truelight@2381: #include "../../player.h" tron@3184: #include "../../tunnel_map.h" truelight@2381: #include "../../vehicle.h" truelight@2381: #include "../../engine.h" truelight@2381: #include "../../command.h" truelight@2381: #include "../../town.h" truelight@2381: #include "../../industry.h" truelight@2381: #include "../../station.h" truelight@2381: #include "../../pathfind.h" truelight@2381: #include "../../economy.h" truelight@2381: #include "../../airport.h" truelight@2381: #include "../../depot.h" truelight@2381: #include "../../variables.h" tron@2447: #include "default.h" truelight@0: truelight@0: // remove some day perhaps? truelight@0: static Player *_cur_ai_player; truelight@192: static uint _ai_service_interval; truelight@0: truelight@0: typedef void AiStateAction(Player *p); truelight@0: truelight@0: enum { truelight@0: AIS_0 = 0, truelight@0: AIS_1 = 1, truelight@0: AIS_VEH_LOOP = 2, truelight@0: AIS_VEH_CHECK_REPLACE_VEHICLE = 3, truelight@0: AIS_VEH_DO_REPLACE_VEHICLE = 4, truelight@0: AIS_WANT_NEW_ROUTE = 5, truelight@0: AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, truelight@0: AIS_BUILD_RAIL = 7, truelight@0: AIS_BUILD_RAIL_VEH = 8, truelight@0: AIS_DELETE_RAIL_BLOCKS = 9, truelight@0: AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, truelight@0: AIS_BUILD_ROAD = 11, truelight@0: AIS_BUILD_ROAD_VEHICLES = 12, truelight@0: AIS_DELETE_ROAD_BLOCKS = 13, truelight@0: AIS_AIRPORT_STUFF = 14, truelight@0: AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, truelight@0: AIS_BUILD_AIRCRAFT_VEHICLES = 16, truelight@0: AIS_CHECK_SHIP_STUFF = 17, truelight@0: AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, truelight@0: AIS_DO_SHIP_STUFF = 19, truelight@0: AIS_SELL_VEHICLE = 20, truelight@0: AIS_REMOVE_STATION = 21, truelight@0: AIS_REMOVE_TRACK = 22, truelight@0: AIS_REMOVE_SINGLE_RAIL_TILE = 23 truelight@0: }; truelight@0: truelight@0: truelight@2381: #include "../../table/ai_rail.h" truelight@0: tron@3033: static byte GetRailTrackStatus(TileIndex tile) tron@3033: { truelight@159: uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL); truelight@0: return (byte) (r | r >> 8); truelight@0: } truelight@0: truelight@0: truelight@0: static void AiCase0(Player *p) truelight@0: { truelight@0: p->ai.state = AIS_REMOVE_TRACK; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiCase1(Player *p) truelight@0: { truelight@0: p->ai.cur_veh = NULL; truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: } truelight@0: truelight@0: static void AiStateVehLoop(Player *p) truelight@0: { truelight@0: Vehicle *v; truelight@919: uint index; truelight@919: truelight@919: index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1; truelight@919: truelight@919: FOR_ALL_VEHICLES_FROM(v, index) { tron@3033: if (v->type == 0 || v->owner != _current_player) continue; tron@3033: tron@3033: if ((v->type == VEH_Train && v->subtype == 0) || truelight@0: v->type == VEH_Road || truelight@0: (v->type == VEH_Aircraft && v->subtype <= 2) || truelight@0: v->type == VEH_Ship) { truelight@0: /* replace engine? */ truelight@0: if (v->type == VEH_Train && v->engine_type < 3 && truelight@0: (_price.build_railvehicle >> 3) < p->player_money) { truelight@0: p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; truelight@0: p->ai.cur_veh = v; truelight@0: return; truelight@0: } truelight@0: truelight@0: /* not profitable? */ truelight@0: if (v->age >= 730 && tron@3033: v->profit_last_year < _price.station_value * 5 && tron@3033: v->profit_this_year < _price.station_value * 5) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state = AIS_SELL_VEHICLE; truelight@0: p->ai.cur_veh = v; truelight@0: return; truelight@0: } truelight@0: truelight@0: /* not reliable? */ truelight@0: if ((v->age != 0 && tron@1926: GetEngine(v->engine_type)->reliability < 35389) || truelight@0: v->age >= v->max_age) { truelight@0: p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; truelight@0: p->ai.cur_veh = v; truelight@0: return; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: p->ai.state = AIS_WANT_NEW_ROUTE; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: tron@2544: static EngineID AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex tile) truelight@0: { tron@2544: EngineID best_veh_index = INVALID_ENGINE; truelight@0: byte best_veh_score = 0; Darkvater@1713: int32 ret; tron@2544: EngineID i; darkvater@460: darkvater@460: for (i = 0; i < NUM_TRAIN_ENGINES; i++) { tron@539: const RailVehicleInfo *rvi = RailVehInfo(i); tron@1926: const Engine* e = GetEngine(i); darkvater@460: tron@2529: if (e->railtype != railtype || tron@2529: rvi->flags & RVI_WAGON || tron@2529: (rvi->flags & RVI_MULTIHEAD && flag & 1) || tron@2529: !HASBIT(e->player_avail, _current_player) || tron@2529: e->reliability < 0x8A3D) { truelight@0: continue; tron@2529: } truelight@0: Darkvater@1713: ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); tron@2529: if (!CmdFailed(ret) && ret <= money && peter1138@3022: rvi->ai_rank >= best_veh_score) { peter1138@3022: best_veh_score = rvi->ai_rank; truelight@0: best_veh_index = i; truelight@0: } darkvater@460: } truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: tron@2544: static EngineID AiChooseRoadVehToBuild(byte cargo, int32 money, TileIndex tile) truelight@0: { tron@2544: EngineID best_veh_index = INVALID_ENGINE; truelight@0: int32 best_veh_cost = 0; Darkvater@1713: int32 ret; truelight@0: tron@2544: EngineID i = _cargoc.ai_roadveh_start[cargo]; tron@2544: EngineID end = i + _cargoc.ai_roadveh_count[cargo]; tron@3034: tron@3034: for (; i != end; i++) { tron@3034: const Engine* e = GetEngine(i); tron@3034: truelight@0: if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) truelight@0: continue; truelight@0: Darkvater@1713: ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); Darkvater@1713: if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { Darkvater@1713: best_veh_cost = ret; truelight@0: best_veh_index = i; truelight@0: } tron@3034: } truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: tron@2544: static EngineID AiChooseAircraftToBuild(int32 money, byte flag) truelight@0: { tron@2544: EngineID best_veh_index = INVALID_ENGINE; truelight@0: int32 best_veh_cost = 0; Darkvater@1713: int32 ret; truelight@0: tron@2544: EngineID i = AIRCRAFT_ENGINES_INDEX; tron@2544: EngineID end = i + NUM_AIRCRAFT_ENGINES; tron@3034: tron@3034: for (; i != end; i++) { tron@3034: const Engine* e = GetEngine(i); tron@3034: truelight@0: if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) truelight@0: continue; truelight@0: truelight@0: if (flag&1) { truelight@0: if (i<253) continue; truelight@0: } else { truelight@0: if (i>=253) continue; truelight@0: } truelight@0: Darkvater@2423: ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT); Darkvater@1713: if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { Darkvater@1713: best_veh_cost = ret; truelight@0: best_veh_index = i; truelight@0: } tron@3034: } truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: truelight@0: static int32 AiGetBasePrice(Player *p) truelight@0: { truelight@0: int32 base = _price.station_value; truelight@0: truelight@0: // adjust base price when more expensive vehicles are available tron@3033: switch (p->ai.railtype_to_use) { tron@3033: case 1: base = (base * 3) >> 1; break; tron@3033: case 2: base *= 2; break; tron@3033: } truelight@193: truelight@0: return base; truelight@0: } truelight@0: truelight@0: #if 0 tron@2544: static EngineID AiChooseShipToBuild(byte cargo, int32 money) truelight@0: { truelight@0: // XXX: not done tron@2544: return INVALID_ENGINE; truelight@0: } truelight@0: #endif truelight@0: tron@2544: static EngineID AiChooseRoadVehToReplaceWith(Player* p, Vehicle* v) truelight@0: { truelight@0: int32 avail_money = p->player_money + v->value; bjarni@1224: return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); truelight@0: } truelight@0: tron@2544: static EngineID AiChooseAircraftToReplaceWith(Player* p, Vehicle* v) truelight@0: { truelight@0: int32 avail_money = p->player_money + v->value; truelight@0: return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0); truelight@0: } truelight@0: tron@2544: static EngineID AiChooseTrainToReplaceWith(Player* p, Vehicle* v) truelight@0: { truelight@0: int32 avail_money = p->player_money + v->value; truelight@0: int num=0; truelight@0: Vehicle *u = v; truelight@0: truelight@0: while (++num, u->next != NULL) { truelight@0: u = u->next; truelight@0: } truelight@0: truelight@0: // XXX: check if a wagon bjarni@1223: return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile); truelight@0: } truelight@0: tron@2544: static EngineID AiChooseShipToReplaceWith(Player* p, Vehicle* v) truelight@0: { truelight@0: error("!AiChooseShipToReplaceWith"); truelight@0: truelight@0: /* maybe useless, but avoids compiler warning this way */ tron@2544: return INVALID_ENGINE; truelight@0: } truelight@0: truelight@0: static void AiHandleGotoDepot(Player *p, int cmd) truelight@0: { tron@555: if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd); truelight@0: truelight@0: if (++p->ai.state_counter <= 1387) { truelight@0: p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; truelight@0: return; truelight@0: } truelight@0: tron@555: if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) { tron@555: p->ai.cur_veh->current_order.type = OT_DUMMY; tron@555: p->ai.cur_veh->current_order.flags = 0; truelight@0: InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); truelight@0: } truelight@193: } truelight@0: truelight@0: static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) truelight@0: { tron@2639: uint i; tron@2639: tron@2639: for (i = 0; bak->order[i].type != OT_NOTHING; i++) { Darkvater@1713: if (CmdFailed(DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK))) truelight@0: break; tron@2639: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceTrain(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: BackuppedOrders orderbak[1]; tron@2544: EngineID veh; truelight@0: truelight@0: // wait until the vehicle reaches the depot. matthijs@1330: if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { truelight@0: AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT); truelight@0: return; truelight@0: } truelight@0: truelight@0: veh = AiChooseTrainToReplaceWith(p, v); tron@2544: if (veh != INVALID_ENGINE) { tron@1977: TileIndex tile; tron@1977: truelight@0: BackupVehicleOrders(v, orderbak); truelight@0: tile = v->tile; truelight@193: Darkvater@1713: if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && Darkvater@1713: !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) { tron@2544: VehicleID veh = _new_train_id; truelight@919: AiRestoreVehicleOrders(GetVehicle(veh), orderbak); truelight@0: DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); truelight@192: tron@2819: DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceRoadVeh(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: BackuppedOrders orderbak[1]; tron@2544: EngineID veh; truelight@0: matthijs@1330: if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { truelight@0: AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); truelight@0: return; truelight@0: } truelight@0: truelight@0: veh = AiChooseRoadVehToReplaceWith(p, v); tron@2544: if (veh != INVALID_ENGINE) { tron@1977: TileIndex tile; tron@1977: truelight@0: BackupVehicleOrders(v, orderbak); truelight@0: tile = v->tile; truelight@193: Darkvater@1713: if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) && Darkvater@1713: !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) { tron@2544: VehicleID veh = _new_roadveh_id; truelight@919: AiRestoreVehicleOrders(GetVehicle(veh), orderbak); truelight@0: DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); truelight@192: tron@2819: DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceAircraft(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: BackuppedOrders orderbak[1]; tron@2544: EngineID veh; truelight@0: truelight@0: if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { truelight@0: AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); truelight@0: return; truelight@0: } truelight@0: truelight@0: veh = AiChooseAircraftToReplaceWith(p, v); tron@2544: if (veh != INVALID_ENGINE) { tron@1977: TileIndex tile; tron@1977: truelight@0: BackupVehicleOrders(v, orderbak); truelight@0: tile = v->tile; truelight@0: Darkvater@1713: if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && Darkvater@1713: !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) { tron@2544: VehicleID veh = _new_aircraft_id; truelight@919: AiRestoreVehicleOrders(GetVehicle(veh), orderbak); truelight@0: DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); truelight@192: tron@2819: DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceShip(Player *p) truelight@0: { truelight@0: error("!AiHandleReplaceShip"); truelight@0: } truelight@0: tron@2544: typedef EngineID CheckReplaceProc(Player* p, Vehicle* v); truelight@0: tron@3033: static CheckReplaceProc* const _veh_check_replace_proc[] = { truelight@0: AiChooseTrainToReplaceWith, truelight@0: AiChooseRoadVehToReplaceWith, truelight@0: AiChooseShipToReplaceWith, truelight@0: AiChooseAircraftToReplaceWith, truelight@0: }; truelight@0: truelight@0: typedef void DoReplaceProc(Player *p); tron@3033: static DoReplaceProc* const _veh_do_replace_proc[] = { truelight@0: AiHandleReplaceTrain, truelight@0: AiHandleReplaceRoadVeh, truelight@0: AiHandleReplaceShip, truelight@0: AiHandleReplaceAircraft truelight@0: }; truelight@0: truelight@0: static void AiStateCheckReplaceVehicle(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: tron@2544: if (v->type == 0 || tron@2544: v->owner != _current_player || tron@2544: v->type > VEH_Ship || tron@2544: _veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) { truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: } else { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateDoReplaceVehicle(Player *p) truelight@0: { tron@3033: const Vehicle* v = p->ai.cur_veh; tron@3033: truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: // vehicle is not owned by the player anymore, something went very wrong. tron@3033: if (v->type == 0 || v->owner != _current_player) return; truelight@0: _veh_do_replace_proc[v->type - VEH_Train](p); truelight@0: } truelight@0: truelight@0: typedef struct FoundRoute { truelight@0: int distance; truelight@0: byte cargo; truelight@0: void *from; truelight@0: void *to; truelight@0: } FoundRoute; truelight@0: tron@1093: static Town *AiFindRandomTown(void) tron@1093: { truelight@919: Town *t = GetTown(RandomRange(_total_towns)); truelight@0: return (t->xy != 0) ? t : NULL; truelight@0: } truelight@0: tron@1093: static Industry *AiFindRandomIndustry(void) tron@1093: { truelight@919: Industry *i = GetIndustry(RandomRange(_total_industries)); truelight@0: return (i->xy != 0) ? i : NULL; truelight@0: } truelight@0: truelight@0: static void AiFindSubsidyIndustryRoute(FoundRoute *fr) truelight@0: { tron@959: uint i; truelight@0: byte cargo; truelight@0: Subsidy *s; truelight@0: Industry *from, *to_ind; truelight@0: Town *to_tow; truelight@0: TileIndex to_xy; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@193: // Randomize subsidy index.. truelight@0: i = RandomRange(lengthof(_subsidies) * 3); tron@3033: if (i >= lengthof(_subsidies)) return; truelight@0: truelight@0: s = &_subsidies[i]; truelight@0: truelight@0: // Don't want passengers or mail truelight@0: cargo = s->cargo_type; truelight@0: if (cargo == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7) truelight@0: return; truelight@0: fr->cargo = cargo; truelight@0: truelight@919: fr->from = from = GetIndustry(s->from); truelight@0: truelight@0: if (cargo == CT_GOODS || cargo == CT_FOOD) { truelight@919: to_tow = GetTown(s->to); truelight@0: if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) truelight@0: return; // error truelight@0: fr->to = to_tow; truelight@0: to_xy = to_tow->xy; truelight@0: } else { truelight@919: to_ind = GetIndustry(s->to); truelight@0: fr->to = to_ind; truelight@0: to_xy = to_ind->xy; truelight@0: } truelight@0: tron@1245: fr->distance = DistanceManhattan(from->xy, to_xy); truelight@0: } truelight@0: truelight@0: static void AiFindSubsidyPassengerRoute(FoundRoute *fr) truelight@0: { truelight@0: uint i; truelight@0: Subsidy *s; truelight@0: Town *from,*to; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@193: // Randomize subsidy index.. truelight@0: i = RandomRange(lengthof(_subsidies) * 3); tron@3033: if (i >= lengthof(_subsidies)) return; truelight@0: truelight@0: s = &_subsidies[i]; truelight@0: truelight@0: // Only want passengers tron@3033: if (s->cargo_type != CT_PASSENGERS || s->age > 7) return; truelight@0: fr->cargo = s->cargo_type; truelight@0: truelight@919: fr->from = from = GetTown(s->from); truelight@919: fr->to = to = GetTown(s->to); truelight@0: truelight@0: // They must be big enough tron@3033: if (from->population < 400 || to->population < 400) return; truelight@0: tron@1245: fr->distance = DistanceManhattan(from->xy, to->xy); truelight@0: } truelight@0: truelight@0: static void AiFindRandomIndustryRoute(FoundRoute *fr) truelight@0: { truelight@0: Industry *i,*i2; truelight@0: Town *t; truelight@0: uint32 r; truelight@0: byte cargo; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@0: r = Random(); truelight@0: truelight@0: // pick a source truelight@0: fr->from = i = AiFindRandomIndustry(); tron@3033: if (i == NULL) return; truelight@0: truelight@0: // pick a random produced cargo truelight@0: cargo = i->produced_cargo[0]; tron@3033: if (r & 1 && i->produced_cargo[1] != 0xFF) cargo = i->produced_cargo[1]; truelight@0: truelight@0: fr->cargo = cargo; truelight@0: truelight@0: // don't allow passengers tron@3033: if (cargo == 0xFF || cargo == CT_PASSENGERS) return; truelight@0: truelight@0: if (cargo != CT_GOODS && cargo != CT_FOOD) { truelight@0: // pick a dest, and see if it can receive truelight@0: i2 = AiFindRandomIndustry(); truelight@0: if (i2 == NULL || i == i2 || !(i2->accepts_cargo[0] == cargo || i2->accepts_cargo[1] == cargo || i2->accepts_cargo[2] == cargo)) truelight@0: return; truelight@0: truelight@0: fr->to = i2; tron@1245: fr->distance = DistanceManhattan(i->xy, i2->xy); truelight@0: } else { truelight@0: // pick a dest town, and see if it's big enough truelight@0: t = AiFindRandomTown(); truelight@0: if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) truelight@0: return; truelight@193: truelight@0: fr->to = t; tron@1245: fr->distance = DistanceManhattan(i->xy, t->xy); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiFindRandomPassengerRoute(FoundRoute *fr) truelight@0: { tron@3033: Town* source; tron@3033: Town* dest; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@0: fr->from = source = AiFindRandomTown(); tron@3033: if (source == NULL || source->population < 400) return; truelight@193: truelight@0: fr->to = dest = AiFindRandomTown(); tron@3033: if (dest == NULL || source == dest || dest->population < 400) return; truelight@0: tron@1245: fr->distance = DistanceManhattan(source->xy, dest->xy); truelight@0: } truelight@0: truelight@0: // Warn: depends on 'xy' being the first element in both Town and Industry truelight@0: #define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy) truelight@0: truelight@0: static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) truelight@0: { truelight@0: TileIndex from_tile, to_tile; truelight@0: Station *st; truelight@0: int dist, cur; truelight@0: uint same_station = 0; truelight@0: truelight@0: // Make sure distance to closest station is < 37 pixels. truelight@0: from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); truelight@0: to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); truelight@0: truelight@0: dist = 0xFFFF; truelight@0: FOR_ALL_STATIONS(st) if (st->xy != 0 && st->owner == _current_player) { tron@1245: cur = DistanceMax(from_tile, st->xy); truelight@0: if (cur < dist) dist = cur; tron@1245: cur = DistanceMax(to_tile, st->xy); truelight@0: if (cur < dist) dist = cur; tron@3033: if (to_tile == from_tile && st->xy == to_tile) same_station++; truelight@0: } truelight@193: truelight@0: // To prevent the AI from building ten busstations in the same town, do some calculations truelight@0: // For each road or airport station, we want 350 of population! tron@3033: if ((bitmask == 2 || bitmask == 4) && tron@3033: same_station > 2 && tron@3033: ((Town*)(fr->from))->population < same_station * 350) { truelight@0: return false; tron@3033: } tron@3033: tron@3033: if (dist != 0xFFFF && dist > 37) return false; tron@3033: tron@3033: if (p->ai.route_type_mask != 0 && tron@3033: !(p->ai.route_type_mask & bitmask) && tron@3033: !CHANCE16(1, 5)) { truelight@0: return false; tron@3033: } truelight@0: truelight@0: if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { truelight@0: if (((Town*)fr->from)->pct_pass_transported > 0x99 || truelight@0: ((Town*)fr->to)->pct_pass_transported > 0x99) truelight@0: return false; truelight@0: truelight@0: // Make sure it has a reasonably good rating tron@3033: if (((Town*)fr->from)->ratings[_current_player] < -100 || truelight@0: ((Town*)fr->to)->ratings[_current_player] < -100) truelight@0: return false; truelight@0: } else { tron@3033: const Industry* i = (const Industry*)fr->from; truelight@193: truelight@193: if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || truelight@0: i->total_production[fr->cargo != i->produced_cargo[0]] == 0) truelight@0: return false; truelight@0: } truelight@0: truelight@0: p->ai.route_type_mask |= bitmask; truelight@0: return true; truelight@0: } truelight@0: truelight@0: static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b) truelight@0: { tron@926: byte i = (TileX(a) < TileX(b)) ? 1 : 0; tron@926: if (TileY(a) >= TileY(b)) i ^= 3; truelight@0: return i; truelight@0: } truelight@0: truelight@0: static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) truelight@0: { tron@1981: return TileXY( tron@926: TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8), tron@926: TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8) tron@926: ); truelight@0: } truelight@0: truelight@0: static void AiWantLongIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x24; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( tron@2639: p->ai.src.spec_tile, tron@2639: p->ai.dst.spec_tile tron@2639: ); truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@193: truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0x34; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( tron@2639: p->ai.dst.spec_tile, tron@2639: p->ai.src.spec_tile tron@2639: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 1 truelight@0: p->ai.mid1.spec_tile = AiGetPctTileBetween( tron@2639: p->ai.src.spec_tile, tron@2639: p->ai.dst.spec_tile, tron@2639: 0x55 tron@2639: ); truelight@0: p->ai.mid1.use_tile = 0; truelight@0: p->ai.mid1.rand_rng = 6; truelight@0: p->ai.mid1.cur_building_rule = 0xFF; truelight@0: p->ai.mid1.unk6 = 2; truelight@0: p->ai.mid1.unk7 = 1; truelight@0: p->ai.mid1.buildcmd_a = 0x30; truelight@0: p->ai.mid1.buildcmd_b = 0xFF; truelight@0: p->ai.mid1.direction = p->ai.src.direction; truelight@0: p->ai.mid1.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 2 truelight@0: p->ai.mid2.spec_tile = AiGetPctTileBetween( tron@2639: p->ai.src.spec_tile, tron@2639: p->ai.dst.spec_tile, tron@2639: 0xAA tron@2639: ); truelight@0: p->ai.mid2.use_tile = 0; truelight@0: p->ai.mid2.rand_rng = 6; truelight@0: p->ai.mid2.cur_building_rule = 0xFF; truelight@0: p->ai.mid2.unk6 = 2; truelight@0: p->ai.mid2.unk7 = 1; truelight@0: p->ai.mid2.buildcmd_a = 0xFF; truelight@0: p->ai.mid2.buildcmd_b = 0xFF; truelight@0: p->ai.mid2.direction = p->ai.dst.direction; truelight@0: p->ai.mid2.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 3; truelight@0: p->ai.build_kind = 2; truelight@0: p->ai.num_build_rec = 4; truelight@0: p->ai.num_loco_to_build = 2; truelight@0: p->ai.num_want_fullload = 2; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantMediumIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x10; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@3033: ); truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@3033: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 3; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 1; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantShortIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x10; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@3033: ); truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@3033: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 2; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 1; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantMailRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_MAIL; tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 7; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x24; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@3033: ); truelight@0: p->ai.src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 7; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0x34; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@3033: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 1 truelight@0: p->ai.mid1.spec_tile = AiGetPctTileBetween( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: 0x55 tron@3033: ); truelight@0: p->ai.mid1.use_tile = 0; truelight@0: p->ai.mid1.rand_rng = 6; truelight@0: p->ai.mid1.cur_building_rule = 0xFF; truelight@0: p->ai.mid1.unk6 = 2; truelight@0: p->ai.mid1.unk7 = 1; truelight@0: p->ai.mid1.buildcmd_a = 0x30; truelight@0: p->ai.mid1.buildcmd_b = 0xFF; truelight@0: p->ai.mid1.direction = p->ai.src.direction; truelight@0: p->ai.mid1.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 2 truelight@0: p->ai.mid2.spec_tile = AiGetPctTileBetween( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: 0xAA tron@3033: ); truelight@0: p->ai.mid2.use_tile = 0; truelight@0: p->ai.mid2.rand_rng = 6; truelight@0: p->ai.mid2.cur_building_rule = 0xFF; truelight@0: p->ai.mid2.unk6 = 2; truelight@0: p->ai.mid2.unk7 = 1; truelight@0: p->ai.mid2.buildcmd_a = 0xFF; truelight@0: p->ai.mid2.buildcmd_b = 0xFF; truelight@0: p->ai.mid2.direction = p->ai.dst.direction; truelight@0: p->ai.mid2.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 3; truelight@0: p->ai.build_kind = 2; truelight@0: p->ai.num_build_rec = 4; truelight@0: p->ai.num_loco_to_build = 2; truelight@0: p->ai.num_want_fullload = 0; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantPassengerRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 7; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x10; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@2639: ); truelight@0: p->ai.src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 7; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@2639: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 2; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 0; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantTrainRoute(Player *p) truelight@0: { tron@2635: uint16 r = GB(Random(), 0, 16); tron@2635: celestar@2147: p->ai.railtype_to_use = GetBestRailtype(p); truelight@193: truelight@0: if (r > 0xD000) { truelight@0: AiWantLongIndustryRoute(p); truelight@0: } else if (r > 0x6000) { truelight@0: AiWantMediumIndustryRoute(p); truelight@0: } else if (r > 0x1000) { truelight@0: AiWantShortIndustryRoute(p); truelight@0: } else if (r > 0x800) { truelight@0: AiWantPassengerRoute(p); truelight@0: } else { truelight@0: AiWantMailRoute(p); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiWantLongRoadIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 5; truelight@0: p->ai.num_want_fullload = 5; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantMediumRoadIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 3; truelight@0: p->ai.num_want_fullload = 3; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantLongRoadPassengerRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 10; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 10; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = CT_PASSENGERS; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 4; truelight@0: p->ai.num_want_fullload = 0; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantPassengerRouteInsideTown(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: Town *t; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // Find a town big enough truelight@0: t = AiFindRandomTown(); tron@3033: if (t != NULL && t->population >= 700) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: fr.from = fr.to = t; truelight@0: tron@2639: if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = t->xy; truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 10; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = t->xy; truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 10; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = CT_PASSENGERS; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 2; truelight@0: p->ai.num_want_fullload = 0; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantRoadRoute(Player *p) truelight@0: { tron@2635: uint16 r = GB(Random(), 0, 16); truelight@0: truelight@0: if (r > 0x4000) { truelight@0: AiWantLongRoadIndustryRoute(p); truelight@0: } else if (r > 0x2000) { truelight@0: AiWantMediumRoadIndustryRoute(p); truelight@0: } else if (r > 0x1000) { truelight@0: AiWantLongRoadPassengerRoute(p); truelight@0: } else { truelight@0: AiWantPassengerRouteInsideTown(p); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiWantPassengerAircraftRoute(Player *p) truelight@0: { truelight@0: FoundRoute fr; truelight@0: int i; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); tron@3033: if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; tron@3033: if (!AiCheckIfRouteIsGood(p, &fr, 4)) return; truelight@0: truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 12; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 12; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.build_kind = 0; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 1; truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@193: truelight@0: p->ai.state = AIS_AIRPORT_STUFF; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantOilRigAircraftRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: Town *t; truelight@0: Industry *in; truelight@0: truelight@0: i = 60; tron@2952: for (;;) { truelight@0: // Find a town truelight@0: t = AiFindRandomTown(); truelight@0: if (t != NULL) { truelight@0: // Find a random oil rig industry truelight@919: in = GetIndustry(RandomRange(_total_industries)); truelight@0: if (in != NULL && in->type == IT_OIL_RIG) { tron@1245: if (DistanceManhattan(t->xy, in->xy) < 60) truelight@0: break; truelight@0: } truelight@0: } truelight@0: truelight@0: // only test 60 times tron@3033: if (--i == 0) return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: fr.from = fr.to = t; truelight@0: tron@3033: if (!AiCheckIfRouteIsGood(p, &fr, 4)) return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = t->xy; truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 12; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = in->xy; truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 5; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = CT_PASSENGERS; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 0; truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_AIRPORT_STUFF; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantAircraftRoute(Player *p) truelight@0: { truelight@0: uint16 r = (uint16)Random(); truelight@0: truelight@0: if (r >= 0x2AAA || _date < 0x3912) { truelight@0: AiWantPassengerAircraftRoute(p); truelight@0: } else { truelight@0: AiWantOilRigAircraftRoute(p); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiWantShipRoute(Player *p) truelight@0: { truelight@0: // XXX truelight@0: // error("AiWaitShipRoute"); truelight@0: } truelight@0: truelight@0: truelight@0: truelight@0: static void AiStateWantNewRoute(Player *p) truelight@0: { truelight@0: uint16 r; truelight@0: int i; truelight@0: truelight@0: if (p->player_money < AiGetBasePrice(p) * 500) { truelight@0: p->ai.state = AIS_0; truelight@0: return; truelight@0: } truelight@0: truelight@0: i = 200; tron@2952: for (;;) { truelight@0: r = (uint16)Random(); truelight@193: tron@3033: if (_patches.ai_disable_veh_train && tron@3033: _patches.ai_disable_veh_roadveh && tron@3033: _patches.ai_disable_veh_aircraft && tron@3033: _patches.ai_disable_veh_ship) { truelight@76: return; tron@3033: } truelight@193: truelight@0: if (r < 0x7626) { truelight@20: if (_patches.ai_disable_veh_train) continue; truelight@0: AiWantTrainRoute(p); truelight@0: } else if (r < 0xC4EA) { truelight@20: if (_patches.ai_disable_veh_roadveh) continue; truelight@0: AiWantRoadRoute(p); truelight@0: } else if (r < 0xD89B) { truelight@20: if (_patches.ai_disable_veh_aircraft) continue; truelight@0: AiWantAircraftRoute(p); truelight@0: } else { truelight@20: if (_patches.ai_disable_veh_ship) continue; truelight@0: AiWantShipRoute(p); truelight@0: } truelight@193: truelight@0: // got a route? tron@3033: if (p->ai.state != AIS_WANT_NEW_ROUTE) break; truelight@0: truelight@0: // time out? truelight@0: if (--i == 0) { truelight@0: if (++p->ai.state_counter == 556) p->ai.state = AIS_0; truelight@0: break; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) truelight@0: { truelight@0: uint values[NUM_CARGO]; Celestar@568: int rad; truelight@0: tron@2952: for (;p->mode != 4;p++) if (p->mode == 1) { tron@1977: TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); tron@2140: uint w; tron@2140: uint h; tron@2140: tron@2140: w = GB(p->attr, 1, 3); tron@2140: h = GB(p->attr, 4, 3); tron@2140: if (p->attr & 1) uintswap(w, h); truelight@0: Celestar@568: Celestar@568: if (_patches.modified_catchment) { Celestar@568: rad = CA_TRAIN; Celestar@568: } else { Celestar@568: rad = 4; Celestar@568: } Celestar@568: truelight@0: if (cargo & 0x80) { Celestar@568: GetProductionAroundTiles(values, tile2, w, h, rad); truelight@0: return values[cargo & 0x7F] != 0; truelight@0: } else { Celestar@568: GetAcceptanceAroundTiles(values, tile2, w, h, rad); truelight@0: if (!(values[cargo] & ~7)) truelight@0: return false; truelight@0: if (cargo != CT_MAIL) truelight@0: return true; truelight@0: return !!((values[cargo]>>1) & ~7); truelight@0: } truelight@0: } truelight@0: truelight@0: return true; truelight@0: } truelight@0: truelight@0: static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { Darkvater@1713: int32 ret; truelight@0: int32 total_cost = 0; truelight@0: Town *t = NULL; truelight@0: int rating = 0; truelight@0: int i,j,k; truelight@0: tron@2952: for (;;) { truelight@0: // This will seldomly overflow for valid reasons. Mask it to be on the safe side. tron@909: uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); truelight@0: truelight@0: _cleared_town = NULL; truelight@0: truelight@0: if (p->mode < 2) { truelight@0: if (p->mode == 0) { truelight@0: // Depot Darkvater@1713: ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); truelight@0: } else { truelight@0: // Station Darkvater@1713: ret = DoCommandByTile(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); truelight@0: } truelight@0: Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; Darkvater@1713: total_cost += ret; truelight@0: truelight@0: clear_town_stuff:; truelight@0: if (_cleared_town != NULL) { truelight@0: if (t != NULL && t != _cleared_town) truelight@0: return CMD_ERROR; truelight@0: t = _cleared_town; truelight@0: rating += _cleared_town_rating; truelight@0: } truelight@0: } else if (p->mode == 2) { truelight@0: // Rail tron@2639: if (IsTileType(c, MP_RAILWAY)) return CMD_ERROR; truelight@0: truelight@0: j = p->attr; truelight@0: k = 0; truelight@193: truelight@0: // Build the rail tron@2639: for (i = 0; i != 6; i++, j >>= 1) { truelight@0: if (j&1) { truelight@0: k = i; Darkvater@1713: ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; Darkvater@1713: total_cost += ret; truelight@0: } truelight@0: } truelight@193: truelight@0: /* signals too? */ tron@3033: if (j & 3) { truelight@0: // Can't build signals on a road. Darkvater@1713: if (IsTileType(c, MP_STREET)) return CMD_ERROR; truelight@0: truelight@0: if (flag & DC_EXEC) { truelight@0: j = 4 - j; truelight@0: do { Darkvater@1713: ret = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS); truelight@0: } while (--j); truelight@0: } else { Darkvater@1713: ret = _price.build_signals; truelight@0: } Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; Darkvater@1713: total_cost += ret; truelight@0: } truelight@0: } else if (p->mode == 3) { truelight@0: //Clear stuff and then build single rail. truelight@0: if (GetTileSlope(c,NULL) != 0) truelight@0: return CMD_ERROR; Darkvater@1713: ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; Darkvater@1713: total_cost += ret + _price.build_rail; truelight@0: truelight@0: if (flag & DC_EXEC) { truelight@0: DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); truelight@0: } truelight@0: truelight@0: goto clear_town_stuff; truelight@0: } else { truelight@0: // Unk truelight@0: break; truelight@0: } truelight@193: truelight@0: p++; truelight@0: } truelight@0: truelight@0: if (!(flag & DC_EXEC)) { truelight@0: if (t != NULL && rating > t->ratings[_current_player]) { truelight@0: return CMD_ERROR; truelight@0: } truelight@0: } truelight@0: truelight@0: return total_cost; truelight@0: } truelight@0: truelight@0: // Returns rule and cost truelight@0: static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, int32 *cost) truelight@0: { truelight@0: int i; truelight@0: const AiDefaultRailBlock *p; truelight@0: tron@2639: for (i = 0; (p = _default_rail_track_data[i]) != NULL; i++) { truelight@193: if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && tron@2639: (p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) { truelight@0: *cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING); peter1138@2737: if (!CmdFailed(*cost) && AiCheckTrackResources(tile, p->data, cargo)) truelight@0: return i; truelight@0: } truelight@0: } truelight@0: truelight@0: return -1; truelight@0: } truelight@0: truelight@0: static const byte _terraform_up_flags[] = { truelight@0: 14, 13, 12, 11, truelight@0: 10, 9, 8, 7, truelight@0: 6, 5, 4, 3, truelight@0: 2, 1, 0, 1, truelight@0: 2, 1, 4, 1, truelight@0: 2, 1, 8, 1, truelight@0: 2, 1, 4, 2, truelight@0: 2, 1 truelight@0: }; truelight@0: truelight@0: static const byte _terraform_down_flags[] = { truelight@0: 1, 2, 3, 4, truelight@0: 5, 6, 1, 8, truelight@0: 9, 10, 8, 12, truelight@0: 4, 2, 0, 0, truelight@0: 1, 2, 3, 4, truelight@0: 5, 6, 2, 8, truelight@0: 9, 10, 1, 12, truelight@0: 8, 4 truelight@0: }; truelight@0: truelight@0: static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) truelight@0: { tron@2544: PlayerID old_player; truelight@0: uint32 r; truelight@0: uint slope; tron@1335: uint h; truelight@0: truelight@0: old_player = _current_player; truelight@0: _current_player = OWNER_NONE; truelight@0: truelight@0: r = Random(); truelight@0: truelight@0: unk &= (int)r; truelight@0: truelight@0: do { tron@900: tile = TILE_MASK(tile + TileOffsByDir(dir)); truelight@0: truelight@0: r >>= 2; tron@3033: if (r & 2) { truelight@0: dir++; tron@3033: if (r & 1) dir -= 2; truelight@0: } truelight@0: dir &= 3; truelight@0: } while (--unk >= 0); truelight@0: truelight@0: slope = GetTileSlope(tile, &h); truelight@193: truelight@0: if (slope != 0) { tron@3033: if (mode > 0 || (mode == 0 && !(r & 0xC))) { truelight@0: // Terraform up tron@3033: DoCommandByTile(tile, _terraform_up_flags[slope - 1], 1, truelight@0: DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); truelight@0: } else if (h != 0) { truelight@0: // Terraform down tron@3033: DoCommandByTile(tile, _terraform_down_flags[slope - 1], 0, truelight@0: DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); truelight@193: } truelight@0: } truelight@0: truelight@0: _current_player = old_player; truelight@0: } truelight@0: truelight@0: static void AiStateBuildDefaultRailBlocks(Player *p) truelight@0: { tron@2639: uint i; tron@2639: int j; truelight@0: AiBuildRec *aib; truelight@0: int rule; truelight@0: int32 cost; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_RAIL_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // do the following 8 times tron@2648: for (i = 0; i < 8; i++) { truelight@0: // check if we can build the default track truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: // this item has already been built? tron@3033: if (aib->cur_building_rule != 255) continue; truelight@0: truelight@0: // adjust the coordinate randomly, truelight@0: // to make sure that we find a position. truelight@0: aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); truelight@0: truelight@0: // check if the track can be build there. truelight@0: rule = AiBuildDefaultRailTrack(aib->use_tile, truelight@0: p->ai.build_kind, p->ai.num_wagons, truelight@0: aib->unk6, aib->unk7, tron@3033: aib->direction, aib->cargo, &cost tron@3033: ); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while truelight@0: if (p->ai.state_counter >= 600) { truelight@0: AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); truelight@0: } truelight@0: // also try the other terraform direction truelight@0: if (++p->ai.state_counter >= 1000) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = -p->ai.state_mode; truelight@0: } truelight@0: } else if (CheckPlayerHasMoney(cost)) { truelight@0: int32 r; truelight@0: // player has money, build it. truelight@0: aib->cur_building_rule = rule; truelight@0: truelight@0: r = AiDoBuildDefaultRailTrack( truelight@0: aib->use_tile, truelight@0: _default_rail_track_data[rule]->data, truelight@0: DC_EXEC | DC_NO_TOWN_RATING truelight@0: ); peter1138@2737: assert(!CmdFailed(r)); truelight@0: } truelight@0: } while (++aib,--j); tron@2648: } truelight@0: truelight@0: // check if we're done with all of them truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { tron@2639: if (aib->cur_building_rule == 255) return; truelight@0: } while (++aib,--j); truelight@0: truelight@0: // yep, all are done. switch state to the rail building state. truelight@0: p->ai.state = AIS_BUILD_RAIL; truelight@0: p->ai.state_mode = 255; truelight@0: } truelight@0: truelight@0: static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir) truelight@0: { truelight@0: const AiDefaultBlockData *p = _default_rail_track_data[rule]->data; truelight@0: truelight@0: while (p->mode != 3 || !((--cmd) & 0x80)) p++; truelight@0: tron@909: return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr); truelight@0: } truelight@0: truelight@0: typedef struct AiRailPathFindData { truelight@0: TileIndex tile; truelight@0: TileIndex tile2; truelight@0: int count; truelight@0: bool flag; truelight@0: } AiRailPathFindData; truelight@0: tron@1977: static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state) truelight@0: { tron@2639: if (a->flag) return true; truelight@0: truelight@0: if (length > 20 || tile == a->tile) { truelight@0: a->flag = true; truelight@0: return true; truelight@0: } truelight@0: tron@2639: if (DistanceMax(tile, a->tile2) < 4) a->count++; truelight@0: truelight@0: return false; truelight@0: } truelight@0: tron@2643: static bool AiDoFollowTrack(const Player* p) truelight@0: { truelight@0: AiRailPathFindData arpfd; tron@2639: truelight@0: arpfd.tile = p->ai.start_tile_a; truelight@0: arpfd.tile2 = p->ai.cur_tile_a; truelight@0: arpfd.flag = false; truelight@0: arpfd.count = 0; tron@900: FollowTrack(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, truelight@0: (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); truelight@0: return arpfd.count > 8; truelight@0: } truelight@0: truelight@0: typedef struct AiRailFinder { truelight@0: TileIndex final_tile; truelight@0: byte final_dir; truelight@0: byte depth; truelight@0: byte recursive_mode; truelight@0: byte cur_best_dir; truelight@0: byte best_dir; truelight@0: byte cur_best_depth; truelight@0: byte best_depth; truelight@0: uint cur_best_dist; truelight@0: const byte *best_ptr; truelight@0: uint best_dist; truelight@0: TileIndex cur_best_tile, best_tile; truelight@0: TileIndex bridge_end_tile; truelight@0: Player *player; truelight@0: } AiRailFinder; truelight@0: truelight@0: static const byte _ai_table_15[4][8] = { truelight@0: {0, 0, 4, 3, 3, 1, 128+0, 64}, truelight@0: {1, 1, 2, 0, 4, 2, 128+1, 65}, truelight@0: {0, 2, 2, 3, 5, 1, 128+2, 66}, truelight@0: {1, 3, 5, 0, 3, 2, 128+3, 67} truelight@0: }; truelight@0: truelight@0: static const byte _dir_table_1[] = {3, 9, 12, 6}; truelight@0: static const byte _dir_table_2[] = {12, 6, 3, 9}; truelight@0: truelight@0: tron@2630: static bool AiIsTileBanned(const Player* p, TileIndex tile, byte val) tron@2630: { truelight@0: int i; truelight@0: tron@2639: for (i = 0; i != p->ai.banned_tile_count; i++) { tron@2639: if (p->ai.banned_tiles[i] == tile && p->ai.banned_val[i] == val) { tron@2639: return true; tron@2639: } tron@2639: } truelight@0: return false; truelight@0: } truelight@0: tron@2639: static void AiBanTile(Player* p, TileIndex tile, byte val) tron@2639: { truelight@0: int i; truelight@0: tron@2639: for (i = lengthof(p->ai.banned_tiles) - 1; i != 0; i--) { tron@2639: p->ai.banned_tiles[i] = p->ai.banned_tiles[i - 1]; tron@2639: p->ai.banned_val[i] = p->ai.banned_val[i - 1]; truelight@0: } truelight@0: truelight@0: p->ai.banned_tiles[0] = tile; truelight@0: p->ai.banned_val[0] = val; truelight@0: tron@2639: if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) { truelight@0: p->ai.banned_tile_count++; tron@2639: } truelight@0: } truelight@0: truelight@0: static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir); truelight@0: truelight@0: static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p) truelight@0: { truelight@0: bool better = false; truelight@0: truelight@0: if (arf->recursive_mode < 1) { truelight@0: // Mode is 0. This means destination has not been found yet. truelight@0: // If the found path is shorter than the current one, remember it. truelight@0: if (arf->cur_best_dist < arf->best_dist) { truelight@0: arf->best_dir = arf->cur_best_dir; truelight@0: arf->best_dist = arf->cur_best_dist; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = arf->cur_best_tile; truelight@0: better = true; truelight@193: } truelight@0: } else if (arf->recursive_mode > 1) { truelight@0: // Mode is 2. truelight@0: if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { truelight@0: arf->best_depth = arf->cur_best_depth; truelight@0: arf->best_dist = 0; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = 0; truelight@0: better = true; truelight@0: } truelight@0: } truelight@0: arf->recursive_mode = 0; truelight@0: arf->cur_best_dist = (uint)-1; truelight@0: arf->cur_best_depth = 0xff; truelight@0: truelight@0: return better; truelight@0: } truelight@0: tron@536: static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) truelight@0: { truelight@0: TileIndex tile_new; tron@3088: uint tileh; tron@3088: uint z; truelight@0: bool flag; truelight@0: truelight@0: int dir2 = p[0] & 3; truelight@193: tron@3088: tileh = GetTileSlope(tile, &z); tron@3088: if (tileh == _dir_table_1[dir2] || (tileh == 0 && z != 0)) { truelight@0: tile_new = tile; truelight@0: // Allow bridges directly over bottom tiles tron@3088: flag = z == 0; tron@2952: for (;;) { tron@3088: TileType type; tron@3088: darkvater@1216: if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! tron@900: tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); tron@3088: type = GetTileType(tile_new); tron@3088: tron@3088: if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != 0) { truelight@0: if (!flag) return; truelight@0: break; truelight@0: } tron@3088: if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; truelight@0: flag = true; truelight@0: } truelight@0: truelight@0: // Is building a (rail)bridge possible at this place (type doesn't matter)? Darkvater@1713: if (CmdFailed(DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, Darkvater@1713: DC_AUTO, CMD_BUILD_BRIDGE)) ) truelight@0: return; truelight@0: AiBuildRailRecursive(arf, tile_new, dir2); truelight@193: truelight@0: // At the bottom depth, check if the new path is better than the old one. truelight@0: if (arf->depth == 1) { truelight@0: if (AiCheckRailPathBetter(arf, p)) truelight@0: arf->bridge_end_tile = tile_new; truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@536: static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) truelight@0: { tron@3088: uint z; tron@3088: tron@3088: if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { truelight@0: int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); truelight@0: Darkvater@1713: if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { truelight@0: AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3); truelight@0: if (arf->depth == 1) { truelight@0: AiCheckRailPathBetter(arf, p); truelight@0: } truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) truelight@0: { truelight@0: const byte *p; truelight@0: tron@900: tile = TILE_MASK(tile + TileOffsByDir(dir)); truelight@193: truelight@0: // Reached destination? truelight@0: if (tile == arf->final_tile) { truelight@0: if (arf->final_dir != (dir^2)) { truelight@0: if (arf->recursive_mode != 2) truelight@0: arf->recursive_mode = 1; truelight@0: } else if (arf->recursive_mode != 2) { truelight@0: arf->recursive_mode = 2; truelight@0: arf->cur_best_depth = arf->depth; truelight@0: } else { truelight@0: if (arf->depth < arf->cur_best_depth) truelight@0: arf->cur_best_depth = arf->depth; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Depth too deep? truelight@0: if (arf->depth >= 4) { tron@1245: uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); truelight@0: if (dist < arf->cur_best_dist) { truelight@0: // Store the tile that is closest to the final position. truelight@0: arf->cur_best_depth = arf->depth; truelight@0: arf->cur_best_dist = dist; truelight@0: arf->cur_best_tile = tile; truelight@0: arf->cur_best_dir = dir; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Increase recursion depth truelight@0: arf->depth++; truelight@0: truelight@0: // Grab pointer to list of stuff that is possible to build truelight@0: p = _ai_table_15[dir]; truelight@0: truelight@0: // Try to build a single rail in all directions. tron@3088: if (GetTileZ(tile) == 0) { truelight@0: p += 6; truelight@0: } else { truelight@0: do { truelight@0: // Make sure the tile is not in the list of banned tiles and that a rail can be built here. truelight@0: if (!AiIsTileBanned(arf->player, tile, p[0]) && Darkvater@1713: !CmdFailed(DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) { truelight@0: AiBuildRailRecursive(arf, tile, p[1]); truelight@0: } truelight@0: truelight@0: // At the bottom depth? truelight@0: if (arf->depth == 1) { truelight@0: AiCheckRailPathBetter(arf, p); truelight@0: } truelight@0: truelight@0: p += 2; truelight@0: } while (!(p[0]&0x80)); truelight@0: } truelight@0: truelight@0: AiCheckBuildRailBridgeHere(arf, tile, p); truelight@0: AiCheckBuildRailTunnelHere(arf, tile, p+1); truelight@0: truelight@0: arf->depth--; truelight@0: } truelight@0: truelight@0: truelight@193: static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; truelight@0: truelight@0: static void AiBuildRailConstruct(Player *p) truelight@0: { truelight@0: AiRailFinder arf; truelight@0: int i; truelight@0: truelight@0: // Check too much lookahead? truelight@0: if (AiDoFollowTrack(p)) { truelight@0: p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks truelight@0: p->ai.state_mode = 1; // Start destruct truelight@193: truelight@0: // Ban this tile and don't reach it for a while. truelight@0: AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); truelight@0: return; truelight@0: } truelight@0: truelight@0: // Setup recursive finder and call it. truelight@0: arf.player = p; truelight@0: arf.final_tile = p->ai.cur_tile_b; truelight@0: arf.final_dir = p->ai.cur_dir_b; truelight@0: arf.depth = 0; truelight@0: arf.recursive_mode = 0; truelight@0: arf.best_ptr = NULL; truelight@0: arf.cur_best_dist = (uint)-1; truelight@0: arf.cur_best_depth = 0xff; truelight@0: arf.best_dist = (uint)-1; truelight@0: arf.best_depth = 0xff; truelight@0: arf.cur_best_tile = 0; truelight@0: arf.best_tile = 0; truelight@193: AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); truelight@0: truelight@0: // Reached destination? truelight@0: if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { truelight@0: p->ai.state_mode = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Didn't find anything to build? truelight@0: if (arf.best_ptr == NULL) { truelight@0: // Terraform some tron@2952: for (i=0; i!=5; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 21) { truelight@0: p->ai.state_counter = 40; truelight@0: p->ai.state_mode = 1; truelight@193: truelight@0: // Ban this tile truelight@0: AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); truelight@0: } truelight@0: return; truelight@0: } truelight@193: tron@900: p->ai.cur_tile_a += TileOffsByDir(p->ai.cur_dir_a); truelight@0: tron@3033: if (arf.best_ptr[0] & 0x80) { truelight@0: int i; truelight@0: int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a); truelight@193: truelight@0: /* Figure out what (rail)bridge type to build truelight@0: start with best bridge, then go down to worse and worse bridges truelight@0: unnecessary to check for worse bridge (i=0), since AI will always build that. truelight@0: AI is so fucked up that fixing this small thing will probably not solve a thing truelight@0: */ Darkvater@1562: for (i = MAX_BRIDGES - 1; i != 0; i--) { truelight@0: if (CheckBridge_Stuff(i, bridge_len)) { Darkvater@1562: int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE); Darkvater@1713: if (!CmdFailed(cost) && cost < (p->player_money >> 5)) truelight@0: break; truelight@0: } truelight@0: } truelight@0: truelight@0: // Build it Darkvater@1562: DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); truelight@0: truelight@0: p->ai.cur_tile_a = arf.bridge_end_tile; truelight@0: p->ai.state_counter = 0; truelight@0: } else if (arf.best_ptr[0]&0x40) { truelight@0: // tunnel truelight@0: DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); truelight@0: p->ai.cur_tile_a = _build_tunnel_endtile; truelight@0: p->ai.state_counter = 0; truelight@0: } else { truelight@0: // rail truelight@0: p->ai.cur_dir_a = arf.best_ptr[1]; truelight@193: DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], truelight@0: DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: if (arf.best_tile != 0) { tron@3033: for (i = 0; i != 2; i++) { truelight@0: AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); tron@3033: } truelight@0: } truelight@0: } truelight@0: truelight@0: static bool AiRemoveTileAndGoForward(Player *p) truelight@0: { truelight@0: byte b; truelight@0: int bit; truelight@0: const byte *ptr; tron@1977: TileIndex tile = p->ai.cur_tile_a; truelight@0: TileIndex tilenew; truelight@0: tron@1035: if (IsTileType(tile, MP_TUNNELBRIDGE)) { tron@3184: if (IsTunnel(tile)) { truelight@0: // Clear the tunnel and continue at the other side of it. tron@3033: if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) truelight@0: return false; tron@900: p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a)); truelight@0: return true; truelight@0: } truelight@0: tron@3234: if (IsBridgeRamp(tile)) { truelight@0: // Check if the bridge points in the right direction. truelight@0: // This is not really needed the first place AiRemoveTileAndGoForward is called. tron@3196: if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1U)) return false; truelight@0: tron@3214: tile = GetOtherBridgeEnd(tile); tron@3214: tron@3214: tilenew = TILE_MASK(tile - TileOffsByDir(p->ai.cur_dir_a)); truelight@0: // And clear the bridge. tron@3033: if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) truelight@0: return false; truelight@0: p->ai.cur_tile_a = tilenew; truelight@0: return true; truelight@0: } truelight@0: } truelight@0: truelight@0: // Find the railtype at the position. Quit if no rail there. truelight@0: b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a]; tron@3033: if (b == 0) return false; truelight@0: truelight@0: // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. truelight@0: bit = FindFirstBit(b); truelight@0: truelight@0: // Then remove and signals if there are any. tron@1035: if (IsTileType(tile, MP_RAILWAY) && tron@3269: GetRailTileType(tile) == RAIL_TYPE_SIGNALS) { truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); truelight@0: } truelight@193: truelight@0: // And also remove the rail. tron@3033: if (CmdFailed(DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL))) truelight@0: return false; truelight@0: truelight@0: // Find the direction at the other edge of the rail. tron@3033: ptr = _ai_table_15[p->ai.cur_dir_a ^ 2]; tron@3033: while (ptr[0] != bit) ptr += 2; truelight@0: p->ai.cur_dir_a = ptr[1] ^ 2; truelight@193: truelight@0: // And then also switch tile. tron@900: p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDir(p->ai.cur_dir_a)); truelight@0: truelight@0: return true; truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRailDestruct(Player *p) truelight@0: { truelight@0: // Decrease timeout. truelight@0: if (!--p->ai.state_counter) { truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: // Don't do anything if the destination is already reached. tron@3033: if (p->ai.cur_tile_a == p->ai.start_tile_a) return; truelight@0: truelight@193: AiRemoveTileAndGoForward(p); truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRail(Player *p) truelight@0: { truelight@0: if (p->ai.state_mode < 1) { truelight@0: // Construct mode, build new rail. truelight@193: AiBuildRailConstruct(p); truelight@0: } else if (p->ai.state_mode == 1) { truelight@0: // Destruct mode, destroy the rail currently built. truelight@0: AiBuildRailDestruct(p); truelight@0: } else if (p->ai.state_mode == 2) { tron@3033: uint i; truelight@0: truelight@0: // Terraform some and then try building again. tron@3033: for (i = 0; i != 4; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 4) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = 0; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateBuildRail(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: byte cmd; truelight@0: TileIndex tile; truelight@0: int dir; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_RAIL_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Currently building a rail between two points? truelight@0: if (p->ai.state_mode != 255) { truelight@0: AiBuildRail(p); truelight@193: truelight@0: // Alternate between edges truelight@0: swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); truelight@0: swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); truelight@0: swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); truelight@0: swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); truelight@0: return; truelight@0: } truelight@0: truelight@0: // Now, find two new points to build between truelight@0: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: tron@2952: for (;;) { truelight@0: cmd = aib->buildcmd_a; truelight@0: aib->buildcmd_a = 255; truelight@0: if (cmd != 255) break; truelight@0: truelight@0: cmd = aib->buildcmd_b; truelight@0: aib->buildcmd_b = 255; truelight@0: if (cmd != 255) break; truelight@0: truelight@0: aib++; truelight@0: if (--num == 0) { truelight@0: p->ai.state = AIS_BUILD_RAIL_VEH; truelight@0: p->ai.state_counter = 0; // timeout truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: // Find first edge to build from. truelight@0: tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir); truelight@0: p->ai.start_tile_a = tile; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.start_dir_a = dir; truelight@0: p->ai.cur_dir_a = dir; tron@900: DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); truelight@0: truelight@0: assert(TILE_MASK(tile) != 0xFF00); truelight@0: truelight@0: // Find second edge to build to truelight@0: aib = (&p->ai.src) + ((cmd >> 4)&0xF); truelight@0: tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir); truelight@0: p->ai.start_tile_b = tile; truelight@0: p->ai.cur_tile_b = tile; truelight@0: p->ai.start_dir_b = dir; truelight@0: p->ai.cur_dir_b = dir; tron@900: DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); truelight@0: truelight@0: assert(TILE_MASK(tile) != 0xFF00); truelight@0: truelight@0: // And setup state. truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.banned_tile_count = 0; truelight@0: } truelight@0: tron@3315: static StationID AiGetStationIdByDef(TileIndex tile, int id) truelight@0: { truelight@0: const AiDefaultBlockData *p = _default_rail_track_data[id]->data; truelight@0: while (p->mode != 1) p++; tron@3315: return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); truelight@0: } truelight@0: truelight@0: static void AiStateBuildRailVeh(Player *p) truelight@0: { truelight@0: const AiDefaultBlockData *ptr; truelight@0: TileIndex tile; tron@2544: EngineID veh; tron@2544: int i; truelight@0: int cargo; truelight@0: int32 cost; truelight@0: Vehicle *v; truelight@0: uint loco_id; truelight@0: truelight@0: ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data; tron@3033: while (ptr->mode != 0) ptr++; truelight@0: tron@909: tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); truelight@0: truelight@0: cargo = p->ai.cargo_type; tron@3033: for (i = 0;;) { truelight@0: if (p->ai.wagon_list[i] == INVALID_VEHICLE) { truelight@0: veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo]; truelight@0: cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); Darkvater@1713: if (CmdFailed(cost)) goto handle_nocash; truelight@0: p->ai.wagon_list[i] = _new_wagon_id; tron@3033: p->ai.wagon_list[i + 1] = INVALID_VEHICLE; truelight@0: return; truelight@0: } truelight@0: if (cargo == CT_MAIL) truelight@0: cargo = CT_PASSENGERS; truelight@0: if (++i == p->ai.num_wagons * 2 - 1) truelight@0: break; truelight@0: } truelight@0: truelight@0: // Which locomotive to build? bjarni@1223: veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile); tron@2544: if (veh == INVALID_ENGINE) { truelight@0: handle_nocash: truelight@0: // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. truelight@0: if (++p->ai.state_counter == 1000) { tron@3033: for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { truelight@0: cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); Darkvater@1713: assert(!CmdFailed(cost)); truelight@0: } truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Try to build the locomotive truelight@0: cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); Darkvater@1713: assert(!CmdFailed(cost)); truelight@0: loco_id = _new_train_id; truelight@0: truelight@0: // Sell a vehicle if the train is double headed. truelight@919: v = GetVehicle(loco_id); truelight@0: if (v->next != NULL) { tron@3033: i = p->ai.wagon_list[p->ai.num_wagons * 2 - 2]; tron@3033: p->ai.wagon_list[p->ai.num_wagons * 2 - 2] = INVALID_VEHICLE; truelight@0: DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); truelight@0: } truelight@0: truelight@0: // Move the wagons onto the train tron@3033: for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { truelight@0: DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); truelight@0: } truelight@0: tron@3033: for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { truelight@0: AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; tron@3033: bool is_pass = ( tron@3033: p->ai.cargo_type == CT_PASSENGERS || tron@3033: p->ai.cargo_type == CT_MAIL || tron@3033: (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES) tron@3033: ); darkvater@558: Order order; darkvater@558: darkvater@558: order.type = OT_GOTO_STATION; darkvater@558: order.flags = 0; darkvater@558: order.station = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule); darkvater@558: darkvater@558: if (!is_pass && i == 1) order.flags |= OF_UNLOAD; darkvater@558: if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) darkvater@558: order.flags |= OF_FULL_LOAD; darkvater@558: darkvater@558: DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); truelight@192: tron@2819: DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: tron@3033: if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; truelight@0: truelight@0: if (--p->ai.num_loco_to_build != 0) { truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: } else { truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateDeleteRailBlocks(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: const AiDefaultBlockData *b; truelight@0: truelight@193: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: do { truelight@0: if (aib->cur_building_rule != 255) { truelight@0: b = _default_rail_track_data[aib->cur_building_rule]->data; truelight@0: while (b->mode != 4) { tron@909: DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: b++; truelight@0: } truelight@0: } truelight@0: } while (++aib,--num); truelight@0: truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: truelight@0: static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) truelight@0: { truelight@0: uint values[NUM_CARGO]; Celestar@568: int rad; truelight@830: Celestar@568: if (_patches.modified_catchment) { truelight@830: rad = CA_TRUCK; //Same as CA_BUS at the moment? Celestar@568: } else { //change that at some point? Celestar@568: rad = 4; Celestar@568: } truelight@830: tron@3033: for (;; p++) { truelight@0: if (p->mode == 4) { truelight@0: return true; truelight@0: } else if (p->mode == 1) { tron@1977: TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); tron@1977: truelight@0: if (cargo & 0x80) { Celestar@568: GetProductionAroundTiles(values, tile2, 1, 1, rad); truelight@0: return values[cargo & 0x7F] != 0; truelight@0: } else { Celestar@568: GetAcceptanceAroundTiles(values, tile2, 1, 1, rad); truelight@0: return (values[cargo]&~7) != 0; truelight@0: } truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static bool _want_road_truck_station; truelight@0: static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); truelight@0: truelight@0: // Returns rule and cost truelight@0: static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost) truelight@0: { truelight@0: int i; truelight@0: const AiDefaultRoadBlock *p; truelight@0: truelight@0: _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS; truelight@0: tron@3033: for (i = 0; (p = _road_default_block_data[i]) != NULL; i++) { truelight@0: if (p->dir == direction) { truelight@0: *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); peter1138@2737: if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo)) truelight@0: return i; truelight@0: } truelight@0: } truelight@0: truelight@0: return -1; truelight@0: } truelight@0: truelight@0: static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { Darkvater@1713: int32 ret; truelight@0: int32 total_cost = 0; truelight@0: Town *t = NULL; truelight@0: int rating = 0; truelight@0: int roadflag = 0; truelight@0: tron@2952: for (;p->mode != 4;p++) { tron@3033: TileIndex c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); truelight@0: truelight@0: _cleared_town = NULL; truelight@193: truelight@0: if (p->mode == 2) { tron@1035: if (IsTileType(c, MP_STREET) && tron@3071: GetRoadType(c) == ROAD_NORMAL && tron@3071: (GetRoadBits(c) & p->attr) != 0) { truelight@0: roadflag |= 2; truelight@193: truelight@0: // all bits are already built? tron@3071: if ((GetRoadBits(c) & p->attr) == p->attr) continue; truelight@0: } truelight@0: Darkvater@1713: ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; Darkvater@1713: total_cost += ret; truelight@0: truelight@0: continue; truelight@0: } truelight@0: truelight@0: if (p->mode == 0) { truelight@0: // Depot Darkvater@1713: ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT); truelight@0: goto clear_town_stuff; truelight@0: } else if (p->mode == 1) { truelight@0: if (_want_road_truck_station) { truelight@0: // Truck station Darkvater@1713: ret = DoCommandByTile(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); truelight@0: } else { truelight@0: // Bus station Darkvater@1713: ret = DoCommandByTile(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); truelight@0: } truelight@0: clear_town_stuff:; truelight@0: Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; Darkvater@1713: total_cost += ret; truelight@0: truelight@0: if (_cleared_town != NULL) { tron@3033: if (t != NULL && t != _cleared_town) return CMD_ERROR; truelight@0: t = _cleared_town; truelight@0: rating += _cleared_town_rating; truelight@0: } truelight@0: } else if (p->mode == 3) { tron@3033: if (flag & DC_EXEC) continue; tron@3033: tron@3033: if (GetTileSlope(c, NULL) != 0) return CMD_ERROR; tron@3033: tron@3071: if (!IsTileType(c, MP_STREET) || GetRoadType(c) != ROAD_NORMAL) { Darkvater@1713: ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; truelight@0: } truelight@193: truelight@0: } truelight@0: } truelight@0: tron@3033: if (!_want_road_truck_station && !(roadflag & 2)) return CMD_ERROR; truelight@0: truelight@0: if (!(flag & DC_EXEC)) { tron@3033: if (t != NULL && rating > t->ratings[_current_player]) return CMD_ERROR; truelight@0: } truelight@0: return total_cost; truelight@0: } truelight@0: truelight@0: // Make sure the blocks are not too close to each other truelight@0: static bool AiCheckBlockDistances(Player *p, TileIndex tile) truelight@0: { truelight@0: AiBuildRec *aib; truelight@0: int num; truelight@193: truelight@0: num = p->ai.num_build_rec; truelight@193: aib = &p->ai.src; truelight@0: truelight@0: do { truelight@0: if (aib->cur_building_rule != 255) { tron@3033: if (DistanceManhattan(aib->use_tile, tile) < 9) return false; truelight@0: } truelight@0: } while (++aib, --num); truelight@0: truelight@0: return true; truelight@0: } truelight@0: truelight@0: truelight@0: static void AiStateBuildDefaultRoadBlocks(Player *p) truelight@0: { tron@3033: uint i; tron@3033: int j; truelight@0: AiBuildRec *aib; truelight@0: int rule; truelight@0: int32 cost; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_RAIL_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // do the following 8 times tron@3033: for (i = 0; i != 8; i++) { truelight@0: // check if we can build the default track truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: // this item has already been built? tron@3033: if (aib->cur_building_rule != 255) continue; truelight@0: truelight@0: // adjust the coordinate randomly, truelight@0: // to make sure that we find a position. truelight@0: aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); truelight@0: truelight@0: // check if the road can be built there. tron@3033: rule = AiFindBestDefaultRoadBlock( tron@3033: aib->use_tile, aib->direction, aib->cargo, &cost tron@3033: ); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while truelight@0: if (p->ai.state_counter >= 600) { truelight@0: AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); truelight@0: } truelight@0: // also try the other terraform direction truelight@0: if (++p->ai.state_counter >= 1000) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = -p->ai.state_mode; truelight@0: } truelight@0: } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { truelight@0: int32 r; truelight@0: truelight@0: // player has money, build it. truelight@0: aib->cur_building_rule = rule; truelight@0: truelight@0: r = AiDoBuildDefaultRoadBlock( truelight@0: aib->use_tile, truelight@0: _road_default_block_data[rule]->data, truelight@0: DC_EXEC | DC_NO_TOWN_RATING truelight@0: ); peter1138@2737: assert(!CmdFailed(r)); truelight@0: } truelight@0: } while (++aib,--j); tron@3033: } truelight@0: truelight@0: // check if we're done with all of them truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { tron@3033: if (aib->cur_building_rule == 255) return; truelight@0: } while (++aib,--j); truelight@0: truelight@0: // yep, all are done. switch state to the rail building state. truelight@0: p->ai.state = AIS_BUILD_ROAD; truelight@0: p->ai.state_mode = 255; truelight@0: } truelight@0: truelight@0: typedef struct { truelight@0: TileIndex final_tile; truelight@0: byte final_dir; truelight@0: byte depth; truelight@0: byte recursive_mode; truelight@0: byte cur_best_dir; truelight@0: byte best_dir; truelight@0: byte cur_best_depth; truelight@0: byte best_depth; truelight@0: uint cur_best_dist; truelight@0: const byte *best_ptr; truelight@0: uint best_dist; truelight@0: TileIndex cur_best_tile, best_tile; truelight@0: TileIndex bridge_end_tile; truelight@0: Player *player; truelight@0: } AiRoadFinder; truelight@0: truelight@0: typedef struct AiRoadEnum { truelight@0: TileIndex dest; truelight@0: TileIndex best_tile; truelight@0: int best_track; truelight@0: uint best_dist; truelight@0: } AiRoadEnum; truelight@0: truelight@0: static const byte _dir_by_track[] = { truelight@0: 0,1,0,1,2,1, 0,0, truelight@0: 2,3,3,2,3,0, truelight@0: }; truelight@0: truelight@0: static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir); truelight@0: truelight@0: static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) truelight@0: { truelight@0: bool better = false; truelight@0: truelight@0: if (arf->recursive_mode < 1) { truelight@0: // Mode is 0. This means destination has not been found yet. truelight@0: // If the found path is shorter than the current one, remember it. truelight@193: if (arf->cur_best_dist < arf->best_dist || truelight@0: (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) { truelight@0: arf->best_depth = arf->cur_best_depth; truelight@0: arf->best_dist = arf->cur_best_dist; truelight@0: arf->best_dir = arf->cur_best_dir; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = arf->cur_best_tile; truelight@0: better = true; truelight@193: } truelight@0: } else if (arf->recursive_mode > 1) { truelight@0: // Mode is 2. truelight@0: if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { truelight@0: arf->best_depth = arf->cur_best_depth; truelight@0: arf->best_dist = 0; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = 0; truelight@0: better = true; truelight@0: } truelight@0: } truelight@0: arf->recursive_mode = 0; truelight@0: arf->cur_best_dist = (uint)-1; truelight@0: arf->cur_best_depth = 0xff; truelight@0: truelight@0: return better; truelight@0: } truelight@0: truelight@0: tron@1977: static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state) truelight@0: { tron@1245: uint dist = DistanceManhattan(tile, a->dest); truelight@0: truelight@0: if (dist <= a->best_dist) { tron@1977: TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track])); tron@1977: tron@3071: if (IsTileType(tile2, MP_STREET) && GetRoadType(tile2) == ROAD_NORMAL) { truelight@0: a->best_dist = dist; truelight@0: a->best_tile = tile; truelight@0: a->best_track = track; truelight@0: } truelight@0: } truelight@0: truelight@0: return false; truelight@0: } truelight@0: truelight@0: static const uint16 _ai_road_table_and[4] = { truelight@0: 0x1009, truelight@0: 0x16, truelight@0: 0x520, truelight@0: 0x2A00, truelight@0: }; truelight@0: tron@410: static bool AiCheckRoadFinished(Player *p) truelight@0: { truelight@0: AiRoadEnum are; tron@1977: TileIndex tile; truelight@0: int dir = p->ai.cur_dir_a; truelight@0: uint32 bits; truelight@0: int i; truelight@0: truelight@0: are.dest = p->ai.cur_tile_b; tron@900: tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir)); truelight@0: truelight@159: bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir]; tron@3033: if (bits == 0) return false; truelight@0: truelight@0: are.best_dist = (uint)-1; truelight@0: truelight@0: for_each_bit(i, bits) { truelight@159: FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); truelight@0: } truelight@0: tron@3033: if (DistanceManhattan(tile, are.dest) <= are.best_dist) return false; tron@3033: tron@3033: if (are.best_dist == 0) return true; truelight@0: truelight@0: p->ai.cur_tile_a = are.best_tile; truelight@0: p->ai.cur_dir_a = _dir_by_track[are.best_track]; truelight@0: return false; truelight@0: } truelight@0: truelight@0: tron@1977: static bool AiBuildRoadHelper(TileIndex tile, int flags, int type) truelight@0: { truelight@0: static const byte _road_bits[] = { truelight@0: 8+2, truelight@0: 1+4, truelight@0: 1+8, truelight@0: 4+2, truelight@0: 1+2, truelight@0: 8+4, truelight@0: }; Darkvater@1713: return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD)); truelight@0: } truelight@0: tron@536: static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) truelight@0: { truelight@0: TileIndex tile_new; tron@3088: uint tileh; tron@3088: uint z; truelight@0: bool flag; truelight@0: truelight@0: int dir2 = p[0] & 3; truelight@193: tron@3088: tileh = GetTileSlope(tile, &z); tron@3088: if (tileh == _dir_table_1[dir2] || (tileh == 0 && z != 0)) { truelight@0: tile_new = tile; truelight@0: // Allow bridges directly over bottom tiles tron@3088: flag = z == 0; tron@2952: for (;;) { tron@3088: TileType type; tron@3088: darkvater@1216: if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! tron@900: tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); tron@3088: type = GetTileType(tile_new); tron@3088: tron@3088: if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != 0) { truelight@0: // Allow a bridge if either we have a tile that's water, rail or street, truelight@0: // or if we found an up tile. truelight@0: if (!flag) return; truelight@0: break; truelight@0: } tron@3088: if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; truelight@0: flag = true; truelight@0: } truelight@0: truelight@0: // Is building a (rail)bridge possible at this place (type doesn't matter)? Darkvater@1713: if (CmdFailed(DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE))) truelight@0: return; truelight@0: AiBuildRoadRecursive(arf, tile_new, dir2); truelight@193: truelight@0: // At the bottom depth, check if the new path is better than the old one. truelight@0: if (arf->depth == 1) { tron@3033: if (AiCheckRoadPathBetter(arf, p)) arf->bridge_end_tile = tile_new; truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@536: static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) truelight@0: { tron@3088: uint z; tron@3088: tron@3088: if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { truelight@0: int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); truelight@0: Darkvater@1713: if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { truelight@0: AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3); truelight@0: if (arf->depth == 1) { truelight@0: AiCheckRoadPathBetter(arf, p); truelight@0: } truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: truelight@0: static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) truelight@0: { truelight@0: const byte *p; truelight@0: tron@900: tile = TILE_MASK(tile + TileOffsByDir(dir)); truelight@193: truelight@0: // Reached destination? truelight@0: if (tile == arf->final_tile) { truelight@0: if ((arf->final_dir^2) == dir) { truelight@0: arf->recursive_mode = 2; truelight@0: arf->cur_best_depth = arf->depth; truelight@193: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Depth too deep? truelight@0: if (arf->depth >= 4) { tron@1245: uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); truelight@0: if (dist < arf->cur_best_dist) { truelight@0: // Store the tile that is closest to the final position. truelight@0: arf->cur_best_dist = dist; truelight@0: arf->cur_best_tile = tile; truelight@0: arf->cur_best_dir = dir; truelight@0: arf->cur_best_depth = arf->depth; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Increase recursion depth truelight@0: arf->depth++; truelight@0: truelight@0: // Grab pointer to list of stuff that is possible to build truelight@0: p = _ai_table_15[dir]; truelight@0: truelight@0: // Try to build a single rail in all directions. tron@3088: if (GetTileZ(tile) == 0) { truelight@0: p += 6; truelight@0: } else { truelight@0: do { truelight@0: // Make sure that a road can be built here. truelight@0: if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) { truelight@0: AiBuildRoadRecursive(arf, tile, p[1]); truelight@0: } truelight@0: truelight@0: // At the bottom depth? tron@3033: if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); truelight@0: truelight@0: p += 2; tron@3033: } while (!(p[0] & 0x80)); truelight@0: } truelight@0: truelight@0: AiCheckBuildRoadBridgeHere(arf, tile, p); truelight@0: AiCheckBuildRoadTunnelHere(arf, tile, p+1); truelight@0: truelight@0: arf->depth--; truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRoadConstruct(Player *p) truelight@0: { truelight@0: AiRoadFinder arf; truelight@0: int i; tron@1977: TileIndex tile; truelight@0: truelight@0: // Reached destination? truelight@0: if (AiCheckRoadFinished(p)) { truelight@0: p->ai.state_mode = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Setup recursive finder and call it. truelight@0: arf.player = p; truelight@0: arf.final_tile = p->ai.cur_tile_b; truelight@0: arf.final_dir = p->ai.cur_dir_b; truelight@0: arf.depth = 0; truelight@0: arf.recursive_mode = 0; truelight@0: arf.best_ptr = NULL; truelight@0: arf.cur_best_dist = (uint)-1; truelight@0: arf.cur_best_depth = 0xff; truelight@0: arf.best_dist = (uint)-1; truelight@0: arf.best_depth = 0xff; truelight@0: arf.cur_best_tile = 0; truelight@0: arf.best_tile = 0; truelight@193: AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); truelight@0: truelight@0: // Reached destination? truelight@0: if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { truelight@0: p->ai.state_mode = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Didn't find anything to build? truelight@0: if (arf.best_ptr == NULL) { truelight@0: // Terraform some truelight@0: do_some_terraform: tron@3033: for (i = 0; i != 5; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 21) { truelight@0: p->ai.state_mode = 1; truelight@0: tron@900: p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); truelight@0: p->ai.cur_dir_a ^= 2; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: return; truelight@0: } truelight@0: tron@900: tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); truelight@0: truelight@0: if (arf.best_ptr[0]&0x80) { truelight@0: int i; truelight@0: int32 bridge_len; truelight@0: p->ai.cur_tile_a = arf.bridge_end_tile; truelight@0: bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile truelight@0: truelight@0: /* Figure out what (road)bridge type to build truelight@0: start with best bridge, then go down to worse and worse bridges truelight@0: unnecessary to check for worse bridge (i=0), since AI will always build that. truelight@0: AI is so fucked up that fixing this small thing will probably not solve a thing truelight@0: */ tron@2952: for (i = 10; i != 0; i--) { truelight@0: if (CheckBridge_Stuff(i, bridge_len)) { truelight@0: int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); tron@3033: if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break; truelight@0: } truelight@0: } truelight@0: truelight@0: // Build it truelight@0: DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); truelight@0: truelight@0: p->ai.state_counter = 0; truelight@0: } else if (arf.best_ptr[0]&0x40) { truelight@0: // tunnel truelight@0: DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); truelight@0: p->ai.cur_tile_a = _build_tunnel_endtile; truelight@0: p->ai.state_counter = 0; truelight@0: } else { truelight@193: truelight@0: // road truelight@0: if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0])) truelight@0: goto do_some_terraform; truelight@0: truelight@0: p->ai.cur_dir_a = arf.best_ptr[1]; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: if (arf.best_tile != 0) { tron@3033: for (i = 0; i != 2; i++) truelight@0: AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRoad(Player *p) truelight@0: { truelight@0: if (p->ai.state_mode < 1) { truelight@0: // Construct mode, build new road. truelight@193: AiBuildRoadConstruct(p); truelight@0: } else if (p->ai.state_mode == 1) { truelight@0: // Destruct mode, not implemented for roads. truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: } else if (p->ai.state_mode == 2) { tron@3033: uint i; truelight@0: truelight@0: // Terraform some and then try building again. tron@3033: for (i = 0; i != 4; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 4) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = 0; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir) truelight@0: { truelight@0: const AiDefaultBlockData *p = _road_default_block_data[rule]->data; truelight@0: while (p->mode != 1) p++; truelight@0: *dir = p->attr; tron@909: return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); truelight@0: } truelight@0: truelight@0: truelight@0: static void AiStateBuildRoad(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: byte cmd; truelight@0: TileIndex tile; truelight@0: int dir; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_ROAD_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Currently building a road between two points? truelight@0: if (p->ai.state_mode != 255) { truelight@0: AiBuildRoad(p); truelight@193: truelight@0: // Alternate between edges truelight@0: swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); truelight@0: swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); truelight@0: swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); truelight@0: swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); truelight@0: truelight@0: return; truelight@0: } truelight@0: truelight@0: // Now, find two new points to build between truelight@0: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: tron@2952: for (;;) { truelight@0: cmd = aib->buildcmd_a; truelight@0: aib->buildcmd_a = 255; truelight@0: if (cmd != 255) break; truelight@0: truelight@0: aib++; truelight@0: if (--num == 0) { truelight@0: p->ai.state = AIS_BUILD_ROAD_VEHICLES; truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: // Find first edge to build from. truelight@0: tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); truelight@0: p->ai.start_tile_a = tile; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.start_dir_a = dir; truelight@0: p->ai.cur_dir_a = dir; truelight@0: truelight@0: // Find second edge to build to truelight@0: aib = (&p->ai.src) + (cmd&0xF); truelight@0: tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); truelight@0: p->ai.start_tile_b = tile; truelight@0: p->ai.cur_tile_b = tile; truelight@0: p->ai.start_dir_b = dir; truelight@0: p->ai.cur_dir_b = dir; truelight@0: truelight@0: // And setup state. truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.banned_tile_count = 0; truelight@0: } truelight@0: tron@3315: static StationID AiGetStationIdFromRoadBlock(TileIndex tile, int id) truelight@0: { truelight@0: const AiDefaultBlockData *p = _road_default_block_data[id]->data; truelight@0: while (p->mode != 1) p++; tron@3315: return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); truelight@0: } truelight@0: truelight@0: static void AiStateBuildRoadVehicles(Player *p) truelight@0: { truelight@0: const AiDefaultBlockData *ptr; tron@1977: TileIndex tile; tron@1977: uint loco_id; tron@2551: EngineID veh; tron@3033: uint i; truelight@193: truelight@0: ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; tron@3033: for (; ptr->mode != 0; ptr++) {} tron@909: tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); truelight@0: bjarni@1224: veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile); tron@2551: if (veh == INVALID_ENGINE) { truelight@0: p->ai.state = AIS_0; truelight@0: return; truelight@0: } truelight@0: Darkvater@1713: if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; truelight@0: truelight@0: loco_id = _new_roadveh_id; truelight@0: tron@2639: for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { tron@2643: const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i]; tron@2639: bool is_pass = ( tron@2639: p->ai.cargo_type == CT_PASSENGERS || tron@2639: p->ai.cargo_type == CT_MAIL || tron@2639: (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES) tron@2639: ); darkvater@558: Order order; darkvater@558: darkvater@558: order.type = OT_GOTO_STATION; darkvater@558: order.flags = 0; darkvater@558: order.station = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule); darkvater@558: darkvater@558: if (!is_pass && i == 1) order.flags |= OF_UNLOAD; darkvater@558: if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) darkvater@558: order.flags |= OF_FULL_LOAD; darkvater@558: darkvater@558: DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); tron@2819: DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: tron@2639: if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; tron@2639: if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; truelight@0: } truelight@0: truelight@0: static void AiStateDeleteRoadBlocks(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: const AiDefaultBlockData *b; truelight@0: truelight@193: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: do { truelight@0: if (aib->cur_building_rule != 255) { truelight@0: b = _road_default_block_data[aib->cur_building_rule]->data; truelight@0: while (b->mode != 4) { truelight@0: if (b->mode <= 1) { tron@909: DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } truelight@0: b++; truelight@0: } truelight@0: } truelight@0: } while (++aib,--num); truelight@0: truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: truelight@0: static bool AiCheckIfHangar(Station *st) truelight@0: { tron@1977: TileIndex tile = st->airport_tile; tron@1977: truelight@0: // HANGAR of airports truelight@0: // 0x20 - hangar large airport (32) truelight@0: // 0x41 - hangar small airport (65) tron@2049: return (_m[tile].m5 == 32 || _m[tile].m5 == 65); truelight@0: } truelight@0: truelight@0: static void AiStateAirportStuff(Player *p) truelight@0: { truelight@0: Station *st; truelight@0: byte acc_planes; truelight@0: int i; truelight@0: AiBuildRec *aib; truelight@0: byte rule; truelight@0: truelight@0: // Here we look for an airport we could use instead of building a new truelight@0: // one. If we find such an aiport for any waypoint, truelight@0: // AiStateBuildDefaultAirportBlocks() will kindly skip that one when truelight@0: // building the waypoints. truelight@0: truelight@0: i = 0; truelight@0: do { truelight@0: // We do this all twice - once for the source (town in the case truelight@0: // of oilrig route) and then for the destination (oilrig in the truelight@0: // case of oilrig route). truelight@0: aib = &p->ai.src + i; truelight@0: truelight@0: FOR_ALL_STATIONS(st) { truelight@0: // Dismiss ghost stations. tron@3033: if (st->xy == 0) continue; truelight@0: truelight@0: // Is this an airport? tron@3033: if (!(st->facilities & FACIL_AIRPORT)) continue; truelight@0: truelight@0: // Do we own the airport? (Oilrigs aren't owned, though.) tron@3033: if (st->owner != OWNER_NONE && st->owner != _current_player) continue; truelight@0: truelight@0: acc_planes = GetAirport(st->airport_type)->acc_planes; truelight@0: truelight@0: // Dismiss heliports, unless we are checking an oilrig. tron@3033: if (acc_planes == HELICOPTERS_ONLY && (p->ai.build_kind != 1 || i != 1)) truelight@0: continue; truelight@0: truelight@0: // Dismiss country airports if we are doing the other truelight@0: // endpoint of an oilrig route. truelight@0: if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0)) truelight@0: continue; truelight@0: truelight@0: // Dismiss airports too far away. tron@1245: if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng) truelight@0: continue; truelight@0: truelight@0: // It's ideal airport, let's take it! truelight@0: truelight@0: /* XXX: This part is utterly broken - rule should truelight@0: * contain number of the rule appropriate for the truelight@0: * airport type (country, town, ...), see truelight@0: * _airport_default_block_data (rule is just an index truelight@0: * in this array). But the only difference between the truelight@0: * currently existing two rules (rule 0 - town and rule truelight@0: * 1 - country) is the attr field which is used only truelight@0: * when building new airports - and that's irrelevant truelight@0: * for us. So using just about any rule will suffice truelight@0: * here for now (some of the new airport types would be truelight@0: * broken because they will probably need different truelight@0: * tileoff values etc), no matter that truelight@0: * AiCheckIfHangar() makes no sense. --pasky */ truelight@0: if (acc_planes == HELICOPTERS_ONLY) { truelight@0: /* Heliports should have maybe own rulesets but truelight@0: * OTOH we don't want AI to pick them up when truelight@0: * looking for a suitable airport type to build. truelight@0: * So any of rules 0 or 1 would do for now. The truelight@0: * original rule number was 2 but that's a bug truelight@0: * because we have no such rule. */ truelight@0: rule = 1; truelight@0: } else { truelight@0: rule = AiCheckIfHangar(st); truelight@0: } truelight@0: truelight@0: aib->cur_building_rule = rule; truelight@0: aib->use_tile = st->airport_tile; truelight@0: break; truelight@0: } truelight@0: } while (++i != p->ai.num_build_rec); truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; truelight@0: p->ai.state_mode = 255; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { Darkvater@1713: int32 total_cost = 0, ret; truelight@0: tron@3033: for (; p->mode == 0; p++) { tron@3033: if (!HASBIT(_avail_aircraft, p->attr)) return CMD_ERROR; Darkvater@1713: ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; Darkvater@1713: total_cost += ret; truelight@0: } truelight@0: truelight@0: return total_cost; truelight@0: } truelight@0: truelight@0: static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) truelight@0: { truelight@0: uint values[NUM_CARGO]; Celestar@568: int rad; truelight@830: Celestar@568: if (_patches.modified_catchment) { truelight@830: rad = CA_AIR_LARGE; //I Have NFI what airport the Celestar@568: } else { //AI is going to build here Celestar@568: rad = 4; Celestar@568: } truelight@0: tron@3033: for (; p->mode == 0; p++) { tron@1977: TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); tron@3033: uint w = _airport_size_x[p->attr]; tron@3033: uint h = _airport_size_y[p->attr]; tron@3033: truelight@0: if (cargo & 0x80) { Celestar@568: GetProductionAroundTiles(values, tile2, w, h, rad); truelight@0: return values[cargo & 0x7F] != 0; truelight@0: } else { Celestar@568: GetAcceptanceAroundTiles(values, tile2, w, h, rad); truelight@0: return values[cargo] >= 8; truelight@0: } truelight@0: } truelight@0: return true; truelight@0: } truelight@0: truelight@0: static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) truelight@0: { truelight@0: const AiDefaultBlockData *p; tron@3033: uint i; tron@3033: tron@3033: for (i = 0; (p = _airport_default_block_data[i]) != NULL; i++) { truelight@0: // If we are doing a helicopter service, avoid building truelight@0: // airports where they can't land. tron@3033: if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) continue; truelight@0: truelight@0: *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); peter1138@2737: if (!CmdFailed(*cost) && AiCheckAirportResources(tile, p, cargo)) truelight@0: return i; truelight@0: } truelight@0: return -1; truelight@0: } truelight@0: truelight@0: static void AiStateBuildDefaultAirportBlocks(Player *p) truelight@0: { truelight@0: int i, j; truelight@0: AiBuildRec *aib; truelight@0: int rule; truelight@0: int32 cost; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_0; truelight@0: return; truelight@0: } truelight@0: truelight@0: // do the following 8 times truelight@0: i = 8; truelight@0: do { truelight@193: // check if we can build the default truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: // this item has already been built? tron@3033: if (aib->cur_building_rule != 255) continue; truelight@0: truelight@0: // adjust the coordinate randomly, truelight@0: // to make sure that we find a position. truelight@0: aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); truelight@0: truelight@0: // check if the aircraft stuff can be built there. truelight@0: rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost); truelight@0: truelight@0: #if 0 tron@1035: if (!IsTileType(aib->use_tile, MP_STREET) && tron@1035: !IsTileType(aib->use_tile, MP_RAILWAY) && tron@1035: !IsTileType(aib->use_tile, MP_STATION) truelight@0: ) { truelight@193: tron@2049: _m[aib->use_tile].type_height = 0xa1; tron@2049: _m[aib->use_tile].m5 = 0x80; truelight@0: MarkTileDirtyByTile(aib->use_tile); truelight@0: } truelight@0: #endif tron@1861: // SetRedErrorSquare(aib->use_tile); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while truelight@0: if (p->ai.state_counter >= 600) { truelight@0: AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); truelight@0: } truelight@0: // also try the other terraform direction truelight@0: if (++p->ai.state_counter >= 1000) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = -p->ai.state_mode; truelight@0: } truelight@0: } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { truelight@0: // player has money, build it. truelight@0: int32 r; truelight@0: truelight@0: aib->cur_building_rule = rule; truelight@0: truelight@0: r = AiDoBuildDefaultAirportBlock( truelight@0: aib->use_tile, truelight@0: _airport_default_block_data[rule], truelight@0: DC_EXEC | DC_NO_TOWN_RATING truelight@0: ); peter1138@2737: assert(!CmdFailed(r)); truelight@0: } truelight@0: } while (++aib,--j); truelight@0: } while (--i); truelight@0: truelight@0: // check if we're done with all of them truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { tron@3033: if (aib->cur_building_rule == 255) return; truelight@0: } while (++aib,--j); truelight@0: truelight@0: // yep, all are done. switch state. truelight@0: p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; truelight@0: } truelight@0: tron@3315: static StationID AiGetStationIdFromAircraftBlock(TileIndex tile, int id) truelight@0: { truelight@0: const AiDefaultBlockData *p = _airport_default_block_data[id]; truelight@0: while (p->mode != 1) p++; tron@3315: return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); truelight@0: } truelight@0: truelight@0: static void AiStateBuildAircraftVehicles(Player *p) truelight@0: { truelight@0: const AiDefaultBlockData *ptr; tron@1977: TileIndex tile; tron@2544: EngineID veh; truelight@0: int i; truelight@0: uint loco_id; truelight@193: truelight@0: ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; tron@2952: for (;ptr->mode!=0;ptr++) {} truelight@0: tron@909: tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); truelight@0: truelight@0: veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0); tron@2544: if (veh == INVALID_ENGINE) return; Darkvater@2423: Darkvater@2423: /* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type Darkvater@2423: * and offset to the FIRST depot because the AI picks the st->xy tile */ tron@3315: tile += ToTileIndexDiff(GetAirport(GetStationByTile(tile)->airport_type)->airport_depots[0]); Darkvater@1713: if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; truelight@0: loco_id = _new_aircraft_id; truelight@0: tron@2952: for (i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { truelight@0: AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; truelight@0: bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); darkvater@558: Order order; darkvater@558: darkvater@558: order.type = OT_GOTO_STATION; darkvater@558: order.flags = 0; darkvater@558: order.station = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule); darkvater@558: darkvater@558: if (!is_pass && i == 1) order.flags |= OF_UNLOAD; darkvater@558: if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) darkvater@558: order.flags |= OF_FULL_LOAD; darkvater@558: darkvater@558: DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); truelight@192: tron@2819: DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: tron@3033: if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; tron@3033: tron@3033: if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; truelight@0: } truelight@0: truelight@0: static void AiStateCheckShipStuff(Player *p) truelight@0: { truelight@0: // XXX truelight@0: error("!AiStateCheckShipStuff"); truelight@0: } truelight@0: truelight@0: static void AiStateBuildDefaultShipBlocks(Player *p) truelight@0: { truelight@0: // XXX truelight@0: error("!AiStateBuildDefaultShipBlocks"); truelight@0: } truelight@0: truelight@0: static void AiStateDoShipStuff(Player *p) truelight@0: { truelight@0: // XXX truelight@0: error("!AiStateDoShipStuff"); truelight@0: } truelight@0: truelight@0: static void AiStateSellVeh(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: truelight@0: if (v->owner == _current_player) { truelight@0: if (v->type == VEH_Train) { truelight@193: matthijs@1330: if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { tron@555: if (v->current_order.type != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT); truelight@0: goto going_to_depot; truelight@0: } truelight@0: truelight@0: // Sell whole train truelight@0: DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); truelight@193: truelight@0: } else if (v->type == VEH_Road) { matthijs@1330: if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { tron@555: if (v->current_order.type != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); truelight@0: goto going_to_depot; truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); truelight@0: } else if (v->type == VEH_Aircraft) { truelight@0: if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { tron@555: if (v->current_order.type != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); truelight@0: goto going_to_depot; truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); truelight@0: } else if (v->type == VEH_Ship) { truelight@0: // XXX: not implemented truelight@0: error("!v->type == VEH_Ship"); truelight@0: } truelight@0: } truelight@0: truelight@0: goto return_to_loop; truelight@0: going_to_depot:; tron@3033: if (++p->ai.state_counter <= 832) return; truelight@0: tron@555: if (v->current_order.type == OT_GOTO_DEPOT) { tron@555: v->current_order.type = OT_DUMMY; tron@555: v->current_order.flags = 0; truelight@0: InvalidateWindow(WC_VEHICLE_VIEW, v->index); truelight@0: } truelight@0: return_to_loop:; truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: } truelight@0: truelight@0: static void AiStateRemoveStation(Player *p) truelight@0: { truelight@0: // Remove stations that aren't in use by any vehicle darkvater@1640: byte *in_use; darkvater@1640: const byte *used; truelight@1043: const Order *ord; darkvater@1640: const Station *st; darkvater@1640: TileIndex tile; truelight@0: truelight@0: // Go to this state when we're done. truelight@0: p->ai.state = AIS_1; truelight@0: truelight@0: // Get a list of all stations that are in use by a vehicle darkvater@1640: in_use = malloc(GetStationPoolSize()); darkvater@1640: memset(in_use, 0, GetStationPoolSize()); truelight@1024: FOR_ALL_ORDERS(ord) { tron@3033: if (ord->type == OT_GOTO_STATION) in_use[ord->station] = 1; truelight@0: } truelight@0: truelight@0: // Go through all stations and delete those that aren't in use darkvater@1640: used = in_use; truelight@0: FOR_ALL_STATIONS(st) { truelight@0: if (st->xy != 0 && st->owner == _current_player && !*used && celestar@1217: ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) || celestar@1217: (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 || truelight@0: (tile = st->train_tile) != 0 || truelight@0: (tile = st->dock_tile) != 0 || truelight@0: (tile = st->airport_tile) != 0)) { truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } truelight@0: used++; truelight@0: } truelight@0: darkvater@1640: free(in_use); truelight@0: } truelight@0: pasky@1576: static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile) truelight@0: { tron@3269: TrackBits rails; truelight@0: tron@1035: if (IsTileType(tile, MP_RAILWAY)) { tron@1901: if (!IsTileOwner(tile, _current_player)) return; tron@1901: tron@3269: if (IsPlainRailTile(tile)) { truelight@0: is_rail_crossing:; tron@3269: rails = GetRailTrackStatus(tile); tron@3269: tron@3269: if (rails == TRACK_BIT_HORZ || rails == TRACK_BIT_VERT) return; tron@3269: tron@3269: if (rails & TRACK_BIT_3WAY_NE) { truelight@0: pos_0: tron@3269: if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & TRACK_BIT_3WAY_SW) == 0) { truelight@0: p->ai.cur_dir_a = 0; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: tron@3269: if (rails & TRACK_BIT_3WAY_SE) { truelight@0: pos_1: tron@3269: if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & TRACK_BIT_3WAY_NW) == 0) { truelight@0: p->ai.cur_dir_a = 1; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: tron@3269: if (rails & TRACK_BIT_3WAY_SW) { truelight@0: pos_2: tron@3269: if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & TRACK_BIT_3WAY_NE) == 0) { truelight@0: p->ai.cur_dir_a = 2; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: tron@3269: if (rails & TRACK_BIT_3WAY_NW) { truelight@0: pos_3: tron@3269: if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & TRACK_BIT_3WAY_SE) == 0) { truelight@0: p->ai.cur_dir_a = 3; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: } else { truelight@0: static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A}; truelight@0: tron@3185: DiagDirection dir = GetRailDepotDirection(tile); tron@3185: tron@3185: if (GetRailTrackStatus(tile + TileOffsByDir(dir)) & _depot_bits[dir]) truelight@0: return; truelight@193: truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } tron@1035: } else if (IsTileType(tile, MP_STREET)) { tron@1901: if (!IsTileOwner(tile, _current_player)) return; truelight@0: tron@3033: if (IsLevelCrossing(tile)) goto is_rail_crossing; tron@3033: tron@3071: if (GetRoadType(tile) == ROAD_DEPOT) { tron@3153: DiagDirection dir; truelight@0: truelight@0: // Check if there are any stations around. tron@1981: if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) && tron@3033: IsTileOwner(tile + TileDiffXY(-1, 0), _current_player)) { tron@3033: return; tron@3033: } truelight@0: tron@1981: if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) && tron@3033: IsTileOwner(tile + TileDiffXY(1, 0), _current_player)) { tron@3033: return; tron@3033: } truelight@0: tron@1981: if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) && tron@3033: IsTileOwner(tile + TileDiffXY(0, -1), _current_player)) { tron@3033: return; tron@3033: } tron@1981: tron@1981: if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) && tron@3033: IsTileOwner(tile + TileDiffXY(0, 1), _current_player)) { tron@3033: return; tron@3033: } truelight@0: tron@3179: dir = GetRoadDepotDirection(tile); truelight@0: truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: DoCommandByTile( tron@900: TILE_MASK(tile + TileOffsByDir(dir)), tron@3153: DiagDirToRoadBits(ReverseDiagDir(dir)), truelight@0: 0, truelight@0: DC_EXEC, truelight@0: CMD_REMOVE_ROAD); truelight@0: } tron@1035: } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { tron@3234: if (!IsTileOwner(tile, _current_player) || tron@3234: !IsBridge(tile) || tron@3234: !IsBridgeRamp(tile) || tron@3234: GetBridgeTransportType(tile) != TRANSPORT_RAIL) { truelight@0: return; tron@3234: } truelight@193: tron@3269: rails = 0; truelight@0: tron@3196: switch (GetBridgeRampDirection(tile)) { tron@3196: default: tron@3196: case DIAGDIR_NE: goto pos_2; tron@3196: case DIAGDIR_SE: goto pos_3; tron@3196: case DIAGDIR_SW: goto pos_0; tron@3196: case DIAGDIR_NW: goto pos_1; tron@3196: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateRemoveTrack(Player *p) truelight@0: { pasky@1576: /* Was 1000 for standard 8x8 maps. */ pasky@1576: int num = MapSizeX() * 4; truelight@193: truelight@0: do { pasky@1576: TileIndex tile = ++p->ai.state_counter; truelight@0: truelight@0: // Iterated all tiles? tron@1174: if (tile >= MapSize()) { truelight@0: p->ai.state = AIS_REMOVE_STATION; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Remove player stuff in that tile truelight@0: AiRemovePlayerRailOrRoad(p, tile); tron@3033: if (p->ai.state != AIS_REMOVE_TRACK) return; truelight@0: } while (--num); truelight@0: } truelight@0: truelight@0: static void AiStateRemoveSingleRailTile(Player *p) truelight@0: { truelight@0: // Remove until we can't remove more. tron@3033: if (!AiRemoveTileAndGoForward(p)) p->ai.state = AIS_REMOVE_TRACK; truelight@0: } truelight@0: truelight@0: static AiStateAction * const _ai_actions[] = { truelight@0: AiCase0, truelight@0: AiCase1, truelight@0: AiStateVehLoop, truelight@0: AiStateCheckReplaceVehicle, truelight@0: AiStateDoReplaceVehicle, truelight@0: AiStateWantNewRoute, truelight@0: truelight@0: AiStateBuildDefaultRailBlocks, truelight@0: AiStateBuildRail, truelight@0: AiStateBuildRailVeh, truelight@0: AiStateDeleteRailBlocks, truelight@0: truelight@0: AiStateBuildDefaultRoadBlocks, truelight@0: AiStateBuildRoad, truelight@0: AiStateBuildRoadVehicles, truelight@0: AiStateDeleteRoadBlocks, truelight@0: truelight@0: AiStateAirportStuff, truelight@0: AiStateBuildDefaultAirportBlocks, truelight@0: AiStateBuildAircraftVehicles, truelight@0: truelight@0: AiStateCheckShipStuff, truelight@0: AiStateBuildDefaultShipBlocks, truelight@0: AiStateDoShipStuff, truelight@0: truelight@0: AiStateSellVeh, truelight@0: AiStateRemoveStation, truelight@0: AiStateRemoveTrack, truelight@193: truelight@0: AiStateRemoveSingleRailTile truelight@0: }; truelight@0: truelight@0: extern void ShowBuyCompanyDialog(uint player); truelight@0: truelight@0: static void AiHandleTakeover(Player *p) truelight@0: { truelight@0: if (p->bankrupt_timeout != 0) { tron@3033: p->bankrupt_timeout -= 8; tron@3033: if (p->bankrupt_timeout > 0) return; truelight@0: p->bankrupt_timeout = 0; truelight@0: DeleteWindowById(WC_BUY_COMPANY, _current_player); Darkvater@2425: if (IsLocalPlayer()) { truelight@0: AskExitToGameMenu(); truelight@0: return; truelight@0: } tron@3033: if (IS_HUMAN_PLAYER(_current_player)) return; truelight@0: } truelight@0: tron@3033: if (p->bankrupt_asked == 255) return; truelight@0: truelight@0: { truelight@0: uint asked = p->bankrupt_asked; truelight@0: Player *pp, *best_pl = NULL; truelight@0: int32 best_val = -1; truelight@0: uint old_p; truelight@0: truelight@0: // Ask the guy with the highest performance hist. truelight@0: FOR_ALL_PLAYERS(pp) { truelight@0: if (pp->is_active && truelight@0: !(asked&1) && truelight@0: pp->bankrupt_asked == 0 && truelight@0: best_val < pp->old_economy[1].performance_history) { truelight@0: best_val = pp->old_economy[1].performance_history; truelight@0: best_pl = pp; truelight@0: } truelight@0: asked>>=1; truelight@0: } truelight@0: truelight@0: // Asked all players? truelight@0: if (best_val == -1) { truelight@0: p->bankrupt_asked = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: SETBIT(p->bankrupt_asked, best_pl->index); truelight@0: truelight@0: if (best_pl->index == _local_player) { truelight@0: p->bankrupt_timeout = 4440; truelight@0: ShowBuyCompanyDialog(_current_player); truelight@0: return; truelight@0: } tron@3033: if (IS_HUMAN_PLAYER(best_pl->index)) return; truelight@0: truelight@0: // Too little money for computer to buy it? truelight@0: if (best_pl->player_money >> 1 >= p->bankrupt_value) { truelight@0: // Computer wants to buy it. truelight@0: old_p = _current_player; truelight@0: _current_player = p->index; truelight@0: DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); truelight@0: _current_player = old_p; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiAdjustLoan(Player *p) truelight@0: { truelight@0: int32 base = AiGetBasePrice(p); truelight@0: truelight@0: if (p->player_money > base * 1400) { truelight@0: // Decrease loan truelight@0: if (p->current_loan != 0) { tron@1767: DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); truelight@0: } truelight@0: } else if (p->player_money < base * 500) { truelight@0: // Increase loan truelight@0: if (p->current_loan < _economy.max_loan && truelight@0: p->num_valid_stat_ent >= 2 && truelight@0: -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) { tron@1767: DoCommandByTile(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiBuildCompanyHQ(Player *p) truelight@0: { truelight@0: TileIndex tile; truelight@0: truelight@0: if (p->location_of_house == 0 && truelight@0: p->last_build_coordinate != 0) { truelight@0: tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8); truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@193: void AiDoGameLoop(Player *p) truelight@0: { truelight@0: _cur_ai_player = p; truelight@193: truelight@0: if (p->bankrupt_asked != 0) { truelight@0: AiHandleTakeover(p); truelight@0: return; truelight@0: } truelight@0: truelight@192: // Ugly hack to make sure the service interval of the AI is good, not looking truelight@192: // to the patch-setting truelight@192: // Also, it takes into account the setting if the service-interval is in days truelight@192: // or in % truelight@192: _ai_service_interval = _patches.servint_ispercent?80:180; truelight@192: truelight@0: if (IS_HUMAN_PLAYER(_current_player)) truelight@0: return; truelight@0: truelight@0: AiAdjustLoan(p); truelight@0: AiBuildCompanyHQ(p); truelight@0: truelight@0: #if 0 truelight@0: { truelight@0: static byte old_state = 99; truelight@0: static bool hasdots = false; truelight@0: char *_ai_state_names[]={ truelight@0: "AiCase0", truelight@0: "AiCase1", truelight@0: "AiStateVehLoop", truelight@0: "AiStateCheckReplaceVehicle", truelight@0: "AiStateDoReplaceVehicle", truelight@0: "AiStateWantNewRoute", truelight@0: "AiStateBuildDefaultRailBlocks", truelight@0: "AiStateBuildRail", truelight@0: "AiStateBuildRailVeh", truelight@0: "AiStateDeleteRailBlocks", truelight@0: "AiStateBuildDefaultRoadBlocks", truelight@0: "AiStateBuildRoad", truelight@0: "AiStateBuildRoadVehicles", truelight@0: "AiStateDeleteRoadBlocks", truelight@0: "AiStateAirportStuff", truelight@0: "AiStateBuildDefaultAirportBlocks", truelight@0: "AiStateBuildAircraftVehicles", truelight@0: "AiStateCheckShipStuff", truelight@0: "AiStateBuildDefaultShipBlocks", truelight@0: "AiStateDoShipStuff", truelight@0: "AiStateSellVeh", truelight@0: "AiStateRemoveStation", truelight@0: "AiStateRemoveTrack", truelight@0: "AiStateRemoveSingleRailTile" truelight@0: }; truelight@0: truelight@0: if (p->ai.state != old_state) { truelight@0: if (hasdots) truelight@0: printf("\n"); truelight@0: hasdots=false; truelight@0: printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]); truelight@0: } else { truelight@0: printf("."); truelight@0: hasdots=true; truelight@0: } truelight@0: } truelight@0: #endif truelight@0: truelight@0: _ai_actions[p->ai.state](p); truelight@0: }