Darkvater@2423: /* $Id$ */ truelight@2381: truelight@2381: #include "../../stdafx.h" truelight@2381: #include "../../openttd.h" tron@3964: #include "../../aircraft.h" tron@3196: #include "../../bridge_map.h" rubidium@8615: #include "../../tile_cmd.h" maedhros@6949: #include "../../landscape.h" tron@3185: #include "../../rail_map.h" tron@3144: #include "../../road_map.h" tron@3964: #include "../../roadveh.h" tron@3315: #include "../../station_map.h" tron@3184: #include "../../tunnel_map.h" rubidium@8612: #include "../../command_func.h" truelight@2381: #include "../../town.h" truelight@2381: #include "../../industry.h" truelight@2381: #include "../../pathfind.h" truelight@2381: #include "../../airport.h" truelight@2381: #include "../../depot.h" truelight@2381: #include "../../variables.h" celestar@3359: #include "../../bridge.h" rubidium@8636: #include "../../date_func.h" smatz@8579: #include "../../tunnelbridge_map.h" rubidium@8627: #include "../../window_func.h" rubidium@8640: #include "../../vehicle_func.h" rubidium@8627: #include "../../functions.h" rubidium@8725: #include "../../saveload.h" rubidium@8750: #include "../../player_func.h" rubidium@8750: #include "../../player_base.h" rubidium@8766: #include "../../settings_type.h" tron@2447: #include "default.h" smatz@8894: #include "../../tunnelbridge.h" rubidium@9280: #include "../../order_func.h" truelight@0: rubidium@8760: #include "../../table/ai_rail.h" rubidium@8760: truelight@0: // remove some day perhaps? truelight@192: static uint _ai_service_interval; rubidium@8725: PlayerAI _players_ai[MAX_PLAYERS]; truelight@0: truelight@0: typedef void AiStateAction(Player *p); truelight@0: truelight@0: enum { rubidium@4344: AIS_0 = 0, rubidium@4344: AIS_1 = 1, rubidium@4344: AIS_VEH_LOOP = 2, rubidium@4344: AIS_VEH_CHECK_REPLACE_VEHICLE = 3, rubidium@4344: AIS_VEH_DO_REPLACE_VEHICLE = 4, rubidium@4344: AIS_WANT_NEW_ROUTE = 5, rubidium@4344: AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, rubidium@4344: AIS_BUILD_RAIL = 7, rubidium@4344: AIS_BUILD_RAIL_VEH = 8, rubidium@4344: AIS_DELETE_RAIL_BLOCKS = 9, rubidium@4344: AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, rubidium@4344: AIS_BUILD_ROAD = 11, rubidium@4344: AIS_BUILD_ROAD_VEHICLES = 12, rubidium@4344: AIS_DELETE_ROAD_BLOCKS = 13, rubidium@4344: AIS_AIRPORT_STUFF = 14, truelight@0: AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, rubidium@4344: AIS_BUILD_AIRCRAFT_VEHICLES = 16, rubidium@4344: AIS_CHECK_SHIP_STUFF = 17, rubidium@4344: AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, rubidium@4344: AIS_DO_SHIP_STUFF = 19, rubidium@4344: AIS_SELL_VEHICLE = 20, rubidium@4344: AIS_REMOVE_STATION = 21, rubidium@4344: AIS_REMOVE_TRACK = 22, rubidium@4344: AIS_REMOVE_SINGLE_RAIL_TILE = 23 truelight@0: }; truelight@0: truelight@0: frosch@9112: static inline TrackBits GetRailTrackStatus(TileIndex tile) tron@3033: { frosch@9112: return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_RAIL, 0)); truelight@0: } truelight@0: truelight@0: truelight@0: static void AiCase0(Player *p) truelight@0: { rubidium@8725: _players_ai[p->index].state = AIS_REMOVE_TRACK; rubidium@8725: _players_ai[p->index].state_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiCase1(Player *p) truelight@0: { rubidium@8725: _players_ai[p->index].cur_veh = NULL; rubidium@8725: _players_ai[p->index].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: rubidium@8725: index = (_players_ai[p->index].cur_veh == NULL) ? 0 : _players_ai[p->index].cur_veh->index + 1; truelight@919: truelight@919: FOR_ALL_VEHICLES_FROM(v, index) { truelight@4346: if (v->owner != _current_player) continue; tron@3033: rubidium@6585: if ((v->type == VEH_TRAIN && v->subtype == 0) || rubidium@6585: v->type == VEH_ROAD || rubidium@6585: (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) || rubidium@6585: v->type == VEH_SHIP) { truelight@0: /* replace engine? */ rubidium@6585: if (v->type == VEH_TRAIN && v->engine_type < 3 && truelight@0: (_price.build_railvehicle >> 3) < p->player_money) { rubidium@8725: _players_ai[p->index].state = AIS_VEH_CHECK_REPLACE_VEHICLE; rubidium@8725: _players_ai[p->index].cur_veh = v; truelight@0: return; truelight@0: } truelight@0: truelight@0: /* not profitable? */ truelight@0: if (v->age >= 730 && smatz@9110: v->profit_last_year < _price.station_value * 5 * 256 && smatz@9110: v->profit_this_year < _price.station_value * 5 * 256) { rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].state = AIS_SELL_VEHICLE; rubidium@8725: _players_ai[p->index].cur_veh = v; truelight@0: return; truelight@0: } truelight@0: truelight@0: /* not reliable? */ tron@4011: if (v->age >= v->max_age || ( tron@4011: v->age != 0 && tron@4011: GetEngine(v->engine_type)->reliability < 35389 tron@4011: )) { rubidium@8725: _players_ai[p->index].state = AIS_VEH_CHECK_REPLACE_VEHICLE; rubidium@8725: _players_ai[p->index].cur_veh = v; truelight@0: return; truelight@0: } truelight@0: } truelight@0: } truelight@0: rubidium@8725: _players_ai[p->index].state = AIS_WANT_NEW_ROUTE; rubidium@8725: _players_ai[p->index].state_counter = 0; truelight@0: } truelight@0: rubidium@7486: static EngineID AiChooseTrainToBuild(RailType railtype, Money money, byte flag, TileIndex tile) truelight@0: { tron@2544: EngineID best_veh_index = INVALID_ENGINE; truelight@0: byte best_veh_score = 0; tron@2544: EngineID i; darkvater@460: peter1138@8885: FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_TRAIN) { tron@539: const RailVehicleInfo *rvi = RailVehInfo(i); tron@1926: const Engine* e = GetEngine(i); darkvater@460: tron@6074: if (!IsCompatibleRail(rvi->railtype, railtype) || belugas@6119: rvi->railveh_type == RAILVEH_WAGON || belugas@6119: (rvi->railveh_type == RAILVEH_MULTIHEAD && flag & 1) || skidd13@8424: !HasBit(e->player_avail, _current_player) || tron@2529: e->reliability < 0x8A3D) { truelight@0: continue; tron@2529: } truelight@0: peter1138@8945: /* Don't choose an engine designated for passenger use for freight. */ peter1138@8945: if (rvi->ai_passenger_only != 0 && flag == 1) continue; peter1138@8945: peter1138@8885: CommandCost ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); rubidium@7446: if (CmdSucceeded(ret) && ret.GetCost() <= money && 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: rubidium@7486: static EngineID AiChooseRoadVehToBuild(CargoID cargo, Money money, TileIndex tile) truelight@0: { tron@2544: EngineID best_veh_index = INVALID_ENGINE; peter1138@5029: int32 best_veh_rating = 0; peter1138@8885: EngineID i; peter1138@8885: peter1138@8885: FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) { peter1138@5029: const RoadVehicleInfo *rvi = RoadVehInfo(i); tron@3034: const Engine* e = GetEngine(i); tron@4011: skidd13@8424: if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) { truelight@0: continue; tron@4011: } truelight@0: peter1138@5016: /* Skip vehicles which can't take our cargo type */ peter1138@5031: if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue; peter1138@5029: peter1138@5029: /* Rate and compare the engine by speed & capacity */ peter1138@8885: int rating = rvi->max_speed * rvi->capacity; peter1138@5029: if (rating <= best_veh_rating) continue; peter1138@5016: peter1138@8885: CommandCost ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); peter1138@5031: if (CmdFailed(ret)) continue; peter1138@5031: peter1138@5031: /* Add the cost of refitting */ rubidium@7446: if (rvi->cargo_type != cargo) ret.AddCost(GetRefitCost(i)); rubidium@7446: if (ret.GetCost() > money) continue; peter1138@5029: peter1138@5029: best_veh_rating = rating; peter1138@5029: best_veh_index = i; tron@3034: } truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: smatz@8898: /** smatz@8898: * Choose aircraft to build. smatz@8898: * @param money current AI money smatz@8898: * @param forbidden forbidden flags - AIR_HELI = 0 (always allowed), AIR_CTOL = 1 (bit 0), AIR_FAST = 2 (bit 1) smatz@8898: * @return EngineID of aircraft to build smatz@8898: */ smatz@8898: static EngineID AiChooseAircraftToBuild(Money money, byte forbidden) truelight@0: { tron@2544: EngineID best_veh_index = INVALID_ENGINE; rubidium@7486: Money best_veh_cost = 0; tron@4011: EngineID i; tron@4011: peter1138@8885: FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_AIRCRAFT) { tron@3034: const Engine* e = GetEngine(i); tron@4011: skidd13@8424: if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) { truelight@0: continue; tron@4011: } tron@4011: smatz@8898: if ((AircraftVehInfo(i)->subtype & forbidden) != 0) continue; truelight@0: peter1138@8885: CommandCost ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT); rubidium@7446: if (CmdSucceeded(ret) && ret.GetCost() <= money && ret.GetCost() >= best_veh_cost) { rubidium@7446: best_veh_cost = ret.GetCost(); truelight@0: best_veh_index = i; truelight@0: } tron@3034: } truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: rubidium@7486: static Money AiGetBasePrice(const Player* p) truelight@0: { rubidium@7486: Money base = _price.station_value; truelight@0: truelight@0: // adjust base price when more expensive vehicles are available rubidium@8725: switch (_players_ai[p->index].railtype_to_use) { tron@3966: default: NOT_REACHED(); tron@3966: case RAILTYPE_RAIL: break; tron@3966: case RAILTYPE_ELECTRIC: break; tron@3966: case RAILTYPE_MONO: base = (base * 3) >> 1; break; tron@3966: case RAILTYPE_MAGLEV: base *= 2; break; tron@3033: } truelight@193: truelight@0: return base; truelight@0: } truelight@0: tron@4011: static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v) truelight@0: { rubidium@7486: Money avail_money = p->player_money + v->value; bjarni@1224: return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); truelight@0: } truelight@0: tron@4011: static EngineID AiChooseAircraftToReplaceWith(const Player* p, const Vehicle* v) truelight@0: { rubidium@7486: Money avail_money = p->player_money + v->value; smatz@8898: smatz@8898: /* determine forbidden aircraft bits */ smatz@8898: byte forbidden = 0; smatz@8898: const Order *o; smatz@8898: smatz@8898: FOR_VEHICLE_ORDERS(v, o) { smatz@8898: if (!o->IsValid()) continue; rubidium@9336: if (!IsValidStationID(o->GetDestination())) continue; rubidium@9336: const Station *st = GetStation(o->GetDestination()); smatz@8898: if (!(st->facilities & FACIL_AIRPORT)) continue; smatz@8898: smatz@8898: AirportFTAClass::Flags flags = st->Airport()->flags; smatz@8898: if (!(flags & AirportFTAClass::AIRPLANES)) forbidden |= AIR_CTOL | AIR_FAST; // no planes for heliports / oil rigs smatz@8898: if (flags & AirportFTAClass::SHORT_STRIP) forbidden |= AIR_FAST; // no fast planes for small airports smatz@8898: } smatz@8898: tron@4024: return AiChooseAircraftToBuild( smatz@8898: avail_money, forbidden tron@4024: ); truelight@0: } truelight@0: tron@4011: static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v) truelight@0: { rubidium@7486: Money avail_money = p->player_money + v->value; tron@4011: const Vehicle* u = v; tron@4011: int num = 0; truelight@0: rubidium@7988: while (++num, u->Next() != NULL) { rubidium@7988: 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@4011: static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v) truelight@0: { rubidium@7951: /* Ships are not implemented in this (broken) AI */ tron@2544: return INVALID_ENGINE; truelight@0: } truelight@0: truelight@0: static void AiHandleGotoDepot(Player *p, int cmd) truelight@0: { rubidium@9332: if (!_players_ai[p->index].cur_veh->current_order.IsType(OT_GOTO_DEPOT)) rubidium@8725: DoCommand(0, _players_ai[p->index].cur_veh->index, 0, DC_EXEC, cmd); rubidium@8725: rubidium@8725: if (++_players_ai[p->index].state_counter <= 1387) { rubidium@8725: _players_ai[p->index].state = AIS_VEH_DO_REPLACE_VEHICLE; truelight@0: return; truelight@0: } truelight@0: rubidium@9332: if (_players_ai[p->index].cur_veh->current_order.IsType(OT_GOTO_DEPOT)) { rubidium@9332: _players_ai[p->index].cur_veh->current_order.MakeDummy(); rubidium@8725: InvalidateWindow(WC_VEHICLE_VIEW, _players_ai[p->index].cur_veh->index); truelight@0: } truelight@193: } truelight@0: truelight@0: static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) truelight@0: { rubidium@8818: if (bak->order == NULL) return; rubidium@8818: rubidium@9332: for (uint i = 0; !bak->order[i].IsType(OT_NOTHING); i++) { rubidium@9335: if (!DoCommandP(0, v->index + (i << 16), bak->order[i].Pack(), 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: { rubidium@8725: const Vehicle* v = _players_ai[p->index].cur_veh; rubidium@8149: BackuppedOrders orderbak; 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)) { Darkvater@4495: AiHandleGotoDepot(p, CMD_SEND_TRAIN_TO_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: rubidium@8149: BackupVehicleOrders(v, &orderbak); truelight@0: tile = v->tile; truelight@193: rubidium@7442: if (CmdSucceeded(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && rubidium@7442: CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE))) { tron@3948: VehicleID veh = _new_vehicle_id; rubidium@8149: AiRestoreVehicleOrders(GetVehicle(veh), &orderbak); tron@3491: DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); tron@3491: tron@3491: DoCommand(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: { rubidium@8725: const Vehicle* v = _players_ai[p->index].cur_veh; rubidium@8818: BackuppedOrders orderbak; tron@2544: EngineID veh; truelight@0: rubidium@7986: if (!v->IsStoppedInDepot()) { 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: rubidium@8818: BackupVehicleOrders(v, &orderbak); truelight@0: tile = v->tile; truelight@193: rubidium@7442: if (CmdSucceeded(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) && rubidium@7442: CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) { tron@3948: VehicleID veh = _new_vehicle_id; tron@4000: rubidium@8818: AiRestoreVehicleOrders(GetVehicle(veh), &orderbak); tron@3491: DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); tron@3491: DoCommand(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: { rubidium@8725: const Vehicle* v = _players_ai[p->index].cur_veh; rubidium@8818: BackuppedOrders orderbak; tron@2544: EngineID veh; truelight@0: rubidium@7986: if (!v->IsStoppedInDepot()) { 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: rubidium@8818: BackupVehicleOrders(v, &orderbak); truelight@0: tile = v->tile; truelight@0: rubidium@7442: if (CmdSucceeded(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && rubidium@7442: CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) { tron@3948: VehicleID veh = _new_vehicle_id; rubidium@8818: AiRestoreVehicleOrders(GetVehicle(veh), &orderbak); tron@3491: DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); tron@3491: tron@3491: DoCommand(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: { rubidium@7951: /* Ships are not implemented in this (broken) AI */ truelight@0: } truelight@0: tron@4011: typedef EngineID CheckReplaceProc(const Player* p, const 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: { rubidium@8725: const Vehicle* v = _players_ai[p->index].cur_veh; truelight@0: rubidium@7883: if (!v->IsValid() || tron@2544: v->owner != _current_player || rubidium@6585: v->type > VEH_SHIP || rubidium@6585: _veh_check_replace_proc[v->type - VEH_TRAIN](p, v) == INVALID_ENGINE) { rubidium@8725: _players_ai[p->index].state = AIS_VEH_LOOP; truelight@0: } else { rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].state = AIS_VEH_DO_REPLACE_VEHICLE; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateDoReplaceVehicle(Player *p) truelight@0: { rubidium@8725: const Vehicle* v = _players_ai[p->index].cur_veh; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_VEH_LOOP; truelight@0: // vehicle is not owned by the player anymore, something went very wrong. rubidium@7883: if (!v->IsValid() || v->owner != _current_player) return; rubidium@6585: _veh_do_replace_proc[v->type - VEH_TRAIN](p); truelight@0: } truelight@0: rubidium@6574: struct FoundRoute { truelight@0: int distance; Darkvater@3344: CargoID cargo; truelight@0: void *from; truelight@0: void *to; rubidium@6574: }; truelight@0: rubidium@6573: static Town *AiFindRandomTown() tron@1093: { truelight@4356: return GetRandomTown(); truelight@0: } truelight@0: rubidium@6573: static Industry *AiFindRandomIndustry() tron@1093: { celestar@6640: int num = RandomRange(GetMaxIndustryIndex()); rubidium@7886: if (IsValidIndustryID(num)) return GetIndustry(num); celestar@6640: celestar@6640: return NULL; truelight@0: } truelight@0: truelight@0: static void AiFindSubsidyIndustryRoute(FoundRoute *fr) truelight@0: { tron@959: uint i; Darkvater@3344: CargoID cargo; tron@4011: const Subsidy* s; tron@4011: Industry* from; 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; tron@4011: if (cargo == CT_INVALID || tron@4011: cargo == CT_PASSENGERS || tron@4011: cargo == CT_MAIL || tron@4011: s->age > 7) { truelight@0: return; tron@4011: } 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) { tron@4011: Town* to_tow = GetTown(s->to); tron@4011: KUDr@4015: if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error truelight@0: fr->to = to_tow; truelight@0: to_xy = to_tow->xy; truelight@0: } else { tron@4011: Industry* to_ind = GetIndustry(s->to); tron@4011: 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; tron@4011: const Subsidy* s; rubidium@6987: 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: { tron@4011: Industry* i; truelight@0: uint32 r; Darkvater@3344: CargoID 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 glx@8141: cargo = i->produced_cargo[0]; glx@8141: if (r & 1 && i->produced_cargo[1] != CT_INVALID) cargo = i->produced_cargo[1]; truelight@0: truelight@0: fr->cargo = cargo; truelight@0: truelight@0: // don't allow passengers tron@4011: if (cargo == CT_INVALID || 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 tron@4011: Industry* i2 = AiFindRandomIndustry(); glx@8141: if (i2 == NULL || i == i2 || glx@8141: (i2->accepts_cargo[0] != cargo && glx@8141: i2->accepts_cargo[1] != cargo && glx@8141: i2->accepts_cargo[2] != cargo)) { truelight@0: return; tron@4011: } 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 tron@4011: Town* t = AiFindRandomTown(); tron@4011: KUDr@4015: if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) 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; tron@4011: int dist; truelight@0: uint same_station = 0; truelight@0: 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; tron@4011: FOR_ALL_STATIONS(st) { tron@4011: int cur; tron@4011: truelight@4346: if (st->owner != _current_player) continue; 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@4011: ((Town*)fr->from)->population < same_station * 350) { truelight@0: return false; tron@3033: } tron@3033: rubidium@7354: /* Requiring distance to nearest station to be always under 37 tiles may be suboptimal, rubidium@7354: * Especially for longer aircraft routes that start and end pretty at any arbitrary place on map rubidium@7354: * While it may be nice for AI to cluster their creations together, hardcoded limit is not ideal. rubidium@7354: * If AI will randomly start on some isolated spot, it will never get out of there. rubidium@7354: * AI will have chance of randomly rejecting routes further than 37 tiles from their network, rubidium@7354: * so there will be some attempt to cluster the network together */ rubidium@7354: rubidium@7354: /* Random value between 37 and 292. Low values are exponentially more likely rubidium@7354: * With 50% chance the value will be under 52 tiles */ rubidium@7362: int min_distance = 36 + (1 << (Random() % 9)); // 0..8 rubidium@7354: rubidium@7354: /* Make sure distance to closest station is < min_distance tiles. */ rubidium@7354: if (dist != 0xFFFF && dist > min_distance) return false; tron@3033: rubidium@8725: if (_players_ai[p->index].route_type_mask != 0 && rubidium@8725: !(_players_ai[p->index].route_type_mask & bitmask) && skidd13@8463: !Chance16(1, 5)) { truelight@0: return false; tron@3033: } truelight@0: truelight@0: if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { rubidium@5838: const Town* from = (const Town*)fr->from; rubidium@5838: const Town* to = (const Town*)fr->to; tron@4011: tron@4011: if (from->pct_pass_transported > 0x99 || tron@4011: to->pct_pass_transported > 0x99) { truelight@0: return false; tron@4011: } truelight@0: truelight@0: // Make sure it has a reasonably good rating tron@4011: if (from->ratings[_current_player] < -100 || tron@4011: to->ratings[_current_player] < -100) { truelight@0: return false; tron@4011: } truelight@0: } else { tron@3033: const Industry* i = (const Industry*)fr->from; glx@8141: glx@8141: if (i->last_month_pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || glx@8141: i->last_month_production[fr->cargo != i->produced_cargo[0]] == 0) { truelight@0: return false; tron@4011: } truelight@0: } truelight@0: rubidium@8725: _players_ai[p->index].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); skidd13@8450: if (IsInsideMM(fr.distance, 60, 90 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 9; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.unk6 = 1; rubidium@8725: _players_ai[p->index].src.unk7 = 0; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 0x24; rubidium@8725: _players_ai[p->index].src.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].src.direction = AiGetDirectionBetweenTiles( rubidium@8725: _players_ai[p->index].src.spec_tile, rubidium@8725: _players_ai[p->index].dst.spec_tile tron@2639: ); rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@193: rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 9; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.unk6 = 1; rubidium@8725: _players_ai[p->index].dst.unk7 = 0; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0x34; rubidium@8725: _players_ai[p->index].dst.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = AiGetDirectionBetweenTiles( rubidium@8725: _players_ai[p->index].dst.spec_tile, rubidium@8725: _players_ai[p->index].src.spec_tile tron@2639: ); rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 1 rubidium@8725: _players_ai[p->index].mid1.spec_tile = AiGetPctTileBetween( rubidium@8725: _players_ai[p->index].src.spec_tile, rubidium@8725: _players_ai[p->index].dst.spec_tile, tron@2639: 0x55 tron@2639: ); rubidium@8725: _players_ai[p->index].mid1.use_tile = 0; rubidium@8725: _players_ai[p->index].mid1.rand_rng = 6; rubidium@8725: _players_ai[p->index].mid1.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].mid1.unk6 = 2; rubidium@8725: _players_ai[p->index].mid1.unk7 = 1; rubidium@8725: _players_ai[p->index].mid1.buildcmd_a = 0x30; rubidium@8725: _players_ai[p->index].mid1.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].mid1.direction = _players_ai[p->index].src.direction; rubidium@8725: _players_ai[p->index].mid1.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 2 rubidium@8725: _players_ai[p->index].mid2.spec_tile = AiGetPctTileBetween( rubidium@8725: _players_ai[p->index].src.spec_tile, rubidium@8725: _players_ai[p->index].dst.spec_tile, tron@2639: 0xAA tron@2639: ); rubidium@8725: _players_ai[p->index].mid2.use_tile = 0; rubidium@8725: _players_ai[p->index].mid2.rand_rng = 6; rubidium@8725: _players_ai[p->index].mid2.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].mid2.unk6 = 2; rubidium@8725: _players_ai[p->index].mid2.unk7 = 1; rubidium@8725: _players_ai[p->index].mid2.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].mid2.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].mid2.direction = _players_ai[p->index].dst.direction; rubidium@8725: _players_ai[p->index].mid2.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].num_wagons = 3; rubidium@8725: _players_ai[p->index].build_kind = 2; rubidium@8725: _players_ai[p->index].num_build_rec = 4; rubidium@8725: _players_ai[p->index].num_loco_to_build = 2; rubidium@8725: _players_ai[p->index].num_want_fullload = 2; rubidium@8725: _players_ai[p->index].wagon_list[0] = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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); skidd13@8450: if (IsInsideMM(fr.distance, 40, 60 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 9; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.unk6 = 1; rubidium@8725: _players_ai[p->index].src.unk7 = 0; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 0x10; rubidium@8725: _players_ai[p->index].src.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].src.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@3033: ); rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 9; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.unk6 = 1; rubidium@8725: _players_ai[p->index].dst.unk7 = 0; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].dst.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@3033: ); rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].num_wagons = 3; rubidium@8725: _players_ai[p->index].build_kind = 1; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 1; rubidium@8725: _players_ai[p->index].num_want_fullload = 1; rubidium@8725: _players_ai[p->index].wagon_list[0] = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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); skidd13@8450: if (IsInsideMM(fr.distance, 15, 40 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 9; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.unk6 = 1; rubidium@8725: _players_ai[p->index].src.unk7 = 0; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 0x10; rubidium@8725: _players_ai[p->index].src.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].src.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@3033: ); rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 9; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.unk6 = 1; rubidium@8725: _players_ai[p->index].dst.unk7 = 0; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].dst.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@3033: ); rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].num_wagons = 2; rubidium@8725: _players_ai[p->index].build_kind = 1; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 1; rubidium@8725: _players_ai[p->index].num_want_fullload = 1; rubidium@8725: _players_ai[p->index].wagon_list[0] = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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); skidd13@8450: if (IsInsideMM(fr.distance, 60, 110 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 7; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.unk6 = 1; rubidium@8725: _players_ai[p->index].src.unk7 = 0; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 0x24; rubidium@8725: _players_ai[p->index].src.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].src.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@3033: ); rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 7; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.unk6 = 1; rubidium@8725: _players_ai[p->index].dst.unk7 = 0; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0x34; rubidium@8725: _players_ai[p->index].dst.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = AiGetDirectionBetweenTiles( tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@3033: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@3033: ); rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 1 rubidium@8725: _players_ai[p->index].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: ); rubidium@8725: _players_ai[p->index].mid1.use_tile = 0; rubidium@8725: _players_ai[p->index].mid1.rand_rng = 6; rubidium@8725: _players_ai[p->index].mid1.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].mid1.unk6 = 2; rubidium@8725: _players_ai[p->index].mid1.unk7 = 1; rubidium@8725: _players_ai[p->index].mid1.buildcmd_a = 0x30; rubidium@8725: _players_ai[p->index].mid1.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].mid1.direction = _players_ai[p->index].src.direction; rubidium@8725: _players_ai[p->index].mid1.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 2 rubidium@8725: _players_ai[p->index].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: ); rubidium@8725: _players_ai[p->index].mid2.use_tile = 0; rubidium@8725: _players_ai[p->index].mid2.rand_rng = 6; rubidium@8725: _players_ai[p->index].mid2.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].mid2.unk6 = 2; rubidium@8725: _players_ai[p->index].mid2.unk7 = 1; rubidium@8725: _players_ai[p->index].mid2.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].mid2.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].mid2.direction = _players_ai[p->index].dst.direction; rubidium@8725: _players_ai[p->index].mid2.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].num_wagons = 3; rubidium@8725: _players_ai[p->index].build_kind = 2; rubidium@8725: _players_ai[p->index].num_build_rec = 4; rubidium@8725: _players_ai[p->index].num_loco_to_build = 2; rubidium@8725: _players_ai[p->index].num_want_fullload = 0; rubidium@8725: _players_ai[p->index].wagon_list[0] = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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); skidd13@8450: if (IsInsideMM(fr.distance, 0, 55 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 7; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.unk6 = 1; rubidium@8725: _players_ai[p->index].src.unk7 = 0; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 0x10; rubidium@8725: _players_ai[p->index].src.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].src.direction = AiGetDirectionBetweenTiles( tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.from), tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.to) tron@2639: ); rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 7; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.unk6 = 1; rubidium@8725: _players_ai[p->index].dst.unk7 = 0; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].dst.buildcmd_b = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = AiGetDirectionBetweenTiles( tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.to), tron@2639: GET_TOWN_OR_INDUSTRY_TILE(fr.from) tron@2639: ); rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].num_wagons = 2; rubidium@8725: _players_ai[p->index].build_kind = 1; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 1; rubidium@8725: _players_ai[p->index].num_want_fullload = 0; rubidium@8725: _players_ai[p->index].wagon_list[0] = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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: rubidium@8732: _players_ai[p->index].railtype_to_use = GetBestRailtype(p->index); 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); skidd13@8450: if (IsInsideMM(fr.distance, 35, 55 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 9; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 1; rubidium@8725: _players_ai[p->index].src.direction = 0; rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 9; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = 0; rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 5; rubidium@8725: _players_ai[p->index].num_want_fullload = 5; rubidium@8725: rubidium@8725: // _players_ai[p->index].loco_id = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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); skidd13@8450: if (IsInsideMM(fr.distance, 15, 40 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 9; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 1; rubidium@8725: _players_ai[p->index].src.direction = 0; rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 9; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = 0; rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 3; rubidium@8725: _players_ai[p->index].num_want_fullload = 3; rubidium@8725: rubidium@8725: // _players_ai[p->index].loco_id = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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); skidd13@8450: if (IsInsideMM(fr.distance, 55, 180 + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); skidd13@8450: if (IsInsideMM(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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 10; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 1; rubidium@8725: _players_ai[p->index].src.direction = 0; rubidium@8725: _players_ai[p->index].src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 10; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = 0; rubidium@8725: _players_ai[p->index].dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = CT_PASSENGERS; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 4; rubidium@8725: _players_ai[p->index].num_want_fullload = 0; rubidium@8725: rubidium@8725: // _players_ai[p->index].loco_id = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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 rubidium@8725: _players_ai[p->index].src.spec_tile = t->xy; rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 10; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.buildcmd_a = 1; rubidium@8725: _players_ai[p->index].src.direction = 0; rubidium@8725: _players_ai[p->index].src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = t->xy; rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 10; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.buildcmd_a = 0xFF; rubidium@8725: _players_ai[p->index].dst.direction = 0; rubidium@8725: _players_ai[p->index].dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = CT_PASSENGERS; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 2; rubidium@8725: _players_ai[p->index].num_want_fullload = 0; rubidium@8725: rubidium@8725: // _players_ai[p->index].loco_id = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = UCHAR_MAX; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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: rubidium@7354: /* Get aircraft that would be bought for this route rubidium@7354: * (probably, as conditions may change before the route is fully built, rubidium@7354: * like running out of money and having to select different aircraft, etc ...) */ smatz@8898: EngineID veh = AiChooseAircraftToBuild(p->player_money, _players_ai[p->index].build_kind != 0 ? AIR_CTOL : 0); rubidium@7354: rubidium@7354: /* No aircraft buildable mean no aircraft route */ rubidium@7354: if (veh == INVALID_ENGINE) return; rubidium@7354: rubidium@7354: const AircraftVehicleInfo *avi = AircraftVehInfo(veh); rubidium@7354: rubidium@7354: /* For passengers, "optimal" number of days in transit is about 80 to 100 rubidium@7354: * Calculate "maximum optimal number of squares" from speed for 80 days rubidium@7354: * 20 days should be enough for takeoff, land, taxi, etc ... rubidium@7354: * rubidium@7354: * "A vehicle traveling at 100kph will cross 5.6 tiles per day" -> rubidium@7354: * Since in table aircraft speeds are in "real km/h", this should be accurate rubidium@7354: * We get max_squares = avi->max_speed * 5.6 / 100.0 * 80 */ rubidium@7354: int max_squares = avi->max_speed * 448 / 100; rubidium@7354: rubidium@7354: /* For example this will be 10456 tiles for 2334 km/h aircrafts with realistic aircraft speeds rubidium@7354: * and 836 with "unrealistic" speeds, much more than the original 95 squares limit rubidium@7354: * rubidium@7354: * Size of the map, if not rectangular, it is the larger dimension of it rubidium@7354: */ rubidium@7354: int map_size = max(MapSizeX(), MapSizeY()); rubidium@7354: rubidium@7354: /* Minimum distance between airports is half of map size, clamped between 1% and 20% of optimum. rubidium@7354: * May prevent building plane routes at all on small maps, but they will be ineffective there, so rubidium@7354: * it is feature, not a bug. rubidium@7354: * On smaller distances, buses or trains are usually more effective approach anyway. rubidium@7354: * Additional safeguard is needing at least 20 squares, rubidium@7354: * which may trigger in highly unusual configurations */ rubidium@7354: int min_squares = max(20, max(max_squares / 100, min(max_squares / 5, map_size / 2))); rubidium@7354: rubidium@7354: /* Should not happen, unless aircraft with real speed under approx. 5 km/h is selected. rubidium@7354: * No such exist, unless using some NewGRF with ballons, zeppelins or similar rubidium@7354: * slow-moving stuff. In that case, bail out, it is faster to walk by foot anyway :). */ rubidium@7354: if (max_squares < min_squares) return; rubidium@7354: truelight@0: i = 60; tron@2952: for (;;) { rubidium@7354: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); skidd13@8450: if (IsInsideMM(fr.distance, min_squares, max_squares + 1)) break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); skidd13@8450: if (IsInsideMM(fr.distance, min_squares, max_squares + 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 rubidium@8725: _players_ai[p->index].src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 12; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 12; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = fr.cargo; rubidium@8725: _players_ai[p->index].build_kind = 0; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 1; rubidium@7354: /* Using full load always may not be the best. rubidium@7354: * Pick random value and rely on selling the vehicle & route rubidium@7354: * afterwards if the choice was utterly wrong (or maybe altering the value if AI is improved) rubidium@7354: * When traffic is very low or very assymetric, is is better not to full load rubidium@7354: * When traffic is high, full/non-full make no difference rubidium@7354: * It should be better to run with aircraft only one way full 6 times per year, rubidium@7354: * rather than two way full 1 times. rubidium@7354: * Practical experiments with AI show that the non-full-load aircrafts are usually rubidium@7354: * those that survive rubidium@7354: * Also, non-full load is more resistant against starving (by building better stations rubidium@7354: * or using exclusive rights) rubidium@7354: */ rubidium@8725: _players_ai[p->index].num_want_fullload = Chance16(1, 5); // 20% chance rubidium@8725: // _players_ai[p->index].loco_id = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_AIRPORT_STUFF; rubidium@8725: _players_ai[p->index].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@4342: in = AiFindRandomIndustry(); belugas@6896: if (in != NULL && GetIndustrySpec(in->type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) { 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 rubidium@8725: _players_ai[p->index].src.spec_tile = t->xy; rubidium@8725: _players_ai[p->index].src.use_tile = 0; rubidium@8725: _players_ai[p->index].src.rand_rng = 12; rubidium@8725: _players_ai[p->index].src.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field rubidium@8725: _players_ai[p->index].dst.spec_tile = in->xy; rubidium@8725: _players_ai[p->index].dst.use_tile = 0; rubidium@8725: _players_ai[p->index].dst.rand_rng = 5; rubidium@8725: _players_ai[p->index].dst.cur_building_rule = 0xFF; rubidium@8725: _players_ai[p->index].dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields rubidium@8725: _players_ai[p->index].cargo_type = CT_PASSENGERS; rubidium@8725: _players_ai[p->index].build_kind = 1; rubidium@8725: _players_ai[p->index].num_build_rec = 2; rubidium@8725: _players_ai[p->index].num_loco_to_build = 1; rubidium@8725: _players_ai[p->index].num_want_fullload = 0; rubidium@8725: // _players_ai[p->index].loco_id = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].order_list_blocks[0] = 0; rubidium@8725: _players_ai[p->index].order_list_blocks[1] = 1; rubidium@8725: _players_ai[p->index].order_list_blocks[2] = 255; rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_AIRPORT_STUFF; rubidium@8725: _players_ai[p->index].timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantAircraftRoute(Player *p) truelight@0: { truelight@0: uint16 r = (uint16)Random(); truelight@0: rubidium@4322: if (r >= 0x2AAA || _date < 0x3912 + DAYS_TILL_ORIGINAL_BASE_YEAR) { truelight@0: AiWantPassengerAircraftRoute(p); truelight@0: } else { truelight@0: AiWantOilRigAircraftRoute(p); truelight@0: } 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) { rubidium@8725: _players_ai[p->index].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 { rubidium@7951: /* Ships are not implemented in this (broken) AI */ truelight@0: } truelight@193: truelight@0: // got a route? rubidium@8725: if (_players_ai[p->index].state != AIS_WANT_NEW_ROUTE) break; truelight@0: truelight@0: // time out? truelight@0: if (--i == 0) { rubidium@8725: if (++_players_ai[p->index].state_counter == 556) _players_ai[p->index].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: { glx@9069: uint rad = (_patches.modified_catchment) ? CA_TRAIN : CA_UNMODIFIED; tron@4011: tron@4011: for (; p->mode != 4; p++) { tron@4011: AcceptedCargo values; tron@4011: TileIndex tile2; tron@2140: uint w; tron@2140: uint h; tron@2140: tron@4011: if (p->mode != 1) continue; tron@4011: tron@4011: tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); tron@2140: w = GB(p->attr, 1, 3); tron@2140: h = GB(p->attr, 4, 3); tron@4011: tron@6432: if (p->attr & 1) Swap(w, h); truelight@0: 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; rubidium@6987: return !!((values[cargo] >> 1) & ~7); truelight@0: } truelight@0: } truelight@0: truelight@0: return true; truelight@0: } truelight@0: rubidium@7439: static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag) truelight@0: { rubidium@7439: CommandCost ret; rubidium@8726: CommandCost total_cost(EXPENSES_CONSTRUCTION); truelight@0: Town *t = NULL; truelight@0: int rating = 0; rubidium@6987: 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 tron@3965: ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); truelight@0: } else { truelight@0: // Station rubidium@6987: ret = DoCommand(c, (p->attr & 1) | (p->attr >> 4) << 8 | (p->attr >> 1 & 7) << 16, railtype, 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; rubidium@7446: total_cost.AddCost(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) { smatz@8502: /* Rail */ tron@2639: if (IsTileType(c, MP_RAILWAY)) return CMD_ERROR; truelight@0: truelight@0: j = p->attr; truelight@0: k = 0; truelight@193: smatz@8502: /* Build the rail smatz@8502: * note: FOR_EACH_SET_BIT cannot be used here smatz@8502: */ smatz@8502: for (i = 0; i != 6; i++, j >>= 1) { smatz@8502: if (j & 1) { smatz@8502: k = i; smatz@8502: ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); smatz@8502: if (CmdFailed(ret)) return CMD_ERROR; smatz@8502: total_cost.AddCost(ret); smatz@8502: } truelight@0: } truelight@193: truelight@0: /* signals too? */ tron@3033: if (j & 3) { celestar@5575: // Can't build signals on a road. rubidium@7866: if (IsTileType(c, MP_ROAD)) return CMD_ERROR; truelight@0: truelight@0: if (flag & DC_EXEC) { truelight@0: j = 4 - j; truelight@0: do { tron@3491: ret = DoCommand(c, k, 0, flag, CMD_BUILD_SIGNALS); truelight@0: } while (--j); truelight@0: } else { rubidium@7446: ret.AddCost(_price.build_signals); truelight@0: } Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; rubidium@7446: total_cost.AddCost(ret); truelight@0: } truelight@0: } else if (p->mode == 3) { truelight@0: //Clear stuff and then build single rail. tron@4000: if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; tron@3491: ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; rubidium@7446: total_cost.AddCost(ret); rubidium@7446: total_cost.AddCost(_price.build_rail); truelight@0: truelight@0: if (flag & DC_EXEC) { rubidium@6987: DoCommand(c, railtype, 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 rubidium@7439: static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost* 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)) { tron@3965: *cost = AiDoBuildDefaultRailTrack(tile, p->data, railtype, DC_NO_TOWN_RATING); rubidium@7442: if (CmdSucceeded(*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, rubidium@4344: 10, 9, 8, 7, rubidium@4344: 6, 5, 4, 3, rubidium@4344: 2, 1, 0, 1, rubidium@4344: 2, 1, 4, 1, rubidium@4344: 2, 1, 8, 1, rubidium@4344: 2, 1, 4, 2, rubidium@4344: 2, 1 truelight@0: }; truelight@0: truelight@0: static const byte _terraform_down_flags[] = { rubidium@4344: 1, 2, 3, 4, rubidium@4344: 5, 6, 1, 8, truelight@0: 9, 10, 8, 12, rubidium@4344: 4, 2, 0, 0, rubidium@4344: 1, 2, 3, 4, rubidium@4344: 5, 6, 2, 8, truelight@0: 9, 10, 1, 12, rubidium@4344: 8, 4 truelight@0: }; truelight@0: rubidium@7813: static void AiDoTerraformLand(TileIndex tile, DiagDirection dir, int unk, int mode) truelight@0: { tron@2544: PlayerID old_player; truelight@0: uint32 r; tron@3644: Slope 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 { Darkvater@4559: tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); truelight@0: truelight@0: r >>= 2; tron@3033: if (r & 2) { rubidium@7813: dir = ChangeDiagDir(dir, (r & 1) ? DIAGDIRDIFF_90LEFT : DIAGDIRDIFF_90RIGHT); truelight@0: } truelight@0: } while (--unk >= 0); truelight@0: truelight@0: slope = GetTileSlope(tile, &h); truelight@193: tron@3644: if (slope != SLOPE_FLAT) { tron@3033: if (mode > 0 || (mode == 0 && !(r & 0xC))) { truelight@0: // Terraform up tron@3491: DoCommand(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@3491: DoCommand(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; rubidium@7439: CommandCost cost; truelight@0: truelight@0: // time out? rubidium@8725: if (++_players_ai[p->index].timeout_counter == 1388) { rubidium@8725: _players_ai[p->index].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 rubidium@8725: aib = &_players_ai[p->index].src; rubidium@8725: j = _players_ai[p->index].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, rubidium@8725: _players_ai[p->index].build_kind, _players_ai[p->index].num_wagons, truelight@0: aib->unk6, aib->unk7, tron@3965: aib->direction, aib->cargo, rubidium@8725: _players_ai[p->index].railtype_to_use, tron@3965: &cost tron@3033: ); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while rubidium@8725: if (_players_ai[p->index].state_counter >= 600) { rubidium@8725: AiDoTerraformLand(aib->use_tile, (DiagDirection)(Random() & 3), 3, (int8)_players_ai[p->index].state_mode); truelight@0: } truelight@0: // also try the other terraform direction rubidium@8725: if (++_players_ai[p->index].state_counter >= 1000) { rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].state_mode = -_players_ai[p->index].state_mode; truelight@0: } truelight@0: } else if (CheckPlayerHasMoney(cost)) { truelight@0: // player has money, build it. truelight@0: aib->cur_building_rule = rule; truelight@0: rubidium@7098: AiDoBuildDefaultRailTrack( truelight@0: aib->use_tile, truelight@0: _default_rail_track_data[rule]->data, rubidium@8725: _players_ai[p->index].railtype_to_use, truelight@0: DC_EXEC | DC_NO_TOWN_RATING truelight@0: ); truelight@0: } rubidium@6987: } while (++aib, --j); tron@2648: } truelight@0: truelight@0: // check if we're done with all of them rubidium@8725: aib = &_players_ai[p->index].src; rubidium@8725: j = _players_ai[p->index].num_build_rec; truelight@0: do { tron@2639: if (aib->cur_building_rule == 255) return; rubidium@6987: } while (++aib, --j); truelight@0: truelight@0: // yep, all are done. switch state to the rail building state. rubidium@8725: _players_ai[p->index].state = AIS_BUILD_RAIL; rubidium@8725: _players_ai[p->index].state_mode = 255; truelight@0: } truelight@0: rubidium@7813: static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, DiagDirection *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: Darkvater@4559: return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDiagDir(*dir = p->attr); truelight@0: } truelight@0: rubidium@6574: struct AiRailPathFindData { truelight@0: TileIndex tile; truelight@0: TileIndex tile2; truelight@0: int count; truelight@0: bool flag; rubidium@6574: }; truelight@0: frosch@9107: static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length) 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: rubidium@8725: arpfd.tile = _players_ai[p->index].start_tile_a; rubidium@8725: arpfd.tile2 = _players_ai[p->index].cur_tile_a; truelight@0: arpfd.flag = false; truelight@0: arpfd.count = 0; frosch@9296: FollowTrack(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(_players_ai[p->index].cur_dir_a), PATHFIND_FLAGS_NONE, TRANSPORT_RAIL, 0, ReverseDiagDir(_players_ai[p->index].cur_dir_a), truelight@0: (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); truelight@0: return arpfd.count > 8; truelight@0: } truelight@0: rubidium@6574: struct AiRailFinder { truelight@0: TileIndex final_tile; rubidium@7813: DiagDirection final_dir; truelight@0: byte depth; truelight@0: byte recursive_mode; rubidium@7813: DiagDirection cur_best_dir; rubidium@7813: DiagDirection 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; rubidium@6574: }; truelight@0: truelight@0: static const byte _ai_table_15[4][8] = { rubidium@4344: {0, 0, 4, 3, 3, 1, 128 + 0, 64}, rubidium@4344: {1, 1, 2, 0, 4, 2, 128 + 1, 65}, rubidium@4344: {0, 2, 2, 3, 5, 1, 128 + 2, 66}, rubidium@4344: {1, 3, 5, 0, 3, 2, 128 + 3, 67} truelight@0: }; truelight@0: truelight@0: tron@2630: static bool AiIsTileBanned(const Player* p, TileIndex tile, byte val) tron@2630: { truelight@0: int i; truelight@0: rubidium@8725: for (i = 0; i != _players_ai[p->index].banned_tile_count; i++) { rubidium@8725: if (_players_ai[p->index].banned_tiles[i] == tile && _players_ai[p->index].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: { tron@4011: uint i; truelight@0: rubidium@8725: for (i = lengthof(_players_ai[p->index].banned_tiles) - 1; i != 0; i--) { rubidium@8725: _players_ai[p->index].banned_tiles[i] = _players_ai[p->index].banned_tiles[i - 1]; rubidium@8725: _players_ai[p->index].banned_val[i] = _players_ai[p->index].banned_val[i - 1]; truelight@0: } truelight@0: rubidium@8725: _players_ai[p->index].banned_tiles[0] = tile; rubidium@8725: _players_ai[p->index].banned_val[0] = val; rubidium@8725: rubidium@8725: if (_players_ai[p->index].banned_tile_count != lengthof(_players_ai[p->index].banned_tiles)) { rubidium@8725: _players_ai[p->index].banned_tile_count++; tron@2639: } truelight@0: } truelight@0: rubidium@7813: static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, DiagDirection 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; rubidium@5838: arf->cur_best_dist = UINT_MAX; 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: { tron@3644: Slope tileh; tron@3088: uint z; truelight@0: bool flag; truelight@0: rubidium@7813: DiagDirection dir2 = (DiagDirection)(p[0] & 3); truelight@193: tron@3088: tileh = GetTileSlope(tile, &z); frosch@9291: if (tileh == InclinedSlope(ReverseDiagDir(dir2)) || (tileh == SLOPE_FLAT && z != 0)) { tron@4000: TileIndex tile_new = tile; tron@4000: truelight@0: // Allow bridges directly over bottom tiles tron@3088: flag = z == 0; tron@2952: for (;;) { tron@3088: TileType type; tron@3088: Darkvater@4559: if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! Darkvater@4559: tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); tron@3088: type = GetTileType(tile_new); tron@3088: tron@3644: if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) { truelight@0: if (!flag) return; truelight@0: break; truelight@0: } rubidium@7866: if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return; truelight@0: flag = true; truelight@0: } truelight@0: truelight@0: // Is building a (rail)bridge possible at this place (type doesn't matter)? rubidium@8725: if (CmdFailed(DoCommand(tile_new, tile, 0 | _players_ai[arf->player->index].railtype_to_use << 8, DC_AUTO, CMD_BUILD_BRIDGE))) { tron@4011: return; tron@4011: } 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) { tron@4011: if (AiCheckRailPathBetter(arf, p)) 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: frosch@9291: if (GetTileSlope(tile, &z) == InclinedSlope((DiagDirection)(p[0] & 3)) && z != 0) { rubidium@8725: CommandCost cost = DoCommand(tile, _players_ai[arf->player->index].railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); truelight@0: rubidium@7446: if (CmdSucceeded(cost) && cost.GetCost() <= (arf->player->player_money >> 4)) { rubidium@7813: AiBuildRailRecursive(arf, _build_tunnel_endtile, (DiagDirection)(p[0] & 3)); tron@4000: if (arf->depth == 1) AiCheckRailPathBetter(arf, p); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: rubidium@7813: static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, DiagDirection dir) truelight@0: { truelight@0: const byte *p; truelight@0: Darkvater@4559: tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); truelight@193: truelight@0: // Reached destination? truelight@0: if (tile == arf->final_tile) { rubidium@7813: if (arf->final_dir != ReverseDiagDir(dir)) { tron@4011: if (arf->recursive_mode != 2) 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 { tron@4011: if (arf->depth < arf->cur_best_depth) 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); tron@4000: 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]) && rubidium@8725: CmdSucceeded(DoCommand(tile, _players_ai[arf->player->index].railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) { rubidium@7813: AiBuildRailRecursive(arf, tile, (DiagDirection)p[1]); truelight@0: } truelight@0: truelight@0: // At the bottom depth? tron@4000: if (arf->depth == 1) AiCheckRailPathBetter(arf, p); truelight@0: truelight@0: p += 2; rubidium@6987: } while (!(p[0] & 0x80)); truelight@0: } truelight@0: truelight@0: AiCheckBuildRailBridgeHere(arf, tile, p); rubidium@6987: AiCheckBuildRailTunnelHere(arf, tile, p + 1); truelight@0: truelight@0: arf->depth--; truelight@0: } truelight@0: 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)) { rubidium@8725: _players_ai[p->index].state_counter = (Random()&0xE)+6; // Destruct this amount of blocks rubidium@8725: _players_ai[p->index].state_mode = 1; // Start destruct truelight@193: truelight@0: // Ban this tile and don't reach it for a while. rubidium@8725: AiBanTile(p, _players_ai[p->index].cur_tile_a, FindFirstBit(GetRailTrackStatus(_players_ai[p->index].cur_tile_a))); truelight@0: return; truelight@0: } truelight@0: truelight@0: // Setup recursive finder and call it. truelight@0: arf.player = p; rubidium@8725: arf.final_tile = _players_ai[p->index].cur_tile_b; rubidium@8725: arf.final_dir = _players_ai[p->index].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; rubidium@8725: AiBuildRailRecursive(&arf, _players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_dir_a); truelight@0: truelight@0: // Reached destination? truelight@0: if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { rubidium@8725: _players_ai[p->index].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@4000: for (i = 0; i != 5; i++) { rubidium@8725: AiDoTerraformLand(_players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_dir_a, 3, 0); tron@4000: } truelight@0: rubidium@8725: if (++_players_ai[p->index].state_counter == 21) { rubidium@8725: _players_ai[p->index].state_counter = 40; rubidium@8725: _players_ai[p->index].state_mode = 1; truelight@193: truelight@0: // Ban this tile rubidium@8725: AiBanTile(p, _players_ai[p->index].cur_tile_a, FindFirstBit(GetRailTrackStatus(_players_ai[p->index].cur_tile_a))); truelight@0: } truelight@0: return; truelight@0: } truelight@193: rubidium@8725: _players_ai[p->index].cur_tile_a += TileOffsByDiagDir(_players_ai[p->index].cur_dir_a); truelight@0: tron@3033: if (arf.best_ptr[0] & 0x80) { smatz@9113: TileIndex t1 = _players_ai[p->index].cur_tile_a; smatz@9113: TileIndex t2 = arf.bridge_end_tile; smatz@9113: smatz@9113: int32 bridge_len = GetTunnelBridgeLength(t1, t2); smatz@9113: smatz@9113: DiagDirection dir = (TileX(t1) == TileX(t2) ? DIAGDIR_SE : DIAGDIR_SW); smatz@9113: Track track = AxisToTrack(DiagDirToAxis(dir)); smatz@9113: smatz@9113: if (t2 < t1) dir = ReverseDiagDir(dir); smatz@9113: smatz@9113: /* try to build a long rail instead of bridge... */ smatz@9113: bool fail = false; smatz@9113: CommandCost cost; smatz@9113: TileIndex t = t1; smatz@9113: smatz@9113: /* try to build one rail on each tile - can't use CMD_BUILD_RAILROAD_TRACK now, it can build one part of track without failing */ smatz@9113: do { smatz@9113: cost = DoCommand(t, _players_ai[p->index].railtype_to_use, track, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); smatz@9113: /* do not allow building over existing track */ smatz@9113: if (CmdFailed(cost) || IsTileType(t, MP_RAILWAY)) { smatz@9113: fail = true; smatz@9113: break; truelight@0: } smatz@9113: t += TileOffsByDiagDir(dir); smatz@9113: } while (t != t2); smatz@9113: smatz@9113: /* can we build long track? */ smatz@9113: if (!fail) cost = DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_TRACK); smatz@9113: smatz@9113: if (!fail && CmdSucceeded(cost) && cost.GetCost() <= p->player_money) { smatz@9113: DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_BUILD_RAILROAD_TRACK); smatz@9113: } else { smatz@9113: smatz@9113: /* Figure out which (rail)bridge type to build smatz@9113: * start with best bridge, then go down to worse and worse bridges smatz@9113: * unnecessary to check for worst bridge (i=0), since AI will always build that. */ smatz@9113: int i; smatz@9113: for (i = MAX_BRIDGES - 1; i != 0; i--) { smatz@9113: if (CheckBridge_Stuff(i, bridge_len)) { smatz@9113: CommandCost cost = DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE); smatz@9113: if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break; smatz@9113: } smatz@9113: } smatz@9113: smatz@9113: /* Build it */ smatz@9113: DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); truelight@0: } truelight@0: smatz@9113: _players_ai[p->index].cur_tile_a = t2; rubidium@8725: _players_ai[p->index].state_counter = 0; tron@4000: } else if (arf.best_ptr[0] & 0x40) { truelight@0: // tunnel rubidium@8725: DoCommand(_players_ai[p->index].cur_tile_a, _players_ai[p->index].railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); rubidium@8725: _players_ai[p->index].cur_tile_a = _build_tunnel_endtile; rubidium@8725: _players_ai[p->index].state_counter = 0; truelight@0: } else { truelight@0: // rail rubidium@8725: _players_ai[p->index].cur_dir_a = (DiagDirection)(arf.best_ptr[1] & 3); rubidium@8725: DoCommand(_players_ai[p->index].cur_tile_a, _players_ai[p->index].railtype_to_use, arf.best_ptr[0], truelight@0: DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); rubidium@8725: _players_ai[p->index].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: const byte *ptr; rubidium@8725: TileIndex tile = _players_ai[p->index].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@3491: if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) truelight@0: return false; rubidium@8725: _players_ai[p->index].cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(_players_ai[p->index].cur_dir_a)); truelight@0: return true; smatz@8886: } else { // IsBridge(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. rubidium@8725: if (DiagDirToAxis(GetTunnelBridgeDirection(tile)) != (_players_ai[p->index].cur_dir_a & 1)) return false; truelight@0: tron@3214: tile = GetOtherBridgeEnd(tile); tron@3214: rubidium@8725: tilenew = TILE_MASK(tile - TileOffsByDiagDir(_players_ai[p->index].cur_dir_a)); truelight@0: // And clear the bridge. tron@3491: if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) truelight@0: return false; rubidium@8725: _players_ai[p->index].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. frosch@9291: TrackBits bits = GetRailTrackStatus(tile) & DiagdirReachesTracks(ReverseDiagDir(_players_ai[p->index].cur_dir_a)); frosch@9291: if (bits == TRACK_BIT_NONE) return false; truelight@0: truelight@0: // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. frosch@9291: Track track = FindFirstTrack(bits); truelight@0: truelight@0: // Then remove and signals if there are any. tron@1035: if (IsTileType(tile, MP_RAILWAY) && rubidium@3792: GetRailTileType(tile) == RAIL_TILE_SIGNALS) { tron@3491: DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); truelight@0: } truelight@193: truelight@0: // And also remove the rail. frosch@9291: if (CmdFailed(DoCommand(tile, 0, track, DC_EXEC, CMD_REMOVE_SINGLE_RAIL))) truelight@0: return false; truelight@0: truelight@0: // Find the direction at the other edge of the rail. rubidium@8725: ptr = _ai_table_15[ReverseDiagDir(_players_ai[p->index].cur_dir_a)]; frosch@9291: while (ptr[0] != track) ptr += 2; rubidium@8725: _players_ai[p->index].cur_dir_a = ReverseDiagDir((DiagDirection)ptr[1]); truelight@193: truelight@0: // And then also switch tile. rubidium@8725: _players_ai[p->index].cur_tile_a = TILE_MASK(_players_ai[p->index].cur_tile_a - TileOffsByDiagDir(_players_ai[p->index].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. rubidium@8725: if (!--_players_ai[p->index].state_counter) { rubidium@8725: _players_ai[p->index].state_mode = 2; rubidium@8725: _players_ai[p->index].state_counter = 0; truelight@0: } truelight@0: truelight@0: // Don't do anything if the destination is already reached. rubidium@8725: if (_players_ai[p->index].cur_tile_a == _players_ai[p->index].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: { rubidium@8725: switch (_players_ai[p->index].state_mode) { tron@4011: case 0: // Construct mode, build new rail. tron@4011: AiBuildRailConstruct(p); tron@4011: break; tron@4011: tron@4011: case 1: // Destruct mode, destroy the rail currently built. tron@4011: AiBuildRailDestruct(p); tron@4011: break; tron@4011: tron@4011: case 2: { tron@4011: uint i; tron@4011: tron@4011: // Terraform some and then try building again. tron@4011: for (i = 0; i != 4; i++) { rubidium@8725: AiDoTerraformLand(_players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_dir_a, 3, 0); tron@4011: } tron@4011: rubidium@8725: if (++_players_ai[p->index].state_counter == 4) { rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].state_mode = 0; tron@4011: } truelight@0: } tron@4011: tron@4011: default: break; 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; rubidium@7813: DiagDirection dir; truelight@0: truelight@0: // time out? rubidium@8725: if (++_players_ai[p->index].timeout_counter == 1388) { rubidium@8725: _players_ai[p->index].state = AIS_DELETE_RAIL_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Currently building a rail between two points? rubidium@8725: if (_players_ai[p->index].state_mode != 255) { truelight@0: AiBuildRail(p); truelight@193: truelight@0: // Alternate between edges rubidium@8725: Swap(_players_ai[p->index].start_tile_a, _players_ai[p->index].start_tile_b); rubidium@8725: Swap(_players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_tile_b); rubidium@8725: Swap(_players_ai[p->index].start_dir_a, _players_ai[p->index].start_dir_b); rubidium@8725: Swap(_players_ai[p->index].cur_dir_a, _players_ai[p->index].cur_dir_b); truelight@0: return; truelight@0: } truelight@0: truelight@0: // Now, find two new points to build between rubidium@8725: num = _players_ai[p->index].num_build_rec; rubidium@8725: aib = &_players_ai[p->index].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) { rubidium@8725: _players_ai[p->index].state = AIS_BUILD_RAIL_VEH; rubidium@8725: _players_ai[p->index].state_counter = 0; // timeout truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: // Find first edge to build from. rubidium@6987: tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd & 3, &dir); rubidium@8725: _players_ai[p->index].start_tile_a = tile; rubidium@8725: _players_ai[p->index].cur_tile_a = tile; rubidium@8725: _players_ai[p->index].start_dir_a = dir; rubidium@8725: _players_ai[p->index].cur_dir_a = dir; rubidium@6987: DoCommand(TILE_MASK(tile + TileOffsByDiagDir(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 rubidium@8725: aib = (&_players_ai[p->index].src) + ((cmd >> 4) & 0xF); rubidium@6987: tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd >> 2) & 3, &dir); rubidium@8725: _players_ai[p->index].start_tile_b = tile; rubidium@8725: _players_ai[p->index].cur_tile_b = tile; rubidium@8725: _players_ai[p->index].start_dir_b = dir; rubidium@8725: _players_ai[p->index].cur_dir_b = dir; rubidium@6987: DoCommand(TILE_MASK(tile + TileOffsByDiagDir(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. rubidium@8725: _players_ai[p->index].state_mode = 2; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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: celestar@3355: static EngineID AiFindBestWagon(CargoID cargo, RailType railtype) celestar@3355: { celestar@3355: EngineID best_veh_index = INVALID_ENGINE; celestar@3355: EngineID i; celestar@3355: uint16 best_capacity = 0; celestar@3355: uint16 best_speed = 0; celestar@3355: uint speed; celestar@3355: peter1138@9251: FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_TRAIN) { celestar@3355: const RailVehicleInfo *rvi = RailVehInfo(i); celestar@3355: const Engine* e = GetEngine(i); celestar@3355: tron@6074: if (!IsCompatibleRail(rvi->railtype, railtype) || belugas@6119: rvi->railveh_type != RAILVEH_WAGON || skidd13@8424: !HasBit(e->player_avail, _current_player)) { celestar@3355: continue; celestar@3355: } celestar@3355: tron@4000: if (rvi->cargo_type != cargo) continue; celestar@3355: celestar@3355: /* max_speed of 0 indicates no speed limit */ celestar@3355: speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed; celestar@3355: celestar@3355: if (rvi->capacity >= best_capacity && speed >= best_speed) { celestar@3355: best_capacity = rvi->capacity; celestar@3355: best_speed = best_speed; celestar@3355: best_veh_index = i; celestar@3355: } celestar@3355: } celestar@3355: celestar@3355: return best_veh_index; celestar@3355: } celestar@3355: 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; Darkvater@3348: CargoID cargo; rubidium@7439: CommandCost cost; truelight@0: Vehicle *v; tron@4000: VehicleID loco_id; truelight@0: rubidium@8725: ptr = _default_rail_track_data[_players_ai[p->index].src.cur_building_rule]->data; tron@3033: while (ptr->mode != 0) ptr++; truelight@0: rubidium@8725: tile = TILE_ADD(_players_ai[p->index].src.use_tile, ToTileIndexDiff(ptr->tileoffs)); rubidium@8725: rubidium@8725: rubidium@8725: cargo = _players_ai[p->index].cargo_type; tron@3033: for (i = 0;;) { rubidium@8725: if (_players_ai[p->index].wagon_list[i] == INVALID_VEHICLE) { rubidium@8725: veh = AiFindBestWagon(cargo, _players_ai[p->index].railtype_to_use); celestar@3355: /* veh will return INVALID_ENGINE if no suitable wagon is available. celestar@3355: * We shall treat this in the same way as having no money */ celestar@3355: if (veh == INVALID_ENGINE) goto handle_nocash; tron@3491: cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); Darkvater@1713: if (CmdFailed(cost)) goto handle_nocash; rubidium@8725: _players_ai[p->index].wagon_list[i] = _new_vehicle_id; rubidium@8725: _players_ai[p->index].wagon_list[i + 1] = INVALID_VEHICLE; truelight@0: return; truelight@0: } tron@4000: if (cargo == CT_MAIL) cargo = CT_PASSENGERS; rubidium@8725: if (++i == _players_ai[p->index].num_wagons * 2 - 1) break; truelight@0: } truelight@0: truelight@0: // Which locomotive to build? rubidium@8725: veh = AiChooseTrainToBuild(_players_ai[p->index].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. rubidium@8725: if (++_players_ai[p->index].state_counter == 1000) { rubidium@8725: for (i = 0; _players_ai[p->index].wagon_list[i] != INVALID_VEHICLE; i++) { rubidium@8725: cost = DoCommand(tile, _players_ai[p->index].wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); rubidium@7442: assert(CmdSucceeded(cost)); truelight@0: } rubidium@8725: _players_ai[p->index].state = AIS_0; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Try to build the locomotive tron@3491: cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); rubidium@7442: assert(CmdSucceeded(cost)); tron@3948: loco_id = _new_vehicle_id; truelight@0: truelight@0: // Sell a vehicle if the train is double headed. truelight@919: v = GetVehicle(loco_id); rubidium@7988: if (v->Next() != NULL) { rubidium@8725: i = _players_ai[p->index].wagon_list[_players_ai[p->index].num_wagons * 2 - 2]; rubidium@8725: _players_ai[p->index].wagon_list[_players_ai[p->index].num_wagons * 2 - 2] = INVALID_VEHICLE; tron@3491: DoCommand(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); truelight@0: } truelight@0: truelight@0: // Move the wagons onto the train rubidium@8725: for (i = 0; _players_ai[p->index].wagon_list[i] != INVALID_VEHICLE; i++) { rubidium@8725: DoCommand(tile, _players_ai[p->index].wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); truelight@0: } truelight@0: rubidium@8725: for (i = 0; _players_ai[p->index].order_list_blocks[i] != 0xFF; i++) { rubidium@8725: const AiBuildRec* aib = &_players_ai[p->index].src + _players_ai[p->index].order_list_blocks[i]; tron@3033: bool is_pass = ( rubidium@8725: _players_ai[p->index].cargo_type == CT_PASSENGERS || rubidium@8725: _players_ai[p->index].cargo_type == CT_MAIL || rubidium@8725: (_opt.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) tron@3033: ); darkvater@558: Order order; darkvater@558: rubidium@9332: order.MakeGoToStation(AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule)); darkvater@558: rubidium@8798: if (!is_pass && i == 1) order.flags |= OFB_UNLOAD; rubidium@8725: if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0)) rubidium@8798: order.flags |= OFB_FULL_LOAD; darkvater@558: rubidium@9335: DoCommand(0, loco_id + (i << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: tron@3491: DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); tron@3491: tron@3491: DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: rubidium@8725: if (_players_ai[p->index].num_want_fullload != 0) _players_ai[p->index].num_want_fullload--; rubidium@8725: rubidium@8725: if (--_players_ai[p->index].num_loco_to_build != 0) { rubidium@8725: // _players_ai[p->index].loco_id = INVALID_VEHICLE; rubidium@8725: _players_ai[p->index].wagon_list[0] = INVALID_VEHICLE; truelight@0: } else { rubidium@8725: _players_ai[p->index].state = AIS_0; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateDeleteRailBlocks(Player *p) truelight@0: { rubidium@8725: const AiBuildRec* aib = &_players_ai[p->index].src; rubidium@8725: uint num = _players_ai[p->index].num_build_rec; tron@4011: truelight@0: do { tron@4011: const AiDefaultBlockData* b; tron@4011: tron@4011: if (aib->cur_building_rule == 255) continue; tron@4011: for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) { tron@4011: DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } rubidium@6987: } while (++aib, --num); truelight@0: rubidium@8725: _players_ai[p->index].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) { rubidium@4434: rad = CA_TRUCK; // Same as CA_BUS at the moment? rubidium@4434: } 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; rubidium@7439: static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); truelight@0: truelight@0: // Returns rule and cost rubidium@7439: static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, CommandCost *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); rubidium@7442: if (CmdSucceeded(*cost) && AiCheckRoadResources(tile, p->data, cargo)) truelight@0: return i; truelight@0: } truelight@0: } truelight@0: truelight@0: return -1; truelight@0: } truelight@0: rubidium@7439: static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { rubidium@7439: CommandCost ret; rubidium@8726: CommandCost total_cost(EXPENSES_CONSTRUCTION); 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) { frosch@9059: if (IsNormalRoadTile(c) && rubidium@7157: (GetRoadBits(c, ROADTYPE_ROAD) & p->attr) != 0) { truelight@0: roadflag |= 2; truelight@193: truelight@0: // all bits are already built? rubidium@7157: if ((GetRoadBits(c, ROADTYPE_ROAD) & p->attr) == p->attr) continue; truelight@0: } truelight@0: tron@3491: ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); Darkvater@1713: if (CmdFailed(ret)) return CMD_ERROR; rubidium@7446: total_cost.AddCost(ret); truelight@0: truelight@0: continue; truelight@0: } truelight@0: truelight@0: if (p->mode == 0) { truelight@0: // Depot tron@3491: ret = DoCommand(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 rubidium@9281: ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | ROADSTOP_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); truelight@0: } else { truelight@0: // Bus station rubidium@9281: ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | ROADSTOP_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; rubidium@7446: total_cost.AddCost(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@3644: if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; tron@3033: frosch@9059: if (!IsNormalRoadTile(c)) { tron@3491: ret = DoCommand(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: { rubidium@8725: const AiBuildRec* aib = &_players_ai[p->index].src; rubidium@8725: uint num = _players_ai[p->index].num_build_rec; 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; rubidium@7439: CommandCost cost; truelight@0: truelight@0: // time out? rubidium@8725: if (++_players_ai[p->index].timeout_counter == 1388) { rubidium@8725: _players_ai[p->index].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 rubidium@8725: aib = &_players_ai[p->index].src; rubidium@8725: j = _players_ai[p->index].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 rubidium@8725: if (_players_ai[p->index].state_counter >= 600) { rubidium@8725: AiDoTerraformLand(aib->use_tile, (DiagDirection)(Random() & 3), 3, (int8)_players_ai[p->index].state_mode); truelight@0: } truelight@0: // also try the other terraform direction rubidium@8725: if (++_players_ai[p->index].state_counter >= 1000) { rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].state_mode = -_players_ai[p->index].state_mode; truelight@0: } rubidium@6987: } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) { rubidium@7439: CommandCost 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: ); rubidium@7442: assert(CmdSucceeded(r)); truelight@0: } rubidium@6987: } while (++aib, --j); tron@3033: } truelight@0: truelight@0: // check if we're done with all of them rubidium@8725: aib = &_players_ai[p->index].src; rubidium@8725: j = _players_ai[p->index].num_build_rec; truelight@0: do { tron@3033: if (aib->cur_building_rule == 255) return; rubidium@6987: } while (++aib, --j); truelight@0: truelight@0: // yep, all are done. switch state to the rail building state. rubidium@8725: _players_ai[p->index].state = AIS_BUILD_ROAD; rubidium@8725: _players_ai[p->index].state_mode = 255; truelight@0: } truelight@0: rubidium@6574: struct AiRoadFinder { truelight@0: TileIndex final_tile; rubidium@7813: DiagDirection final_dir; truelight@0: byte depth; truelight@0: byte recursive_mode; rubidium@7813: DiagDirection cur_best_dir; rubidium@7813: DiagDirection 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; rubidium@6574: }; rubidium@6574: rubidium@6574: struct AiRoadEnum { truelight@0: TileIndex dest; truelight@0: TileIndex best_tile; frosch@9291: Trackdir best_track; truelight@0: uint best_dist; rubidium@6574: }; truelight@0: rubidium@7813: static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, DiagDirection 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: frosch@9291: static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, Trackdir track, uint length) truelight@0: { tron@1245: uint dist = DistanceManhattan(tile, a->dest); truelight@0: truelight@0: if (dist <= a->best_dist) { frosch@9291: TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(TrackdirToExitdir(track))); tron@1977: frosch@9059: if (IsNormalRoadTile(tile2)) { 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: tron@410: static bool AiCheckRoadFinished(Player *p) truelight@0: { truelight@0: AiRoadEnum are; tron@1977: TileIndex tile; rubidium@8725: DiagDirection dir = _players_ai[p->index].cur_dir_a; truelight@0: rubidium@8725: are.dest = _players_ai[p->index].cur_tile_b; rubidium@8725: tile = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(dir)); truelight@0: KUDr@5028: if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false; frosch@9291: TrackdirBits bits = TrackStatusToTrackdirBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, ROADTYPES_ROAD)) & DiagdirReachesTrackdirs(dir); frosch@9291: if (bits == TRACKDIR_BIT_NONE) return false; truelight@0: truelight@0: are.best_dist = (uint)-1; truelight@0: frosch@9291: while (bits != TRACKDIR_BIT_NONE) { frosch@9291: Trackdir trackdir = RemoveFirstTrackdir(&bits); frosch@9296: FollowTrack(tile, PATHFIND_FLAGS_DISABLE_TILE_HASH, TRANSPORT_ROAD, ROADTYPES_ROAD, TrackdirToExitdir(trackdir), (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: rubidium@8725: _players_ai[p->index].cur_tile_a = are.best_tile; frosch@9291: _players_ai[p->index].cur_dir_a = TrackdirToExitdir(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: { tron@4011: static const RoadBits _road_bits[] = { tron@4011: ROAD_X, tron@4011: ROAD_Y, tron@4011: ROAD_NW | ROAD_NE, tron@4011: ROAD_SW | ROAD_SE, tron@4011: ROAD_NW | ROAD_SW, tron@4011: ROAD_SE | ROAD_NE truelight@0: }; rubidium@7442: return CmdSucceeded(DoCommand(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: { tron@3644: Slope tileh; tron@3088: uint z; truelight@0: bool flag; truelight@0: rubidium@7813: DiagDirection dir2 = (DiagDirection)(p[0] & 3); truelight@193: tron@3088: tileh = GetTileSlope(tile, &z); frosch@9291: if (tileh == InclinedSlope(ReverseDiagDir(dir2)) || (tileh == SLOPE_FLAT && z != 0)) { tron@4000: TileIndex tile_new = tile; tron@4000: truelight@0: // Allow bridges directly over bottom tiles tron@3088: flag = z == 0; tron@2952: for (;;) { tron@3088: TileType type; tron@3088: Darkvater@4559: if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! Darkvater@4559: tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); tron@3088: type = GetTileType(tile_new); tron@3088: smatz@8847: if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) { 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: } rubidium@7866: if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return; truelight@0: flag = true; truelight@0: } truelight@0: truelight@0: // Is building a (rail)bridge possible at this place (type doesn't matter)? rubidium@7338: if (CmdFailed(DoCommand(tile_new, tile, ((0x80 | ROADTYPES_ROAD) << 8), 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: frosch@9291: if (GetTileSlope(tile, &z) == InclinedSlope((DiagDirection)(p[0] & 3)) && z != 0) { rubidium@7439: CommandCost cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); truelight@0: rubidium@7446: if (CmdSucceeded(cost) && cost.GetCost() <= (arf->player->player_money >> 4)) { rubidium@7813: AiBuildRoadRecursive(arf, _build_tunnel_endtile, (DiagDirection)(p[0] & 3)); tron@4000: if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: rubidium@7813: static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, DiagDirection dir) truelight@0: { truelight@0: const byte *p; truelight@0: Darkvater@4559: tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); truelight@193: truelight@0: // Reached destination? truelight@0: if (tile == arf->final_tile) { rubidium@7813: if (ReverseDiagDir(arf->final_dir) == 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])) { rubidium@7813: AiBuildRoadRecursive(arf, tile, (DiagDirection)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); rubidium@6987: 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)) { rubidium@8725: _players_ai[p->index].state_mode = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Setup recursive finder and call it. truelight@0: arf.player = p; rubidium@8725: arf.final_tile = _players_ai[p->index].cur_tile_b; rubidium@8725: arf.final_dir = _players_ai[p->index].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; rubidium@8725: AiBuildRoadRecursive(&arf, _players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_dir_a); truelight@0: truelight@0: // Reached destination? truelight@0: if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { rubidium@8725: _players_ai[p->index].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++) rubidium@8725: AiDoTerraformLand(_players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_dir_a, 3, 0); rubidium@8725: rubidium@8725: if (++_players_ai[p->index].state_counter == 21) { rubidium@8725: _players_ai[p->index].state_mode = 1; rubidium@8725: rubidium@8725: _players_ai[p->index].cur_tile_a = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(_players_ai[p->index].cur_dir_a)); rubidium@8725: _players_ai[p->index].cur_dir_a = ReverseDiagDir(_players_ai[p->index].cur_dir_a); rubidium@8725: _players_ai[p->index].state_counter = 0; truelight@0: } truelight@0: return; truelight@0: } truelight@0: rubidium@8725: tile = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(_players_ai[p->index].cur_dir_a)); truelight@0: rubidium@6987: if (arf.best_ptr[0] & 0x80) { smatz@9113: TileIndex t1 = tile; smatz@9113: TileIndex t2 = arf.bridge_end_tile; smatz@9113: smatz@9113: int32 bridge_len = GetTunnelBridgeLength(t1, t2); smatz@9113: smatz@9113: Axis axis = (TileX(t1) == TileX(t2) ? AXIS_Y : AXIS_X); smatz@9113: smatz@9113: /* try to build a long road instead of bridge - CMD_BUILD_LONG_ROAD has to fail if it couldn't build at least one piece! */ smatz@9113: CommandCost cost = DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_NO_WATER, CMD_BUILD_LONG_ROAD); smatz@9113: smatz@9113: if (CmdSucceeded(cost) && cost.GetCost() <= p->player_money) { smatz@9113: DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_EXEC | DC_NO_WATER, CMD_BUILD_LONG_ROAD); smatz@9113: } else { smatz@9113: int i; smatz@9113: smatz@9113: /* Figure out what (road)bridge type to build smatz@9113: * start with best bridge, then go down to worse and worse bridges smatz@9113: * unnecessary to check for worse bridge (i=0), since AI will always build that */ smatz@9113: for (i = MAX_BRIDGES - 1; i != 0; i--) { smatz@9113: if (CheckBridge_Stuff(i, bridge_len)) { smatz@9113: CommandCost cost = DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE); smatz@9113: if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break; smatz@9113: } truelight@0: } smatz@9113: smatz@9113: /* Build it */ smatz@9113: DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); truelight@0: } truelight@0: smatz@9113: _players_ai[p->index].cur_tile_a = t2; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@6987: } else if (arf.best_ptr[0] & 0x40) { truelight@0: // tunnel tron@3491: DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); rubidium@8725: _players_ai[p->index].cur_tile_a = _build_tunnel_endtile; rubidium@8725: _players_ai[p->index].state_counter = 0; truelight@0: } else { 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: rubidium@8725: _players_ai[p->index].cur_dir_a = (DiagDirection)(arf.best_ptr[1] & 3); rubidium@8725: _players_ai[p->index].cur_tile_a = tile; rubidium@8725: _players_ai[p->index].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: { rubidium@8725: if (_players_ai[p->index].state_mode < 1) { truelight@0: // Construct mode, build new road. truelight@193: AiBuildRoadConstruct(p); rubidium@8725: } else if (_players_ai[p->index].state_mode == 1) { truelight@0: // Destruct mode, not implemented for roads. rubidium@8725: _players_ai[p->index].state_mode = 2; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: } else if (_players_ai[p->index].state_mode == 2) { tron@3033: uint i; truelight@0: truelight@0: // Terraform some and then try building again. tron@4000: for (i = 0; i != 4; i++) { rubidium@8725: AiDoTerraformLand(_players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_dir_a, 3, 0); tron@4000: } truelight@0: rubidium@8725: if (++_players_ai[p->index].state_counter == 4) { rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].state_mode = 0; truelight@0: } truelight@0: } truelight@0: } truelight@0: rubidium@7813: static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, DiagDirection *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; rubidium@7813: DiagDirection dir; truelight@0: truelight@0: // time out? rubidium@8725: if (++_players_ai[p->index].timeout_counter == 1388) { rubidium@8725: _players_ai[p->index].state = AIS_DELETE_ROAD_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Currently building a road between two points? rubidium@8725: if (_players_ai[p->index].state_mode != 255) { truelight@0: AiBuildRoad(p); truelight@193: truelight@0: // Alternate between edges rubidium@8725: Swap(_players_ai[p->index].start_tile_a, _players_ai[p->index].start_tile_b); rubidium@8725: Swap(_players_ai[p->index].cur_tile_a, _players_ai[p->index].cur_tile_b); rubidium@8725: Swap(_players_ai[p->index].start_dir_a, _players_ai[p->index].start_dir_b); rubidium@8725: Swap(_players_ai[p->index].cur_dir_a, _players_ai[p->index].cur_dir_b); truelight@0: truelight@0: return; truelight@0: } truelight@0: truelight@0: // Now, find two new points to build between rubidium@8725: num = _players_ai[p->index].num_build_rec; rubidium@8725: aib = &_players_ai[p->index].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) { rubidium@8725: _players_ai[p->index].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); rubidium@8725: _players_ai[p->index].start_tile_a = tile; rubidium@8725: _players_ai[p->index].cur_tile_a = tile; rubidium@8725: _players_ai[p->index].start_dir_a = dir; rubidium@8725: _players_ai[p->index].cur_dir_a = dir; truelight@0: truelight@0: // Find second edge to build to rubidium@8725: aib = (&_players_ai[p->index].src) + (cmd & 0xF); truelight@0: tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); rubidium@8725: _players_ai[p->index].start_tile_b = tile; rubidium@8725: _players_ai[p->index].cur_tile_b = tile; rubidium@8725: _players_ai[p->index].start_dir_b = dir; rubidium@8725: _players_ai[p->index].cur_dir_b = dir; truelight@0: truelight@0: // And setup state. rubidium@8725: _players_ai[p->index].state_mode = 2; rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].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@4000: VehicleID loco_id; tron@2551: EngineID veh; tron@3033: uint i; truelight@193: rubidium@8725: ptr = _road_default_block_data[_players_ai[p->index].src.cur_building_rule]->data; tron@3033: for (; ptr->mode != 0; ptr++) {} rubidium@8725: tile = TILE_ADD(_players_ai[p->index].src.use_tile, ToTileIndexDiff(ptr->tileoffs)); rubidium@8725: rubidium@8725: veh = AiChooseRoadVehToBuild(_players_ai[p->index].cargo_type, p->player_money, tile); tron@2551: if (veh == INVALID_ENGINE) { rubidium@8725: _players_ai[p->index].state = AIS_0; truelight@0: return; truelight@0: } truelight@0: tron@3491: if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; truelight@0: tron@3948: loco_id = _new_vehicle_id; truelight@0: rubidium@8725: if (GetVehicle(loco_id)->cargo_type != _players_ai[p->index].cargo_type) { peter1138@5031: /* Cargo type doesn't match, so refit it */ rubidium@8725: if (CmdFailed(DoCommand(tile, loco_id, _players_ai[p->index].cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) { peter1138@5031: /* Refit failed... sell the vehicle */ peter1138@5031: DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); peter1138@5031: return; peter1138@5031: } peter1138@5031: } peter1138@5031: rubidium@8725: for (i = 0; _players_ai[p->index].order_list_blocks[i] != 0xFF; i++) { rubidium@8725: const AiBuildRec* aib = &_players_ai[p->index].src + _players_ai[p->index].order_list_blocks[i]; tron@2639: bool is_pass = ( rubidium@8725: _players_ai[p->index].cargo_type == CT_PASSENGERS || rubidium@8725: _players_ai[p->index].cargo_type == CT_MAIL || rubidium@8725: (_opt.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) tron@2639: ); darkvater@558: Order order; darkvater@558: rubidium@9332: order.MakeGoToStation(AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule)); darkvater@558: rubidium@8798: if (!is_pass && i == 1) order.flags |= OFB_UNLOAD; rubidium@8725: if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0)) rubidium@8798: order.flags |= OFB_FULL_LOAD; darkvater@558: rubidium@9335: DoCommand(0, loco_id + (i << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: tron@3491: DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); tron@3491: DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: rubidium@8725: if (_players_ai[p->index].num_want_fullload != 0) _players_ai[p->index].num_want_fullload--; rubidium@8725: if (--_players_ai[p->index].num_loco_to_build == 0) _players_ai[p->index].state = AIS_0; truelight@0: } truelight@0: truelight@0: static void AiStateDeleteRoadBlocks(Player *p) truelight@0: { rubidium@8725: const AiBuildRec* aib = &_players_ai[p->index].src; rubidium@8725: uint num = _players_ai[p->index].num_build_rec; tron@4011: truelight@0: do { tron@4011: const AiDefaultBlockData* b; tron@4011: tron@4011: if (aib->cur_building_rule == 255) continue; tron@4011: for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) { tron@4011: if (b->mode > 1) continue; tron@4011: DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } rubidium@6987: } while (++aib, --num); truelight@0: rubidium@8725: _players_ai[p->index].state = AIS_0; truelight@0: } truelight@0: truelight@0: truelight@0: static void AiStateAirportStuff(Player *p) truelight@0: { tron@4000: const Station* st; 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). rubidium@8725: aib = &_players_ai[p->index].src + i; truelight@0: truelight@0: FOR_ALL_STATIONS(st) { 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: tron@6358: AirportFTAClass::Flags flags = st->Airport()->flags; tron@6350: rubidium@8725: if (!(flags & (_players_ai[p->index].build_kind == 1 && i == 0 ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES))) { truelight@0: continue; tron@6350: } 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 tron@3338: * IsHangarTile() makes no sense. --pasky */ KUDr@6353: if (!(flags & AirportFTAClass::AIRPLANES)) { 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 { tron@3338: rule = IsHangarTile(st->airport_tile); truelight@0: } truelight@0: truelight@0: aib->cur_building_rule = rule; truelight@0: aib->use_tile = st->airport_tile; truelight@0: break; truelight@0: } rubidium@8725: } while (++i != _players_ai[p->index].num_build_rec); rubidium@8725: rubidium@8725: _players_ai[p->index].state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; rubidium@8725: _players_ai[p->index].state_mode = 255; rubidium@8725: _players_ai[p->index].state_counter = 0; truelight@0: } truelight@0: rubidium@7439: static CommandCost AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { tron@6222: uint32 avail_airports = GetValidAirports(); rubidium@8726: CommandCost ret,total_cost(EXPENSES_CONSTRUCTION); truelight@0: tron@3033: for (; p->mode == 0; p++) { skidd13@8424: if (!HasBit(avail_airports, p->attr)) return CMD_ERROR; rubidium@6987: ret = DoCommand(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; rubidium@7446: total_cost.AddCost(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]; truelight@0: tron@3033: for (; p->mode == 0; p++) { tron@1977: TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); tron@3876: const AirportFTAClass* airport = GetAirport(p->attr); tron@3876: uint w = airport->size_x; tron@3876: uint h = airport->size_y; glx@9070: uint rad = _patches.modified_catchment ? airport->catchment : (uint)CA_UNMODIFIED; 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: rubidium@7439: static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, CommandCost *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@6350: if (heli && !(GetAirport(p->attr)->flags & AirportFTAClass::HELICOPTERS)) continue; truelight@0: truelight@0: *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); rubidium@7442: if (CmdSucceeded(*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; rubidium@7439: CommandCost cost; truelight@0: truelight@0: // time out? rubidium@8725: if (++_players_ai[p->index].timeout_counter == 1388) { rubidium@8725: _players_ai[p->index].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 rubidium@8725: aib = &_players_ai[p->index].src; rubidium@8725: j = _players_ai[p->index].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. rubidium@8725: rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, _players_ai[p->index].build_kind, &cost); truelight@0: tron@1861: // SetRedErrorSquare(aib->use_tile); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while rubidium@8725: if (_players_ai[p->index].state_counter >= 600) { rubidium@8725: AiDoTerraformLand(aib->use_tile, (DiagDirection)(Random() & 3), 3, (int8)_players_ai[p->index].state_mode); truelight@0: } truelight@0: // also try the other terraform direction rubidium@8725: if (++_players_ai[p->index].state_counter >= 1000) { rubidium@8725: _players_ai[p->index].state_counter = 0; rubidium@8725: _players_ai[p->index].state_mode = -_players_ai[p->index].state_mode; truelight@0: } rubidium@6987: } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) { truelight@0: // player has money, build it. rubidium@7439: CommandCost 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: ); rubidium@7442: assert(CmdSucceeded(r)); truelight@0: } rubidium@6987: } while (++aib, --j); truelight@0: } while (--i); truelight@0: truelight@0: // check if we're done with all of them rubidium@8725: aib = &_players_ai[p->index].src; rubidium@8725: j = _players_ai[p->index].num_build_rec; truelight@0: do { tron@3033: if (aib->cur_building_rule == 255) return; rubidium@6987: } while (++aib, --j); truelight@0: truelight@0: // yep, all are done. switch state. rubidium@8725: _players_ai[p->index].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; tron@4000: VehicleID loco_id; truelight@193: rubidium@8725: ptr = _airport_default_block_data[_players_ai[p->index].src.cur_building_rule]; tron@4000: for (; ptr->mode != 0; ptr++) {} truelight@0: rubidium@8725: tile = TILE_ADD(_players_ai[p->index].src.use_tile, ToTileIndexDiff(ptr->tileoffs)); rubidium@8725: smatz@8898: /* determine forbidden aircraft bits */ smatz@8898: byte forbidden = 0; smatz@8898: for (i = 0; _players_ai[p->index].order_list_blocks[i] != 0xFF; i++) { smatz@8898: const AiBuildRec *aib = (&_players_ai[p->index].src) + _players_ai[p->index].order_list_blocks[i]; smatz@8898: const Station *st = GetStationByTile(aib->use_tile); smatz@8898: smatz@8898: if (st == NULL || !(st->facilities & FACIL_AIRPORT)) continue; smatz@8898: smatz@8898: AirportFTAClass::Flags flags = st->Airport()->flags; smatz@8898: if (!(flags & AirportFTAClass::AIRPLANES)) forbidden |= AIR_CTOL | AIR_FAST; // no planes for heliports / oil rigs smatz@8898: if (flags & AirportFTAClass::SHORT_STRIP) forbidden |= AIR_FAST; // no fast planes for small airports smatz@8898: } smatz@8898: smatz@8898: veh = AiChooseAircraftToBuild(p->player_money, forbidden); 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@6358: tile += ToTileIndexDiff(GetStationByTile(tile)->Airport()->airport_depots[0]); tron@3491: if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; tron@3948: loco_id = _new_vehicle_id; truelight@0: rubidium@8725: for (i = 0; _players_ai[p->index].order_list_blocks[i] != 0xFF; i++) { rubidium@8725: AiBuildRec *aib = (&_players_ai[p->index].src) + _players_ai[p->index].order_list_blocks[i]; rubidium@8725: bool is_pass = (_players_ai[p->index].cargo_type == CT_PASSENGERS || _players_ai[p->index].cargo_type == CT_MAIL); darkvater@558: Order order; darkvater@558: rubidium@9332: order.MakeGoToStation(AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule)); darkvater@558: rubidium@8798: if (!is_pass && i == 1) order.flags |= OFB_UNLOAD; rubidium@8725: if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0)) rubidium@8798: order.flags |= OFB_FULL_LOAD; darkvater@558: rubidium@9335: DoCommand(0, loco_id + (i << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: tron@3491: DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); tron@3491: tron@3491: DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); truelight@0: rubidium@8725: if (_players_ai[p->index].num_want_fullload != 0) _players_ai[p->index].num_want_fullload--; rubidium@8725: rubidium@8725: if (--_players_ai[p->index].num_loco_to_build == 0) _players_ai[p->index].state = AIS_0; truelight@0: } truelight@0: truelight@0: static void AiStateCheckShipStuff(Player *p) truelight@0: { rubidium@7951: /* Ships are not implemented in this (broken) AI */ truelight@0: } truelight@0: truelight@0: static void AiStateBuildDefaultShipBlocks(Player *p) truelight@0: { rubidium@7951: /* Ships are not implemented in this (broken) AI */ truelight@0: } truelight@0: truelight@0: static void AiStateDoShipStuff(Player *p) truelight@0: { rubidium@7951: /* Ships are not implemented in this (broken) AI */ truelight@0: } truelight@0: truelight@0: static void AiStateSellVeh(Player *p) truelight@0: { rubidium@8725: Vehicle *v = _players_ai[p->index].cur_veh; truelight@0: truelight@0: if (v->owner == _current_player) { rubidium@6585: if (v->type == VEH_TRAIN) { truelight@193: matthijs@1330: if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { rubidium@9332: if (!v->current_order.IsType(OT_GOTO_DEPOT)) Darkvater@4495: DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT); truelight@0: goto going_to_depot; truelight@0: } truelight@0: truelight@0: // Sell whole train tron@3491: DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); truelight@193: rubidium@6585: } else if (v->type == VEH_ROAD) { rubidium@7986: if (!v->IsStoppedInDepot()) { rubidium@9332: if (!v->current_order.IsType(OT_GOTO_DEPOT)) tron@3491: DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); truelight@0: goto going_to_depot; truelight@0: } truelight@0: tron@3491: DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); rubidium@6585: } else if (v->type == VEH_AIRCRAFT) { rubidium@7986: if (!v->IsStoppedInDepot()) { rubidium@9332: if (!v->current_order.IsType(OT_GOTO_DEPOT)) tron@3491: DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); truelight@0: goto going_to_depot; truelight@0: } truelight@0: tron@3491: DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); rubidium@7951: } else if (v->type == VEH_SHIP) { rubidium@7951: /* Ships are not implemented in this (broken) AI */ truelight@0: } truelight@0: } truelight@0: truelight@0: goto return_to_loop; truelight@0: going_to_depot:; rubidium@8725: if (++_players_ai[p->index].state_counter <= 832) return; truelight@0: rubidium@9332: if (v->current_order.IsType(OT_GOTO_DEPOT)) { rubidium@9332: v->current_order.MakeDummy(); truelight@0: InvalidateWindow(WC_VEHICLE_VIEW, v->index); truelight@0: } truelight@0: return_to_loop:; rubidium@8725: _players_ai[p->index].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 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. rubidium@8725: _players_ai[p->index].state = AIS_1; truelight@0: truelight@0: // Get a list of all stations that are in use by a vehicle KUDr@5860: byte *in_use = MallocT(GetMaxStationIndex() + 1); matthijs@5247: memset(in_use, 0, GetMaxStationIndex() + 1); truelight@1024: FOR_ALL_ORDERS(ord) { rubidium@9336: if (ord->IsType(OT_GOTO_STATION)) in_use[ord->GetDestination()] = 1; truelight@0: } truelight@0: truelight@0: // Go through all stations and delete those that aren't in use truelight@0: FOR_ALL_STATIONS(st) { glx@5004: if (st->owner == _current_player && !in_use[st->index] && 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)) { tron@3491: DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } 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) { rubidium@8725: _players_ai[p->index].cur_dir_a = DIAGDIR_NE; rubidium@8725: _players_ai[p->index].cur_tile_a = tile; rubidium@8725: _players_ai[p->index].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) { rubidium@8725: _players_ai[p->index].cur_dir_a = DIAGDIR_SE; rubidium@8725: _players_ai[p->index].cur_tile_a = tile; rubidium@8725: _players_ai[p->index].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) { rubidium@8725: _players_ai[p->index].cur_dir_a = DIAGDIR_SW; rubidium@8725: _players_ai[p->index].cur_tile_a = tile; rubidium@8725: _players_ai[p->index].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) { rubidium@8725: _players_ai[p->index].cur_dir_a = DIAGDIR_NW; rubidium@8725: _players_ai[p->index].cur_tile_a = tile; rubidium@8725: _players_ai[p->index].state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: } else { rubidium@6987: static const byte _depot_bits[] = {0x19, 0x16, 0x25, 0x2A}; truelight@0: tron@3185: DiagDirection dir = GetRailDepotDirection(tile); tron@3185: Darkvater@4559: if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir]) truelight@0: return; truelight@193: tron@3491: DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } rubidium@7866: } else if (IsTileType(tile, MP_ROAD)) { tron@1901: if (!IsTileOwner(tile, _current_player)) return; truelight@0: tron@3033: if (IsLevelCrossing(tile)) goto is_rail_crossing; tron@3033: frosch@9059: if (IsRoadDepot(tile)) { tron@3153: DiagDirection dir; tron@4000: TileIndex t; truelight@0: truelight@0: // Check if there are any stations around. tron@4000: t = tile + TileDiffXY(-1, 0); tron@4000: if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; tron@4000: tron@4000: t = tile + TileDiffXY(1, 0); tron@4000: if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; tron@4000: tron@4000: t = tile + TileDiffXY(0, -1); tron@4000: if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; tron@4000: tron@4000: t = tile + TileDiffXY(0, 1); tron@4000: if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; truelight@0: tron@3179: dir = GetRoadDepotDirection(tile); truelight@0: tron@3491: DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); tron@3491: DoCommand( Darkvater@4559: TILE_MASK(tile + TileOffsByDiagDir(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) || smatz@8579: GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL) { truelight@0: return; tron@3234: } truelight@193: rubidium@5838: rails = TRACK_BIT_NONE; truelight@0: smatz@8579: switch (GetTunnelBridgeDirection(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 { rubidium@8725: TileIndex tile = ++_players_ai[p->index].state_counter; truelight@0: truelight@0: // Iterated all tiles? tron@1174: if (tile >= MapSize()) { rubidium@8725: _players_ai[p->index].state = AIS_REMOVE_STATION; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Remove player stuff in that tile truelight@0: AiRemovePlayerRailOrRoad(p, tile); rubidium@8725: if (_players_ai[p->index].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. rubidium@8725: if (!AiRemoveTileAndGoForward(p)) _players_ai[p->index].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: } Darkvater@4845: if (IsHumanPlayer(_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: truelight@0: // Ask the guy with the highest performance hist. truelight@0: FOR_ALL_PLAYERS(pp) { truelight@0: if (pp->is_active && rubidium@6987: !(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: } rubidium@6987: 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: skidd13@8427: 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: } Darkvater@4845: if (IsHumanPlayer(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. rubidium@5838: PlayerID old_p = _current_player; celestar@6900: _current_player = best_pl->index; tron@3491: DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); truelight@0: _current_player = old_p; truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@4011: static void AiAdjustLoan(const Player* p) truelight@0: { rubidium@7486: Money 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@3491: DoCommand(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 && rubidium@6987: -(p->old_economy[0].expenses + p->old_economy[1].expenses) < base * 60) { tron@3491: DoCommand(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); tron@3491: DoCommand(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: 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 % rubidium@6987: _ai_service_interval = _patches.servint_ispercent ? 80 : 180; truelight@192: Darkvater@4845: if (IsHumanPlayer(_current_player)) 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; rubidium@6987: 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: rubidium@8725: if (_players_ai[p->index].state != old_state) { truelight@0: if (hasdots) truelight@0: printf("\n"); truelight@0: hasdots=false; rubidium@8725: printf("AiState: %s\n", _ai_state_names[old_state=_players_ai[p->index].state]); truelight@0: } else { truelight@0: printf("."); truelight@0: hasdots=true; truelight@0: } truelight@0: } truelight@0: #endif truelight@0: rubidium@8725: _ai_actions[_players_ai[p->index].state](p); truelight@0: } rubidium@8725: rubidium@8725: rubidium@8725: static const SaveLoad _player_ai_desc[] = { rubidium@8725: SLE_VAR(PlayerAI, state, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, tick, SLE_UINT8), rubidium@8725: SLE_CONDVAR(PlayerAI, state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12), rubidium@8725: SLE_CONDVAR(PlayerAI, state_counter, SLE_UINT32, 13, SL_MAX_VERSION), rubidium@8725: SLE_VAR(PlayerAI, timeout_counter, SLE_UINT16), rubidium@8725: rubidium@8725: SLE_VAR(PlayerAI, state_mode, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, banned_tile_count, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, railtype_to_use, SLE_UINT8), rubidium@8725: rubidium@8725: SLE_VAR(PlayerAI, cargo_type, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, num_wagons, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, build_kind, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, num_build_rec, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, num_loco_to_build, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, num_want_fullload, SLE_UINT8), rubidium@8725: rubidium@8725: SLE_VAR(PlayerAI, route_type_mask, SLE_UINT8), rubidium@8725: rubidium@8725: SLE_CONDVAR(PlayerAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@8725: SLE_CONDVAR(PlayerAI, start_tile_a, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@8725: SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@8725: SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@8725: SLE_VAR(PlayerAI, start_dir_a, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, cur_dir_a, SLE_UINT8), rubidium@8725: rubidium@8725: SLE_CONDVAR(PlayerAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@8725: SLE_CONDVAR(PlayerAI, start_tile_b, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@8725: SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@8725: SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@8725: SLE_VAR(PlayerAI, start_dir_b, SLE_UINT8), rubidium@8725: SLE_VAR(PlayerAI, cur_dir_b, SLE_UINT8), rubidium@8725: rubidium@8725: SLE_REF(PlayerAI, cur_veh, REF_VEHICLE), rubidium@8725: rubidium@8725: SLE_ARR(PlayerAI, wagon_list, SLE_UINT16, 9), rubidium@8725: SLE_ARR(PlayerAI, order_list_blocks, SLE_UINT8, 20), rubidium@8725: SLE_ARR(PlayerAI, banned_tiles, SLE_UINT16, 16), rubidium@8725: rubidium@8725: SLE_CONDNULL(64, 2, SL_MAX_VERSION), rubidium@8725: SLE_END() rubidium@8725: }; rubidium@8725: rubidium@8725: static const SaveLoad _player_ai_build_rec_desc[] = { rubidium@8725: SLE_CONDVAR(AiBuildRec, spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@8725: SLE_CONDVAR(AiBuildRec, spec_tile, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@8725: SLE_CONDVAR(AiBuildRec, use_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@8725: SLE_CONDVAR(AiBuildRec, use_tile, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@8725: SLE_VAR(AiBuildRec, rand_rng, SLE_UINT8), rubidium@8725: SLE_VAR(AiBuildRec, cur_building_rule, SLE_UINT8), rubidium@8725: SLE_VAR(AiBuildRec, unk6, SLE_UINT8), rubidium@8725: SLE_VAR(AiBuildRec, unk7, SLE_UINT8), rubidium@8725: SLE_VAR(AiBuildRec, buildcmd_a, SLE_UINT8), rubidium@8725: SLE_VAR(AiBuildRec, buildcmd_b, SLE_UINT8), rubidium@8725: SLE_VAR(AiBuildRec, direction, SLE_UINT8), rubidium@8725: SLE_VAR(AiBuildRec, cargo, SLE_UINT8), rubidium@8725: SLE_END() rubidium@8725: }; rubidium@8725: rubidium@8725: rubidium@8725: void SaveLoad_AI(PlayerID id) rubidium@8725: { rubidium@8725: PlayerAI *pai = &_players_ai[id]; rubidium@8725: SlObject(pai, _player_ai_desc); rubidium@8725: for (int i = 0; i != pai->num_build_rec; i++) { rubidium@8725: SlObject(&pai->src + i, _player_ai_build_rec_desc); rubidium@8725: } rubidium@8732: }