diff --git a/ai.h b/ai.h index bd0d794d19..f27e8d1653 100644 --- a/ai.h +++ b/ai.h @@ -1,243 +1,243 @@ -#ifndef AI_H -#define AI_H - -#include "aystar.h" - -/* - * These defines can be altered to change the behavoir of the AI - * - * WARNING: - * This can also alter the AI in a negative way. I will never claim these settings - * are perfect, but don't change them if you don't know what the effect is. - */ - -// How many times it the H multiplied. The higher, the more it will go straight to the -// end point. The lower, how more it will find the route with the lowest cost. -// also: the lower, the longer it takes before route is calculated.. -#define AI_PATHFINDER_H_MULTIPLER 100 - -// How many loops may AyStar do before it stops -// 0 = infinite -#define AI_PATHFINDER_LOOPS_PER_TICK 5 - -// How long may the AI search for one route? -// 0 = infinite -// This number is the number of tiles tested. -// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks -// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts -// (that is: if the AI is on VERY FAST! :p -#define AI_PATHFINDER_MAX_SEARCH_NODES 5000 - -// If you enable this, the AI is not allowed to make 90degree turns -#define AI_PATHFINDER_NO_90DEGREES_TURN - -// Below are defines for the g-calculation - -// Standard penalty given to a tile -#define AI_PATHFINDER_PENALTY 150 -// The penalty given to a tile that is going up -#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450 -// Changing direction is a penalty, to prevent curved ways (with that: slow ways) -#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200 -// Same penalty, only for when road already exists -#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50 -// A diagonal track cost the same as a straigh, but a diagonal is faster... so give -// a bonus for using diagonal track -#ifdef AI_PATHFINDER_NO_90DEGREES_TURN -#define AI_PATHFINDER_DIAGONAL_BONUS 95 -#else -#define AI_PATHFINDER_DIAGONAL_BONUS 75 -#endif -// If a roadblock already exists, it gets a bonus -#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140 -// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation -#define AI_PATHFINDER_CURVE_PENALTY 200 - -// Penalty a bridge gets per length -#define AI_PATHFINDER_BRIDGE_PENALTY 180 -// The penalty for a bridge going up -#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000 - -// Tunnels are expensive... -// Because of that, every tile the cost is increased with 1/8th of his value -// This is also true if you are building a tunnel yourself -#define AI_PATHFINDER_TUNNEL_PENALTY 350 - -/* - * Ai_New defines - */ - -// How long may we search cities and industry for a new route? -#define AI_LOCATE_ROUTE_MAX_COUNTER 200 - -// How many days must there be between building the first station and the second station -// within one city. This number is in days and should be more then 4 months. -#define AI_CHECKCITY_DATE_BETWEEN 180 - -// How many cargo is needed for one station in a city? -#define AI_CHECKCITY_CARGO_PER_STATION 60 -// How much cargo must there not be used in a city before we can build a new station? -#define AI_CHECKCITY_NEEDED_CARGO 50 -// When there is already a station which takes the same good and the rating of that -// city is higher then this numer, we are not going to attempt to build anything -// there -#define AI_CHECKCITY_CARGO_RATING 50 -// But, there is a chance of 1 out of this number, that we do ;) -#define AI_CHECKCITY_CARGO_RATING_CHANCE 5 -// If a city is too small to contain a station, there is a small chance -// that we still do so.. just to make the city bigger! -#define AI_CHECKCITY_CITY_CHANCE 5 - -// This number indicates for every unit of cargo, how many tiles two stations maybe be away -// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units -// of the cargo in the other station, both stations can be 96 units away from eachother, if the -// next number is 0.4. -#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4 -#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7 -// In whole tiles, the minimum distance for a truck route -#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30 - -// The amount of tiles in a square from -X to +X that is scanned for a station spot -// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot -// Safe values are between 15 and 5 -#define AI_FINDSTATION_TILE_RANGE 10 - -// Building on normal speed goes very fast. Idle this amount of ticks between every -// building part. It is calculated like this: (4 - competitor_speed) * num + 1 -// where competitor_speed is between 0 (very slow) to 4 (very fast) -#define AI_BUILDPATH_PAUSE 10 - -// Minimum % of reliabilty a vehicle has to have before the AI buys it -#define AI_VEHICLE_MIN_RELIABILTY 60 - -// The minimum amount of money a player should always have -#define AI_MINIMUM_MONEY 15000 - -// If the most cheap route is build, how much is it going to cost.. -// This is to prevent the AI from trying to build a route which can not be paid for -#define AI_MINIMUM_BUS_ROUTE_MONEY 25000 -#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000 - -// The minimum amount of money before we are going to repay any money -#define AI_MINIMUM_LOAN_REPAY_MONEY 40000 -// How many repays do we do if we have enough money to do so? -// Every repay is 10000 -#define AI_LOAN_REPAY 2 -// How much income must we have before paying back a loan? Month-based (and looked at the last month) -#define AI_MINIMUM_INCOME_FOR_LOAN 7000 - -// If there is time as much cargo in the station then the vehicle can handle -// reuse the station instead of building a new one! -#define AI_STATION_REUSE_MULTIPLER 2 - -// No more then this amount of vehicles per station.. -#define AI_CHECK_MAX_VEHICLE_PER_STATION 10 - -// How many thick between building 2 vehicles -#define AI_BUILD_VEHICLE_TIME_BETWEEN 74 - -/* - * End of defines - */ - - -// This stops 90degrees curves -static const byte _illegal_curves[6] = { - 255, 255, // Horz and vert, don't have the effect - 5, // upleft and upright are not valid - 4, // downright and downleft are not valid - 2, // downleft and upleft are not valid - 3, // upright and downright are not valid -}; - -static const TileIndexDiff _tiles_around[4] = { - TILE_XY(-1,0), - TILE_XY(0,1), - TILE_XY(1,0), - TILE_XY(0,-1), -}; - -enum { - AI_STATE_STARTUP = 0, - AI_STATE_FIRST_TIME, - AI_STATE_NOTHING, - AI_STATE_WAKE_UP, - AI_STATE_LOCATE_ROUTE, - AI_STATE_FIND_STATION, - AI_STATE_FIND_PATH, - AI_STATE_FIND_DEPOT, - AI_STATE_VERIFY_ROUTE, - AI_STATE_BUILD_STATION, - AI_STATE_BUILD_PATH, - AI_STATE_BUILD_DEPOT, - AI_STATE_BUILD_VEHICLE, - AI_STATE_GIVE_ORDERS, - AI_STATE_START_VEHICLE, - AI_STATE_REPAY_MONEY, - AI_STATE_ACTION_DONE, - AI_STATE_STOP, // Temporary function to stop the AI -}; - -// Used for tbt (train/bus/truck) -enum { - AI_TRAIN = 0, - AI_BUS, - AI_TRUCK, -}; - -enum { - AI_ACTION_NONE = 0, - AI_ACTION_BUS_ROUTE, - AI_ACTION_TRUCK_ROUTE, - AI_ACTION_REPAY_LOAN, -}; - -// Used for from_type/to_type -enum { - AI_NO_TYPE = 0, - AI_CITY, - AI_INDUSTRY, -}; - -#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry) -#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route -#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX) - -#define AI_PATHFINDER_NO_DIRECTION (byte)-1 - -// Flags used in user_data -#define AI_PATHFINDER_FLAG_BRIDGE 1 -#define AI_PATHFINDER_FLAG_TUNNEL 2 - -// A macro for mp_street, where 0x20 is depot -// mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge -#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \ -(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \ - (((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \ - ((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2)))) - -typedef void AiNew_StateFunction(Player *p); - -// ai_new.c -void AiNewDoGameLoop(Player *p); - -// ai_pathfinder.c -AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo); -void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo); - -// ai_shared.c -int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c); -int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c); -int AiNew_GetDirection(uint tile_a, uint tile_b); - -// ai_build.c -bool AiNew_Build_CompanyHQ(Player *p, uint tile); -int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag); -int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag); -int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); -int AiNew_PickVehicle(Player *p); -int AiNew_Build_Vehicle(Player *p, uint tile, byte flag); -int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag); - - -#endif +#ifndef AI_H +#define AI_H + +#include "aystar.h" + +/* + * These defines can be altered to change the behavoir of the AI + * + * WARNING: + * This can also alter the AI in a negative way. I will never claim these settings + * are perfect, but don't change them if you don't know what the effect is. + */ + +// How many times it the H multiplied. The higher, the more it will go straight to the +// end point. The lower, how more it will find the route with the lowest cost. +// also: the lower, the longer it takes before route is calculated.. +#define AI_PATHFINDER_H_MULTIPLER 100 + +// How many loops may AyStar do before it stops +// 0 = infinite +#define AI_PATHFINDER_LOOPS_PER_TICK 5 + +// How long may the AI search for one route? +// 0 = infinite +// This number is the number of tiles tested. +// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks +// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts +// (that is: if the AI is on VERY FAST! :p +#define AI_PATHFINDER_MAX_SEARCH_NODES 5000 + +// If you enable this, the AI is not allowed to make 90degree turns +#define AI_PATHFINDER_NO_90DEGREES_TURN + +// Below are defines for the g-calculation + +// Standard penalty given to a tile +#define AI_PATHFINDER_PENALTY 150 +// The penalty given to a tile that is going up +#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450 +// Changing direction is a penalty, to prevent curved ways (with that: slow ways) +#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200 +// Same penalty, only for when road already exists +#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50 +// A diagonal track cost the same as a straigh, but a diagonal is faster... so give +// a bonus for using diagonal track +#ifdef AI_PATHFINDER_NO_90DEGREES_TURN +#define AI_PATHFINDER_DIAGONAL_BONUS 95 +#else +#define AI_PATHFINDER_DIAGONAL_BONUS 75 +#endif +// If a roadblock already exists, it gets a bonus +#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140 +// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation +#define AI_PATHFINDER_CURVE_PENALTY 200 + +// Penalty a bridge gets per length +#define AI_PATHFINDER_BRIDGE_PENALTY 180 +// The penalty for a bridge going up +#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000 + +// Tunnels are expensive... +// Because of that, every tile the cost is increased with 1/8th of his value +// This is also true if you are building a tunnel yourself +#define AI_PATHFINDER_TUNNEL_PENALTY 350 + +/* + * Ai_New defines + */ + +// How long may we search cities and industry for a new route? +#define AI_LOCATE_ROUTE_MAX_COUNTER 200 + +// How many days must there be between building the first station and the second station +// within one city. This number is in days and should be more then 4 months. +#define AI_CHECKCITY_DATE_BETWEEN 180 + +// How many cargo is needed for one station in a city? +#define AI_CHECKCITY_CARGO_PER_STATION 60 +// How much cargo must there not be used in a city before we can build a new station? +#define AI_CHECKCITY_NEEDED_CARGO 50 +// When there is already a station which takes the same good and the rating of that +// city is higher then this numer, we are not going to attempt to build anything +// there +#define AI_CHECKCITY_CARGO_RATING 50 +// But, there is a chance of 1 out of this number, that we do ;) +#define AI_CHECKCITY_CARGO_RATING_CHANCE 5 +// If a city is too small to contain a station, there is a small chance +// that we still do so.. just to make the city bigger! +#define AI_CHECKCITY_CITY_CHANCE 5 + +// This number indicates for every unit of cargo, how many tiles two stations maybe be away +// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units +// of the cargo in the other station, both stations can be 96 units away from eachother, if the +// next number is 0.4. +#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4 +#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7 +// In whole tiles, the minimum distance for a truck route +#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30 + +// The amount of tiles in a square from -X to +X that is scanned for a station spot +// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot +// Safe values are between 15 and 5 +#define AI_FINDSTATION_TILE_RANGE 10 + +// Building on normal speed goes very fast. Idle this amount of ticks between every +// building part. It is calculated like this: (4 - competitor_speed) * num + 1 +// where competitor_speed is between 0 (very slow) to 4 (very fast) +#define AI_BUILDPATH_PAUSE 10 + +// Minimum % of reliabilty a vehicle has to have before the AI buys it +#define AI_VEHICLE_MIN_RELIABILTY 60 + +// The minimum amount of money a player should always have +#define AI_MINIMUM_MONEY 15000 + +// If the most cheap route is build, how much is it going to cost.. +// This is to prevent the AI from trying to build a route which can not be paid for +#define AI_MINIMUM_BUS_ROUTE_MONEY 25000 +#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000 + +// The minimum amount of money before we are going to repay any money +#define AI_MINIMUM_LOAN_REPAY_MONEY 40000 +// How many repays do we do if we have enough money to do so? +// Every repay is 10000 +#define AI_LOAN_REPAY 2 +// How much income must we have before paying back a loan? Month-based (and looked at the last month) +#define AI_MINIMUM_INCOME_FOR_LOAN 7000 + +// If there is time as much cargo in the station then the vehicle can handle +// reuse the station instead of building a new one! +#define AI_STATION_REUSE_MULTIPLER 2 + +// No more then this amount of vehicles per station.. +#define AI_CHECK_MAX_VEHICLE_PER_STATION 10 + +// How many thick between building 2 vehicles +#define AI_BUILD_VEHICLE_TIME_BETWEEN 74 + +/* + * End of defines + */ + + +// This stops 90degrees curves +static const byte _illegal_curves[6] = { + 255, 255, // Horz and vert, don't have the effect + 5, // upleft and upright are not valid + 4, // downright and downleft are not valid + 2, // downleft and upleft are not valid + 3, // upright and downright are not valid +}; + +static const TileIndexDiff _tiles_around[4] = { + TILE_XY(-1,0), + TILE_XY(0,1), + TILE_XY(1,0), + TILE_XY(0,-1), +}; + +enum { + AI_STATE_STARTUP = 0, + AI_STATE_FIRST_TIME, + AI_STATE_NOTHING, + AI_STATE_WAKE_UP, + AI_STATE_LOCATE_ROUTE, + AI_STATE_FIND_STATION, + AI_STATE_FIND_PATH, + AI_STATE_FIND_DEPOT, + AI_STATE_VERIFY_ROUTE, + AI_STATE_BUILD_STATION, + AI_STATE_BUILD_PATH, + AI_STATE_BUILD_DEPOT, + AI_STATE_BUILD_VEHICLE, + AI_STATE_GIVE_ORDERS, + AI_STATE_START_VEHICLE, + AI_STATE_REPAY_MONEY, + AI_STATE_ACTION_DONE, + AI_STATE_STOP, // Temporary function to stop the AI +}; + +// Used for tbt (train/bus/truck) +enum { + AI_TRAIN = 0, + AI_BUS, + AI_TRUCK, +}; + +enum { + AI_ACTION_NONE = 0, + AI_ACTION_BUS_ROUTE, + AI_ACTION_TRUCK_ROUTE, + AI_ACTION_REPAY_LOAN, +}; + +// Used for from_type/to_type +enum { + AI_NO_TYPE = 0, + AI_CITY, + AI_INDUSTRY, +}; + +#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry) +#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route +#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX) + +#define AI_PATHFINDER_NO_DIRECTION (byte)-1 + +// Flags used in user_data +#define AI_PATHFINDER_FLAG_BRIDGE 1 +#define AI_PATHFINDER_FLAG_TUNNEL 2 + +// A macro for mp_street, where 0x20 is depot +// mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge +#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \ +(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \ + (((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \ + ((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2)))) + +typedef void AiNew_StateFunction(Player *p); + +// ai_new.c +void AiNewDoGameLoop(Player *p); + +// ai_pathfinder.c +AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo); +void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo); + +// ai_shared.c +int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c); +int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c); +int AiNew_GetDirection(uint tile_a, uint tile_b); + +// ai_build.c +bool AiNew_Build_CompanyHQ(Player *p, uint tile); +int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag); +int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag); +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); +int AiNew_PickVehicle(Player *p); +int AiNew_Build_Vehicle(Player *p, uint tile, byte flag); +int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag); + + +#endif diff --git a/ai_build.c b/ai_build.c index 6a565342b5..909c7e673b 100644 --- a/ai_build.c +++ b/ai_build.c @@ -1,257 +1,257 @@ -#include "stdafx.h" -#include "ttd.h" -#include "command.h" -#include "ai.h" -#include "engine.h" - -// Build HQ -// Params: -// tile : tile where HQ is going to be build -bool AiNew_Build_CompanyHQ(Player *p, uint tile) { - if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR) - return false; - DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); - return true; -} - -// Build station -// Params: -// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station -// tile : tile where station is going to be build -// length : in case of AI_TRAIN: length of station -// numtracks : in case of AI_TRAIN: tracks of station -// direction : the direction of the station -// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) -int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) { - if (type == AI_TRAIN) - return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); - else if (type == AI_BUS) - return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION); - else - return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION); -} - -// Builds a brdige. The second best out of the ones available for this player -// Params: -// tile_a : starting point -// tile_b : end point -// flag : flag passed to DoCommand -int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) { - int bridge_type, bridge_len, type, type2; - - // Find a good bridgetype (the best money can buy) - bridge_len = GetBridgeLength(tile_a, tile_b); - type = type2 = 0; - for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { - if (CheckBridge_Stuff(bridge_type, bridge_len)) { - type2 = type; - type = bridge_type; - // We found two bridges, exit - if (type2 != 0) - break; - } - } - // There is only one bridge that can be build.. - if (type2 == 0 && type != 0) type2 = type; - - // Now, simply, build the bridge! - if (p->ainew.tbt == AI_TRAIN) - return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); - else - return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); -} - - -// Build the route part by part -// Basicly what this function do, is build that amount of parts of the route -// that go in the same direction. It sets 'part' to the last part of the route builded. -// The return value is the cost for the builded parts -// -// Params: -// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder -// part : Which part we need to build -// -// TODO: skip already builded road-pieces (e.g.: cityroad) -int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { - int part = PathFinderInfo->position; - byte *route_extra = PathFinderInfo->route_extra; - TileIndex *route = PathFinderInfo->route; - int dir; - int old_dir = -1; - int cost = 0; - int res; - // We need to calculate the direction with the parent of the parent.. so we skip - // the first pieces and the last piece - if (part < 1) part = 1; - // When we are done, stop it - if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; } - - - if (PathFinderInfo->rail_or_road) { - // Tunnel code - if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); - PathFinderInfo->position++; - // TODO: problems! - if (cost == CMD_ERROR) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); - return 0; - } - return cost; - } - // Bridge code - if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); - PathFinderInfo->position++; - // TODO: problems! - if (cost == CMD_ERROR) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); - return 0; - } - return cost; - } - - // Build normal rail - // Keep it doing till we go an other way - if (route_extra[part-1] == 0 && route_extra[part] == 0) { - while (route_extra[part] == 0) { - // Get the current direction - dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); - // Is it the same as the last one? - if (old_dir != -1 && old_dir != dir) break; - old_dir = dir; - // Build the tile - res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); - if (res == CMD_ERROR) { - // Problem.. let's just abort it all! - p->ainew.state = AI_STATE_NOTHING; - return 0; - } - cost += res; - // Go to the next tile - part++; - // Check if it is still in range.. - if (part >= PathFinderInfo->route_length - 1) break; - } - part--; - } - // We want to return the last position, so we go back one - PathFinderInfo->position = part; - } else { - // Tunnel code - if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); - PathFinderInfo->position++; - // TODO: problems! - if (cost == CMD_ERROR) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); - return 0; - } - return cost; - } - // Bridge code - if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); - PathFinderInfo->position++; - // TODO: problems! - if (cost == CMD_ERROR) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); - return 0; - } - return cost; - } - - // Build normal road - // Keep it doing till we go an other way - // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way - // it will wait till the vehicle is gone.. - if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { - while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { - // Get the current direction - dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); - // Is it the same as the last one? - if (old_dir != -1 && old_dir != dir) break; - old_dir = dir; - // There is already some road, and it is a bridge.. don't build!!! - if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) { - // Build the tile - res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); - // Currently, we ignore CMD_ERRORs! - if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) { - // Problem.. let's just abort it all! - DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); - p->ainew.state = AI_STATE_NOTHING; - return 0; - } else { - if (res != CMD_ERROR) - cost += res; - } - } - // Go to the next tile - part++; - // Check if it is still in range.. - if (part >= PathFinderInfo->route_length - 1) break; - } - part--; - // We want to return the last position, so we go back one - } - if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; - PathFinderInfo->position = part; - } - - return cost; -} - -// This functions tries to find the best vehicle for this type of cargo -// It returns vehicle_id or -1 if not found -int AiNew_PickVehicle(Player *p) { - if (p->ainew.tbt == AI_TRAIN) { - // Not supported yet - return -1; - } else { - int start, count, i, r = CMD_ERROR; - start = _cargoc.ai_roadveh_start[p->ainew.cargo]; - count = _cargoc.ai_roadveh_count[p->ainew.cargo]; - - // Let's check it backwards.. we simply want to best engine available.. - for (i=start+count-1;i>=start;i--) { - // Is it availiable? - // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY - if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; - // Can we build it? - r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); - if (r != CMD_ERROR) break; - } - // We did not find a vehicle :( - if (r == CMD_ERROR) { return -1; } - return i; - } -} - -// Builds the best vehicle possible -int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) { - int i = AiNew_PickVehicle(p); - if (i == -1) return CMD_ERROR; - - if (p->ainew.tbt == AI_TRAIN) { - return CMD_ERROR; - } else { - return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); - } -} - -int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) { - static const byte _roadbits_by_dir[4] = {2,1,8,4}; - int r, r2; - if (p->ainew.tbt == AI_TRAIN) { - return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); - } else { - r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); - if (r == CMD_ERROR) return r; - // Try to build the road from the depot - r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); - // If it fails, ignore it.. - if (r2 == CMD_ERROR) return r; - return r + r2; - } -} +#include "stdafx.h" +#include "ttd.h" +#include "command.h" +#include "ai.h" +#include "engine.h" + +// Build HQ +// Params: +// tile : tile where HQ is going to be build +bool AiNew_Build_CompanyHQ(Player *p, uint tile) { + if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR) + return false; + DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + return true; +} + +// Build station +// Params: +// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station +// tile : tile where station is going to be build +// length : in case of AI_TRAIN: length of station +// numtracks : in case of AI_TRAIN: tracks of station +// direction : the direction of the station +// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) +int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) { + if (type == AI_TRAIN) + return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); + else if (type == AI_BUS) + return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION); + else + return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION); +} + +// Builds a brdige. The second best out of the ones available for this player +// Params: +// tile_a : starting point +// tile_b : end point +// flag : flag passed to DoCommand +int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) { + int bridge_type, bridge_len, type, type2; + + // Find a good bridgetype (the best money can buy) + bridge_len = GetBridgeLength(tile_a, tile_b); + type = type2 = 0; + for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { + if (CheckBridge_Stuff(bridge_type, bridge_len)) { + type2 = type; + type = bridge_type; + // We found two bridges, exit + if (type2 != 0) + break; + } + } + // There is only one bridge that can be build.. + if (type2 == 0 && type != 0) type2 = type; + + // Now, simply, build the bridge! + if (p->ainew.tbt == AI_TRAIN) + return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + else + return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); +} + + +// Build the route part by part +// Basicly what this function do, is build that amount of parts of the route +// that go in the same direction. It sets 'part' to the last part of the route builded. +// The return value is the cost for the builded parts +// +// Params: +// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder +// part : Which part we need to build +// +// TODO: skip already builded road-pieces (e.g.: cityroad) +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { + int part = PathFinderInfo->position; + byte *route_extra = PathFinderInfo->route_extra; + TileIndex *route = PathFinderInfo->route; + int dir; + int old_dir = -1; + int cost = 0; + int res; + // We need to calculate the direction with the parent of the parent.. so we skip + // the first pieces and the last piece + if (part < 1) part = 1; + // When we are done, stop it + if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; } + + + if (PathFinderInfo->rail_or_road) { + // Tunnel code + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + return 0; + } + return cost; + } + + // Build normal rail + // Keep it doing till we go an other way + if (route_extra[part-1] == 0 && route_extra[part] == 0) { + while (route_extra[part] == 0) { + // Get the current direction + dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // Build the tile + res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); + if (res == CMD_ERROR) { + // Problem.. let's just abort it all! + p->ainew.state = AI_STATE_NOTHING; + return 0; + } + cost += res; + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + } + // We want to return the last position, so we go back one + PathFinderInfo->position = part; + } else { + // Tunnel code + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + return 0; + } + return cost; + } + + // Build normal road + // Keep it doing till we go an other way + // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way + // it will wait till the vehicle is gone.. + if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + // Get the current direction + dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // There is already some road, and it is a bridge.. don't build!!! + if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) { + // Build the tile + res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); + // Currently, we ignore CMD_ERRORs! + if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) { + // Problem.. let's just abort it all! + DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); + p->ainew.state = AI_STATE_NOTHING; + return 0; + } else { + if (res != CMD_ERROR) + cost += res; + } + } + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + // We want to return the last position, so we go back one + } + if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; + PathFinderInfo->position = part; + } + + return cost; +} + +// This functions tries to find the best vehicle for this type of cargo +// It returns vehicle_id or -1 if not found +int AiNew_PickVehicle(Player *p) { + if (p->ainew.tbt == AI_TRAIN) { + // Not supported yet + return -1; + } else { + int start, count, i, r = CMD_ERROR; + start = _cargoc.ai_roadveh_start[p->ainew.cargo]; + count = _cargoc.ai_roadveh_count[p->ainew.cargo]; + + // Let's check it backwards.. we simply want to best engine available.. + for (i=start+count-1;i>=start;i--) { + // Is it availiable? + // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY + if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; + // Can we build it? + r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + if (r != CMD_ERROR) break; + } + // We did not find a vehicle :( + if (r == CMD_ERROR) { return -1; } + return i; + } +} + +// Builds the best vehicle possible +int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) { + int i = AiNew_PickVehicle(p); + if (i == -1) return CMD_ERROR; + + if (p->ainew.tbt == AI_TRAIN) { + return CMD_ERROR; + } else { + return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); + } +} + +int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) { + static const byte _roadbits_by_dir[4] = {2,1,8,4}; + int r, r2; + if (p->ainew.tbt == AI_TRAIN) { + return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); + } else { + r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); + if (r == CMD_ERROR) return r; + // Try to build the road from the depot + r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + // If it fails, ignore it.. + if (r2 == CMD_ERROR) return r; + return r + r2; + } +} diff --git a/ai_new.c b/ai_new.c index 0c03b38939..0f15ef3b86 100644 --- a/ai_new.c +++ b/ai_new.c @@ -1,1221 +1,1221 @@ -/* - * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI - */ - -// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen -// doet de AI helemaal niets meer -// TODO: depot rondjes rijden stom iets dingus -// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne... -// TODO: als er iets in path komt, bouwt AI gewoon verder :( -// TODO: mail routes - -/* - * End of Dutch part - */ - -#include "stdafx.h" -#include "ttd.h" -#include "command.h" -#include "ai.h" -#include "town.h" -#include "industry.h" -#include "station.h" -#include "engine.h" -#include "gui.h" - -// This function is called after StartUp. It is the init of an AI -static void AiNew_State_FirstTime(Player *p) { - // This assert is used to protect those function from misuse - // You have quickly a small mistake in the state-array - // With that, everything would go wrong. Finding that, is almost impossible - // With this assert, that problem can never happen. - assert(p->ainew.state == AI_STATE_FIRST_TIME); - // We first have to init some things - - if (_current_player == 1) { - ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0); - } - - // The PathFinder (AyStar) - // TODO: Maybe when an AI goes bankrupt, this is de-init - // or when coming from a savegame.. should be checked out! - p->ainew.path_info.start_tile_tl = 0; - p->ainew.path_info.start_tile_br = 0; - p->ainew.path_info.end_tile_tl = 0; - p->ainew.path_info.end_tile_br = 0; - p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info); - - p->ainew.idle = 0; - - // We ALWAYS start with a bus route.. just some basic money ;) - p->ainew.action = AI_ACTION_BUS_ROUTE; - - // Let's popup the news, and after that, start building.. - p->ainew.state = AI_STATE_WAKE_UP; -} - -// This function just waste some time -// It keeps it more real. The AI can build on such tempo no normal user -// can ever keep up with that. The competitor_speed already delays a bit -// but after the AI finished a track it really needs to go to sleep. -// -// Let's say, we sleep between one and three days if the AI is put on Very Fast. -// This means that on Very Slow it will be between 16 and 48 days.. slow enough? -static void AiNew_State_Nothing(Player *p) { - assert(p->ainew.state == AI_STATE_NOTHING); - // If we are done idling, start over again - // There go 74 ticks in a day - if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74; - if (--p->ainew.idle == 0) { - // We are done idling.. what you say? Let's do something! - // I mean.. the next tick ;) - p->ainew.state = AI_STATE_WAKE_UP; - } -} - -// This function picks out a task we are going to do. -// Currently supported: -// - Make new route -// - Check route -// - Build HQ -static void AiNew_State_WakeUp(Player *p) { - int32 money; - int c; - assert(p->ainew.state == AI_STATE_WAKE_UP); - // First, check if we have a HQ - if (p->location_of_house == 0) { - // We have no HQ yet, build one on a random place - // Random till we found a place for it! - // TODO: this should not be on a random place.. - while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { } - // Enough for now, but we want to come back here the next time - // so we do not change any status - return; - } - - money = p->player_money - AI_MINIMUM_MONEY; - - // Let's pick an action! - if (p->ainew.action == AI_ACTION_NONE) { - c = Random() & 0xFF; - if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && - c < 10) { - p->ainew.action = AI_ACTION_REPAY_LOAN; - } else if (c < 100 && !_patches.ai_disable_veh_roadveh) { - // Do we have any spots for road-vehicles left open? - if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) { - if (c < 65) p->ainew.action = AI_ACTION_TRUCK_ROUTE; - else p->ainew.action = AI_ACTION_BUS_ROUTE; - } - }/* else if (c < 200 && !_patches.ai_disable_veh_train) { - if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) { - p->ainew.action = AI_ACTION_TRAIN_ROUTE; - } - }*/ - } - - if (_patches.ai_disable_veh_roadveh && ( - p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) { - p->ainew.action = AI_ACTION_NONE; - return; - } - - if (_patches.ai_disable_veh_roadveh && ( - p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) { - p->ainew.action = AI_ACTION_NONE; - return; - } - - if (p->ainew.action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) { - // We start repaying some money.. - p->ainew.state = AI_STATE_REPAY_MONEY; - return; - } - - // It is useless to start finding a route if we don't have enough money - // to build the route anyway.. - if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { - p->ainew.action = AI_ACTION_NONE; - return; - } - p->ainew.cargo = AI_NEED_CARGO; - p->ainew.state = AI_STATE_LOCATE_ROUTE; - p->ainew.tbt = AI_BUS; // Bus-route - return; - } - if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { - p->ainew.action = AI_ACTION_NONE; - return; - } - p->ainew.cargo = AI_NEED_CARGO; - p->ainew.last_id = 0; - p->ainew.state = AI_STATE_LOCATE_ROUTE; - p->ainew.tbt = AI_TRUCK; - return; - } - - p->ainew.state = AI_STATE_NOTHING; -} - -static void AiNew_State_ActionDone(Player *p) { - p->ainew.action = AI_ACTION_NONE; - p->ainew.state = AI_STATE_NOTHING; -} - -// Check if a city or industry is good enough to start a route there -static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) { - if (type == AI_CITY) { - Town *t = DEREF_TOWN(ic); - Station *st; - int count = 0; - int j = 0; - - // We don't like roadconstructions, don't even true such a city - if (t->road_build_months != 0) return false; - - // Check if the rating in a city is high enough - // If not, take a chance if we want to continue - if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; - - if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false; - - // Check if we have build a station in this town the last 6 months - // else we don't do it. This is done, because stat updates can be slow - // and sometimes it takes up to 4 months before the stats are corectly. - // This way we don't get 12 busstations in one city of 100 population ;) - FOR_ALL_STATIONS(st) { - // Is it an active station - if (st->xy == 0) continue; - // Do we own it? - if (st->owner == _current_player) { - // Are we talking busses? - if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; - // Is it the same city as we are in now? - if (st->town != t) continue; - // When was this station build? - if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; - // Cound the amount of stations in this city that we own - count++; - } else { - // We do not own it, request some info about the station - // we want to know if this station gets the same good. If so, - // we want to know its rating. If it is too high, we are not going - // to build there - if (!st->goods[CT_PASSENGERS].last_speed) continue; - // Is it around our city - if (GetTileDist(st->xy, t->xy) > 10) continue; - // It does take this cargo.. what is his rating? - if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue; - j++; - // When this is the first station, we build a second with no problem ;) - if (j == 1) continue; - // The rating is high.. second station... - // a little chance that we still continue - // But if there are 3 stations of this size, we never go on... - if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; - // We don't like this station :( - return false; - } - } - - // We are about to add one... - count++; - // Check if we the city can provide enough cargo for this amount of stations.. - if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false; - - // All check are okay, so we can build here! - return true; - } - if (type == AI_INDUSTRY) { - Industry *i = DEREF_INDUSTRY(ic); - Station *st; - int count = 0; - int j = 0; - - if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; - - // No limits on delevering stations! - // Or for industry that does not give anything yet - if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true; - - if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false; - - // Check if we have build a station in this town the last 6 months - // else we don't do it. This is done, because stat updates can be slow - // and sometimes it takes up to 4 months before the stats are corectly. - FOR_ALL_STATIONS(st) { - // Is it an active station - if (st->xy == 0) continue; - - // Do we own it? - if (st->owner == _current_player) { - // Are we talking trucks? - if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; - // Is it the same city as we are in now? - if (st->town != i->town) continue; - // When was this station build? - if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; - // Cound the amount of stations in this city that we own - count++; - } else { - // We do not own it, request some info about the station - // we want to know if this station gets the same good. If so, - // we want to know its rating. If it is too high, we are not going - // to build there - if (i->produced_cargo[0] == 0xFF) continue; - // It does not take this cargo - if (!st->goods[i->produced_cargo[0]].last_speed) continue; - // Is it around our industry - if (GetTileDist(st->xy, i->xy) > 5) continue; - // It does take this cargo.. what is his rating? - if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue; - j++; - // The rating is high.. a little chance that we still continue - // But if there are 2 stations of this size, we never go on... - if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; - // We don't like this station :( - return false; - } - } - - // We are about to add one... - count++; - // Check if we the city can provide enough cargo for this amount of stations.. - if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false; - - // All check are okay, so we can build here! - return true; - } - - return true; -} - -// This functions tries to locate a good route -static void AiNew_State_LocateRoute(Player *p) { - assert(p->ainew.state == AI_STATE_LOCATE_ROUTE); - // For now, we only support PASSENGERS, CITY and BUSSES - - // We don't have a route yet - if (p->ainew.cargo == AI_NEED_CARGO) { - p->ainew.new_cost = 0; // No cost yet - p->ainew.temp = -1; - // Reset the counter - p->ainew.counter = 0; - - p->ainew.from_ic = -1; - p->ainew.to_ic = -1; - if (p->ainew.tbt == AI_BUS) { - // For now we only have a passenger route - p->ainew.cargo = CT_PASSENGERS; - - // Find a route to cities - p->ainew.from_type = AI_CITY; - p->ainew.to_type = AI_CITY; - } else if (p->ainew.tbt == AI_TRUCK) { - p->ainew.cargo = AI_NO_CARGO; - - p->ainew.from_type = AI_INDUSTRY; - p->ainew.to_type = AI_INDUSTRY; - } - - // Now we are doing initing, we wait one tick - return; - } - - // Increase the counter and abort if it is taking too long! - p->ainew.counter++; - if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) { - // Switch back to doing nothing! - p->ainew.state = AI_STATE_NOTHING; - return; - } - - // We are going to locate a city from where we are going to connect - if (p->ainew.from_ic == -1) { - if (p->ainew.temp == -1) { - // First, we pick a random spot to search from - if (p->ainew.from_type == AI_CITY) - p->ainew.temp = RandomRange(_total_towns); - else - p->ainew.temp = RandomRange(_total_industries); - } - - if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { - // It was not a valid city - // increase the temp with one, and return. We will come back later here - // to try again - p->ainew.temp++; - if (p->ainew.from_type == AI_CITY) { - if (p->ainew.temp >= _total_towns) p->ainew.temp = 0; - } else { - if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; - } - - // Don't do an attempt if we are trying the same id as the last time... - if (p->ainew.last_id == p->ainew.temp) return; - p->ainew.last_id = p->ainew.temp; - - return; - } - - // We found a good city/industry, save the data of it - p->ainew.from_ic = p->ainew.temp; - - // Start the next tick with finding a to-city - p->ainew.temp = -1; - return; - } - - // Find a to-city - if (p->ainew.temp == -1) { - // First, we pick a random spot to search to - if (p->ainew.to_type == AI_CITY) - p->ainew.temp = RandomRange(_total_towns); - else - p->ainew.temp = RandomRange(_total_industries); - } - - // The same city is not allowed - // Also check if the city is valid - if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) { - // Maybe it is valid.. - - // We need to know if they are not to far apart from eachother.. - // We do that by checking how much cargo we have to move and how long the route - // is. - - if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) { - int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass; - max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass; - // max_cargo is now the amount of cargo we can move between the two cities - // If it is more then the distance, we allow it - if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { - // We found a good city/industry, save the data of it - p->ainew.to_ic = p->ainew.temp; - p->ainew.state = AI_STATE_FIND_STATION; - - DEBUG(ai,1)("[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp); - - p->ainew.from_tile = 0; - p->ainew.to_tile = 0; - - return; - } - } else if (p->ainew.tbt == AI_TRUCK) { - bool found = false; - int max_cargo = 0; - int i; - // TODO: in max_cargo, also check other cargo (beside [0]) - // First we check if the from_ic produces cargo that this ic accepts - if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) { - for (i=0;i<3;i++) { - if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break; - if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) { - // Found a compatbiel industry - max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0]; - found = true; - p->ainew.from_deliver = true; - p->ainew.to_deliver = false; - break; - } - } - } - if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.temp)->total_production[0] != 0) { - // If not check if the current ic produces cargo that the from_ic accepts - for (i=0;i<3;i++) { - if (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break; - if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) { - // Found a compatbiel industry - found = true; - max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0]; - p->ainew.from_deliver = false; - p->ainew.to_deliver = true; - break; - } - } - } - if (found) { - // Yeah, they are compatible!!! - // Check the length against the amount of goods - if (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && - GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { - p->ainew.to_ic = p->ainew.temp; - if (p->ainew.from_deliver) { - p->ainew.cargo = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0]; - } else { - p->ainew.cargo = DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0]; - } - p->ainew.state = AI_STATE_FIND_STATION; - - DEBUG(ai,1)("[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp); - - p->ainew.from_tile = 0; - p->ainew.to_tile = 0; - - return; - } - } - } - } - - // It was not a valid city - // increase the temp with one, and return. We will come back later here - // to try again - p->ainew.temp++; - if (p->ainew.to_type == AI_CITY) { - if (p->ainew.temp >= _total_towns) p->ainew.temp = 0; - } else { - if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; - } - - // Don't do an attempt if we are trying the same id as the last time... - if (p->ainew.last_id == p->ainew.temp) return; - p->ainew.last_id = p->ainew.temp; -} - -// Check if there are not more then a certain amount of vehicles pointed to a certain -// station. This to prevent 10 busses going to one station, which gives... problems ;) -static bool AiNew_CheckVehicleStation(Player *p, Station *st) { - int count = 0; - Vehicle *v; - uint16 *sched; - uint16 ord; - - // Also check if we don't have already a lot of busses to this city... - FOR_ALL_VEHICLES(v) { - if (v->owner == _current_player) { - sched = v->schedule_ptr; - while (sched != NULL && (ord=*sched++) != 0) { - if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) { - // This vehicle has this city in his list - count++; - } - } - } - } - - if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false; - return true; -} - -extern const byte _roadveh_speed[88]; -extern const byte _roadveh_capacity[88]; - -// This function finds a good spot for a station -static void AiNew_State_FindStation(Player *p) { - TileIndex tile; - Station *st; - int i, count = 0; - TileIndex new_tile = 0; - byte direction = 0; - Town *town = NULL; - Industry *industry = NULL; - assert(p->ainew.state == AI_STATE_FIND_STATION); - - if (p->ainew.from_tile == 0) { - // First we scan for a station in the from-city - if (p->ainew.from_type == AI_CITY) { - town = DEREF_TOWN(p->ainew.from_ic); - tile = town->xy; - } else { - industry = DEREF_INDUSTRY(p->ainew.from_ic); - tile = industry->xy; - } - } else if (p->ainew.to_tile == 0) { - // Second we scan for a station in the to-city - if (p->ainew.to_type == AI_CITY) { - town = DEREF_TOWN(p->ainew.to_ic); - tile = town->xy; - } else { - industry = DEREF_INDUSTRY(p->ainew.to_ic); - tile = industry->xy; - } - } else { - // Unsupported request - // Go to FIND_PATH - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_PATH; - return; - } - - // First, we are going to look at the stations that already exist inside the city - // If there is enough cargo left in the station, we take that station - // If that is not possible, and there are more then 2 stations in the city, abort - i = AiNew_PickVehicle(p); - // Euhmz, this should not happen _EVER_ - // Quit finding a route... - if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; } - - FOR_ALL_STATIONS(st) { - if (st->xy != 0) { - if (st->owner == _current_player) { - if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { - if (st->town == town) { - // Check how much cargo there is left in the station - if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) { - if (AiNew_CheckVehicleStation(p, st)) { - // We did found a station that was good enough! - new_tile = st->xy; - // Cheap way to get the direction of the station... - // Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada! - direction = _map5[st->xy] - 0x47; - break; - } - } - count++; - } - } - } - } - } - // We are going to add a new station... - if (new_tile == 0) count++; - // No more then 2 stations allowed in a city - // This is because only the best 2 stations of one cargo do get any cargo - if (count > 2) { - p->ainew.state = AI_STATE_NOTHING; - return; - } - - if (new_tile == 0 && p->ainew.tbt == AI_BUS) { - uint x, y, i = 0; - int r; - uint best; - uint accepts[NUM_CARGO]; - TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; - uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; - // To find a good spot we scan a range from the center, a get the point - // where we get the most cargo and where it is buildable. - // TODO: also check for station of myself and make sure we are not - // taking eachothers passangers away (bad result when it does not) - for (x = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) { - for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) { - new_tile = TILE_XY(x,y); - if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) { - // This tile we can build on! - // Check acceptance - GetAcceptanceAroundTiles(accepts, new_tile, 1, 1); - // >> 3 == 0 means no cargo - if (accepts[p->ainew.cargo] >> 3 == 0) continue; - // See if we can build the station - r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); - if (r == CMD_ERROR) continue; - // We can build it, so add it to found_spot - found_spot[i] = new_tile; - found_best[i++] = accepts[p->ainew.cargo]; - } - } - } - - // If i is still zero, we did not found anything :( - if (i == 0) { - p->ainew.state = AI_STATE_NOTHING; - return; - } - - // Go through all the found_best and check which has the highest value - best = 0; - new_tile = 0; - - for (x=0;x best || - (found_best[x] == best && GetTileDist(tile, new_tile) > GetTileDist(tile, found_spot[x]))) { - new_tile = found_spot[x]; - best = found_best[x]; - } - } - - // See how much it is going to cost us... - r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); - p->ainew.new_cost += r; - - direction = AI_PATHFINDER_NO_DIRECTION; - } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) { - // Truck station locater works differently.. a station can be on any place - // as long as it is in range. So we give back code AI_STATION_RANGE - // so the pathfinder routine can work it out! - new_tile = AI_STATION_RANGE; - direction = AI_PATHFINDER_NO_DIRECTION; - } - - if (p->ainew.from_tile == 0) { - p->ainew.from_tile = new_tile; - p->ainew.from_direction = direction; - // Now we found thisone, go in for to_tile - return; - } else if (p->ainew.to_tile == 0) { - p->ainew.to_tile = new_tile; - p->ainew.to_direction = direction; - // K, done placing stations! - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_PATH; - return; - } -} - -// We try to find a path between 2 points -static void AiNew_State_FindPath(Player *p) { - int r; - assert(p->ainew.state == AI_STATE_FIND_PATH); - - // First time, init some data - if (p->ainew.temp == -1) { - // Init path_info - if (p->ainew.from_tile == AI_STATION_RANGE) { - // For truck routes we take a range around the industry - p->ainew.path_info.start_tile_tl = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1); - p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(1,1); - p->ainew.path_info.start_direction = p->ainew.from_direction; - } else { - p->ainew.path_info.start_tile_tl = p->ainew.from_tile; - p->ainew.path_info.start_tile_br = p->ainew.from_tile; - p->ainew.path_info.start_direction = p->ainew.from_direction; - } - - if (p->ainew.to_tile == AI_STATION_RANGE) { - p->ainew.path_info.end_tile_tl = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1); - p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(1,1); - p->ainew.path_info.end_direction = p->ainew.to_direction; - } else { - p->ainew.path_info.end_tile_tl = p->ainew.to_tile; - p->ainew.path_info.end_tile_br = p->ainew.to_tile; - p->ainew.path_info.end_direction = p->ainew.to_direction; - } - - if (p->ainew.tbt == AI_TRAIN) - p->ainew.path_info.rail_or_road = true; - else - p->ainew.path_info.rail_or_road = false; - - // First, clean the pathfinder with our new begin and endpoints - clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info); - - p->ainew.temp = 0; - } - - // Start the pathfinder - r = p->ainew.pathfinder->main(p->ainew.pathfinder); - // If it return: no match, stop it... - if (r == AYSTAR_NO_PATH) { - DEBUG(ai,1)("[AiNew] PathFinder found no route!"); - // Start all over again... - p->ainew.state = AI_STATE_NOTHING; - return; - } - if (r == AYSTAR_FOUND_END_NODE) { - // We found the end-point - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_DEPOT; - return; - } - // In any other case, we are still busy finding the route... -} - -// This function tries to locate a good place for a depot! -static void AiNew_State_FindDepot(Player *p) { - // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there.. - // Simple, easy, works! - // To make the depot stand in the middle of the route, we start from the center.. - // But first we walk through the route see if we can find a depot that is ours - // this keeps things nice ;) - int g, i, j, r; - TileIndex tile; - assert(p->ainew.state == AI_STATE_FIND_DEPOT); - - p->ainew.depot_tile = 0; - - for (i=2;iainew.path_info.route_length-2;i++) { - tile = p->ainew.path_info.route[i]; - for (j=0;jainew.depot_tile = tile + _tileoffs_by_dir[j]; - p->ainew.depot_direction = j ^ 2; // Reverse direction - p->ainew.state = AI_STATE_VERIFY_ROUTE; - return; - } - } - } - } - } - } - - // This routine let depot finding start in the middle, and work his way to the stations - // It makes depot placing nicer :) - i = p->ainew.path_info.route_length / 2; - g = 1; - while (i > 1 && i < p->ainew.path_info.route_length - 2) { - i += g; - g *= -1; - (g < 0?g--:g++); - - if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) { - // Bridge or tunnel.. we can't place a depot there - continue; - } - - tile = p->ainew.path_info.route[i]; - - for (j=0;jainew.path_info.route[i-1] || - tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue; - // Not around a bridge? - if (p->ainew.path_info.route_extra[i] != 0) continue; - if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue; - // Is the terrain clear? - if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) || - IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) { - TileInfo ti; - FindLandscapeHeightByTile(&ti, tile); - // If the current tile is on a slope (tileh != 0) then we do not allow this - if (ti.tileh != 0) continue; - // Check if everything went okay.. - r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0); - if (r == CMD_ERROR) continue; - // Found a spot! - p->ainew.new_cost += r; - p->ainew.depot_tile = tile + _tileoffs_by_dir[j]; - p->ainew.depot_direction = j ^ 2; // Reverse direction - p->ainew.state = AI_STATE_VERIFY_ROUTE; - return; - } - } - } - - // Failed to find a depot? - p->ainew.state = AI_STATE_NOTHING; -} - - -// This function calculates how many vehicles there are needed on this -// traject. -// It works pretty simple: get the length, see how much we move around -// and hussle that, and you know how many vehicles there are needed. -// It returns the cost for the vehicles -static int AiNew_HowManyVehicles(Player *p) { - if (p->ainew.tbt == AI_BUS) { - // For bus-routes we look at the time before we are back in the station - int i, length, tiles_a_day; - int amount; - i = AiNew_PickVehicle(p); - if (i == -1) return 0; - // Passenger run.. how long is the route? - length = p->ainew.path_info.route_length; - // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! - // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0 - tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16; - // We want a vehicle in a station once a month at least, so, calculate it! - // (the * 2 is because we have 2 stations ;)) - amount = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2; - if (amount == 0) amount = 1; - return amount; - } else if (p->ainew.tbt == AI_TRUCK) { - // For truck-routes we look at the cargo - int i, length, amount, tiles_a_day; - int max_cargo; - i = AiNew_PickVehicle(p); - if (i == -1) return 0; - // Passenger run.. how long is the route? - length = p->ainew.path_info.route_length; - // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! - // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0 - tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16; - if (p->ainew.from_deliver) - max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0]; - else - max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0]; - - // This is because moving 60% is more then we can dream of! - max_cargo *= 0.6; - // We want all the cargo to be gone in a month.. so, we know the cargo it delivers - // we know what the vehicle takes with him, and we know the time it takes him - // to get back here.. now let's do some math! - amount = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX])); - amount += 1; - return amount; - } else { - // Currently not supported - return 0; - } -} - - -// This function checks: -// - If the route went okay -// - Calculates the amount of money needed to build the route -// - Calculates how much vehicles needed for the route -static void AiNew_State_VerifyRoute(Player *p) { - int res, i; - assert(p->ainew.state == AI_STATE_VERIFY_ROUTE); - - // Let's calculate the cost of the path.. - // new_cost already contains the cost of the stations - p->ainew.path_info.position = -1; - - do { - p->ainew.path_info.position++; - p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST); - } while (p->ainew.path_info.position != -2); - - // Now we know the price of build station + path. Now check how many vehicles - // we need and what the price for that will be - res = AiNew_HowManyVehicles(p); - // If res == 0, no vehicle was found, or an other problem did occour - if (res == 0) { - p->ainew.state = AI_STATE_NOTHING; - return; - } - p->ainew.amount_veh = res; - p->ainew.cur_veh = 0; - - // Check how much it it going to cost us.. - for (i=0;iainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST); - } - - // Now we know how much the route is going to cost us - // Check if we have enough money for it! - if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) { - // Too bad.. - DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost); - p->ainew.state = AI_STATE_NOTHING; - return; - } - - // Now we can build the route, check the direction of the stations! - if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]); - } - if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]); - } - if (p->ainew.from_tile == AI_STATION_RANGE) - p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1]; - if (p->ainew.to_tile == AI_STATION_RANGE) - p->ainew.to_tile = p->ainew.path_info.route[0]; - - p->ainew.state = AI_STATE_BUILD_STATION; - p->ainew.temp = 0; - - DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!"); -} - -// Build the stations -static void AiNew_State_BuildStation(Player *p) { - int res = 0; - assert(p->ainew.state == AI_STATE_BUILD_STATION); - if (p->ainew.temp == 0) { - if (!IS_TILETYPE(p->ainew.from_tile, MP_STATION)) - res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC); - } - else { - if (!IS_TILETYPE(p->ainew.to_tile, MP_STATION)) - res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC); - p->ainew.state = AI_STATE_BUILD_PATH; - } - if (res == CMD_ERROR) { - DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!"); - p->ainew.state = AI_STATE_NOTHING; - // If the first station _was_ build, destroy it - if (p->ainew.temp != 0) - DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - return; - } - p->ainew.temp++; -} - -// Build the path -static void AiNew_State_BuildPath(Player *p) { - assert(p->ainew.state == AI_STATE_BUILD_PATH); - // p->ainew.temp is set to -1 when this function is called for the first time - if (p->ainew.temp == -1) { - DEBUG(ai,1)("[AiNew] Starting to build the path.."); - // Init the counter - p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; - // Set the position to the startingplace (-1 because in a minute we do ++) - p->ainew.path_info.position = -1; - // And don't do this again - p->ainew.temp = 0; - } - // Building goes very fast on normal rate, so we are going to slow it down.. - // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) - if (--p->ainew.counter != 0) return; - p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; - - // Increase the building position - p->ainew.path_info.position++; - // Build route - AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC); - if (p->ainew.path_info.position == -2) { - // This means we are done building! - - if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) { - static const byte _roadbits_by_dir[4] = {2,1,8,4}; - // If they not queue, they have to go up and down to try again at a station... - // We don't want that, so try building some road left or right of the station - short dir1, dir2, dir3; - TileIndex tile; - int i, r; - for (i=0;i<2;i++) { - if (i == 0) { - tile = p->ainew.from_tile + _tileoffs_by_dir[p->ainew.from_direction]; - dir1 = p->ainew.from_direction - 1; - if (dir1 < 0) dir1 = 3; - dir2 = p->ainew.from_direction + 1; - if (dir2 > 3) dir2 = 0; - dir3 = p->ainew.from_direction; - } else { - tile = p->ainew.to_tile + _tileoffs_by_dir[p->ainew.to_direction]; - dir1 = p->ainew.to_direction - 1; - if (dir1 < 0) dir1 = 3; - dir2 = p->ainew.to_direction + 1; - if (dir2 > 3) dir2 = 0; - dir3 = p->ainew.to_direction; - } - - DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - - dir1 = _tileoffs_by_dir[dir1]; - dir2 = _tileoffs_by_dir[dir2]; - dir3 = _tileoffs_by_dir[dir3]; - r = CMD_ERROR; - if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES)) - r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - if (r != CMD_ERROR) - if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1+dir1, MP_TREES)) - DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - - r = CMD_ERROR; - if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES)) - DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - if (r != CMD_ERROR) - if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES)) - DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - - r = CMD_ERROR; - if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES)) - DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - if (r != CMD_ERROR) - if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES)) - DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); - } - } - - - DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost); - p->ainew.state = AI_STATE_BUILD_DEPOT; - } -} - -// Builds the depot -static void AiNew_State_BuildDepot(Player *p) { - int res = 0; - assert(p->ainew.state == AI_STATE_BUILD_DEPOT); - - if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) { - if (_map_owner[p->ainew.depot_tile] == _current_player) { - // The depot is already builded! - p->ainew.state = AI_STATE_BUILD_VEHICLE; - return; - } else { - // There is a depot, but not of our team! :( - p->ainew.state = AI_STATE_NOTHING; - return; - } - } - - // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) - if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction])) - return; - - res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); - if (res == CMD_ERROR) { - DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!"); - p->ainew.state = AI_STATE_NOTHING; - return; - } - - p->ainew.state = AI_STATE_BUILD_VEHICLE; - p->ainew.idle = 1; - p->ainew.veh_main_id = (VehicleID)-1; -} - -// Build vehicles -static void AiNew_State_BuildVehicle(Player *p) { - int res; - assert(p->ainew.state == AI_STATE_BUILD_VEHICLE); - - // Check if we need to build a vehicle - if (p->ainew.amount_veh == 0) { - // Nope, we are done! - // This means: we are all done! The route is open.. go back to NOTHING - // He will idle some time and it will all start over again.. :) - p->ainew.state = AI_STATE_ACTION_DONE; - return; - } - if (--p->ainew.idle != 0) return; - // It is realistic that the AI can only build 1 vehicle a day.. - // This makes sure of that! - p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN; - - // Build the vehicle - res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC); - if (res == CMD_ERROR) { - // This happens when the AI can't build any more vehicles! - p->ainew.state = AI_STATE_NOTHING; - return; - } - // Increase the current counter - p->ainew.cur_veh++; - // Decrease the total counter - p->ainew.amount_veh--; - // Get the new ID - if (p->ainew.tbt == AI_TRAIN) { - } else { - p->ainew.veh_id = _new_roadveh_id; - } - // Go give some orders! - p->ainew.state = AI_STATE_GIVE_ORDERS; -} - -// Put the stations in the order list -static void AiNew_State_GiveOrders(Player *p) { - int order, flags; - assert(p->ainew.state == AI_STATE_GIVE_ORDERS); - - if (p->ainew.veh_main_id != (VehicleID)-1) { - DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER); - - // Skip the first order if it is a second vehicle - // This to make vehicles go different ways.. - if (p->ainew.veh_id & 1) - DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER); - p->ainew.state = AI_STATE_START_VEHICLE; - return; - } else { - p->ainew.veh_main_id = p->ainew.veh_id; - } - - // When more then 1 vehicle, we send them to different directions - order = 0; - flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION; - if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) - flags |= OF_FULL_LOAD; - DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER); - - order = 1; - flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION; - if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver) - flags |= OF_FULL_LOAD; - DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER); - - // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) - if (_patches.gotodepot) { - order = 2; - flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD; - DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER); - } - - // Start the engines! - p->ainew.state = AI_STATE_START_VEHICLE; -} - -// Start the vehicle -static void AiNew_State_StartVehicle(Player *p) { - assert(p->ainew.state == AI_STATE_START_VEHICLE); - - // 3, 2, 1... go! (give START_STOP command ;)) - DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); - // Try to build an other vehicle (that function will stop building when needed) - p->ainew.state = AI_STATE_BUILD_VEHICLE; -} - -// Repays money -static void AiNew_State_RepayMoney(Player *p) { - int i; - for (i=0;iainew.state = AI_STATE_ACTION_DONE; -} - -// Using the technique simular to the original AI -// Keeps things logical -// It really should be in the same order as the AI_STATE's are! -static AiNew_StateFunction* const _ainew_state[] = { - NULL, - AiNew_State_FirstTime, - AiNew_State_Nothing, - AiNew_State_WakeUp, - AiNew_State_LocateRoute, - AiNew_State_FindStation, - AiNew_State_FindPath, - AiNew_State_FindDepot, - AiNew_State_VerifyRoute, - AiNew_State_BuildStation, - AiNew_State_BuildPath, - AiNew_State_BuildDepot, - AiNew_State_BuildVehicle, - AiNew_State_GiveOrders, - AiNew_State_StartVehicle, - AiNew_State_RepayMoney, - AiNew_State_ActionDone, - NULL, -}; - -static void AiNew_OnTick(Player *p) { - if (_ainew_state[p->ainew.state] != NULL) - _ainew_state[p->ainew.state](p); -} - -void AiNewDoGameLoop(Player *p) { - // If it is a human player, it is not an AI, so bubye! - if (IS_HUMAN_PLAYER(_current_player)) - return; - - if (p->ainew.state == AI_STATE_STARTUP) { - // The AI just got alive! - p->ainew.state = AI_STATE_FIRST_TIME; - p->ainew.tick = 0; - - // Only startup the AI - return; - } - - // We keep a ticker. We use it for competitor_speed - p->ainew.tick++; - - // See what the speed is - switch (_opt.diff.competitor_speed) { - case 0: // Very slow - if (!(p->ainew.tick&8)) return; - break; - case 1: // Slow - if (!(p->ainew.tick&4)) return; - break; - case 2: - if (!(p->ainew.tick&2)) return; - break; - case 3: - if (!(p->ainew.tick&1)) return; - break; - case 4: // Very fast - default: // Cool, a new speed setting.. ;) VERY fast ;) - break; - } - - // If we come here, we can do a tick.. do so! - AiNew_OnTick(p); -} +/* + * Next part is in Dutch, and only here for me, TrueLight, the maker of this new AI + */ + +// TODO: als iemand een vehicle stil zet op een weg waar de AI wil bouwen +// doet de AI helemaal niets meer +// TODO: depot rondjes rijden stom iets dingus +// TODO: jezelf afvragen of competitor_intelligence op niveau 2 wel meer geld moet opleverne... +// TODO: als er iets in path komt, bouwt AI gewoon verder :( +// TODO: mail routes + +/* + * End of Dutch part + */ + +#include "stdafx.h" +#include "ttd.h" +#include "command.h" +#include "ai.h" +#include "town.h" +#include "industry.h" +#include "station.h" +#include "engine.h" +#include "gui.h" + +// This function is called after StartUp. It is the init of an AI +static void AiNew_State_FirstTime(Player *p) { + // This assert is used to protect those function from misuse + // You have quickly a small mistake in the state-array + // With that, everything would go wrong. Finding that, is almost impossible + // With this assert, that problem can never happen. + assert(p->ainew.state == AI_STATE_FIRST_TIME); + // We first have to init some things + + if (_current_player == 1) { + ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0); + } + + // The PathFinder (AyStar) + // TODO: Maybe when an AI goes bankrupt, this is de-init + // or when coming from a savegame.. should be checked out! + p->ainew.path_info.start_tile_tl = 0; + p->ainew.path_info.start_tile_br = 0; + p->ainew.path_info.end_tile_tl = 0; + p->ainew.path_info.end_tile_br = 0; + p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info); + + p->ainew.idle = 0; + + // We ALWAYS start with a bus route.. just some basic money ;) + p->ainew.action = AI_ACTION_BUS_ROUTE; + + // Let's popup the news, and after that, start building.. + p->ainew.state = AI_STATE_WAKE_UP; +} + +// This function just waste some time +// It keeps it more real. The AI can build on such tempo no normal user +// can ever keep up with that. The competitor_speed already delays a bit +// but after the AI finished a track it really needs to go to sleep. +// +// Let's say, we sleep between one and three days if the AI is put on Very Fast. +// This means that on Very Slow it will be between 16 and 48 days.. slow enough? +static void AiNew_State_Nothing(Player *p) { + assert(p->ainew.state == AI_STATE_NOTHING); + // If we are done idling, start over again + // There go 74 ticks in a day + if (p->ainew.idle == 0) p->ainew.idle = RandomRange(74 * 2) + 74; + if (--p->ainew.idle == 0) { + // We are done idling.. what you say? Let's do something! + // I mean.. the next tick ;) + p->ainew.state = AI_STATE_WAKE_UP; + } +} + +// This function picks out a task we are going to do. +// Currently supported: +// - Make new route +// - Check route +// - Build HQ +static void AiNew_State_WakeUp(Player *p) { + int32 money; + int c; + assert(p->ainew.state == AI_STATE_WAKE_UP); + // First, check if we have a HQ + if (p->location_of_house == 0) { + // We have no HQ yet, build one on a random place + // Random till we found a place for it! + // TODO: this should not be on a random place.. + while (!AiNew_Build_CompanyHQ(p, (Random()&0xFFFF))) { } + // Enough for now, but we want to come back here the next time + // so we do not change any status + return; + } + + money = p->player_money - AI_MINIMUM_MONEY; + + // Let's pick an action! + if (p->ainew.action == AI_ACTION_NONE) { + c = Random() & 0xFF; + if (p->current_loan > 0 && p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && + c < 10) { + p->ainew.action = AI_ACTION_REPAY_LOAN; + } else if (c < 100 && !_patches.ai_disable_veh_roadveh) { + // Do we have any spots for road-vehicles left open? + if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) { + if (c < 65) p->ainew.action = AI_ACTION_TRUCK_ROUTE; + else p->ainew.action = AI_ACTION_BUS_ROUTE; + } + }/* else if (c < 200 && !_patches.ai_disable_veh_train) { + if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) { + p->ainew.action = AI_ACTION_TRAIN_ROUTE; + } + }*/ + } + + if (_patches.ai_disable_veh_roadveh && ( + p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) { + p->ainew.action = AI_ACTION_NONE; + return; + } + + if (_patches.ai_disable_veh_roadveh && ( + p->ainew.action == AI_ACTION_BUS_ROUTE || p->ainew.action == AI_ACTION_TRUCK_ROUTE)) { + p->ainew.action = AI_ACTION_NONE; + return; + } + + if (p->ainew.action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) { + // We start repaying some money.. + p->ainew.state = AI_STATE_REPAY_MONEY; + return; + } + + // It is useless to start finding a route if we don't have enough money + // to build the route anyway.. + if (p->ainew.action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) { + if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { + p->ainew.action = AI_ACTION_NONE; + return; + } + p->ainew.cargo = AI_NEED_CARGO; + p->ainew.state = AI_STATE_LOCATE_ROUTE; + p->ainew.tbt = AI_BUS; // Bus-route + return; + } + if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { + if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) { + p->ainew.action = AI_ACTION_NONE; + return; + } + p->ainew.cargo = AI_NEED_CARGO; + p->ainew.last_id = 0; + p->ainew.state = AI_STATE_LOCATE_ROUTE; + p->ainew.tbt = AI_TRUCK; + return; + } + + p->ainew.state = AI_STATE_NOTHING; +} + +static void AiNew_State_ActionDone(Player *p) { + p->ainew.action = AI_ACTION_NONE; + p->ainew.state = AI_STATE_NOTHING; +} + +// Check if a city or industry is good enough to start a route there +static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) { + if (type == AI_CITY) { + Town *t = DEREF_TOWN(ic); + Station *st; + int count = 0; + int j = 0; + + // We don't like roadconstructions, don't even true such a city + if (t->road_build_months != 0) return false; + + // Check if the rating in a city is high enough + // If not, take a chance if we want to continue + if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; + + if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false; + + // Check if we have build a station in this town the last 6 months + // else we don't do it. This is done, because stat updates can be slow + // and sometimes it takes up to 4 months before the stats are corectly. + // This way we don't get 12 busstations in one city of 100 population ;) + FOR_ALL_STATIONS(st) { + // Is it an active station + if (st->xy == 0) continue; + // Do we own it? + if (st->owner == _current_player) { + // Are we talking busses? + if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; + // Is it the same city as we are in now? + if (st->town != t) continue; + // When was this station build? + if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; + // Cound the amount of stations in this city that we own + count++; + } else { + // We do not own it, request some info about the station + // we want to know if this station gets the same good. If so, + // we want to know its rating. If it is too high, we are not going + // to build there + if (!st->goods[CT_PASSENGERS].last_speed) continue; + // Is it around our city + if (GetTileDist(st->xy, t->xy) > 10) continue; + // It does take this cargo.. what is his rating? + if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue; + j++; + // When this is the first station, we build a second with no problem ;) + if (j == 1) continue; + // The rating is high.. second station... + // a little chance that we still continue + // But if there are 3 stations of this size, we never go on... + if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; + // We don't like this station :( + return false; + } + } + + // We are about to add one... + count++; + // Check if we the city can provide enough cargo for this amount of stations.. + if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false; + + // All check are okay, so we can build here! + return true; + } + if (type == AI_INDUSTRY) { + Industry *i = DEREF_INDUSTRY(ic); + Station *st; + int count = 0; + int j = 0; + + if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false; + + // No limits on delevering stations! + // Or for industry that does not give anything yet + if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true; + + if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false; + + // Check if we have build a station in this town the last 6 months + // else we don't do it. This is done, because stat updates can be slow + // and sometimes it takes up to 4 months before the stats are corectly. + FOR_ALL_STATIONS(st) { + // Is it an active station + if (st->xy == 0) continue; + + // Do we own it? + if (st->owner == _current_player) { + // Are we talking trucks? + if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; + // Is it the same city as we are in now? + if (st->town != i->town) continue; + // When was this station build? + if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false; + // Cound the amount of stations in this city that we own + count++; + } else { + // We do not own it, request some info about the station + // we want to know if this station gets the same good. If so, + // we want to know its rating. If it is too high, we are not going + // to build there + if (i->produced_cargo[0] == 0xFF) continue; + // It does not take this cargo + if (!st->goods[i->produced_cargo[0]].last_speed) continue; + // Is it around our industry + if (GetTileDist(st->xy, i->xy) > 5) continue; + // It does take this cargo.. what is his rating? + if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue; + j++; + // The rating is high.. a little chance that we still continue + // But if there are 2 stations of this size, we never go on... + if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue; + // We don't like this station :( + return false; + } + } + + // We are about to add one... + count++; + // Check if we the city can provide enough cargo for this amount of stations.. + if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false; + + // All check are okay, so we can build here! + return true; + } + + return true; +} + +// This functions tries to locate a good route +static void AiNew_State_LocateRoute(Player *p) { + assert(p->ainew.state == AI_STATE_LOCATE_ROUTE); + // For now, we only support PASSENGERS, CITY and BUSSES + + // We don't have a route yet + if (p->ainew.cargo == AI_NEED_CARGO) { + p->ainew.new_cost = 0; // No cost yet + p->ainew.temp = -1; + // Reset the counter + p->ainew.counter = 0; + + p->ainew.from_ic = -1; + p->ainew.to_ic = -1; + if (p->ainew.tbt == AI_BUS) { + // For now we only have a passenger route + p->ainew.cargo = CT_PASSENGERS; + + // Find a route to cities + p->ainew.from_type = AI_CITY; + p->ainew.to_type = AI_CITY; + } else if (p->ainew.tbt == AI_TRUCK) { + p->ainew.cargo = AI_NO_CARGO; + + p->ainew.from_type = AI_INDUSTRY; + p->ainew.to_type = AI_INDUSTRY; + } + + // Now we are doing initing, we wait one tick + return; + } + + // Increase the counter and abort if it is taking too long! + p->ainew.counter++; + if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) { + // Switch back to doing nothing! + p->ainew.state = AI_STATE_NOTHING; + return; + } + + // We are going to locate a city from where we are going to connect + if (p->ainew.from_ic == -1) { + if (p->ainew.temp == -1) { + // First, we pick a random spot to search from + if (p->ainew.from_type == AI_CITY) + p->ainew.temp = RandomRange(_total_towns); + else + p->ainew.temp = RandomRange(_total_industries); + } + + if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { + // It was not a valid city + // increase the temp with one, and return. We will come back later here + // to try again + p->ainew.temp++; + if (p->ainew.from_type == AI_CITY) { + if (p->ainew.temp >= _total_towns) p->ainew.temp = 0; + } else { + if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; + } + + // Don't do an attempt if we are trying the same id as the last time... + if (p->ainew.last_id == p->ainew.temp) return; + p->ainew.last_id = p->ainew.temp; + + return; + } + + // We found a good city/industry, save the data of it + p->ainew.from_ic = p->ainew.temp; + + // Start the next tick with finding a to-city + p->ainew.temp = -1; + return; + } + + // Find a to-city + if (p->ainew.temp == -1) { + // First, we pick a random spot to search to + if (p->ainew.to_type == AI_CITY) + p->ainew.temp = RandomRange(_total_towns); + else + p->ainew.temp = RandomRange(_total_industries); + } + + // The same city is not allowed + // Also check if the city is valid + if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) { + // Maybe it is valid.. + + // We need to know if they are not to far apart from eachother.. + // We do that by checking how much cargo we have to move and how long the route + // is. + + if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) { + int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass; + max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass; + // max_cargo is now the amount of cargo we can move between the two cities + // If it is more then the distance, we allow it + if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { + // We found a good city/industry, save the data of it + p->ainew.to_ic = p->ainew.temp; + p->ainew.state = AI_STATE_FIND_STATION; + + DEBUG(ai,1)("[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp); + + p->ainew.from_tile = 0; + p->ainew.to_tile = 0; + + return; + } + } else if (p->ainew.tbt == AI_TRUCK) { + bool found = false; + int max_cargo = 0; + int i; + // TODO: in max_cargo, also check other cargo (beside [0]) + // First we check if the from_ic produces cargo that this ic accepts + if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] != 0) { + for (i=0;i<3;i++) { + if (DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i] == 0xFF) break; + if (DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.temp)->accepts_cargo[i]) { + // Found a compatbiel industry + max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0]; + found = true; + p->ainew.from_deliver = true; + p->ainew.to_deliver = false; + break; + } + } + } + if (!found && DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] != 0xFF && DEREF_INDUSTRY(p->ainew.temp)->total_production[0] != 0) { + // If not check if the current ic produces cargo that the from_ic accepts + for (i=0;i<3;i++) { + if (DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break; + if (DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0] == DEREF_INDUSTRY(p->ainew.from_ic)->accepts_cargo[i]) { + // Found a compatbiel industry + found = true; + max_cargo = DEREF_INDUSTRY(p->ainew.temp)->total_production[0] - DEREF_INDUSTRY(p->ainew.from_ic)->total_transported[0]; + p->ainew.from_deliver = false; + p->ainew.to_deliver = true; + break; + } + } + } + if (found) { + // Yeah, they are compatible!!! + // Check the length against the amount of goods + if (GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && + GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { + p->ainew.to_ic = p->ainew.temp; + if (p->ainew.from_deliver) { + p->ainew.cargo = DEREF_INDUSTRY(p->ainew.from_ic)->produced_cargo[0]; + } else { + p->ainew.cargo = DEREF_INDUSTRY(p->ainew.temp)->produced_cargo[0]; + } + p->ainew.state = AI_STATE_FIND_STATION; + + DEBUG(ai,1)("[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",GetTileDist(DEREF_INDUSTRY(p->ainew.from_ic)->xy, DEREF_INDUSTRY(p->ainew.temp)->xy), p->ainew.from_ic, p->ainew.temp); + + p->ainew.from_tile = 0; + p->ainew.to_tile = 0; + + return; + } + } + } + } + + // It was not a valid city + // increase the temp with one, and return. We will come back later here + // to try again + p->ainew.temp++; + if (p->ainew.to_type == AI_CITY) { + if (p->ainew.temp >= _total_towns) p->ainew.temp = 0; + } else { + if (p->ainew.temp >= _total_industries) p->ainew.temp = 0; + } + + // Don't do an attempt if we are trying the same id as the last time... + if (p->ainew.last_id == p->ainew.temp) return; + p->ainew.last_id = p->ainew.temp; +} + +// Check if there are not more then a certain amount of vehicles pointed to a certain +// station. This to prevent 10 busses going to one station, which gives... problems ;) +static bool AiNew_CheckVehicleStation(Player *p, Station *st) { + int count = 0; + Vehicle *v; + uint16 *sched; + uint16 ord; + + // Also check if we don't have already a lot of busses to this city... + FOR_ALL_VEHICLES(v) { + if (v->owner == _current_player) { + sched = v->schedule_ptr; + while (sched != NULL && (ord=*sched++) != 0) { + if ((ord & OT_MASK) == OT_GOTO_STATION && DEREF_STATION(ord >> 8) == st) { + // This vehicle has this city in his list + count++; + } + } + } + } + + if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false; + return true; +} + +extern const byte _roadveh_speed[88]; +extern const byte _roadveh_capacity[88]; + +// This function finds a good spot for a station +static void AiNew_State_FindStation(Player *p) { + TileIndex tile; + Station *st; + int i, count = 0; + TileIndex new_tile = 0; + byte direction = 0; + Town *town = NULL; + Industry *industry = NULL; + assert(p->ainew.state == AI_STATE_FIND_STATION); + + if (p->ainew.from_tile == 0) { + // First we scan for a station in the from-city + if (p->ainew.from_type == AI_CITY) { + town = DEREF_TOWN(p->ainew.from_ic); + tile = town->xy; + } else { + industry = DEREF_INDUSTRY(p->ainew.from_ic); + tile = industry->xy; + } + } else if (p->ainew.to_tile == 0) { + // Second we scan for a station in the to-city + if (p->ainew.to_type == AI_CITY) { + town = DEREF_TOWN(p->ainew.to_ic); + tile = town->xy; + } else { + industry = DEREF_INDUSTRY(p->ainew.to_ic); + tile = industry->xy; + } + } else { + // Unsupported request + // Go to FIND_PATH + p->ainew.temp = -1; + p->ainew.state = AI_STATE_FIND_PATH; + return; + } + + // First, we are going to look at the stations that already exist inside the city + // If there is enough cargo left in the station, we take that station + // If that is not possible, and there are more then 2 stations in the city, abort + i = AiNew_PickVehicle(p); + // Euhmz, this should not happen _EVER_ + // Quit finding a route... + if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; } + + FOR_ALL_STATIONS(st) { + if (st->xy != 0) { + if (st->owner == _current_player) { + if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { + if (st->town == town) { + // Check how much cargo there is left in the station + if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > _roadveh_capacity[i-ROAD_ENGINES_INDEX] * AI_STATION_REUSE_MULTIPLER) { + if (AiNew_CheckVehicleStation(p, st)) { + // We did found a station that was good enough! + new_tile = st->xy; + // Cheap way to get the direction of the station... + // Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada! + direction = _map5[st->xy] - 0x47; + break; + } + } + count++; + } + } + } + } + } + // We are going to add a new station... + if (new_tile == 0) count++; + // No more then 2 stations allowed in a city + // This is because only the best 2 stations of one cargo do get any cargo + if (count > 2) { + p->ainew.state = AI_STATE_NOTHING; + return; + } + + if (new_tile == 0 && p->ainew.tbt == AI_BUS) { + uint x, y, i = 0; + int r; + uint best; + uint accepts[NUM_CARGO]; + TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; + uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; + // To find a good spot we scan a range from the center, a get the point + // where we get the most cargo and where it is buildable. + // TODO: also check for station of myself and make sure we are not + // taking eachothers passangers away (bad result when it does not) + for (x = GET_TILE_X(tile) - AI_FINDSTATION_TILE_RANGE; x <= GET_TILE_X(tile) + AI_FINDSTATION_TILE_RANGE; x++) { + for (y = GET_TILE_Y(tile) - AI_FINDSTATION_TILE_RANGE; y <= GET_TILE_Y(tile) + AI_FINDSTATION_TILE_RANGE; y++) { + new_tile = TILE_XY(x,y); + if (IS_TILETYPE(new_tile, MP_CLEAR) || IS_TILETYPE(new_tile, MP_TREES)) { + // This tile we can build on! + // Check acceptance + GetAcceptanceAroundTiles(accepts, new_tile, 1, 1); + // >> 3 == 0 means no cargo + if (accepts[p->ainew.cargo] >> 3 == 0) continue; + // See if we can build the station + r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); + if (r == CMD_ERROR) continue; + // We can build it, so add it to found_spot + found_spot[i] = new_tile; + found_best[i++] = accepts[p->ainew.cargo]; + } + } + } + + // If i is still zero, we did not found anything :( + if (i == 0) { + p->ainew.state = AI_STATE_NOTHING; + return; + } + + // Go through all the found_best and check which has the highest value + best = 0; + new_tile = 0; + + for (x=0;x best || + (found_best[x] == best && GetTileDist(tile, new_tile) > GetTileDist(tile, found_spot[x]))) { + new_tile = found_spot[x]; + best = found_best[x]; + } + } + + // See how much it is going to cost us... + r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); + p->ainew.new_cost += r; + + direction = AI_PATHFINDER_NO_DIRECTION; + } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) { + // Truck station locater works differently.. a station can be on any place + // as long as it is in range. So we give back code AI_STATION_RANGE + // so the pathfinder routine can work it out! + new_tile = AI_STATION_RANGE; + direction = AI_PATHFINDER_NO_DIRECTION; + } + + if (p->ainew.from_tile == 0) { + p->ainew.from_tile = new_tile; + p->ainew.from_direction = direction; + // Now we found thisone, go in for to_tile + return; + } else if (p->ainew.to_tile == 0) { + p->ainew.to_tile = new_tile; + p->ainew.to_direction = direction; + // K, done placing stations! + p->ainew.temp = -1; + p->ainew.state = AI_STATE_FIND_PATH; + return; + } +} + +// We try to find a path between 2 points +static void AiNew_State_FindPath(Player *p) { + int r; + assert(p->ainew.state == AI_STATE_FIND_PATH); + + // First time, init some data + if (p->ainew.temp == -1) { + // Init path_info + if (p->ainew.from_tile == AI_STATION_RANGE) { + // For truck routes we take a range around the industry + p->ainew.path_info.start_tile_tl = DEREF_INDUSTRY(p->ainew.from_ic)->xy - TILE_XY(1,1); + p->ainew.path_info.start_tile_br = DEREF_INDUSTRY(p->ainew.from_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.from_ic)->width, DEREF_INDUSTRY(p->ainew.from_ic)->height) + TILE_XY(1,1); + p->ainew.path_info.start_direction = p->ainew.from_direction; + } else { + p->ainew.path_info.start_tile_tl = p->ainew.from_tile; + p->ainew.path_info.start_tile_br = p->ainew.from_tile; + p->ainew.path_info.start_direction = p->ainew.from_direction; + } + + if (p->ainew.to_tile == AI_STATION_RANGE) { + p->ainew.path_info.end_tile_tl = DEREF_INDUSTRY(p->ainew.to_ic)->xy - TILE_XY(1,1); + p->ainew.path_info.end_tile_br = DEREF_INDUSTRY(p->ainew.to_ic)->xy + TILE_XY(DEREF_INDUSTRY(p->ainew.to_ic)->width, DEREF_INDUSTRY(p->ainew.to_ic)->height) + TILE_XY(1,1); + p->ainew.path_info.end_direction = p->ainew.to_direction; + } else { + p->ainew.path_info.end_tile_tl = p->ainew.to_tile; + p->ainew.path_info.end_tile_br = p->ainew.to_tile; + p->ainew.path_info.end_direction = p->ainew.to_direction; + } + + if (p->ainew.tbt == AI_TRAIN) + p->ainew.path_info.rail_or_road = true; + else + p->ainew.path_info.rail_or_road = false; + + // First, clean the pathfinder with our new begin and endpoints + clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info); + + p->ainew.temp = 0; + } + + // Start the pathfinder + r = p->ainew.pathfinder->main(p->ainew.pathfinder); + // If it return: no match, stop it... + if (r == AYSTAR_NO_PATH) { + DEBUG(ai,1)("[AiNew] PathFinder found no route!"); + // Start all over again... + p->ainew.state = AI_STATE_NOTHING; + return; + } + if (r == AYSTAR_FOUND_END_NODE) { + // We found the end-point + p->ainew.temp = -1; + p->ainew.state = AI_STATE_FIND_DEPOT; + return; + } + // In any other case, we are still busy finding the route... +} + +// This function tries to locate a good place for a depot! +static void AiNew_State_FindDepot(Player *p) { + // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there.. + // Simple, easy, works! + // To make the depot stand in the middle of the route, we start from the center.. + // But first we walk through the route see if we can find a depot that is ours + // this keeps things nice ;) + int g, i, j, r; + TileIndex tile; + assert(p->ainew.state == AI_STATE_FIND_DEPOT); + + p->ainew.depot_tile = 0; + + for (i=2;iainew.path_info.route_length-2;i++) { + tile = p->ainew.path_info.route[i]; + for (j=0;jainew.depot_tile = tile + _tileoffs_by_dir[j]; + p->ainew.depot_direction = j ^ 2; // Reverse direction + p->ainew.state = AI_STATE_VERIFY_ROUTE; + return; + } + } + } + } + } + } + + // This routine let depot finding start in the middle, and work his way to the stations + // It makes depot placing nicer :) + i = p->ainew.path_info.route_length / 2; + g = 1; + while (i > 1 && i < p->ainew.path_info.route_length - 2) { + i += g; + g *= -1; + (g < 0?g--:g++); + + if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) { + // Bridge or tunnel.. we can't place a depot there + continue; + } + + tile = p->ainew.path_info.route[i]; + + for (j=0;jainew.path_info.route[i-1] || + tile + _tileoffs_by_dir[j] == p->ainew.path_info.route[i+1]) continue; + // Not around a bridge? + if (p->ainew.path_info.route_extra[i] != 0) continue; + if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) continue; + // Is the terrain clear? + if (IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_CLEAR) || + IS_TILETYPE(tile + _tileoffs_by_dir[j], MP_TREES)) { + TileInfo ti; + FindLandscapeHeightByTile(&ti, tile); + // If the current tile is on a slope (tileh != 0) then we do not allow this + if (ti.tileh != 0) continue; + // Check if everything went okay.. + r = AiNew_Build_Depot(p, tile + _tileoffs_by_dir[j], j ^ 2, 0); + if (r == CMD_ERROR) continue; + // Found a spot! + p->ainew.new_cost += r; + p->ainew.depot_tile = tile + _tileoffs_by_dir[j]; + p->ainew.depot_direction = j ^ 2; // Reverse direction + p->ainew.state = AI_STATE_VERIFY_ROUTE; + return; + } + } + } + + // Failed to find a depot? + p->ainew.state = AI_STATE_NOTHING; +} + + +// This function calculates how many vehicles there are needed on this +// traject. +// It works pretty simple: get the length, see how much we move around +// and hussle that, and you know how many vehicles there are needed. +// It returns the cost for the vehicles +static int AiNew_HowManyVehicles(Player *p) { + if (p->ainew.tbt == AI_BUS) { + // For bus-routes we look at the time before we are back in the station + int i, length, tiles_a_day; + int amount; + i = AiNew_PickVehicle(p); + if (i == -1) return 0; + // Passenger run.. how long is the route? + length = p->ainew.path_info.route_length; + // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! + // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0 + tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16; + // We want a vehicle in a station once a month at least, so, calculate it! + // (the * 2 is because we have 2 stations ;)) + amount = ((int)(((float)length / (float)tiles_a_day / 30 * 2))) * 2; + if (amount == 0) amount = 1; + return amount; + } else if (p->ainew.tbt == AI_TRUCK) { + // For truck-routes we look at the cargo + int i, length, amount, tiles_a_day; + int max_cargo; + i = AiNew_PickVehicle(p); + if (i == -1) return 0; + // Passenger run.. how long is the route? + length = p->ainew.path_info.route_length; + // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! + // ROAD_ENGINES_INDEX is because the first roadveh engine is ROAD_ENGINES_INDEX, and _roadveh_speed starts from 0 + tiles_a_day = _roadveh_speed[i-ROAD_ENGINES_INDEX] * 74 / 256 / 16; + if (p->ainew.from_deliver) + max_cargo = DEREF_INDUSTRY(p->ainew.from_ic)->total_production[0]; + else + max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0]; + + // This is because moving 60% is more then we can dream of! + max_cargo *= 0.6; + // We want all the cargo to be gone in a month.. so, we know the cargo it delivers + // we know what the vehicle takes with him, and we know the time it takes him + // to get back here.. now let's do some math! + amount = (int)(((float)length / (float)tiles_a_day / 30 * 2) * ((float)max_cargo / (float)_roadveh_capacity[i-ROAD_ENGINES_INDEX])); + amount += 1; + return amount; + } else { + // Currently not supported + return 0; + } +} + + +// This function checks: +// - If the route went okay +// - Calculates the amount of money needed to build the route +// - Calculates how much vehicles needed for the route +static void AiNew_State_VerifyRoute(Player *p) { + int res, i; + assert(p->ainew.state == AI_STATE_VERIFY_ROUTE); + + // Let's calculate the cost of the path.. + // new_cost already contains the cost of the stations + p->ainew.path_info.position = -1; + + do { + p->ainew.path_info.position++; + p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST); + } while (p->ainew.path_info.position != -2); + + // Now we know the price of build station + path. Now check how many vehicles + // we need and what the price for that will be + res = AiNew_HowManyVehicles(p); + // If res == 0, no vehicle was found, or an other problem did occour + if (res == 0) { + p->ainew.state = AI_STATE_NOTHING; + return; + } + p->ainew.amount_veh = res; + p->ainew.cur_veh = 0; + + // Check how much it it going to cost us.. + for (i=0;iainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST); + } + + // Now we know how much the route is going to cost us + // Check if we have enough money for it! + if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) { + // Too bad.. + DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost); + p->ainew.state = AI_STATE_NOTHING; + return; + } + + // Now we can build the route, check the direction of the stations! + if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) { + p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]); + } + if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) { + p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]); + } + if (p->ainew.from_tile == AI_STATION_RANGE) + p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1]; + if (p->ainew.to_tile == AI_STATION_RANGE) + p->ainew.to_tile = p->ainew.path_info.route[0]; + + p->ainew.state = AI_STATE_BUILD_STATION; + p->ainew.temp = 0; + + DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!"); +} + +// Build the stations +static void AiNew_State_BuildStation(Player *p) { + int res = 0; + assert(p->ainew.state == AI_STATE_BUILD_STATION); + if (p->ainew.temp == 0) { + if (!IS_TILETYPE(p->ainew.from_tile, MP_STATION)) + res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC); + } + else { + if (!IS_TILETYPE(p->ainew.to_tile, MP_STATION)) + res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC); + p->ainew.state = AI_STATE_BUILD_PATH; + } + if (res == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!"); + p->ainew.state = AI_STATE_NOTHING; + // If the first station _was_ build, destroy it + if (p->ainew.temp != 0) + DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + return; + } + p->ainew.temp++; +} + +// Build the path +static void AiNew_State_BuildPath(Player *p) { + assert(p->ainew.state == AI_STATE_BUILD_PATH); + // p->ainew.temp is set to -1 when this function is called for the first time + if (p->ainew.temp == -1) { + DEBUG(ai,1)("[AiNew] Starting to build the path.."); + // Init the counter + p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + // Set the position to the startingplace (-1 because in a minute we do ++) + p->ainew.path_info.position = -1; + // And don't do this again + p->ainew.temp = 0; + } + // Building goes very fast on normal rate, so we are going to slow it down.. + // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) + if (--p->ainew.counter != 0) return; + p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + + // Increase the building position + p->ainew.path_info.position++; + // Build route + AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC); + if (p->ainew.path_info.position == -2) { + // This means we are done building! + + if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) { + static const byte _roadbits_by_dir[4] = {2,1,8,4}; + // If they not queue, they have to go up and down to try again at a station... + // We don't want that, so try building some road left or right of the station + short dir1, dir2, dir3; + TileIndex tile; + int i, r; + for (i=0;i<2;i++) { + if (i == 0) { + tile = p->ainew.from_tile + _tileoffs_by_dir[p->ainew.from_direction]; + dir1 = p->ainew.from_direction - 1; + if (dir1 < 0) dir1 = 3; + dir2 = p->ainew.from_direction + 1; + if (dir2 > 3) dir2 = 0; + dir3 = p->ainew.from_direction; + } else { + tile = p->ainew.to_tile + _tileoffs_by_dir[p->ainew.to_direction]; + dir1 = p->ainew.to_direction - 1; + if (dir1 < 0) dir1 = 3; + dir2 = p->ainew.to_direction + 1; + if (dir2 > 3) dir2 = 0; + dir3 = p->ainew.to_direction; + } + + DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + + dir1 = _tileoffs_by_dir[dir1]; + dir2 = _tileoffs_by_dir[dir2]; + dir3 = _tileoffs_by_dir[dir3]; + r = CMD_ERROR; + if (IS_TILETYPE(tile+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1, MP_TREES)) + r = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (r != CMD_ERROR) + if (IS_TILETYPE(tile+dir1+dir1, MP_CLEAR) || IS_TILETYPE(tile+dir1+dir1, MP_TREES)) + DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + + r = CMD_ERROR; + if (IS_TILETYPE(tile+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2, MP_TREES)) + DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (r != CMD_ERROR) + if (IS_TILETYPE(tile+dir2+dir2, MP_CLEAR) || IS_TILETYPE(tile+dir2+dir2, MP_TREES)) + DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + + r = CMD_ERROR; + if (IS_TILETYPE(tile+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3, MP_TREES)) + DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + if (r != CMD_ERROR) + if (IS_TILETYPE(tile+dir3+dir3, MP_CLEAR) || IS_TILETYPE(tile+dir3+dir3, MP_TREES)) + DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); + } + } + + + DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost); + p->ainew.state = AI_STATE_BUILD_DEPOT; + } +} + +// Builds the depot +static void AiNew_State_BuildDepot(Player *p) { + int res = 0; + assert(p->ainew.state == AI_STATE_BUILD_DEPOT); + + if (IS_TILETYPE(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) { + if (_map_owner[p->ainew.depot_tile] == _current_player) { + // The depot is already builded! + p->ainew.state = AI_STATE_BUILD_VEHICLE; + return; + } else { + // There is a depot, but not of our team! :( + p->ainew.state = AI_STATE_NOTHING; + return; + } + } + + // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) + if (!EnsureNoVehicle(p->ainew.depot_tile + _tileoffs_by_dir[p->ainew.depot_direction])) + return; + + res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); + if (res == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!"); + p->ainew.state = AI_STATE_NOTHING; + return; + } + + p->ainew.state = AI_STATE_BUILD_VEHICLE; + p->ainew.idle = 1; + p->ainew.veh_main_id = (VehicleID)-1; +} + +// Build vehicles +static void AiNew_State_BuildVehicle(Player *p) { + int res; + assert(p->ainew.state == AI_STATE_BUILD_VEHICLE); + + // Check if we need to build a vehicle + if (p->ainew.amount_veh == 0) { + // Nope, we are done! + // This means: we are all done! The route is open.. go back to NOTHING + // He will idle some time and it will all start over again.. :) + p->ainew.state = AI_STATE_ACTION_DONE; + return; + } + if (--p->ainew.idle != 0) return; + // It is realistic that the AI can only build 1 vehicle a day.. + // This makes sure of that! + p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN; + + // Build the vehicle + res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC); + if (res == CMD_ERROR) { + // This happens when the AI can't build any more vehicles! + p->ainew.state = AI_STATE_NOTHING; + return; + } + // Increase the current counter + p->ainew.cur_veh++; + // Decrease the total counter + p->ainew.amount_veh--; + // Get the new ID + if (p->ainew.tbt == AI_TRAIN) { + } else { + p->ainew.veh_id = _new_roadveh_id; + } + // Go give some orders! + p->ainew.state = AI_STATE_GIVE_ORDERS; +} + +// Put the stations in the order list +static void AiNew_State_GiveOrders(Player *p) { + int order, flags; + assert(p->ainew.state == AI_STATE_GIVE_ORDERS); + + if (p->ainew.veh_main_id != (VehicleID)-1) { + DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER); + + // Skip the first order if it is a second vehicle + // This to make vehicles go different ways.. + if (p->ainew.veh_id & 1) + DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER); + p->ainew.state = AI_STATE_START_VEHICLE; + return; + } else { + p->ainew.veh_main_id = p->ainew.veh_id; + } + + // When more then 1 vehicle, we send them to different directions + order = 0; + flags = (_map2[p->ainew.from_tile] << 8) | OT_GOTO_STATION; + if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) + flags |= OF_FULL_LOAD; + DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER); + + order = 1; + flags = (_map2[p->ainew.to_tile] << 8) | OT_GOTO_STATION; + if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver) + flags |= OF_FULL_LOAD; + DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER); + + // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) + if (_patches.gotodepot) { + order = 2; + flags = (GetDepotByTile(p->ainew.depot_tile) << 8) | OT_GOTO_DEPOT | OF_UNLOAD; + DoCommandByTile(0, p->ainew.veh_id + (order << 16), flags, DC_EXEC, CMD_INSERT_ORDER); + } + + // Start the engines! + p->ainew.state = AI_STATE_START_VEHICLE; +} + +// Start the vehicle +static void AiNew_State_StartVehicle(Player *p) { + assert(p->ainew.state == AI_STATE_START_VEHICLE); + + // 3, 2, 1... go! (give START_STOP command ;)) + DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + // Try to build an other vehicle (that function will stop building when needed) + p->ainew.state = AI_STATE_BUILD_VEHICLE; +} + +// Repays money +static void AiNew_State_RepayMoney(Player *p) { + int i; + for (i=0;iainew.state = AI_STATE_ACTION_DONE; +} + +// Using the technique simular to the original AI +// Keeps things logical +// It really should be in the same order as the AI_STATE's are! +static AiNew_StateFunction* const _ainew_state[] = { + NULL, + AiNew_State_FirstTime, + AiNew_State_Nothing, + AiNew_State_WakeUp, + AiNew_State_LocateRoute, + AiNew_State_FindStation, + AiNew_State_FindPath, + AiNew_State_FindDepot, + AiNew_State_VerifyRoute, + AiNew_State_BuildStation, + AiNew_State_BuildPath, + AiNew_State_BuildDepot, + AiNew_State_BuildVehicle, + AiNew_State_GiveOrders, + AiNew_State_StartVehicle, + AiNew_State_RepayMoney, + AiNew_State_ActionDone, + NULL, +}; + +static void AiNew_OnTick(Player *p) { + if (_ainew_state[p->ainew.state] != NULL) + _ainew_state[p->ainew.state](p); +} + +void AiNewDoGameLoop(Player *p) { + // If it is a human player, it is not an AI, so bubye! + if (IS_HUMAN_PLAYER(_current_player)) + return; + + if (p->ainew.state == AI_STATE_STARTUP) { + // The AI just got alive! + p->ainew.state = AI_STATE_FIRST_TIME; + p->ainew.tick = 0; + + // Only startup the AI + return; + } + + // We keep a ticker. We use it for competitor_speed + p->ainew.tick++; + + // See what the speed is + switch (_opt.diff.competitor_speed) { + case 0: // Very slow + if (!(p->ainew.tick&8)) return; + break; + case 1: // Slow + if (!(p->ainew.tick&4)) return; + break; + case 2: + if (!(p->ainew.tick&2)) return; + break; + case 3: + if (!(p->ainew.tick&1)) return; + break; + case 4: // Very fast + default: // Cool, a new speed setting.. ;) VERY fast ;) + break; + } + + // If we come here, we can do a tick.. do so! + AiNew_OnTick(p); +} diff --git a/ai_pathfinder.c b/ai_pathfinder.c index 148ce11163..01ce2198e4 100644 --- a/ai_pathfinder.c +++ b/ai_pathfinder.c @@ -1,457 +1,457 @@ -#include "stdafx.h" -#include "ttd.h" -#include "command.h" -#include "ai.h" - -#define TEST_STATION_NO_DIR 0xFF - -// Tests if a station can be build on the given spot -// TODO: make it train compatible -bool TestCanBuildStationHere(uint tile, byte dir) { - Player *p = DEREF_PLAYER(_current_player); - if (dir == TEST_STATION_NO_DIR) { - // TODO: currently we only allow spots that can be access from al 4 directions... - // should be fixed!!! - for (dir=0;dir<4;dir++) { - int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST); - if (res != CMD_ERROR) - return true; - } - return false; - } else { - int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST); - if (res == CMD_ERROR) - return false; - } - return true; -} - -// Checks if a tile 'a' is between the tiles 'b' and 'c' -#define TILES_BETWEEN(a,b,c) (GET_TILE_X(a) >= GET_TILE_X(b) && GET_TILE_X(a) <= GET_TILE_X(c) && GET_TILE_Y(a) >= GET_TILE_Y(b) && GET_TILE_Y(a) <= GET_TILE_Y(c)) - -// Check if the current tile is in our end-area -int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) { - Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; - // It is not allowed to have a station on the end of a bridge or tunnel ;) - if (current->path.node.user_data[0] != 0) return AYSTAR_DONE; - if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) - if (IS_TILETYPE(current->path.node.tile, MP_CLEAR) || IS_TILETYPE(current->path.node.tile, MP_TREES)) - if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile))) - return AYSTAR_FOUND_END_NODE; - - return AYSTAR_DONE; -} - -// Calculates the hash -// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64) -uint AiPathFinder_Hash(uint key1, uint key2) { - return (GET_TILE_X(key1) & 0x1F) + ((GET_TILE_Y(key1) & 0x1F) << 5); -} - -// Clear the memory of all the things -void AyStar_AiPathFinder_Free(AyStar *aystar) { - AyStarMain_Free(aystar); - free(aystar); -} - -static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent); -static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent); -static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current); -static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current); - -// This creates the AiPathFinder -AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo) { - PathNode start_node; - uint x,y; - // Create AyStar - AyStar *result = malloc(sizeof(AyStar)); - init_AyStar(result, AiPathFinder_Hash, 1 << 10); - // Set the function pointers - result->CalculateG = AyStar_AiPathFinder_CalculateG; - result->CalculateH = AyStar_AiPathFinder_CalculateH; - result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck; - result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode; - result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours; - - result->free = AyStar_AiPathFinder_Free; - - // Set some information - result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK; - result->max_path_cost = 0; - result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES; - - // Set the user_data to the PathFinderInfo - result->user_target = PathFinderInfo; - - // Set the start node - start_node.parent = NULL; - start_node.node.direction = 0; - start_node.node.user_data[0] = 0; - - // Now we add all the starting tiles - for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) { - for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) { - start_node.node.tile = TILE_XY(x,y); - result->addstart(result, &start_node.node); - } - } - - return result; -} - -// To reuse AyStar we sometimes have to clean all the memory -void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) { - PathNode start_node; - uint x,y; - - aystar->clear(aystar); - - // Set the user_data to the PathFinderInfo - aystar->user_target = PathFinderInfo; - - // Set the start node - start_node.parent = NULL; - start_node.node.direction = 0; - start_node.node.user_data[0] = 0; - start_node.node.tile = PathFinderInfo->start_tile_tl; - - // Now we add all the starting tiles - for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) { - for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) { - if (!(IS_TILETYPE(TILE_XY(x,y), MP_CLEAR) || IS_TILETYPE(TILE_XY(x,y), MP_TREES))) continue; - if (!TestCanBuildStationHere(TILE_XY(x,y),TEST_STATION_NO_DIR)) continue; - start_node.node.tile = TILE_XY(x,y); - aystar->addstart(aystar, &start_node.node); - } - } -} - -// The h-value, simple calculation -static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { - Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; - int r, r2; - if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) { - // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate - r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl + _tiles_around[PathFinderInfo->end_direction]); - r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br + _tiles_around[PathFinderInfo->end_direction]); - } else { - // No direction, so just get the fastest route to the station - r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl); - r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br); - } - // See if the bottomright is faster then the topleft.. - if (r2 < r) r = r2; - return r * AI_PATHFINDER_H_MULTIPLER; -} - -// We found the end.. let's get the route back and put it in an array -static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current) { - Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; - int i = 0; - PathNode *parent = ¤t->path; - - do { - PathFinderInfo->route_extra[i] = parent->node.user_data[0]; - PathFinderInfo->route[i++] = parent->node.tile; - if (i > lengthof(PathFinderInfo->route)) { - // We ran out of space for the PathFinder - DEBUG(ai,0)("[AiPathFinder] Ran out of spacein the route[] array!!!"); - PathFinderInfo->route_length = -1; // -1 indicates out of space - return; - } - parent = parent->parent; - } while (parent != NULL); - PathFinderInfo->route_length = i; - DEBUG(ai,1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching",i,Hash_Size(&aystar->ClosedListHash)); -} - -// What tiles are around us. -static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) { - int i, r, dir; - Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; - - aystar->num_neighbours = 0; - - // Go through all surrounding tiles and check if they are within the limits - for (i=0;i<4;i++) { - if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < TILE_X_MAX - 1 && - GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < TILE_Y_MAX - 1) { - // We also directly test if the current tile can connect to this tile.. - // We do this simply by just building the tile! - - // If the next step is a bridge, we have to enter it the right way - if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile + _tiles_around[i])) { - if (IS_TILETYPE(current->path.node.tile + _tiles_around[i], MP_TUNNELBRIDGE)) { - // An existing bridge... let's test the direction ;) - if ((_map5[current->path.node.tile + _tiles_around[i]] & 1) != (i & 1)) continue; - // This problem only is valid for tunnels: - // When the last tile was not yet a tunnel, check if we enter from the right side.. - if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) { - if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue; - } - } - } - // But also if we are on a bridge, we can only move a certain direction - if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile)) { - if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) { - // An existing bridge/tunnel... let's test the direction ;) - if ((_map5[current->path.node.tile] & 1) != (i & 1)) continue; - } - } - - if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 || - (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) { - // We are a bridge/tunnel, how cool!! - // This means we can only point forward.. get the direction from the user_data - if (i != (current->path.node.user_data[0] >> 8)) continue; - } - dir = 0; - - // First, check if we have a parent - if (current->path.parent == NULL && current->path.node.user_data[0] == 0) { - // If not, this means we are at the starting station - if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) { - // We do need a direction? - if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + _tiles_around[i]) != PathFinderInfo->start_direction) - // We are not pointing the right way, invalid tile - continue; - } - } else if (current->path.node.user_data[0] == 0) { - if (PathFinderInfo->rail_or_road) { - // Rail check - dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]); - r = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); - if (r == CMD_ERROR) continue; -#ifdef AI_PATHFINDER_NO_90DEGREES_TURN - if (current->path.parent->parent != NULL) { - // Check if we don't make a 90degree curve - int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile); - if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) { - continue; - } - } -#endif - } else { - // Road check - dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]); - if (AI_PATHFINDER_IS_ROAD(current->path.node.tile)) { - if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) { - // We have a bridge, how nicely! We should mark it... - dir = 0; - } else { - // It already has road.. check if we miss any bits! - if ((_map5[current->path.node.tile] & dir) != dir) { - // We do miss some pieces :( - dir &= ~_map5[current->path.node.tile]; - } else { - dir = 0; - } - } - } - // Only destruct things if it is MP_CLEAR of MP_TREES - if (dir != 0) { - r = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); - if (r == CMD_ERROR) continue; - } - } - - } - - // The tile can be connected - aystar->neighbours[aystar->num_neighbours].tile = _tiles_around[i] + current->path.node.tile; - aystar->neighbours[aystar->num_neighbours].user_data[0] = 0; - aystar->neighbours[aystar->num_neighbours++].direction = 0; - } - } - - // Next step, check for bridges and tunnels - if (current->path.parent != NULL && current->path.node.user_data[0] == 0) { - - TileInfo ti; - // First we get the dir from this tile and his parent - int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile); - // It means we can only walk with the track, so the bridge has to be in the same direction - TileIndex tile = current->path.node.tile; - TileIndex new_tile = tile; - - FindLandscapeHeightByTile(&ti, tile); - - // Bridges can only be build on land that is not flat - // And if there is a road or rail blocking - if (ti.tileh != 0 || - (PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_STREET)) || - (!PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_RAILWAY))) { - - for (;;) { - new_tile += _tiles_around[dir]; - - // Precheck, is the length allowed? - if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break; - - // Check if we hit the station-tile.. we don't like that! - if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break; - - // Try building the bridge.. - r = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); - if (r == CMD_ERROR) continue; - // We can build a bridge here.. add him to the neighbours - aystar->neighbours[aystar->num_neighbours].tile = new_tile; - aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8); - aystar->neighbours[aystar->num_neighbours++].direction = 0; - // We can only have 12 neighbours, and we need 1 left for tunnels - if (aystar->num_neighbours == 11) break; - } - } - - // Next, check for tunnels! - // Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction - // For now, we check both sides for this tile.. terraforming gives fuzzy result - if ((dir == 0 && ti.tileh == 12) || - (dir == 1 && ti.tileh == 6) || - (dir == 2 && ti.tileh == 3) || - (dir == 3 && ti.tileh == 9)) { - // Now simply check if a tunnel can be build - r = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); - FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); - if (r != CMD_ERROR && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { - aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; - aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8); - aystar->neighbours[aystar->num_neighbours++].direction = 0; - } - } - } -} - -extern uint GetRailFoundation(uint tileh, uint bits); -extern uint GetRoadFoundation(uint tileh, uint bits); -extern uint GetBridgeFoundation(uint tileh, byte direction); -enum { - BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12, -}; - -// The most important function: it calculates the g-value -static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { - Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; - int r, res = 0; - TileInfo ti, parent_ti; - - // Gather some information about the tile.. - FindLandscapeHeightByTile(&ti, current->tile); - FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile); - - // Check if we hit the end-tile - if (TILES_BETWEEN(current->tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) { - // We are at the end-tile, check if we had a direction or something... - if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) - // We are not pointing the right way, invalid tile - return AYSTAR_INVALID_NODE; - // If it was valid, drop out.. we don't build on the endtile - return 0; - } - - // Give everything a small penalty - res += AI_PATHFINDER_PENALTY; - - if (!PathFinderInfo->rail_or_road) { - // Road has the lovely advantage it can use other road... check if - // the current tile is road, and if so, give a good bonus - if (AI_PATHFINDER_IS_ROAD(current->tile)) { - res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS; - } - } - - // We should give a penalty when the tile is going up or down.. this is one way to do so! - // Too bad we have to count it from the parent.. but that is not so bad - if (parent_ti.tileh != 0 && parent->path.parent != NULL) { - // Skip if the tile was from a bridge or tunnel - if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) { - if (PathFinderInfo->rail_or_road) { - r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); - // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information.. - if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) { - res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; - } - } else { - if (!(AI_PATHFINDER_IS_ROAD(parent->path.node.tile) && IS_TILETYPE(parent->path.node.tile, MP_TUNNELBRIDGE))) { - r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); - if (r >= 15 || r == 0) - res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; - } - } - } - } - - // Are we part of a tunnel? - if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) { - // Tunnels are very expensive when build on long routes.. - // Ironicly, we are using BridgeCode here ;) - r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); - res += r + (r >> 8); - } - - // Are we part of a bridge? - if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) { - // That means for every length a penalty - res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); - // Check if we are going up or down, first for the starting point - // In user_data[0] is at the 8th bit the direction - if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) { - if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15) - res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; - } - // Second for the end point - if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) { - if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15) - res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; - } - if (parent_ti.tileh == 0) - res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; - if (ti.tileh == 0) - res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; - } - - // To prevent the AI from taking the fastest way in tiles, but not the fastest way - // in speed, we have to give a good penalty to direction changing - // This way, we get almost the fastest way in tiles, and a very good speed on the track - if (!PathFinderInfo->rail_or_road) { - if (parent->path.parent != NULL && - AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) { - // When road exists, we don't like turning, but its free, so don't be to piggy about it - if (AI_PATHFINDER_IS_ROAD(parent->path.node.tile)) - res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY; - else - res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; - } - } else { - // For rail we have 1 exeption: diagonal rail.. - // So we fetch 2 raildirection. That of the current one, and of the one before that - if (parent->path.parent != NULL && parent->path.parent->parent != NULL) { - int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile); - int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile); - // First, see if we are on diagonal path, that is better then straight path - if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; } - - // First see if they are different - if (dir1 != dir2) { - // dir 2 and 3 are 1 diagonal track, and 4 and 5. - if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) { - // It is not, so we changed of direction - res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; - } - if (parent->path.parent->parent->parent != NULL) { - int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile); - // Check if we changed 3 tiles of direction in 3 tiles.. bad!!! - if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) { - res += AI_PATHFINDER_CURVE_PENALTY; - } - } - } - } - } - - // Res should never be below zero.. if so, make it zero! - if (res < 0) { res = 0; } - - // Return our value - return res; -} +#include "stdafx.h" +#include "ttd.h" +#include "command.h" +#include "ai.h" + +#define TEST_STATION_NO_DIR 0xFF + +// Tests if a station can be build on the given spot +// TODO: make it train compatible +bool TestCanBuildStationHere(uint tile, byte dir) { + Player *p = DEREF_PLAYER(_current_player); + if (dir == TEST_STATION_NO_DIR) { + // TODO: currently we only allow spots that can be access from al 4 directions... + // should be fixed!!! + for (dir=0;dir<4;dir++) { + int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST); + if (res != CMD_ERROR) + return true; + } + return false; + } else { + int res = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST); + if (res == CMD_ERROR) + return false; + } + return true; +} + +// Checks if a tile 'a' is between the tiles 'b' and 'c' +#define TILES_BETWEEN(a,b,c) (GET_TILE_X(a) >= GET_TILE_X(b) && GET_TILE_X(a) <= GET_TILE_X(c) && GET_TILE_Y(a) >= GET_TILE_Y(b) && GET_TILE_Y(a) <= GET_TILE_Y(c)) + +// Check if the current tile is in our end-area +int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) { + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + // It is not allowed to have a station on the end of a bridge or tunnel ;) + if (current->path.node.user_data[0] != 0) return AYSTAR_DONE; + if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) + if (IS_TILETYPE(current->path.node.tile, MP_CLEAR) || IS_TILETYPE(current->path.node.tile, MP_TREES)) + if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile))) + return AYSTAR_FOUND_END_NODE; + + return AYSTAR_DONE; +} + +// Calculates the hash +// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64) +uint AiPathFinder_Hash(uint key1, uint key2) { + return (GET_TILE_X(key1) & 0x1F) + ((GET_TILE_Y(key1) & 0x1F) << 5); +} + +// Clear the memory of all the things +void AyStar_AiPathFinder_Free(AyStar *aystar) { + AyStarMain_Free(aystar); + free(aystar); +} + +static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent); +static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent); +static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current); +static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current); + +// This creates the AiPathFinder +AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo) { + PathNode start_node; + uint x,y; + // Create AyStar + AyStar *result = malloc(sizeof(AyStar)); + init_AyStar(result, AiPathFinder_Hash, 1 << 10); + // Set the function pointers + result->CalculateG = AyStar_AiPathFinder_CalculateG; + result->CalculateH = AyStar_AiPathFinder_CalculateH; + result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck; + result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode; + result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours; + + result->free = AyStar_AiPathFinder_Free; + + // Set some information + result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK; + result->max_path_cost = 0; + result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES; + + // Set the user_data to the PathFinderInfo + result->user_target = PathFinderInfo; + + // Set the start node + start_node.parent = NULL; + start_node.node.direction = 0; + start_node.node.user_data[0] = 0; + + // Now we add all the starting tiles + for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) { + for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) { + start_node.node.tile = TILE_XY(x,y); + result->addstart(result, &start_node.node); + } + } + + return result; +} + +// To reuse AyStar we sometimes have to clean all the memory +void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) { + PathNode start_node; + uint x,y; + + aystar->clear(aystar); + + // Set the user_data to the PathFinderInfo + aystar->user_target = PathFinderInfo; + + // Set the start node + start_node.parent = NULL; + start_node.node.direction = 0; + start_node.node.user_data[0] = 0; + start_node.node.tile = PathFinderInfo->start_tile_tl; + + // Now we add all the starting tiles + for (x=GET_TILE_X(PathFinderInfo->start_tile_tl);x<=GET_TILE_X(PathFinderInfo->start_tile_br);x++) { + for (y=GET_TILE_Y(PathFinderInfo->start_tile_tl);y<=GET_TILE_Y(PathFinderInfo->start_tile_br);y++) { + if (!(IS_TILETYPE(TILE_XY(x,y), MP_CLEAR) || IS_TILETYPE(TILE_XY(x,y), MP_TREES))) continue; + if (!TestCanBuildStationHere(TILE_XY(x,y),TEST_STATION_NO_DIR)) continue; + start_node.node.tile = TILE_XY(x,y); + aystar->addstart(aystar, &start_node.node); + } + } +} + +// The h-value, simple calculation +static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + int r, r2; + if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) { + // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate + r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl + _tiles_around[PathFinderInfo->end_direction]); + r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br + _tiles_around[PathFinderInfo->end_direction]); + } else { + // No direction, so just get the fastest route to the station + r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl); + r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br); + } + // See if the bottomright is faster then the topleft.. + if (r2 < r) r = r2; + return r * AI_PATHFINDER_H_MULTIPLER; +} + +// We found the end.. let's get the route back and put it in an array +static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current) { + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + int i = 0; + PathNode *parent = ¤t->path; + + do { + PathFinderInfo->route_extra[i] = parent->node.user_data[0]; + PathFinderInfo->route[i++] = parent->node.tile; + if (i > lengthof(PathFinderInfo->route)) { + // We ran out of space for the PathFinder + DEBUG(ai,0)("[AiPathFinder] Ran out of spacein the route[] array!!!"); + PathFinderInfo->route_length = -1; // -1 indicates out of space + return; + } + parent = parent->parent; + } while (parent != NULL); + PathFinderInfo->route_length = i; + DEBUG(ai,1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching",i,Hash_Size(&aystar->ClosedListHash)); +} + +// What tiles are around us. +static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) { + int i, r, dir; + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + + aystar->num_neighbours = 0; + + // Go through all surrounding tiles and check if they are within the limits + for (i=0;i<4;i++) { + if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < TILE_X_MAX - 1 && + GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < TILE_Y_MAX - 1) { + // We also directly test if the current tile can connect to this tile.. + // We do this simply by just building the tile! + + // If the next step is a bridge, we have to enter it the right way + if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile + _tiles_around[i])) { + if (IS_TILETYPE(current->path.node.tile + _tiles_around[i], MP_TUNNELBRIDGE)) { + // An existing bridge... let's test the direction ;) + if ((_map5[current->path.node.tile + _tiles_around[i]] & 1) != (i & 1)) continue; + // This problem only is valid for tunnels: + // When the last tile was not yet a tunnel, check if we enter from the right side.. + if (!IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE) && (_map5[current->path.node.tile + _tiles_around[i]] & 0x80) == 0) { + if ((i^2) != (_map5[current->path.node.tile + _tiles_around[i]] & 3)) continue; + } + } + } + // But also if we are on a bridge, we can only move a certain direction + if (!PathFinderInfo->rail_or_road && AI_PATHFINDER_IS_ROAD(current->path.node.tile)) { + if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) { + // An existing bridge/tunnel... let's test the direction ;) + if ((_map5[current->path.node.tile] & 1) != (i & 1)) continue; + } + } + + if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 || + (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) { + // We are a bridge/tunnel, how cool!! + // This means we can only point forward.. get the direction from the user_data + if (i != (current->path.node.user_data[0] >> 8)) continue; + } + dir = 0; + + // First, check if we have a parent + if (current->path.parent == NULL && current->path.node.user_data[0] == 0) { + // If not, this means we are at the starting station + if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) { + // We do need a direction? + if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + _tiles_around[i]) != PathFinderInfo->start_direction) + // We are not pointing the right way, invalid tile + continue; + } + } else if (current->path.node.user_data[0] == 0) { + if (PathFinderInfo->rail_or_road) { + // Rail check + dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]); + r = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); + if (r == CMD_ERROR) continue; +#ifdef AI_PATHFINDER_NO_90DEGREES_TURN + if (current->path.parent->parent != NULL) { + // Check if we don't make a 90degree curve + int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile); + if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) { + continue; + } + } +#endif + } else { + // Road check + dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + _tiles_around[i]); + if (AI_PATHFINDER_IS_ROAD(current->path.node.tile)) { + if (IS_TILETYPE(current->path.node.tile, MP_TUNNELBRIDGE)) { + // We have a bridge, how nicely! We should mark it... + dir = 0; + } else { + // It already has road.. check if we miss any bits! + if ((_map5[current->path.node.tile] & dir) != dir) { + // We do miss some pieces :( + dir &= ~_map5[current->path.node.tile]; + } else { + dir = 0; + } + } + } + // Only destruct things if it is MP_CLEAR of MP_TREES + if (dir != 0) { + r = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + if (r == CMD_ERROR) continue; + } + } + + } + + // The tile can be connected + aystar->neighbours[aystar->num_neighbours].tile = _tiles_around[i] + current->path.node.tile; + aystar->neighbours[aystar->num_neighbours].user_data[0] = 0; + aystar->neighbours[aystar->num_neighbours++].direction = 0; + } + } + + // Next step, check for bridges and tunnels + if (current->path.parent != NULL && current->path.node.user_data[0] == 0) { + + TileInfo ti; + // First we get the dir from this tile and his parent + int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile); + // It means we can only walk with the track, so the bridge has to be in the same direction + TileIndex tile = current->path.node.tile; + TileIndex new_tile = tile; + + FindLandscapeHeightByTile(&ti, tile); + + // Bridges can only be build on land that is not flat + // And if there is a road or rail blocking + if (ti.tileh != 0 || + (PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_STREET)) || + (!PathFinderInfo->rail_or_road && IS_TILETYPE(tile + _tiles_around[dir], MP_RAILWAY))) { + + for (;;) { + new_tile += _tiles_around[dir]; + + // Precheck, is the length allowed? + if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break; + + // Check if we hit the station-tile.. we don't like that! + if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break; + + // Try building the bridge.. + r = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); + if (r == CMD_ERROR) continue; + // We can build a bridge here.. add him to the neighbours + aystar->neighbours[aystar->num_neighbours].tile = new_tile; + aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8); + aystar->neighbours[aystar->num_neighbours++].direction = 0; + // We can only have 12 neighbours, and we need 1 left for tunnels + if (aystar->num_neighbours == 11) break; + } + } + + // Next, check for tunnels! + // Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction + // For now, we check both sides for this tile.. terraforming gives fuzzy result + if ((dir == 0 && ti.tileh == 12) || + (dir == 1 && ti.tileh == 6) || + (dir == 2 && ti.tileh == 3) || + (dir == 3 && ti.tileh == 9)) { + // Now simply check if a tunnel can be build + r = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); + FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); + if (r != CMD_ERROR && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { + aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; + aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8); + aystar->neighbours[aystar->num_neighbours++].direction = 0; + } + } + } +} + +extern uint GetRailFoundation(uint tileh, uint bits); +extern uint GetRoadFoundation(uint tileh, uint bits); +extern uint GetBridgeFoundation(uint tileh, byte direction); +enum { + BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12, +}; + +// The most important function: it calculates the g-value +static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { + Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; + int r, res = 0; + TileInfo ti, parent_ti; + + // Gather some information about the tile.. + FindLandscapeHeightByTile(&ti, current->tile); + FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile); + + // Check if we hit the end-tile + if (TILES_BETWEEN(current->tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) { + // We are at the end-tile, check if we had a direction or something... + if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) + // We are not pointing the right way, invalid tile + return AYSTAR_INVALID_NODE; + // If it was valid, drop out.. we don't build on the endtile + return 0; + } + + // Give everything a small penalty + res += AI_PATHFINDER_PENALTY; + + if (!PathFinderInfo->rail_or_road) { + // Road has the lovely advantage it can use other road... check if + // the current tile is road, and if so, give a good bonus + if (AI_PATHFINDER_IS_ROAD(current->tile)) { + res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS; + } + } + + // We should give a penalty when the tile is going up or down.. this is one way to do so! + // Too bad we have to count it from the parent.. but that is not so bad + if (parent_ti.tileh != 0 && parent->path.parent != NULL) { + // Skip if the tile was from a bridge or tunnel + if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) { + if (PathFinderInfo->rail_or_road) { + r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information.. + if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) { + res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + } + } else { + if (!(AI_PATHFINDER_IS_ROAD(parent->path.node.tile) && IS_TILETYPE(parent->path.node.tile, MP_TUNNELBRIDGE))) { + r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + if (r >= 15 || r == 0) + res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; + } + } + } + } + + // Are we part of a tunnel? + if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) { + // Tunnels are very expensive when build on long routes.. + // Ironicly, we are using BridgeCode here ;) + r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); + res += r + (r >> 8); + } + + // Are we part of a bridge? + if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) { + // That means for every length a penalty + res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); + // Check if we are going up or down, first for the starting point + // In user_data[0] is at the 8th bit the direction + if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) { + if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15) + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + // Second for the end point + if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) { + if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15) + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + if (parent_ti.tileh == 0) + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + if (ti.tileh == 0) + res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + } + + // To prevent the AI from taking the fastest way in tiles, but not the fastest way + // in speed, we have to give a good penalty to direction changing + // This way, we get almost the fastest way in tiles, and a very good speed on the track + if (!PathFinderInfo->rail_or_road) { + if (parent->path.parent != NULL && + AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) { + // When road exists, we don't like turning, but its free, so don't be to piggy about it + if (AI_PATHFINDER_IS_ROAD(parent->path.node.tile)) + res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY; + else + res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; + } + } else { + // For rail we have 1 exeption: diagonal rail.. + // So we fetch 2 raildirection. That of the current one, and of the one before that + if (parent->path.parent != NULL && parent->path.parent->parent != NULL) { + int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile); + int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile); + // First, see if we are on diagonal path, that is better then straight path + if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; } + + // First see if they are different + if (dir1 != dir2) { + // dir 2 and 3 are 1 diagonal track, and 4 and 5. + if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) { + // It is not, so we changed of direction + res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; + } + if (parent->path.parent->parent->parent != NULL) { + int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile); + // Check if we changed 3 tiles of direction in 3 tiles.. bad!!! + if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) { + res += AI_PATHFINDER_CURVE_PENALTY; + } + } + } + } + } + + // Res should never be below zero.. if so, make it zero! + if (res < 0) { res = 0; } + + // Return our value + return res; +} diff --git a/ai_shared.c b/ai_shared.c index 192651c82a..3e2c4a9309 100644 --- a/ai_shared.c +++ b/ai_shared.c @@ -1,82 +1,82 @@ -#include "stdafx.h" -#include "ttd.h" -#include "player.h" -#include "ai.h" - -int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) { - // 0 = vert - // 1 = horz - // 2 = dig up-left - // 3 = dig down-right - // 4 = dig down-left - // 5 = dig up-right - - int x1, x2, x3; - int y1, y2, y3; - - x1 = GET_TILE_X(tile_a); - x2 = GET_TILE_X(tile_b); - x3 = GET_TILE_X(tile_c); - - y1 = GET_TILE_Y(tile_a); - y2 = GET_TILE_Y(tile_b); - y3 = GET_TILE_Y(tile_c); - - if (y1 == y2 && y2 == y3) return 0; - if (x1 == x2 && x2 == x3) return 1; - if (y2 > y1) { - if (x2 > x3) return 2; - else return 4; - } - if (x2 > x1) { - if (y2 > y3) return 2; - else return 5; - } - if (y1 > y2) { - if (x2 > x3) return 5; - else return 3; - } - if (x1 > x2) { - if (y2 > y3) return 4; - else return 3; - } - - return 0; -} - -int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) { - int x1, x2, x3; - int y1, y2, y3; - int r; - - x1 = GET_TILE_X(tile_a); - x2 = GET_TILE_X(tile_b); - x3 = GET_TILE_X(tile_c); - - y1 = GET_TILE_Y(tile_a); - y2 = GET_TILE_Y(tile_b); - y3 = GET_TILE_Y(tile_c); - - r = 0; - - if (x1 < x2) r += 8; - if (y1 < y2) r += 1; - if (x1 > x2) r += 2; - if (y1 > y2) r += 4; - - if (x2 < x3) r += 2; - if (y2 < y3) r += 4; - if (x2 > x3) r += 8; - if (y2 > y3) r += 1; - - return r; -} - -// Get's the direction between 2 tiles seen from tile_a -int AiNew_GetDirection(uint tile_a, uint tile_b) { - if (GET_TILE_Y(tile_a) < GET_TILE_Y(tile_b)) return 1; - if (GET_TILE_Y(tile_a) > GET_TILE_Y(tile_b)) return 3; - if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2; - return 0; -} - +#include "stdafx.h" +#include "ttd.h" +#include "player.h" +#include "ai.h" + +int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) { + // 0 = vert + // 1 = horz + // 2 = dig up-left + // 3 = dig down-right + // 4 = dig down-left + // 5 = dig up-right + + int x1, x2, x3; + int y1, y2, y3; + + x1 = GET_TILE_X(tile_a); + x2 = GET_TILE_X(tile_b); + x3 = GET_TILE_X(tile_c); + + y1 = GET_TILE_Y(tile_a); + y2 = GET_TILE_Y(tile_b); + y3 = GET_TILE_Y(tile_c); + + if (y1 == y2 && y2 == y3) return 0; + if (x1 == x2 && x2 == x3) return 1; + if (y2 > y1) { + if (x2 > x3) return 2; + else return 4; + } + if (x2 > x1) { + if (y2 > y3) return 2; + else return 5; + } + if (y1 > y2) { + if (x2 > x3) return 5; + else return 3; + } + if (x1 > x2) { + if (y2 > y3) return 4; + else return 3; + } + + return 0; +} + +int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) { + int x1, x2, x3; + int y1, y2, y3; + int r; + + x1 = GET_TILE_X(tile_a); + x2 = GET_TILE_X(tile_b); + x3 = GET_TILE_X(tile_c); + + y1 = GET_TILE_Y(tile_a); + y2 = GET_TILE_Y(tile_b); + y3 = GET_TILE_Y(tile_c); + + r = 0; + + if (x1 < x2) r += 8; + if (y1 < y2) r += 1; + if (x1 > x2) r += 2; + if (y1 > y2) r += 4; + + if (x2 < x3) r += 2; + if (y2 < y3) r += 4; + if (x2 > x3) r += 8; + if (y2 > y3) r += 1; + + return r; +} + +// Get's the direction between 2 tiles seen from tile_a +int AiNew_GetDirection(uint tile_a, uint tile_b) { + if (GET_TILE_Y(tile_a) < GET_TILE_Y(tile_b)) return 1; + if (GET_TILE_Y(tile_a) > GET_TILE_Y(tile_b)) return 3; + if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2; + return 0; +} + diff --git a/aystar.c b/aystar.c index cd7c402148..a38dfc7a8a 100644 --- a/aystar.c +++ b/aystar.c @@ -1,271 +1,271 @@ -/* - * This file has the core function for AyStar - * AyStar is a fast pathfinding routine and is used for things like - * AI_pathfinding and Train_pathfinding. - * For more information about AyStar (A* Algorithm), you can look at - * http://en.wikipedia.org/wiki/A-star_search_algorithm - */ - -/* - * Friendly reminder: - * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory - * And when not free'd, it can cause system-crashes. - * Also remember that when you stop an algorithm before it is finished, your - * should call clear() yourself! - */ - -#include "stdafx.h" -#include "ttd.h" -#include "aystar.h" -// This looks in the Hash if a node exists in ClosedList -// If so, it returns the PathNode, else NULL -PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node) { - return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction); -} - -// This adds a node to the ClosedList -// It makes a copy of the data -void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node) { - // Add a node to the ClosedList - PathNode *new_node = malloc(sizeof(PathNode)); - *new_node = *node; - Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node); -} - -// Checks if a node is in the OpenList -// If so, it returns the OpenListNode, else NULL -OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node) { - return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction); -} - -// Gets the best node from OpenList -// returns the best node, or NULL of none is found -// Also it deletes the node from the OpenList -OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) { - // Return the item the Queue returns.. the best next OpenList item. - OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue); - if (res != NULL) - Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction); - - return res; -} - -// Adds a node to the OpenList -// It makes a copy of node, and puts the pointer of parent in the struct -void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g, int userdata) { - // Add a new Node to the OpenList - OpenListNode* new_node = malloc(sizeof(OpenListNode)); - new_node->g = g; - new_node->path.parent = parent; - new_node->path.node = *node; - Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node); - - // Add it to the queue - aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f); -} - -/* - * Checks one tile and calculate his f-value - * return values: - * AYSTAR_DONE : indicates we are done - */ -int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { - int new_f, new_g, new_h; - PathNode *closedlist_parent; - OpenListNode *check; - - // Check the new node against the ClosedList - if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE; - - // Calculate the G-value for this node - new_g = aystar->CalculateG(aystar, current, parent); - // If the value was INVALID_NODE, we don't do anything with this node - if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE; - - // There should not be given any other error-code.. - assert(new_g >= 0); - // Add the parent g-value to the new g-value - new_g += parent->g; - if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE; - - // Calculate the h-value - new_h = aystar->CalculateH(aystar, current, parent); - // There should not be given any error-code.. - assert(new_h >= 0); - - // The f-value if g + h - new_f = new_g + new_h; - - // Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList) - closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node); - - // Check if this item is already in the OpenList - if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) { - int i; - // Yes, check if this g value is lower.. - if (new_g > check->g) return AYSTAR_DONE; - aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0); - // It is lower, so change it to this item - check->g = new_g; - check->path.parent = closedlist_parent; - /* Copy user data, will probably have changed */ - for (i=0;iuser_data);i++) - check->path.node.user_data[i] = current->user_data[i]; - // Readd him in the OpenListQueue - aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f); - } else { - // A new node, add him to the OpenList - AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g, 0); - } - - return AYSTAR_DONE; -} - -/* - * This function is the core of AyStar. It handles one item and checks - * his neighbour items. If they are valid, they are added to be checked too. - * return values: - * AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path - * has been found. - * AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been - * reached. - * AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found. - * AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try. - */ -int AyStarMain_Loop(AyStar *aystar) { - int i, r; - - // Get the best node from OpenList - OpenListNode *current = AyStarMain_OpenList_Pop(aystar); - // If empty, drop an error - if (current == NULL) return AYSTAR_EMPTY_OPENLIST; - - // Check for end node and if found, return that code - if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) { - if (aystar->FoundEndNode != NULL) - aystar->FoundEndNode(aystar, current); - free(current); - return AYSTAR_FOUND_END_NODE; - } - - // Add the node to the ClosedList - AyStarMain_ClosedList_Add(aystar, ¤t->path); - - // Load the neighbours - aystar->GetNeighbours(aystar, current); - - // Go through all neighbours - for (i=0;inum_neighbours;i++) { - // Check and add them to the OpenList if needed - r = aystar->checktile(aystar, &aystar->neighbours[i], current); - } - - // Free the node - free(current); - - if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes) - /* We've expanded enough nodes */ - return AYSTAR_LIMIT_REACHED; - else - // Return that we are still busy - return AYSTAR_STILL_BUSY; -} - -/* - * This function frees the memory it allocated - */ -void AyStarMain_Free(AyStar *aystar) { - aystar->OpenListQueue.free(&aystar->OpenListQueue, false); - /* 2nd argument above is false, below is true, to free the values only - * once */ - delete_Hash(&aystar->OpenListHash, true); - delete_Hash(&aystar->ClosedListHash, true); -#ifdef AYSTAR_DEBUG - printf("[AyStar] Memory free'd\n"); -#endif -} - -/* - * This function make the memory go back to zero - * This function should be called when you are using the same instance again. - */ -void AyStarMain_Clear(AyStar *aystar) { - // Clean the Queue, but not the elements within. That will be done by - // the hash. - aystar->OpenListQueue.clear(&aystar->OpenListQueue, false); - // Clean the hashes - clear_Hash(&aystar->OpenListHash, true); - clear_Hash(&aystar->ClosedListHash, true); - -#ifdef AYSTAR_DEBUG - printf("[AyStar] Cleared AyStar\n"); -#endif -} - -/* - * This is the function you call to run AyStar. - * return values: - * AYSTAR_FOUND_END_NODE : indicates we found an end node. - * AYSTAR_NO_PATH : indicates that there was no path found. - * AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try. - * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY) - * aystar->clear() is called. Note that when you stop the algorithm halfway, - * you should still call clear() yourself! - */ -int AyStarMain_Main(AyStar *aystar) { - int r, i = 0; - // Loop through the OpenList - // Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick - while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { } -#ifdef AYSTAR_DEBUG - if (r == AYSTAR_FOUND_END_NODE) - printf("[AyStar] Found path!\n"); - else if (r == AYSTAR_EMPTY_OPENLIST) - printf("[AyStar] OpenList run dry, no path found\n"); - else if (r == AYSTAR_LIMIT_REACHED) - printf("[AyStar] Exceeded search_nodes, no path found\n"); -#endif - if (r != AYSTAR_STILL_BUSY) - /* We're done, clean up */ - aystar->clear(aystar); - - // Check result-value - if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE; - // Check if we have some left in the OpenList - if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH; - - // Return we are still busy - return AYSTAR_STILL_BUSY; -} - -/* - * Adds a node from where to start an algorithm. Multiple nodes can be added - * if wanted. You should make sure that clear() is called before adding nodes - * if the AyStar has been used before (though the normal main loop calls - * clear() automatically when the algorithm finishes - */ -void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node) { -#ifdef AYSTAR_DEBUG - printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", GET_TILE_X(start_node->tile), GET_TILE_Y(start_node->tile), start_node->direction); -#endif - AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, 0, 0); -} - -void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) { - // Allocated the Hash for the OpenList and ClosedList - init_Hash(&aystar->OpenListHash, hash, num_buckets); - init_Hash(&aystar->ClosedListHash, hash, num_buckets); - - // Set up our sorting queue - // BinaryHeap allocates a block of 1024 nodes - // When thatone gets full it reserves an otherone, till this number - // That is why it can stay this high - init_BinaryHeap(&aystar->OpenListQueue, 102400); - - aystar->addstart = AyStarMain_AddStartNode; - aystar->main = AyStarMain_Main; - aystar->loop = AyStarMain_Loop; - aystar->free = AyStarMain_Free; - aystar->clear = AyStarMain_Clear; - aystar->checktile = AyStarMain_CheckTile; -} +/* + * This file has the core function for AyStar + * AyStar is a fast pathfinding routine and is used for things like + * AI_pathfinding and Train_pathfinding. + * For more information about AyStar (A* Algorithm), you can look at + * http://en.wikipedia.org/wiki/A-star_search_algorithm + */ + +/* + * Friendly reminder: + * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory + * And when not free'd, it can cause system-crashes. + * Also remember that when you stop an algorithm before it is finished, your + * should call clear() yourself! + */ + +#include "stdafx.h" +#include "ttd.h" +#include "aystar.h" +// This looks in the Hash if a node exists in ClosedList +// If so, it returns the PathNode, else NULL +PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node) { + return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction); +} + +// This adds a node to the ClosedList +// It makes a copy of the data +void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node) { + // Add a node to the ClosedList + PathNode *new_node = malloc(sizeof(PathNode)); + *new_node = *node; + Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node); +} + +// Checks if a node is in the OpenList +// If so, it returns the OpenListNode, else NULL +OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node) { + return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction); +} + +// Gets the best node from OpenList +// returns the best node, or NULL of none is found +// Also it deletes the node from the OpenList +OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) { + // Return the item the Queue returns.. the best next OpenList item. + OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue); + if (res != NULL) + Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction); + + return res; +} + +// Adds a node to the OpenList +// It makes a copy of node, and puts the pointer of parent in the struct +void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g, int userdata) { + // Add a new Node to the OpenList + OpenListNode* new_node = malloc(sizeof(OpenListNode)); + new_node->g = g; + new_node->path.parent = parent; + new_node->path.node = *node; + Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node); + + // Add it to the queue + aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f); +} + +/* + * Checks one tile and calculate his f-value + * return values: + * AYSTAR_DONE : indicates we are done + */ +int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { + int new_f, new_g, new_h; + PathNode *closedlist_parent; + OpenListNode *check; + + // Check the new node against the ClosedList + if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE; + + // Calculate the G-value for this node + new_g = aystar->CalculateG(aystar, current, parent); + // If the value was INVALID_NODE, we don't do anything with this node + if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE; + + // There should not be given any other error-code.. + assert(new_g >= 0); + // Add the parent g-value to the new g-value + new_g += parent->g; + if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE; + + // Calculate the h-value + new_h = aystar->CalculateH(aystar, current, parent); + // There should not be given any error-code.. + assert(new_h >= 0); + + // The f-value if g + h + new_f = new_g + new_h; + + // Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList) + closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node); + + // Check if this item is already in the OpenList + if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) { + int i; + // Yes, check if this g value is lower.. + if (new_g > check->g) return AYSTAR_DONE; + aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0); + // It is lower, so change it to this item + check->g = new_g; + check->path.parent = closedlist_parent; + /* Copy user data, will probably have changed */ + for (i=0;iuser_data);i++) + check->path.node.user_data[i] = current->user_data[i]; + // Readd him in the OpenListQueue + aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f); + } else { + // A new node, add him to the OpenList + AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g, 0); + } + + return AYSTAR_DONE; +} + +/* + * This function is the core of AyStar. It handles one item and checks + * his neighbour items. If they are valid, they are added to be checked too. + * return values: + * AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path + * has been found. + * AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been + * reached. + * AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found. + * AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try. + */ +int AyStarMain_Loop(AyStar *aystar) { + int i, r; + + // Get the best node from OpenList + OpenListNode *current = AyStarMain_OpenList_Pop(aystar); + // If empty, drop an error + if (current == NULL) return AYSTAR_EMPTY_OPENLIST; + + // Check for end node and if found, return that code + if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) { + if (aystar->FoundEndNode != NULL) + aystar->FoundEndNode(aystar, current); + free(current); + return AYSTAR_FOUND_END_NODE; + } + + // Add the node to the ClosedList + AyStarMain_ClosedList_Add(aystar, ¤t->path); + + // Load the neighbours + aystar->GetNeighbours(aystar, current); + + // Go through all neighbours + for (i=0;inum_neighbours;i++) { + // Check and add them to the OpenList if needed + r = aystar->checktile(aystar, &aystar->neighbours[i], current); + } + + // Free the node + free(current); + + if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes) + /* We've expanded enough nodes */ + return AYSTAR_LIMIT_REACHED; + else + // Return that we are still busy + return AYSTAR_STILL_BUSY; +} + +/* + * This function frees the memory it allocated + */ +void AyStarMain_Free(AyStar *aystar) { + aystar->OpenListQueue.free(&aystar->OpenListQueue, false); + /* 2nd argument above is false, below is true, to free the values only + * once */ + delete_Hash(&aystar->OpenListHash, true); + delete_Hash(&aystar->ClosedListHash, true); +#ifdef AYSTAR_DEBUG + printf("[AyStar] Memory free'd\n"); +#endif +} + +/* + * This function make the memory go back to zero + * This function should be called when you are using the same instance again. + */ +void AyStarMain_Clear(AyStar *aystar) { + // Clean the Queue, but not the elements within. That will be done by + // the hash. + aystar->OpenListQueue.clear(&aystar->OpenListQueue, false); + // Clean the hashes + clear_Hash(&aystar->OpenListHash, true); + clear_Hash(&aystar->ClosedListHash, true); + +#ifdef AYSTAR_DEBUG + printf("[AyStar] Cleared AyStar\n"); +#endif +} + +/* + * This is the function you call to run AyStar. + * return values: + * AYSTAR_FOUND_END_NODE : indicates we found an end node. + * AYSTAR_NO_PATH : indicates that there was no path found. + * AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try. + * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY) + * aystar->clear() is called. Note that when you stop the algorithm halfway, + * you should still call clear() yourself! + */ +int AyStarMain_Main(AyStar *aystar) { + int r, i = 0; + // Loop through the OpenList + // Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick + while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { } +#ifdef AYSTAR_DEBUG + if (r == AYSTAR_FOUND_END_NODE) + printf("[AyStar] Found path!\n"); + else if (r == AYSTAR_EMPTY_OPENLIST) + printf("[AyStar] OpenList run dry, no path found\n"); + else if (r == AYSTAR_LIMIT_REACHED) + printf("[AyStar] Exceeded search_nodes, no path found\n"); +#endif + if (r != AYSTAR_STILL_BUSY) + /* We're done, clean up */ + aystar->clear(aystar); + + // Check result-value + if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE; + // Check if we have some left in the OpenList + if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH; + + // Return we are still busy + return AYSTAR_STILL_BUSY; +} + +/* + * Adds a node from where to start an algorithm. Multiple nodes can be added + * if wanted. You should make sure that clear() is called before adding nodes + * if the AyStar has been used before (though the normal main loop calls + * clear() automatically when the algorithm finishes + */ +void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node) { +#ifdef AYSTAR_DEBUG + printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", GET_TILE_X(start_node->tile), GET_TILE_Y(start_node->tile), start_node->direction); +#endif + AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, 0, 0); +} + +void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) { + // Allocated the Hash for the OpenList and ClosedList + init_Hash(&aystar->OpenListHash, hash, num_buckets); + init_Hash(&aystar->ClosedListHash, hash, num_buckets); + + // Set up our sorting queue + // BinaryHeap allocates a block of 1024 nodes + // When thatone gets full it reserves an otherone, till this number + // That is why it can stay this high + init_BinaryHeap(&aystar->OpenListQueue, 102400); + + aystar->addstart = AyStarMain_AddStartNode; + aystar->main = AyStarMain_Main; + aystar->loop = AyStarMain_Loop; + aystar->free = AyStarMain_Free; + aystar->clear = AyStarMain_Clear; + aystar->checktile = AyStarMain_CheckTile; +} diff --git a/industry_cmd.c b/industry_cmd.c index de36565a63..0315405108 100644 --- a/industry_cmd.c +++ b/industry_cmd.c @@ -1564,7 +1564,7 @@ Industry *CreateNewIndustry(uint tile, int type) return i; } -static const byte _numof_industry_table[4][12] = { +static const byte _numof_industry_table[4][12] = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5}, {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10}, @@ -1574,8 +1574,8 @@ static const byte _numof_industry_table[4][12] = { static void PlaceInitialIndustry(byte type, int amount) { int num = _numof_industry_table[_opt.diff.number_industries][amount]; - - if (_opt.diff.number_industries != 0) + + if (_opt.diff.number_industries != 0) { assert(num > 0); @@ -1585,7 +1585,7 @@ static void PlaceInitialIndustry(byte type, int amount) if (CreateNewIndustry(TILE_MASK(Random()), type) != NULL) break; } while (--i != 0); - } while (--num); + } while (--num); } } diff --git a/network.c b/network.c index 5c664afe43..d2b758bf26 100644 --- a/network.c +++ b/network.c @@ -1252,14 +1252,14 @@ void NetworkIPListInit() { gethostname(hostname,250); DEBUG(misc,2) ("[NET][IP] init for host %s", hostname); he=gethostbyname((char *) hostname); - - if (he == NULL) { - he = gethostbyname("localhost"); - } - - if (he == NULL) { - bcaddr = inet_addr("127.0.0.1"); - he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET); + + if (he == NULL) { + he = gethostbyname("localhost"); + } + + if (he == NULL) { + bcaddr = inet_addr("127.0.0.1"); + he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET); } if (he == NULL) { diff --git a/queue.h b/queue.h index 05efe589b3..b83ff39374 100644 --- a/queue.h +++ b/queue.h @@ -1,203 +1,203 @@ -#ifndef QUEUE_H -#define QUEUE_H - -//#define NOFREE -//#define QUEUE_DEBUG -//#define HASH_DEBUG - - -typedef struct Queue Queue; -typedef bool Queue_PushProc(Queue* q, void* item, int priority); -typedef void* Queue_PopProc(Queue* q); -typedef bool Queue_DeleteProc(Queue* q, void* item, int priority); -typedef void Queue_ClearProc(Queue* q, bool free_values); -typedef void Queue_FreeProc(Queue* q, bool free_values); - -typedef struct InsSortNode InsSortNode; -struct InsSortNode { - void* item; - int priority; - InsSortNode* next; -}; -typedef struct BinaryHeapNode BinaryHeapNode; - struct BinaryHeapNode { - void* item; - int priority; -}; - - -struct Queue{ - /* - * Pushes an element into the queue, at the appropriate place for the queue. - * Requires the queue pointer to be of an appropriate type, of course. - */ - Queue_PushProc* push; - /* - * Pops the first element from the queue. What exactly is the first element, - * is defined by the exact type of queue. - */ - Queue_PopProc* pop; - /* - * Deletes the item from the queue. priority should be specified if - * known, which speeds up the deleting for some queue's. Should be -1 - * if not known. - */ - Queue_DeleteProc* del; - - /* Clears the queue, by removing all values from it. It's state is - * effectively reset. If free_items is true, each of the items cleared - * in this way are free()'d. - */ - Queue_ClearProc* clear; - /* Frees the queue, by reclaiming all memory allocated by it. After - * this it is no longer usable. If free_items is true, any remaining - * items are free()'d too. - */ - Queue_FreeProc* free; - - union { - struct { - uint max_size; - uint size; - void** elements; - } stack; - struct { - uint max_size; - uint head; /* The index where the last element should be inserted */ - uint tail; /* The index where the next element should be read */ - void** elements; - } fifo; - struct { - InsSortNode* first; - } inssort; - struct { - uint max_size; - uint size; - uint blocks; /* The amount of blocks for which space is reserved in elements */ - BinaryHeapNode** elements; - } binaryheap; - } data; - - /* If true, this struct will be free'd when the - * Queue is deleted. */ - bool freeq; -}; - -/* Initializes a stack and allocates internal memory. */ -void init_Stack(Queue* q, uint max_size); - -/* Allocate a new stack with a maximum of max_size elements. */ -Queue* new_Stack(uint max_size); - -/* - * Fifo - */ - -/* Initializes a fifo and allocates internal memory for maximum of max_size - * elements */ -void init_Fifo(Queue* q, uint max_size); - -/* Allocate a new fifo and initializes it with a maximum of max_size elements. */ -Queue* new_Fifo(uint max_size); - -Queue* new_Fifo_in_buffer(uint max_size, void* buffer); - -int build_Fifo(void* buffer, uint size); - -/* - * Insertion Sorter - */ - -/* Initializes a inssort and allocates internal memory. There is no maximum - * size */ -void init_InsSort(Queue* q); - -/* Allocate a new fifo and initializes it. There is no maximum size */ -Queue* new_InsSort(); - -/* - * Binary Heap - * For information, see: - * http://www.policyalmanac.org/games/binaryHeaps.htm - */ - -/* The amount of elements that will be malloc'd at a time */ -#define BINARY_HEAP_BLOCKSIZE_BITS 10 - -/* Initializes a binary heap and allocates internal memory for maximum of - * max_size elements */ -void init_BinaryHeap(Queue* q, uint max_size); - -/* Allocate a new binary heap and initializes it with a maximum of max_size - * elements. */ -Queue* new_BinaryHeap(uint max_size); - -/* - * Hash - */ -typedef struct HashNode HashNode; -struct HashNode { - uint key1; - uint key2; - void* value; - HashNode* next; -}; -/* Generates a hash code from the given key pair. You should make sure that - * the resulting range is clearly defined. - */ -typedef uint Hash_HashProc(uint key1, uint key2); -typedef struct Hash { - /* The hash function used */ - Hash_HashProc* hash; - /* The amount of items in the hash */ - uint size; - /* The number of buckets allocated */ - uint num_buckets; - /* A pointer to an array of num_buckets buckets. */ - HashNode* buckets; - /* A pointer to an array of numbuckets booleans, which will be true if - * there are any Nodes in the bucket */ - bool* buckets_in_use; - /* If true, buckets will be freed in delete_hash */ - bool freeb; - /* If true, the pointer to this struct will be freed in delete_hash */ - bool freeh; -} Hash; - -/* Call these function to manipulate a hash */ - -/* Deletes the value with the specified key pair from the hash and returns - * that value. Returns NULL when the value was not present. The value returned - * is _not_ free()'d! */ -void* Hash_Delete(Hash* h, uint key1, uint key2); -/* Sets the value associated with the given key pair to the given value. - * Returns the old value if the value was replaced, NULL when it was not yet present. */ -void* Hash_Set(Hash* h, uint key1, uint key2, void* value); -/* Gets the value associated with the given key pair, or NULL when it is not - * present. */ -void* Hash_Get(Hash* h, uint key1, uint key2); - -/* Call these function to create/destroy a hash */ - -/* Builds a new hash, with num_buckets buckets. Make sure that hash() always - * returns a hash less than num_buckets! Call delete_hash after use */ -Hash* new_Hash(Hash_HashProc* hash, int num_buckets); -/* Builds a new hash in an existing struct. Make sure that hash() always - * returns a hash less than num_buckets! Call delete_hash after use */ -void init_Hash(Hash* h, Hash_HashProc* hash, int num_buckets); -/* - * Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash - * & friends. If free is true, it will call free() on all the values that - * are left in the hash. - */ -void delete_Hash(Hash* h, bool free_values); -/* - * Cleans the hash, but keeps the memory allocated - */ -void clear_Hash(Hash* h, bool free_values); -/* - * Gets the current size of the Hash - */ -uint Hash_Size(Hash* h); - -#endif /* QUEUE_H */ +#ifndef QUEUE_H +#define QUEUE_H + +//#define NOFREE +//#define QUEUE_DEBUG +//#define HASH_DEBUG + + +typedef struct Queue Queue; +typedef bool Queue_PushProc(Queue* q, void* item, int priority); +typedef void* Queue_PopProc(Queue* q); +typedef bool Queue_DeleteProc(Queue* q, void* item, int priority); +typedef void Queue_ClearProc(Queue* q, bool free_values); +typedef void Queue_FreeProc(Queue* q, bool free_values); + +typedef struct InsSortNode InsSortNode; +struct InsSortNode { + void* item; + int priority; + InsSortNode* next; +}; +typedef struct BinaryHeapNode BinaryHeapNode; + struct BinaryHeapNode { + void* item; + int priority; +}; + + +struct Queue{ + /* + * Pushes an element into the queue, at the appropriate place for the queue. + * Requires the queue pointer to be of an appropriate type, of course. + */ + Queue_PushProc* push; + /* + * Pops the first element from the queue. What exactly is the first element, + * is defined by the exact type of queue. + */ + Queue_PopProc* pop; + /* + * Deletes the item from the queue. priority should be specified if + * known, which speeds up the deleting for some queue's. Should be -1 + * if not known. + */ + Queue_DeleteProc* del; + + /* Clears the queue, by removing all values from it. It's state is + * effectively reset. If free_items is true, each of the items cleared + * in this way are free()'d. + */ + Queue_ClearProc* clear; + /* Frees the queue, by reclaiming all memory allocated by it. After + * this it is no longer usable. If free_items is true, any remaining + * items are free()'d too. + */ + Queue_FreeProc* free; + + union { + struct { + uint max_size; + uint size; + void** elements; + } stack; + struct { + uint max_size; + uint head; /* The index where the last element should be inserted */ + uint tail; /* The index where the next element should be read */ + void** elements; + } fifo; + struct { + InsSortNode* first; + } inssort; + struct { + uint max_size; + uint size; + uint blocks; /* The amount of blocks for which space is reserved in elements */ + BinaryHeapNode** elements; + } binaryheap; + } data; + + /* If true, this struct will be free'd when the + * Queue is deleted. */ + bool freeq; +}; + +/* Initializes a stack and allocates internal memory. */ +void init_Stack(Queue* q, uint max_size); + +/* Allocate a new stack with a maximum of max_size elements. */ +Queue* new_Stack(uint max_size); + +/* + * Fifo + */ + +/* Initializes a fifo and allocates internal memory for maximum of max_size + * elements */ +void init_Fifo(Queue* q, uint max_size); + +/* Allocate a new fifo and initializes it with a maximum of max_size elements. */ +Queue* new_Fifo(uint max_size); + +Queue* new_Fifo_in_buffer(uint max_size, void* buffer); + +int build_Fifo(void* buffer, uint size); + +/* + * Insertion Sorter + */ + +/* Initializes a inssort and allocates internal memory. There is no maximum + * size */ +void init_InsSort(Queue* q); + +/* Allocate a new fifo and initializes it. There is no maximum size */ +Queue* new_InsSort(); + +/* + * Binary Heap + * For information, see: + * http://www.policyalmanac.org/games/binaryHeaps.htm + */ + +/* The amount of elements that will be malloc'd at a time */ +#define BINARY_HEAP_BLOCKSIZE_BITS 10 + +/* Initializes a binary heap and allocates internal memory for maximum of + * max_size elements */ +void init_BinaryHeap(Queue* q, uint max_size); + +/* Allocate a new binary heap and initializes it with a maximum of max_size + * elements. */ +Queue* new_BinaryHeap(uint max_size); + +/* + * Hash + */ +typedef struct HashNode HashNode; +struct HashNode { + uint key1; + uint key2; + void* value; + HashNode* next; +}; +/* Generates a hash code from the given key pair. You should make sure that + * the resulting range is clearly defined. + */ +typedef uint Hash_HashProc(uint key1, uint key2); +typedef struct Hash { + /* The hash function used */ + Hash_HashProc* hash; + /* The amount of items in the hash */ + uint size; + /* The number of buckets allocated */ + uint num_buckets; + /* A pointer to an array of num_buckets buckets. */ + HashNode* buckets; + /* A pointer to an array of numbuckets booleans, which will be true if + * there are any Nodes in the bucket */ + bool* buckets_in_use; + /* If true, buckets will be freed in delete_hash */ + bool freeb; + /* If true, the pointer to this struct will be freed in delete_hash */ + bool freeh; +} Hash; + +/* Call these function to manipulate a hash */ + +/* Deletes the value with the specified key pair from the hash and returns + * that value. Returns NULL when the value was not present. The value returned + * is _not_ free()'d! */ +void* Hash_Delete(Hash* h, uint key1, uint key2); +/* Sets the value associated with the given key pair to the given value. + * Returns the old value if the value was replaced, NULL when it was not yet present. */ +void* Hash_Set(Hash* h, uint key1, uint key2, void* value); +/* Gets the value associated with the given key pair, or NULL when it is not + * present. */ +void* Hash_Get(Hash* h, uint key1, uint key2); + +/* Call these function to create/destroy a hash */ + +/* Builds a new hash, with num_buckets buckets. Make sure that hash() always + * returns a hash less than num_buckets! Call delete_hash after use */ +Hash* new_Hash(Hash_HashProc* hash, int num_buckets); +/* Builds a new hash in an existing struct. Make sure that hash() always + * returns a hash less than num_buckets! Call delete_hash after use */ +void init_Hash(Hash* h, Hash_HashProc* hash, int num_buckets); +/* + * Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash + * & friends. If free is true, it will call free() on all the values that + * are left in the hash. + */ +void delete_Hash(Hash* h, bool free_values); +/* + * Cleans the hash, but keeps the memory allocated + */ +void clear_Hash(Hash* h, bool free_values); +/* + * Gets the current size of the Hash + */ +uint Hash_Size(Hash* h); + +#endif /* QUEUE_H */