(svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.

This commit is contained in:
peter1138 2006-11-05 21:50:08 +00:00
parent fd361b104d
commit 6f290da200
2 changed files with 29 additions and 11 deletions

View File

@ -162,12 +162,14 @@ static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag,
static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile) static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile)
{ {
EngineID best_veh_index = INVALID_ENGINE; EngineID best_veh_index = INVALID_ENGINE;
int32 best_veh_cost = 0; int32 best_veh_rating = 0;
EngineID i = ROAD_ENGINES_INDEX; EngineID i = ROAD_ENGINES_INDEX;
EngineID end = i + NUM_ROAD_ENGINES; EngineID end = i + NUM_ROAD_ENGINES;
for (; i != end; i++) { for (; i != end; i++) {
const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i); const Engine* e = GetEngine(i);
int32 rating;
int32 ret; int32 ret;
if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
@ -175,13 +177,17 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
} }
/* Skip vehicles which can't take our cargo type */ /* Skip vehicles which can't take our cargo type */
if (RoadVehInfo(i)->cargo_type != cargo) continue; if (rvi->cargo_type != cargo) continue;
/* Rate and compare the engine by speed & capacity */
rating = rvi->max_speed * rvi->capacity;
if (rating <= best_veh_rating) continue;
ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { if (CmdFailed(ret) || ret > money) continue;
best_veh_cost = ret;
best_veh_index = i; best_veh_rating = rating;
} best_veh_index = i;
} }
return best_veh_index; return best_veh_index;

View File

@ -232,27 +232,39 @@ EngineID AiNew_PickVehicle(Player *p)
// Not supported yet // Not supported yet
return INVALID_ENGINE; return INVALID_ENGINE;
} else { } else {
EngineID best_veh_index = INVALID_ENGINE;
int32 best_veh_rating = 0;
EngineID start = ROAD_ENGINES_INDEX; EngineID start = ROAD_ENGINES_INDEX;
EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES; EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
EngineID i; EngineID i;
// Let's check it backwards.. we simply want to best engine available.. // Let's check it backwards.. we simply want to best engine available..
for (i = end - 1; i >= start; i--) { for (i = start; i != end; i--) {
const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i); const Engine* e = GetEngine(i);
int32 rating;
int32 ret; int32 ret;
/* Skip vehicles which can't take our cargo type */ /* Skip vehicles which can't take our cargo type */
if (RoadVehInfo(i)->cargo_type != p->ainew.cargo) continue; if (rvi->cargo_type != p->ainew.cargo) continue;
// Is it availiable? // Is it availiable?
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
/* Rate and compare the engine by speed & capacity */
rating = rvi->max_speed * rvi->capacity;
if (rating <= best_veh_rating) continue;
// Can we build it? // Can we build it?
ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret)) return i; if (CmdFailed(ret)) continue;
best_veh_rating = rating;
best_veh_index = i;
} }
// We did not find a vehicle :(
return INVALID_ENGINE; return best_veh_index;
} }
} }