(svn r12200) -Fix: force AI to build rail or road instead of bridges if possible, so it doesn't build bridges everywhere

This commit is contained in:
smatz 2008-02-20 17:56:36 +00:00
parent b7993793c8
commit 767e1cc37e
1 changed files with 71 additions and 30 deletions

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@ -2197,25 +2197,55 @@ static void AiBuildRailConstruct(Player *p)
_players_ai[p->index].cur_tile_a += TileOffsByDiagDir(_players_ai[p->index].cur_dir_a);
if (arf.best_ptr[0] & 0x80) {
int i;
int32 bridge_len = GetTunnelBridgeLength(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a);
TileIndex t1 = _players_ai[p->index].cur_tile_a;
TileIndex t2 = arf.bridge_end_tile;
/* Figure out which (rail)bridge type to build
* start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worst bridge (i=0), since AI will always build
* that.
*/
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
int32 bridge_len = GetTunnelBridgeLength(t1, t2);
DiagDirection dir = (TileX(t1) == TileX(t2) ? DIAGDIR_SE : DIAGDIR_SW);
Track track = AxisToTrack(DiagDirToAxis(dir));
if (t2 < t1) dir = ReverseDiagDir(dir);
/* try to build a long rail instead of bridge... */
bool fail = false;
CommandCost cost;
TileIndex t = t1;
/* try to build one rail on each tile - can't use CMD_BUILD_RAILROAD_TRACK now, it can build one part of track without failing */
do {
cost = DoCommand(t, _players_ai[p->index].railtype_to_use, track, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
/* do not allow building over existing track */
if (CmdFailed(cost) || IsTileType(t, MP_RAILWAY)) {
fail = true;
break;
}
t += TileOffsByDiagDir(dir);
} while (t != t2);
/* can we build long track? */
if (!fail) cost = DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_TRACK);
if (!fail && CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
DoCommand(t1, t2, _players_ai[p->index].railtype_to_use | (track << 4), DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_BUILD_RAILROAD_TRACK);
} else {
/* Figure out which (rail)bridge type to build
* start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worst bridge (i=0), since AI will always build that. */
int i;
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
}
}
/* Build it */
DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
}
// Build it
DoCommand(arf.bridge_end_tile, _players_ai[p->index].cur_tile_a, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
_players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
_players_ai[p->index].cur_tile_a = t2;
_players_ai[p->index].state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
@ -3085,25 +3115,36 @@ do_some_terraform:
tile = TILE_MASK(_players_ai[p->index].cur_tile_a + TileOffsByDiagDir(_players_ai[p->index].cur_dir_a));
if (arf.best_ptr[0] & 0x80) {
int i;
int32 bridge_len;
_players_ai[p->index].cur_tile_a = arf.bridge_end_tile;
bridge_len = GetTunnelBridgeLength(tile, _players_ai[p->index].cur_tile_a); // tile
TileIndex t1 = tile;
TileIndex t2 = arf.bridge_end_tile;
/* Figure out what (road)bridge type to build
* start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worse bridge (i=0), since AI will always build that.
*/
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
int32 bridge_len = GetTunnelBridgeLength(t1, t2);
Axis axis = (TileX(t1) == TileX(t2) ? AXIS_Y : AXIS_X);
/* try to build a long road instead of bridge - CMD_BUILD_LONG_ROAD has to fail if it couldn't build at least one piece! */
CommandCost cost = DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
if (CmdSucceeded(cost) && cost.GetCost() <= p->player_money) {
DoCommand(t2, t1, (t2 < t1 ? 1 : 2) | (axis << 2) | (ROADTYPE_ROAD << 3), DC_AUTO | DC_EXEC | DC_NO_WATER, CMD_BUILD_LONG_ROAD);
} else {
int i;
/* Figure out what (road)bridge type to build
* start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worse bridge (i=0), since AI will always build that */
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
}
}
/* Build it */
DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
}
// Build it
DoCommand(tile, _players_ai[p->index].cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
_players_ai[p->index].cur_tile_a = t2;
_players_ai[p->index].state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel