OpenTTD/src/ai/default/default.cpp

3968 lines
102 KiB
C++

/* $Id$ */
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../aircraft.h"
#include "../../bridge_map.h"
#include "../../functions.h"
#include "../../landscape.h"
#include "../../map.h"
#include "../../rail_map.h"
#include "../../road_map.h"
#include "../../roadveh.h"
#include "../../station_map.h"
#include "../../tile.h"
#include "../../player.h"
#include "../../tunnel_map.h"
#include "../../vehicle.h"
#include "../../engine.h"
#include "../../command.h"
#include "../../town.h"
#include "../../industry.h"
#include "../../station.h"
#include "../../pathfind.h"
#include "../../economy.h"
#include "../../airport.h"
#include "../../depot.h"
#include "../../variables.h"
#include "../../bridge.h"
#include "../../date.h"
#include "../../helpers.hpp"
#include "../../tunnelbridge_map.h"
#include "default.h"
// remove some day perhaps?
static uint _ai_service_interval;
typedef void AiStateAction(Player *p);
enum {
AIS_0 = 0,
AIS_1 = 1,
AIS_VEH_LOOP = 2,
AIS_VEH_CHECK_REPLACE_VEHICLE = 3,
AIS_VEH_DO_REPLACE_VEHICLE = 4,
AIS_WANT_NEW_ROUTE = 5,
AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6,
AIS_BUILD_RAIL = 7,
AIS_BUILD_RAIL_VEH = 8,
AIS_DELETE_RAIL_BLOCKS = 9,
AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10,
AIS_BUILD_ROAD = 11,
AIS_BUILD_ROAD_VEHICLES = 12,
AIS_DELETE_ROAD_BLOCKS = 13,
AIS_AIRPORT_STUFF = 14,
AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15,
AIS_BUILD_AIRCRAFT_VEHICLES = 16,
AIS_CHECK_SHIP_STUFF = 17,
AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18,
AIS_DO_SHIP_STUFF = 19,
AIS_SELL_VEHICLE = 20,
AIS_REMOVE_STATION = 21,
AIS_REMOVE_TRACK = 22,
AIS_REMOVE_SINGLE_RAIL_TILE = 23
};
#include "../../table/ai_rail.h"
static TrackBits GetRailTrackStatus(TileIndex tile)
{
uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0);
return (TrackBits)(byte) (r | r >> 8);
}
static void AiCase0(Player *p)
{
p->ai.state = AIS_REMOVE_TRACK;
p->ai.state_counter = 0;
}
static void AiCase1(Player *p)
{
p->ai.cur_veh = NULL;
p->ai.state = AIS_VEH_LOOP;
}
static void AiStateVehLoop(Player *p)
{
Vehicle *v;
uint index;
index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1;
FOR_ALL_VEHICLES_FROM(v, index) {
if (v->owner != _current_player) continue;
if ((v->type == VEH_TRAIN && v->subtype == 0) ||
v->type == VEH_ROAD ||
(v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) ||
v->type == VEH_SHIP) {
/* replace engine? */
if (v->type == VEH_TRAIN && v->engine_type < 3 &&
(_price.build_railvehicle >> 3) < p->player_money) {
p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
p->ai.cur_veh = v;
return;
}
/* not profitable? */
if (v->age >= 730 &&
v->profit_last_year < _price.station_value * 5 &&
v->profit_this_year < _price.station_value * 5) {
p->ai.state_counter = 0;
p->ai.state = AIS_SELL_VEHICLE;
p->ai.cur_veh = v;
return;
}
/* not reliable? */
if (v->age >= v->max_age || (
v->age != 0 &&
GetEngine(v->engine_type)->reliability < 35389
)) {
p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
p->ai.cur_veh = v;
return;
}
}
}
p->ai.state = AIS_WANT_NEW_ROUTE;
p->ai.state_counter = 0;
}
static EngineID AiChooseTrainToBuild(RailType railtype, Money money, byte flag, TileIndex tile)
{
EngineID best_veh_index = INVALID_ENGINE;
byte best_veh_score = 0;
CommandCost ret;
EngineID i;
for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
const RailVehicleInfo *rvi = RailVehInfo(i);
const Engine* e = GetEngine(i);
if (!IsCompatibleRail(rvi->railtype, railtype) ||
rvi->railveh_type == RAILVEH_WAGON ||
(rvi->railveh_type == RAILVEH_MULTIHEAD && flag & 1) ||
!HasBit(e->player_avail, _current_player) ||
e->reliability < 0x8A3D) {
continue;
}
ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
if (CmdSucceeded(ret) && ret.GetCost() <= money && rvi->ai_rank >= best_veh_score) {
best_veh_score = rvi->ai_rank;
best_veh_index = i;
}
}
return best_veh_index;
}
static EngineID AiChooseRoadVehToBuild(CargoID cargo, Money money, TileIndex tile)
{
EngineID best_veh_index = INVALID_ENGINE;
int32 best_veh_rating = 0;
EngineID i = ROAD_ENGINES_INDEX;
EngineID end = i + NUM_ROAD_ENGINES;
for (; i != end; i++) {
const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i);
int32 rating;
CommandCost ret;
if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
continue;
}
/* Skip vehicles which can't take our cargo type */
if (rvi->cargo_type != cargo && !CanRefitTo(i, 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);
if (CmdFailed(ret)) continue;
/* Add the cost of refitting */
if (rvi->cargo_type != cargo) ret.AddCost(GetRefitCost(i));
if (ret.GetCost() > money) continue;
best_veh_rating = rating;
best_veh_index = i;
}
return best_veh_index;
}
static EngineID AiChooseAircraftToBuild(Money money, byte flag)
{
EngineID best_veh_index = INVALID_ENGINE;
Money best_veh_cost = 0;
EngineID i;
for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) {
const Engine* e = GetEngine(i);
CommandCost ret;
if (!HasBit(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
continue;
}
if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue;
ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
if (CmdSucceeded(ret) && ret.GetCost() <= money && ret.GetCost() >= best_veh_cost) {
best_veh_cost = ret.GetCost();
best_veh_index = i;
}
}
return best_veh_index;
}
static Money AiGetBasePrice(const Player* p)
{
Money base = _price.station_value;
// adjust base price when more expensive vehicles are available
switch (p->ai.railtype_to_use) {
default: NOT_REACHED();
case RAILTYPE_RAIL: break;
case RAILTYPE_ELECTRIC: break;
case RAILTYPE_MONO: base = (base * 3) >> 1; break;
case RAILTYPE_MAGLEV: base *= 2; break;
}
return base;
}
static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v)
{
Money avail_money = p->player_money + v->value;
return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile);
}
static EngineID AiChooseAircraftToReplaceWith(const Player* p, const Vehicle* v)
{
Money avail_money = p->player_money + v->value;
return AiChooseAircraftToBuild(
avail_money, AircraftVehInfo(v->engine_type)->subtype & AIR_CTOL
);
}
static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v)
{
Money avail_money = p->player_money + v->value;
const Vehicle* u = v;
int num = 0;
while (++num, u->Next() != NULL) {
u = u->Next();
}
// XXX: check if a wagon
return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile);
}
static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v)
{
/* Ships are not implemented in this (broken) AI */
return INVALID_ENGINE;
}
static void AiHandleGotoDepot(Player *p, int cmd)
{
if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT)
DoCommand(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd);
if (++p->ai.state_counter <= 1387) {
p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
return;
}
if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) {
p->ai.cur_veh->current_order.type = OT_DUMMY;
p->ai.cur_veh->current_order.flags = 0;
InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index);
}
}
static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
{
uint i;
for (i = 0; bak->order[i].type != OT_NOTHING; i++) {
if (!DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK))
break;
}
}
static void AiHandleReplaceTrain(Player *p)
{
const Vehicle* v = p->ai.cur_veh;
BackuppedOrders orderbak;
EngineID veh;
// wait until the vehicle reaches the depot.
if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
AiHandleGotoDepot(p, CMD_SEND_TRAIN_TO_DEPOT);
return;
}
veh = AiChooseTrainToReplaceWith(p, v);
if (veh != INVALID_ENGINE) {
TileIndex tile;
BackupVehicleOrders(v, &orderbak);
tile = v->tile;
if (CmdSucceeded(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE))) {
VehicleID veh = _new_vehicle_id;
AiRestoreVehicleOrders(GetVehicle(veh), &orderbak);
DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
}
}
}
static void AiHandleReplaceRoadVeh(Player *p)
{
const Vehicle* v = p->ai.cur_veh;
BackuppedOrders orderbak[1];
EngineID veh;
if (!v->IsStoppedInDepot()) {
AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT);
return;
}
veh = AiChooseRoadVehToReplaceWith(p, v);
if (veh != INVALID_ENGINE) {
TileIndex tile;
BackupVehicleOrders(v, orderbak);
tile = v->tile;
if (CmdSucceeded(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) {
VehicleID veh = _new_vehicle_id;
AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
}
}
}
static void AiHandleReplaceAircraft(Player *p)
{
const Vehicle* v = p->ai.cur_veh;
BackuppedOrders orderbak[1];
EngineID veh;
if (!v->IsStoppedInDepot()) {
AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR);
return;
}
veh = AiChooseAircraftToReplaceWith(p, v);
if (veh != INVALID_ENGINE) {
TileIndex tile;
BackupVehicleOrders(v, orderbak);
tile = v->tile;
if (CmdSucceeded(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
CmdSucceeded(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) {
VehicleID veh = _new_vehicle_id;
AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
}
}
}
static void AiHandleReplaceShip(Player *p)
{
/* Ships are not implemented in this (broken) AI */
}
typedef EngineID CheckReplaceProc(const Player* p, const Vehicle* v);
static CheckReplaceProc* const _veh_check_replace_proc[] = {
AiChooseTrainToReplaceWith,
AiChooseRoadVehToReplaceWith,
AiChooseShipToReplaceWith,
AiChooseAircraftToReplaceWith,
};
typedef void DoReplaceProc(Player *p);
static DoReplaceProc* const _veh_do_replace_proc[] = {
AiHandleReplaceTrain,
AiHandleReplaceRoadVeh,
AiHandleReplaceShip,
AiHandleReplaceAircraft
};
static void AiStateCheckReplaceVehicle(Player *p)
{
const Vehicle* v = p->ai.cur_veh;
if (!v->IsValid() ||
v->owner != _current_player ||
v->type > VEH_SHIP ||
_veh_check_replace_proc[v->type - VEH_TRAIN](p, v) == INVALID_ENGINE) {
p->ai.state = AIS_VEH_LOOP;
} else {
p->ai.state_counter = 0;
p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
}
}
static void AiStateDoReplaceVehicle(Player *p)
{
const Vehicle* v = p->ai.cur_veh;
p->ai.state = AIS_VEH_LOOP;
// vehicle is not owned by the player anymore, something went very wrong.
if (!v->IsValid() || v->owner != _current_player) return;
_veh_do_replace_proc[v->type - VEH_TRAIN](p);
}
struct FoundRoute {
int distance;
CargoID cargo;
void *from;
void *to;
};
static Town *AiFindRandomTown()
{
return GetRandomTown();
}
static Industry *AiFindRandomIndustry()
{
int num = RandomRange(GetMaxIndustryIndex());
if (IsValidIndustryID(num)) return GetIndustry(num);
return NULL;
}
static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
{
uint i;
CargoID cargo;
const Subsidy* s;
Industry* from;
TileIndex to_xy;
// initially error
fr->distance = -1;
// Randomize subsidy index..
i = RandomRange(lengthof(_subsidies) * 3);
if (i >= lengthof(_subsidies)) return;
s = &_subsidies[i];
// Don't want passengers or mail
cargo = s->cargo_type;
if (cargo == CT_INVALID ||
cargo == CT_PASSENGERS ||
cargo == CT_MAIL ||
s->age > 7) {
return;
}
fr->cargo = cargo;
fr->from = from = GetIndustry(s->from);
if (cargo == CT_GOODS || cargo == CT_FOOD) {
Town* to_tow = GetTown(s->to);
if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error
fr->to = to_tow;
to_xy = to_tow->xy;
} else {
Industry* to_ind = GetIndustry(s->to);
fr->to = to_ind;
to_xy = to_ind->xy;
}
fr->distance = DistanceManhattan(from->xy, to_xy);
}
static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
{
uint i;
const Subsidy* s;
Town *from, *to;
// initially error
fr->distance = -1;
// Randomize subsidy index..
i = RandomRange(lengthof(_subsidies) * 3);
if (i >= lengthof(_subsidies)) return;
s = &_subsidies[i];
// Only want passengers
if (s->cargo_type != CT_PASSENGERS || s->age > 7) return;
fr->cargo = s->cargo_type;
fr->from = from = GetTown(s->from);
fr->to = to = GetTown(s->to);
// They must be big enough
if (from->population < 400 || to->population < 400) return;
fr->distance = DistanceManhattan(from->xy, to->xy);
}
static void AiFindRandomIndustryRoute(FoundRoute *fr)
{
Industry* i;
uint32 r;
CargoID cargo;
// initially error
fr->distance = -1;
r = Random();
// pick a source
fr->from = i = AiFindRandomIndustry();
if (i == NULL) return;
// pick a random produced cargo
cargo = i->produced_cargo[0];
if (r & 1 && i->produced_cargo[1] != CT_INVALID) cargo = i->produced_cargo[1];
fr->cargo = cargo;
// don't allow passengers
if (cargo == CT_INVALID || cargo == CT_PASSENGERS) return;
if (cargo != CT_GOODS && cargo != CT_FOOD) {
// pick a dest, and see if it can receive
Industry* i2 = AiFindRandomIndustry();
if (i2 == NULL || i == i2 ||
(i2->accepts_cargo[0] != cargo &&
i2->accepts_cargo[1] != cargo &&
i2->accepts_cargo[2] != cargo)) {
return;
}
fr->to = i2;
fr->distance = DistanceManhattan(i->xy, i2->xy);
} else {
// pick a dest town, and see if it's big enough
Town* t = AiFindRandomTown();
if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) return;
fr->to = t;
fr->distance = DistanceManhattan(i->xy, t->xy);
}
}
static void AiFindRandomPassengerRoute(FoundRoute *fr)
{
Town* source;
Town* dest;
// initially error
fr->distance = -1;
fr->from = source = AiFindRandomTown();
if (source == NULL || source->population < 400) return;
fr->to = dest = AiFindRandomTown();
if (dest == NULL || source == dest || dest->population < 400) return;
fr->distance = DistanceManhattan(source->xy, dest->xy);
}
// Warn: depends on 'xy' being the first element in both Town and Industry
#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy)
static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask)
{
TileIndex from_tile, to_tile;
Station *st;
int dist;
uint same_station = 0;
from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from);
to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to);
dist = 0xFFFF;
FOR_ALL_STATIONS(st) {
int cur;
if (st->owner != _current_player) continue;
cur = DistanceMax(from_tile, st->xy);
if (cur < dist) dist = cur;
cur = DistanceMax(to_tile, st->xy);
if (cur < dist) dist = cur;
if (to_tile == from_tile && st->xy == to_tile) same_station++;
}
// To prevent the AI from building ten busstations in the same town, do some calculations
// For each road or airport station, we want 350 of population!
if ((bitmask == 2 || bitmask == 4) &&
same_station > 2 &&
((Town*)fr->from)->population < same_station * 350) {
return false;
}
/* Requiring distance to nearest station to be always under 37 tiles may be suboptimal,
* Especially for longer aircraft routes that start and end pretty at any arbitrary place on map
* While it may be nice for AI to cluster their creations together, hardcoded limit is not ideal.
* If AI will randomly start on some isolated spot, it will never get out of there.
* AI will have chance of randomly rejecting routes further than 37 tiles from their network,
* so there will be some attempt to cluster the network together */
/* Random value between 37 and 292. Low values are exponentially more likely
* With 50% chance the value will be under 52 tiles */
int min_distance = 36 + (1 << (Random() % 9)); // 0..8
/* Make sure distance to closest station is < min_distance tiles. */
if (dist != 0xFFFF && dist > min_distance) return false;
if (p->ai.route_type_mask != 0 &&
!(p->ai.route_type_mask & bitmask) &&
!Chance16(1, 5)) {
return false;
}
if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) {
const Town* from = (const Town*)fr->from;
const Town* to = (const Town*)fr->to;
if (from->pct_pass_transported > 0x99 ||
to->pct_pass_transported > 0x99) {
return false;
}
// Make sure it has a reasonably good rating
if (from->ratings[_current_player] < -100 ||
to->ratings[_current_player] < -100) {
return false;
}
} else {
const Industry* i = (const Industry*)fr->from;
if (i->last_month_pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 ||
i->last_month_production[fr->cargo != i->produced_cargo[0]] == 0) {
return false;
}
}
p->ai.route_type_mask |= bitmask;
return true;
}
static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b)
{
byte i = (TileX(a) < TileX(b)) ? 1 : 0;
if (TileY(a) >= TileY(b)) i ^= 3;
return i;
}
static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct)
{
return TileXY(
TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8),
TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8)
);
}
static void AiWantLongIndustryRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 60, 90 + 1)) break;
// try a random one
AiFindRandomIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 60, 90 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
// Fill the source field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 9;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.unk6 = 1;
p->ai.src.unk7 = 0;
p->ai.src.buildcmd_a = 0x24;
p->ai.src.buildcmd_b = 0xFF;
p->ai.src.direction = AiGetDirectionBetweenTiles(
p->ai.src.spec_tile,
p->ai.dst.spec_tile
);
p->ai.src.cargo = fr.cargo | 0x80;
// Fill the dest field
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 9;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.unk6 = 1;
p->ai.dst.unk7 = 0;
p->ai.dst.buildcmd_a = 0x34;
p->ai.dst.buildcmd_b = 0xFF;
p->ai.dst.direction = AiGetDirectionBetweenTiles(
p->ai.dst.spec_tile,
p->ai.src.spec_tile
);
p->ai.dst.cargo = fr.cargo;
// Fill middle field 1
p->ai.mid1.spec_tile = AiGetPctTileBetween(
p->ai.src.spec_tile,
p->ai.dst.spec_tile,
0x55
);
p->ai.mid1.use_tile = 0;
p->ai.mid1.rand_rng = 6;
p->ai.mid1.cur_building_rule = 0xFF;
p->ai.mid1.unk6 = 2;
p->ai.mid1.unk7 = 1;
p->ai.mid1.buildcmd_a = 0x30;
p->ai.mid1.buildcmd_b = 0xFF;
p->ai.mid1.direction = p->ai.src.direction;
p->ai.mid1.cargo = fr.cargo;
// Fill middle field 2
p->ai.mid2.spec_tile = AiGetPctTileBetween(
p->ai.src.spec_tile,
p->ai.dst.spec_tile,
0xAA
);
p->ai.mid2.use_tile = 0;
p->ai.mid2.rand_rng = 6;
p->ai.mid2.cur_building_rule = 0xFF;
p->ai.mid2.unk6 = 2;
p->ai.mid2.unk7 = 1;
p->ai.mid2.buildcmd_a = 0xFF;
p->ai.mid2.buildcmd_b = 0xFF;
p->ai.mid2.direction = p->ai.dst.direction;
p->ai.mid2.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.num_wagons = 3;
p->ai.build_kind = 2;
p->ai.num_build_rec = 4;
p->ai.num_loco_to_build = 2;
p->ai.num_want_fullload = 2;
p->ai.wagon_list[0] = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantMediumIndustryRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 40, 60 + 1)) break;
// try a random one
AiFindRandomIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 40, 60 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 9;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.unk6 = 1;
p->ai.src.unk7 = 0;
p->ai.src.buildcmd_a = 0x10;
p->ai.src.buildcmd_b = 0xFF;
p->ai.src.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.from),
GET_TOWN_OR_INDUSTRY_TILE(fr.to)
);
p->ai.src.cargo = fr.cargo | 0x80;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 9;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.unk6 = 1;
p->ai.dst.unk7 = 0;
p->ai.dst.buildcmd_a = 0xFF;
p->ai.dst.buildcmd_b = 0xFF;
p->ai.dst.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.to),
GET_TOWN_OR_INDUSTRY_TILE(fr.from)
);
p->ai.dst.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.num_wagons = 3;
p->ai.build_kind = 1;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 1;
p->ai.num_want_fullload = 1;
p->ai.wagon_list[0] = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantShortIndustryRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 15, 40 + 1)) break;
// try a random one
AiFindRandomIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 15, 40 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 9;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.unk6 = 1;
p->ai.src.unk7 = 0;
p->ai.src.buildcmd_a = 0x10;
p->ai.src.buildcmd_b = 0xFF;
p->ai.src.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.from),
GET_TOWN_OR_INDUSTRY_TILE(fr.to)
);
p->ai.src.cargo = fr.cargo | 0x80;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 9;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.unk6 = 1;
p->ai.dst.unk7 = 0;
p->ai.dst.buildcmd_a = 0xFF;
p->ai.dst.buildcmd_b = 0xFF;
p->ai.dst.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.to),
GET_TOWN_OR_INDUSTRY_TILE(fr.from)
);
p->ai.dst.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.num_wagons = 2;
p->ai.build_kind = 1;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 1;
p->ai.num_want_fullload = 1;
p->ai.wagon_list[0] = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantMailRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
if (IsInsideMM(fr.distance, 60, 110 + 1)) break;
// try a random one
AiFindRandomPassengerRoute(&fr);
if (IsInsideMM(fr.distance, 60, 110 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
fr.cargo = CT_MAIL;
if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 7;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.unk6 = 1;
p->ai.src.unk7 = 0;
p->ai.src.buildcmd_a = 0x24;
p->ai.src.buildcmd_b = 0xFF;
p->ai.src.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.from),
GET_TOWN_OR_INDUSTRY_TILE(fr.to)
);
p->ai.src.cargo = fr.cargo;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 7;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.unk6 = 1;
p->ai.dst.unk7 = 0;
p->ai.dst.buildcmd_a = 0x34;
p->ai.dst.buildcmd_b = 0xFF;
p->ai.dst.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.to),
GET_TOWN_OR_INDUSTRY_TILE(fr.from)
);
p->ai.dst.cargo = fr.cargo;
// Fill middle field 1
p->ai.mid1.spec_tile = AiGetPctTileBetween(
GET_TOWN_OR_INDUSTRY_TILE(fr.from),
GET_TOWN_OR_INDUSTRY_TILE(fr.to),
0x55
);
p->ai.mid1.use_tile = 0;
p->ai.mid1.rand_rng = 6;
p->ai.mid1.cur_building_rule = 0xFF;
p->ai.mid1.unk6 = 2;
p->ai.mid1.unk7 = 1;
p->ai.mid1.buildcmd_a = 0x30;
p->ai.mid1.buildcmd_b = 0xFF;
p->ai.mid1.direction = p->ai.src.direction;
p->ai.mid1.cargo = fr.cargo;
// Fill middle field 2
p->ai.mid2.spec_tile = AiGetPctTileBetween(
GET_TOWN_OR_INDUSTRY_TILE(fr.from),
GET_TOWN_OR_INDUSTRY_TILE(fr.to),
0xAA
);
p->ai.mid2.use_tile = 0;
p->ai.mid2.rand_rng = 6;
p->ai.mid2.cur_building_rule = 0xFF;
p->ai.mid2.unk6 = 2;
p->ai.mid2.unk7 = 1;
p->ai.mid2.buildcmd_a = 0xFF;
p->ai.mid2.buildcmd_b = 0xFF;
p->ai.mid2.direction = p->ai.dst.direction;
p->ai.mid2.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.num_wagons = 3;
p->ai.build_kind = 2;
p->ai.num_build_rec = 4;
p->ai.num_loco_to_build = 2;
p->ai.num_want_fullload = 0;
p->ai.wagon_list[0] = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantPassengerRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
if (IsInsideMM(fr.distance, 0, 55 + 1)) break;
// try a random one
AiFindRandomPassengerRoute(&fr);
if (IsInsideMM(fr.distance, 0, 55 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
fr.cargo = CT_PASSENGERS;
if (!AiCheckIfRouteIsGood(p, &fr, 1)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 7;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.unk6 = 1;
p->ai.src.unk7 = 0;
p->ai.src.buildcmd_a = 0x10;
p->ai.src.buildcmd_b = 0xFF;
p->ai.src.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.from),
GET_TOWN_OR_INDUSTRY_TILE(fr.to)
);
p->ai.src.cargo = fr.cargo;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 7;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.unk6 = 1;
p->ai.dst.unk7 = 0;
p->ai.dst.buildcmd_a = 0xFF;
p->ai.dst.buildcmd_b = 0xFF;
p->ai.dst.direction = AiGetDirectionBetweenTiles(
GET_TOWN_OR_INDUSTRY_TILE(fr.to),
GET_TOWN_OR_INDUSTRY_TILE(fr.from)
);
p->ai.dst.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.num_wagons = 2;
p->ai.build_kind = 1;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 1;
p->ai.num_want_fullload = 0;
p->ai.wagon_list[0] = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantTrainRoute(Player *p)
{
uint16 r = GB(Random(), 0, 16);
p->ai.railtype_to_use = GetBestRailtype(p);
if (r > 0xD000) {
AiWantLongIndustryRoute(p);
} else if (r > 0x6000) {
AiWantMediumIndustryRoute(p);
} else if (r > 0x1000) {
AiWantShortIndustryRoute(p);
} else if (r > 0x800) {
AiWantPassengerRoute(p);
} else {
AiWantMailRoute(p);
}
}
static void AiWantLongRoadIndustryRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 35, 55 + 1)) break;
// try a random one
AiFindRandomIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 35, 55 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 9;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.buildcmd_a = 1;
p->ai.src.direction = 0;
p->ai.src.cargo = fr.cargo | 0x80;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 9;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.buildcmd_a = 0xFF;
p->ai.dst.direction = 0;
p->ai.dst.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 5;
p->ai.num_want_fullload = 5;
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantMediumRoadIndustryRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 15, 40 + 1)) break;
// try a random one
AiFindRandomIndustryRoute(&fr);
if (IsInsideMM(fr.distance, 15, 40 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 9;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.buildcmd_a = 1;
p->ai.src.direction = 0;
p->ai.src.cargo = fr.cargo | 0x80;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 9;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.buildcmd_a = 0xFF;
p->ai.dst.direction = 0;
p->ai.dst.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 3;
p->ai.num_want_fullload = 3;
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantLongRoadPassengerRoute(Player *p)
{
int i;
FoundRoute fr;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
if (IsInsideMM(fr.distance, 55, 180 + 1)) break;
// try a random one
AiFindRandomPassengerRoute(&fr);
if (IsInsideMM(fr.distance, 55, 180 + 1)) break;
// only test 60 times
if (--i == 0) return;
}
fr.cargo = CT_PASSENGERS;
if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 10;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.buildcmd_a = 1;
p->ai.src.direction = 0;
p->ai.src.cargo = CT_PASSENGERS;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 10;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.buildcmd_a = 0xFF;
p->ai.dst.direction = 0;
p->ai.dst.cargo = CT_PASSENGERS;
// Fill common fields
p->ai.cargo_type = CT_PASSENGERS;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 4;
p->ai.num_want_fullload = 0;
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantPassengerRouteInsideTown(Player *p)
{
int i;
FoundRoute fr;
Town *t;
i = 60;
for (;;) {
// Find a town big enough
t = AiFindRandomTown();
if (t != NULL && t->population >= 700) break;
// only test 60 times
if (--i == 0) return;
}
fr.cargo = CT_PASSENGERS;
fr.from = fr.to = t;
if (!AiCheckIfRouteIsGood(p, &fr, 2)) return;
// Fill the source field
p->ai.src.spec_tile = t->xy;
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 10;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.buildcmd_a = 1;
p->ai.src.direction = 0;
p->ai.src.cargo = CT_PASSENGERS;
// Fill the dest field
p->ai.dst.spec_tile = t->xy;
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 10;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.buildcmd_a = 0xFF;
p->ai.dst.direction = 0;
p->ai.dst.cargo = CT_PASSENGERS;
// Fill common fields
p->ai.cargo_type = CT_PASSENGERS;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 2;
p->ai.num_want_fullload = 0;
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
p->ai.state_mode = UCHAR_MAX;
p->ai.state_counter = 0;
p->ai.timeout_counter = 0;
}
static void AiWantRoadRoute(Player *p)
{
uint16 r = GB(Random(), 0, 16);
if (r > 0x4000) {
AiWantLongRoadIndustryRoute(p);
} else if (r > 0x2000) {
AiWantMediumRoadIndustryRoute(p);
} else if (r > 0x1000) {
AiWantLongRoadPassengerRoute(p);
} else {
AiWantPassengerRouteInsideTown(p);
}
}
static void AiWantPassengerAircraftRoute(Player *p)
{
FoundRoute fr;
int i;
/* Get aircraft that would be bought for this route
* (probably, as conditions may change before the route is fully built,
* like running out of money and having to select different aircraft, etc ...) */
EngineID veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL);
/* No aircraft buildable mean no aircraft route */
if (veh == INVALID_ENGINE) return;
const AircraftVehicleInfo *avi = AircraftVehInfo(veh);
/* For passengers, "optimal" number of days in transit is about 80 to 100
* Calculate "maximum optimal number of squares" from speed for 80 days
* 20 days should be enough for takeoff, land, taxi, etc ...
*
* "A vehicle traveling at 100kph will cross 5.6 tiles per day" ->
* Since in table aircraft speeds are in "real km/h", this should be accurate
* We get max_squares = avi->max_speed * 5.6 / 100.0 * 80 */
int max_squares = avi->max_speed * 448 / 100;
/* For example this will be 10456 tiles for 2334 km/h aircrafts with realistic aircraft speeds
* and 836 with "unrealistic" speeds, much more than the original 95 squares limit
*
* Size of the map, if not rectangular, it is the larger dimension of it
*/
int map_size = max(MapSizeX(), MapSizeY());
/* Minimum distance between airports is half of map size, clamped between 1% and 20% of optimum.
* May prevent building plane routes at all on small maps, but they will be ineffective there, so
* it is feature, not a bug.
* On smaller distances, buses or trains are usually more effective approach anyway.
* Additional safeguard is needing at least 20 squares,
* which may trigger in highly unusual configurations */
int min_squares = max(20, max(max_squares / 100, min(max_squares / 5, map_size / 2)));
/* Should not happen, unless aircraft with real speed under approx. 5 km/h is selected.
* No such exist, unless using some NewGRF with ballons, zeppelins or similar
* slow-moving stuff. In that case, bail out, it is faster to walk by foot anyway :). */
if (max_squares < min_squares) return;
i = 60;
for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
if (IsInsideMM(fr.distance, min_squares, max_squares + 1)) break;
// try a random one
AiFindRandomPassengerRoute(&fr);
if (IsInsideMM(fr.distance, min_squares, max_squares + 1)) break;
// only test 60 times
if (--i == 0) return;
}
fr.cargo = CT_PASSENGERS;
if (!AiCheckIfRouteIsGood(p, &fr, 4)) return;
// Fill the source field
p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 12;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.cargo = fr.cargo;
// Fill the dest field
p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 12;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.cargo = fr.cargo;
// Fill common fields
p->ai.cargo_type = fr.cargo;
p->ai.build_kind = 0;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 1;
/* Using full load always may not be the best.
* Pick random value and rely on selling the vehicle & route
* afterwards if the choice was utterly wrong (or maybe altering the value if AI is improved)
* When traffic is very low or very assymetric, is is better not to full load
* When traffic is high, full/non-full make no difference
* It should be better to run with aircraft only one way full 6 times per year,
* rather than two way full 1 times.
* Practical experiments with AI show that the non-full-load aircrafts are usually
* those that survive
* Also, non-full load is more resistant against starving (by building better stations
* or using exclusive rights)
*/
p->ai.num_want_fullload = Chance16(1, 5); // 20% chance
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_AIRPORT_STUFF;
p->ai.timeout_counter = 0;
}
static void AiWantOilRigAircraftRoute(Player *p)
{
int i;
FoundRoute fr;
Town *t;
Industry *in;
i = 60;
for (;;) {
// Find a town
t = AiFindRandomTown();
if (t != NULL) {
// Find a random oil rig industry
in = AiFindRandomIndustry();
if (in != NULL && GetIndustrySpec(in->type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) {
if (DistanceManhattan(t->xy, in->xy) < 60)
break;
}
}
// only test 60 times
if (--i == 0) return;
}
fr.cargo = CT_PASSENGERS;
fr.from = fr.to = t;
if (!AiCheckIfRouteIsGood(p, &fr, 4)) return;
// Fill the source field
p->ai.src.spec_tile = t->xy;
p->ai.src.use_tile = 0;
p->ai.src.rand_rng = 12;
p->ai.src.cur_building_rule = 0xFF;
p->ai.src.cargo = CT_PASSENGERS;
// Fill the dest field
p->ai.dst.spec_tile = in->xy;
p->ai.dst.use_tile = 0;
p->ai.dst.rand_rng = 5;
p->ai.dst.cur_building_rule = 0xFF;
p->ai.dst.cargo = CT_PASSENGERS;
// Fill common fields
p->ai.cargo_type = CT_PASSENGERS;
p->ai.build_kind = 1;
p->ai.num_build_rec = 2;
p->ai.num_loco_to_build = 1;
p->ai.num_want_fullload = 0;
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.order_list_blocks[0] = 0;
p->ai.order_list_blocks[1] = 1;
p->ai.order_list_blocks[2] = 255;
p->ai.state = AIS_AIRPORT_STUFF;
p->ai.timeout_counter = 0;
}
static void AiWantAircraftRoute(Player *p)
{
uint16 r = (uint16)Random();
if (r >= 0x2AAA || _date < 0x3912 + DAYS_TILL_ORIGINAL_BASE_YEAR) {
AiWantPassengerAircraftRoute(p);
} else {
AiWantOilRigAircraftRoute(p);
}
}
static void AiStateWantNewRoute(Player *p)
{
uint16 r;
int i;
if (p->player_money < AiGetBasePrice(p) * 500) {
p->ai.state = AIS_0;
return;
}
i = 200;
for (;;) {
r = (uint16)Random();
if (_patches.ai_disable_veh_train &&
_patches.ai_disable_veh_roadveh &&
_patches.ai_disable_veh_aircraft &&
_patches.ai_disable_veh_ship) {
return;
}
if (r < 0x7626) {
if (_patches.ai_disable_veh_train) continue;
AiWantTrainRoute(p);
} else if (r < 0xC4EA) {
if (_patches.ai_disable_veh_roadveh) continue;
AiWantRoadRoute(p);
} else if (r < 0xD89B) {
if (_patches.ai_disable_veh_aircraft) continue;
AiWantAircraftRoute(p);
} else {
/* Ships are not implemented in this (broken) AI */
}
// got a route?
if (p->ai.state != AIS_WANT_NEW_ROUTE) break;
// time out?
if (--i == 0) {
if (++p->ai.state_counter == 556) p->ai.state = AIS_0;
break;
}
}
}
static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
{
uint rad = (_patches.modified_catchment) ? CA_TRAIN : 4;
for (; p->mode != 4; p++) {
AcceptedCargo values;
TileIndex tile2;
uint w;
uint h;
if (p->mode != 1) continue;
tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
w = GB(p->attr, 1, 3);
h = GB(p->attr, 4, 3);
if (p->attr & 1) Swap(w, h);
if (cargo & 0x80) {
GetProductionAroundTiles(values, tile2, w, h, rad);
return values[cargo & 0x7F] != 0;
} else {
GetAcceptanceAroundTiles(values, tile2, w, h, rad);
if (!(values[cargo] & ~7))
return false;
if (cargo != CT_MAIL)
return true;
return !!((values[cargo] >> 1) & ~7);
}
}
return true;
}
static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag)
{
CommandCost ret;
CommandCost total_cost;
Town *t = NULL;
int rating = 0;
int i, j, k;
for (;;) {
// This will seldomly overflow for valid reasons. Mask it to be on the safe side.
uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
_cleared_town = NULL;
if (p->mode < 2) {
if (p->mode == 0) {
// Depot
ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
} else {
// Station
ret = DoCommand(c, (p->attr & 1) | (p->attr >> 4) << 8 | (p->attr >> 1 & 7) << 16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION);
}
if (CmdFailed(ret)) return CMD_ERROR;
total_cost.AddCost(ret);
clear_town_stuff:;
if (_cleared_town != NULL) {
if (t != NULL && t != _cleared_town)
return CMD_ERROR;
t = _cleared_town;
rating += _cleared_town_rating;
}
} else if (p->mode == 2) {
/* Rail */
if (IsTileType(c, MP_RAILWAY)) return CMD_ERROR;
j = p->attr;
k = 0;
/* Build the rail
* note: FOR_EACH_SET_BIT cannot be used here
*/
for (i = 0; i != 6; i++, j >>= 1) {
if (j & 1) {
k = i;
ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost.AddCost(ret);
}
}
/* signals too? */
if (j & 3) {
// Can't build signals on a road.
if (IsTileType(c, MP_ROAD)) return CMD_ERROR;
if (flag & DC_EXEC) {
j = 4 - j;
do {
ret = DoCommand(c, k, 0, flag, CMD_BUILD_SIGNALS);
} while (--j);
} else {
ret.AddCost(_price.build_signals);
}
if (CmdFailed(ret)) return CMD_ERROR;
total_cost.AddCost(ret);
}
} else if (p->mode == 3) {
//Clear stuff and then build single rail.
if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost.AddCost(ret);
total_cost.AddCost(_price.build_rail);
if (flag & DC_EXEC) {
DoCommand(c, railtype, p->attr & 1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL);
}
goto clear_town_stuff;
} else {
// Unk
break;
}
p++;
}
if (!(flag & DC_EXEC)) {
if (t != NULL && rating > t->ratings[_current_player]) {
return CMD_ERROR;
}
}
return total_cost;
}
// Returns rule and cost
static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost* cost)
{
int i;
const AiDefaultRailBlock *p;
for (i = 0; (p = _default_rail_track_data[i]) != NULL; i++) {
if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 &&
(p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) {
*cost = AiDoBuildDefaultRailTrack(tile, p->data, railtype, DC_NO_TOWN_RATING);
if (CmdSucceeded(*cost) && AiCheckTrackResources(tile, p->data, cargo))
return i;
}
}
return -1;
}
static const byte _terraform_up_flags[] = {
14, 13, 12, 11,
10, 9, 8, 7,
6, 5, 4, 3,
2, 1, 0, 1,
2, 1, 4, 1,
2, 1, 8, 1,
2, 1, 4, 2,
2, 1
};
static const byte _terraform_down_flags[] = {
1, 2, 3, 4,
5, 6, 1, 8,
9, 10, 8, 12,
4, 2, 0, 0,
1, 2, 3, 4,
5, 6, 2, 8,
9, 10, 1, 12,
8, 4
};
static void AiDoTerraformLand(TileIndex tile, DiagDirection dir, int unk, int mode)
{
PlayerID old_player;
uint32 r;
Slope slope;
uint h;
old_player = _current_player;
_current_player = OWNER_NONE;
r = Random();
unk &= (int)r;
do {
tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
r >>= 2;
if (r & 2) {
dir = ChangeDiagDir(dir, (r & 1) ? DIAGDIRDIFF_90LEFT : DIAGDIRDIFF_90RIGHT);
}
} while (--unk >= 0);
slope = GetTileSlope(tile, &h);
if (slope != SLOPE_FLAT) {
if (mode > 0 || (mode == 0 && !(r & 0xC))) {
// Terraform up
DoCommand(tile, _terraform_up_flags[slope - 1], 1,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
} else if (h != 0) {
// Terraform down
DoCommand(tile, _terraform_down_flags[slope - 1], 0,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
}
}
_current_player = old_player;
}
static void AiStateBuildDefaultRailBlocks(Player *p)
{
uint i;
int j;
AiBuildRec *aib;
int rule;
CommandCost cost;
// time out?
if (++p->ai.timeout_counter == 1388) {
p->ai.state = AIS_DELETE_RAIL_BLOCKS;
return;
}
// do the following 8 times
for (i = 0; i < 8; i++) {
// check if we can build the default track
aib = &p->ai.src;
j = p->ai.num_build_rec;
do {
// this item has already been built?
if (aib->cur_building_rule != 255) continue;
// adjust the coordinate randomly,
// to make sure that we find a position.
aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
// check if the track can be build there.
rule = AiBuildDefaultRailTrack(aib->use_tile,
p->ai.build_kind, p->ai.num_wagons,
aib->unk6, aib->unk7,
aib->direction, aib->cargo,
p->ai.railtype_to_use,
&cost
);
if (rule == -1) {
// cannot build, terraform after a while
if (p->ai.state_counter >= 600) {
AiDoTerraformLand(aib->use_tile, (DiagDirection)(Random() & 3), 3, (int8)p->ai.state_mode);
}
// also try the other terraform direction
if (++p->ai.state_counter >= 1000) {
p->ai.state_counter = 0;
p->ai.state_mode = -p->ai.state_mode;
}
} else if (CheckPlayerHasMoney(cost)) {
// player has money, build it.
aib->cur_building_rule = rule;
AiDoBuildDefaultRailTrack(
aib->use_tile,
_default_rail_track_data[rule]->data,
p->ai.railtype_to_use,
DC_EXEC | DC_NO_TOWN_RATING
);
}
} while (++aib, --j);
}
// check if we're done with all of them
aib = &p->ai.src;
j = p->ai.num_build_rec;
do {
if (aib->cur_building_rule == 255) return;
} while (++aib, --j);
// yep, all are done. switch state to the rail building state.
p->ai.state = AIS_BUILD_RAIL;
p->ai.state_mode = 255;
}
static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, DiagDirection *dir)
{
const AiDefaultBlockData *p = _default_rail_track_data[rule]->data;
while (p->mode != 3 || !((--cmd) & 0x80)) p++;
return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDiagDir(*dir = p->attr);
}
struct AiRailPathFindData {
TileIndex tile;
TileIndex tile2;
int count;
bool flag;
};
static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state)
{
if (a->flag) return true;
if (length > 20 || tile == a->tile) {
a->flag = true;
return true;
}
if (DistanceMax(tile, a->tile2) < 4) a->count++;
return false;
}
static bool AiDoFollowTrack(const Player* p)
{
AiRailPathFindData arpfd;
arpfd.tile = p->ai.start_tile_a;
arpfd.tile2 = p->ai.cur_tile_a;
arpfd.flag = false;
arpfd.count = 0;
FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, 0, ReverseDiagDir(p->ai.cur_dir_a),
(TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd);
return arpfd.count > 8;
}
struct AiRailFinder {
TileIndex final_tile;
DiagDirection final_dir;
byte depth;
byte recursive_mode;
DiagDirection cur_best_dir;
DiagDirection best_dir;
byte cur_best_depth;
byte best_depth;
uint cur_best_dist;
const byte *best_ptr;
uint best_dist;
TileIndex cur_best_tile, best_tile;
TileIndex bridge_end_tile;
Player *player;
};
static const byte _ai_table_15[4][8] = {
{0, 0, 4, 3, 3, 1, 128 + 0, 64},
{1, 1, 2, 0, 4, 2, 128 + 1, 65},
{0, 2, 2, 3, 5, 1, 128 + 2, 66},
{1, 3, 5, 0, 3, 2, 128 + 3, 67}
};
static const byte _dir_table_1[] = { 3, 9, 12, 6};
static const byte _dir_table_2[] = {12, 6, 3, 9};
static bool AiIsTileBanned(const Player* p, TileIndex tile, byte val)
{
int i;
for (i = 0; i != p->ai.banned_tile_count; i++) {
if (p->ai.banned_tiles[i] == tile && p->ai.banned_val[i] == val) {
return true;
}
}
return false;
}
static void AiBanTile(Player* p, TileIndex tile, byte val)
{
uint i;
for (i = lengthof(p->ai.banned_tiles) - 1; i != 0; i--) {
p->ai.banned_tiles[i] = p->ai.banned_tiles[i - 1];
p->ai.banned_val[i] = p->ai.banned_val[i - 1];
}
p->ai.banned_tiles[0] = tile;
p->ai.banned_val[0] = val;
if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) {
p->ai.banned_tile_count++;
}
}
static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, DiagDirection dir);
static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p)
{
bool better = false;
if (arf->recursive_mode < 1) {
// Mode is 0. This means destination has not been found yet.
// If the found path is shorter than the current one, remember it.
if (arf->cur_best_dist < arf->best_dist) {
arf->best_dir = arf->cur_best_dir;
arf->best_dist = arf->cur_best_dist;
arf->best_ptr = p;
arf->best_tile = arf->cur_best_tile;
better = true;
}
} else if (arf->recursive_mode > 1) {
// Mode is 2.
if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
arf->best_depth = arf->cur_best_depth;
arf->best_dist = 0;
arf->best_ptr = p;
arf->best_tile = 0;
better = true;
}
}
arf->recursive_mode = 0;
arf->cur_best_dist = UINT_MAX;
arf->cur_best_depth = 0xff;
return better;
}
static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
{
Slope tileh;
uint z;
bool flag;
DiagDirection dir2 = (DiagDirection)(p[0] & 3);
tileh = GetTileSlope(tile, &z);
if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
TileIndex tile_new = tile;
// Allow bridges directly over bottom tiles
flag = z == 0;
for (;;) {
TileType type;
if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible!
tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2));
type = GetTileType(tile_new);
if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) {
if (!flag) return;
break;
}
if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return;
flag = true;
}
// Is building a (rail)bridge possible at this place (type doesn't matter)?
if (CmdFailed(DoCommand(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, DC_AUTO, CMD_BUILD_BRIDGE))) {
return;
}
AiBuildRailRecursive(arf, tile_new, dir2);
// At the bottom depth, check if the new path is better than the old one.
if (arf->depth == 1) {
if (AiCheckRailPathBetter(arf, p)) arf->bridge_end_tile = tile_new;
}
}
}
static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p)
{
uint z;
if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
CommandCost cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
if (CmdSucceeded(cost) && cost.GetCost() <= (arf->player->player_money >> 4)) {
AiBuildRailRecursive(arf, _build_tunnel_endtile, (DiagDirection)(p[0] & 3));
if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
}
}
}
static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, DiagDirection dir)
{
const byte *p;
tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
// Reached destination?
if (tile == arf->final_tile) {
if (arf->final_dir != ReverseDiagDir(dir)) {
if (arf->recursive_mode != 2) arf->recursive_mode = 1;
} else if (arf->recursive_mode != 2) {
arf->recursive_mode = 2;
arf->cur_best_depth = arf->depth;
} else {
if (arf->depth < arf->cur_best_depth) arf->cur_best_depth = arf->depth;
}
return;
}
// Depth too deep?
if (arf->depth >= 4) {
uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
if (dist < arf->cur_best_dist) {
// Store the tile that is closest to the final position.
arf->cur_best_depth = arf->depth;
arf->cur_best_dist = dist;
arf->cur_best_tile = tile;
arf->cur_best_dir = dir;
}
return;
}
// Increase recursion depth
arf->depth++;
// Grab pointer to list of stuff that is possible to build
p = _ai_table_15[dir];
// Try to build a single rail in all directions.
if (GetTileZ(tile) == 0) {
p += 6;
} else {
do {
// Make sure the tile is not in the list of banned tiles and that a rail can be built here.
if (!AiIsTileBanned(arf->player, tile, p[0]) &&
CmdSucceeded(DoCommand(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) {
AiBuildRailRecursive(arf, tile, (DiagDirection)p[1]);
}
// At the bottom depth?
if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
p += 2;
} while (!(p[0] & 0x80));
}
AiCheckBuildRailBridgeHere(arf, tile, p);
AiCheckBuildRailTunnelHere(arf, tile, p + 1);
arf->depth--;
}
static const byte _dir_table_3[] = {0x25, 0x2A, 0x19, 0x16};
static void AiBuildRailConstruct(Player *p)
{
AiRailFinder arf;
int i;
// Check too much lookahead?
if (AiDoFollowTrack(p)) {
p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks
p->ai.state_mode = 1; // Start destruct
// Ban this tile and don't reach it for a while.
AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
return;
}
// Setup recursive finder and call it.
arf.player = p;
arf.final_tile = p->ai.cur_tile_b;
arf.final_dir = p->ai.cur_dir_b;
arf.depth = 0;
arf.recursive_mode = 0;
arf.best_ptr = NULL;
arf.cur_best_dist = (uint)-1;
arf.cur_best_depth = 0xff;
arf.best_dist = (uint)-1;
arf.best_depth = 0xff;
arf.cur_best_tile = 0;
arf.best_tile = 0;
AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
// Reached destination?
if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
p->ai.state_mode = 255;
return;
}
// Didn't find anything to build?
if (arf.best_ptr == NULL) {
// Terraform some
for (i = 0; i != 5; i++) {
AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
}
if (++p->ai.state_counter == 21) {
p->ai.state_counter = 40;
p->ai.state_mode = 1;
// Ban this tile
AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
}
return;
}
p->ai.cur_tile_a += TileOffsByDiagDir(p->ai.cur_dir_a);
if (arf.best_ptr[0] & 0x80) {
int i;
int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a);
/* 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. AI is so fucked up that fixing this small thing will probably not
* solve a thing
*/
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
}
}
// Build it
DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
p->ai.cur_tile_a = arf.bridge_end_tile;
p->ai.state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
p->ai.cur_tile_a = _build_tunnel_endtile;
p->ai.state_counter = 0;
} else {
// rail
p->ai.cur_dir_a = (DiagDirection)(arf.best_ptr[1] & 3);
DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL);
p->ai.state_counter = 0;
}
if (arf.best_tile != 0) {
for (i = 0; i != 2; i++) {
AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
}
}
}
static bool AiRemoveTileAndGoForward(Player *p)
{
byte b;
int bit;
const byte *ptr;
TileIndex tile = p->ai.cur_tile_a;
TileIndex tilenew;
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (IsTunnel(tile)) {
// Clear the tunnel and continue at the other side of it.
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
return false;
p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(p->ai.cur_dir_a));
return true;
} else {
// Check if the bridge points in the right direction.
// This is not really needed the first place AiRemoveTileAndGoForward is called.
if (DiagDirToAxis(GetTunnelBridgeDirection(tile)) != (p->ai.cur_dir_a & 1)) return false;
tile = GetOtherBridgeEnd(tile);
tilenew = TILE_MASK(tile - TileOffsByDiagDir(p->ai.cur_dir_a));
// And clear the bridge.
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
return false;
p->ai.cur_tile_a = tilenew;
return true;
}
}
// Find the railtype at the position. Quit if no rail there.
b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a];
if (b == 0) return false;
// Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects.
bit = FindFirstBit(b);
// Then remove and signals if there are any.
if (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
}
// And also remove the rail.
if (CmdFailed(DoCommand(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)))
return false;
// Find the direction at the other edge of the rail.
ptr = _ai_table_15[ReverseDiagDir(p->ai.cur_dir_a)];
while (ptr[0] != bit) ptr += 2;
p->ai.cur_dir_a = ReverseDiagDir((DiagDirection)ptr[1]);
// And then also switch tile.
p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDiagDir(p->ai.cur_dir_a));
return true;
}
static void AiBuildRailDestruct(Player *p)
{
// Decrease timeout.
if (!--p->ai.state_counter) {
p->ai.state_mode = 2;
p->ai.state_counter = 0;
}
// Don't do anything if the destination is already reached.
if (p->ai.cur_tile_a == p->ai.start_tile_a) return;
AiRemoveTileAndGoForward(p);
}
static void AiBuildRail(Player *p)
{
switch (p->ai.state_mode) {
case 0: // Construct mode, build new rail.
AiBuildRailConstruct(p);
break;
case 1: // Destruct mode, destroy the rail currently built.
AiBuildRailDestruct(p);
break;
case 2: {
uint i;
// Terraform some and then try building again.
for (i = 0; i != 4; i++) {
AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
}
if (++p->ai.state_counter == 4) {
p->ai.state_counter = 0;
p->ai.state_mode = 0;
}
}
default: break;
}
}
static void AiStateBuildRail(Player *p)
{
int num;
AiBuildRec *aib;
byte cmd;
TileIndex tile;
DiagDirection dir;
// time out?
if (++p->ai.timeout_counter == 1388) {
p->ai.state = AIS_DELETE_RAIL_BLOCKS;
return;
}
// Currently building a rail between two points?
if (p->ai.state_mode != 255) {
AiBuildRail(p);
// Alternate between edges
Swap(p->ai.start_tile_a, p->ai.start_tile_b);
Swap(p->ai.cur_tile_a, p->ai.cur_tile_b);
Swap(p->ai.start_dir_a, p->ai.start_dir_b);
Swap(p->ai.cur_dir_a, p->ai.cur_dir_b);
return;
}
// Now, find two new points to build between
num = p->ai.num_build_rec;
aib = &p->ai.src;
for (;;) {
cmd = aib->buildcmd_a;
aib->buildcmd_a = 255;
if (cmd != 255) break;
cmd = aib->buildcmd_b;
aib->buildcmd_b = 255;
if (cmd != 255) break;
aib++;
if (--num == 0) {
p->ai.state = AIS_BUILD_RAIL_VEH;
p->ai.state_counter = 0; // timeout
return;
}
}
// Find first edge to build from.
tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd & 3, &dir);
p->ai.start_tile_a = tile;
p->ai.cur_tile_a = tile;
p->ai.start_dir_a = dir;
p->ai.cur_dir_a = dir;
DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
assert(TILE_MASK(tile) != 0xFF00);
// Find second edge to build to
aib = (&p->ai.src) + ((cmd >> 4) & 0xF);
tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd >> 2) & 3, &dir);
p->ai.start_tile_b = tile;
p->ai.cur_tile_b = tile;
p->ai.start_dir_b = dir;
p->ai.cur_dir_b = dir;
DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
assert(TILE_MASK(tile) != 0xFF00);
// And setup state.
p->ai.state_mode = 2;
p->ai.state_counter = 0;
p->ai.banned_tile_count = 0;
}
static StationID AiGetStationIdByDef(TileIndex tile, int id)
{
const AiDefaultBlockData *p = _default_rail_track_data[id]->data;
while (p->mode != 1) p++;
return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)));
}
static EngineID AiFindBestWagon(CargoID cargo, RailType railtype)
{
EngineID best_veh_index = INVALID_ENGINE;
EngineID i;
uint16 best_capacity = 0;
uint16 best_speed = 0;
uint speed;
for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
const RailVehicleInfo *rvi = RailVehInfo(i);
const Engine* e = GetEngine(i);
if (!IsCompatibleRail(rvi->railtype, railtype) ||
rvi->railveh_type != RAILVEH_WAGON ||
!HasBit(e->player_avail, _current_player)) {
continue;
}
if (rvi->cargo_type != cargo) continue;
/* max_speed of 0 indicates no speed limit */
speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed;
if (rvi->capacity >= best_capacity && speed >= best_speed) {
best_capacity = rvi->capacity;
best_speed = best_speed;
best_veh_index = i;
}
}
return best_veh_index;
}
static void AiStateBuildRailVeh(Player *p)
{
const AiDefaultBlockData *ptr;
TileIndex tile;
EngineID veh;
int i;
CargoID cargo;
CommandCost cost;
Vehicle *v;
VehicleID loco_id;
ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
while (ptr->mode != 0) ptr++;
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
cargo = p->ai.cargo_type;
for (i = 0;;) {
if (p->ai.wagon_list[i] == INVALID_VEHICLE) {
veh = AiFindBestWagon(cargo, p->ai.railtype_to_use);
/* veh will return INVALID_ENGINE if no suitable wagon is available.
* We shall treat this in the same way as having no money */
if (veh == INVALID_ENGINE) goto handle_nocash;
cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
if (CmdFailed(cost)) goto handle_nocash;
p->ai.wagon_list[i] = _new_vehicle_id;
p->ai.wagon_list[i + 1] = INVALID_VEHICLE;
return;
}
if (cargo == CT_MAIL) cargo = CT_PASSENGERS;
if (++i == p->ai.num_wagons * 2 - 1) break;
}
// Which locomotive to build?
veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile);
if (veh == INVALID_ENGINE) {
handle_nocash:
// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
if (++p->ai.state_counter == 1000) {
for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
assert(CmdSucceeded(cost));
}
p->ai.state = AIS_0;
}
return;
}
// Try to build the locomotive
cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
assert(CmdSucceeded(cost));
loco_id = _new_vehicle_id;
// Sell a vehicle if the train is double headed.
v = GetVehicle(loco_id);
if (v->Next() != NULL) {
i = p->ai.wagon_list[p->ai.num_wagons * 2 - 2];
p->ai.wagon_list[p->ai.num_wagons * 2 - 2] = INVALID_VEHICLE;
DoCommand(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
}
// Move the wagons onto the train
for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
DoCommand(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i];
bool is_pass = (
p->ai.cargo_type == CT_PASSENGERS ||
p->ai.cargo_type == CT_MAIL ||
(_opt.landscape == LT_TEMPERATE && p->ai.cargo_type == CT_VALUABLES)
);
Order order;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.dest = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule);
if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
if (--p->ai.num_loco_to_build != 0) {
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.wagon_list[0] = INVALID_VEHICLE;
} else {
p->ai.state = AIS_0;
}
}
static void AiStateDeleteRailBlocks(Player *p)
{
const AiBuildRec* aib = &p->ai.src;
uint num = p->ai.num_build_rec;
do {
const AiDefaultBlockData* b;
if (aib->cur_building_rule == 255) continue;
for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) {
DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} while (++aib, --num);
p->ai.state = AIS_0;
}
static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
{
uint values[NUM_CARGO];
int rad;
if (_patches.modified_catchment) {
rad = CA_TRUCK; // Same as CA_BUS at the moment?
} else { // change that at some point?
rad = 4;
}
for (;; p++) {
if (p->mode == 4) {
return true;
} else if (p->mode == 1) {
TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
if (cargo & 0x80) {
GetProductionAroundTiles(values, tile2, 1, 1, rad);
return values[cargo & 0x7F] != 0;
} else {
GetAcceptanceAroundTiles(values, tile2, 1, 1, rad);
return (values[cargo]&~7) != 0;
}
}
}
}
static bool _want_road_truck_station;
static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
// Returns rule and cost
static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, CommandCost *cost)
{
int i;
const AiDefaultRoadBlock *p;
_want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS;
for (i = 0; (p = _road_default_block_data[i]) != NULL; i++) {
if (p->dir == direction) {
*cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0);
if (CmdSucceeded(*cost) && AiCheckRoadResources(tile, p->data, cargo))
return i;
}
}
return -1;
}
static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
{
CommandCost ret;
CommandCost total_cost;
Town *t = NULL;
int rating = 0;
int roadflag = 0;
for (;p->mode != 4;p++) {
TileIndex c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
_cleared_town = NULL;
if (p->mode == 2) {
if (IsTileType(c, MP_ROAD) &&
GetRoadTileType(c) == ROAD_TILE_NORMAL &&
(GetRoadBits(c, ROADTYPE_ROAD) & p->attr) != 0) {
roadflag |= 2;
// all bits are already built?
if ((GetRoadBits(c, ROADTYPE_ROAD) & p->attr) == p->attr) continue;
}
ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost.AddCost(ret);
continue;
}
if (p->mode == 0) {
// Depot
ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT);
goto clear_town_stuff;
} else if (p->mode == 1) {
if (_want_road_truck_station) {
// Truck station
ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
} else {
// Bus station
ret = DoCommand(c, p->attr, ROADTYPES_ROAD << 2 | RoadStop::BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
}
clear_town_stuff:;
if (CmdFailed(ret)) return CMD_ERROR;
total_cost.AddCost(ret);
if (_cleared_town != NULL) {
if (t != NULL && t != _cleared_town) return CMD_ERROR;
t = _cleared_town;
rating += _cleared_town_rating;
}
} else if (p->mode == 3) {
if (flag & DC_EXEC) continue;
if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
if (!IsTileType(c, MP_ROAD) || GetRoadTileType(c) != ROAD_TILE_NORMAL) {
ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
}
}
}
if (!_want_road_truck_station && !(roadflag & 2)) return CMD_ERROR;
if (!(flag & DC_EXEC)) {
if (t != NULL && rating > t->ratings[_current_player]) return CMD_ERROR;
}
return total_cost;
}
// Make sure the blocks are not too close to each other
static bool AiCheckBlockDistances(Player *p, TileIndex tile)
{
const AiBuildRec* aib = &p->ai.src;
uint num = p->ai.num_build_rec;
do {
if (aib->cur_building_rule != 255) {
if (DistanceManhattan(aib->use_tile, tile) < 9) return false;
}
} while (++aib, --num);
return true;
}
static void AiStateBuildDefaultRoadBlocks(Player *p)
{
uint i;
int j;
AiBuildRec *aib;
int rule;
CommandCost cost;
// time out?
if (++p->ai.timeout_counter == 1388) {
p->ai.state = AIS_DELETE_RAIL_BLOCKS;
return;
}
// do the following 8 times
for (i = 0; i != 8; i++) {
// check if we can build the default track
aib = &p->ai.src;
j = p->ai.num_build_rec;
do {
// this item has already been built?
if (aib->cur_building_rule != 255) continue;
// adjust the coordinate randomly,
// to make sure that we find a position.
aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
// check if the road can be built there.
rule = AiFindBestDefaultRoadBlock(
aib->use_tile, aib->direction, aib->cargo, &cost
);
if (rule == -1) {
// cannot build, terraform after a while
if (p->ai.state_counter >= 600) {
AiDoTerraformLand(aib->use_tile, (DiagDirection)(Random() & 3), 3, (int8)p->ai.state_mode);
}
// also try the other terraform direction
if (++p->ai.state_counter >= 1000) {
p->ai.state_counter = 0;
p->ai.state_mode = -p->ai.state_mode;
}
} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
CommandCost r;
// player has money, build it.
aib->cur_building_rule = rule;
r = AiDoBuildDefaultRoadBlock(
aib->use_tile,
_road_default_block_data[rule]->data,
DC_EXEC | DC_NO_TOWN_RATING
);
assert(CmdSucceeded(r));
}
} while (++aib, --j);
}
// check if we're done with all of them
aib = &p->ai.src;
j = p->ai.num_build_rec;
do {
if (aib->cur_building_rule == 255) return;
} while (++aib, --j);
// yep, all are done. switch state to the rail building state.
p->ai.state = AIS_BUILD_ROAD;
p->ai.state_mode = 255;
}
struct AiRoadFinder {
TileIndex final_tile;
DiagDirection final_dir;
byte depth;
byte recursive_mode;
DiagDirection cur_best_dir;
DiagDirection best_dir;
byte cur_best_depth;
byte best_depth;
uint cur_best_dist;
const byte *best_ptr;
uint best_dist;
TileIndex cur_best_tile, best_tile;
TileIndex bridge_end_tile;
Player *player;
};
struct AiRoadEnum {
TileIndex dest;
TileIndex best_tile;
int best_track;
uint best_dist;
};
static const DiagDirection _dir_by_track[] = {
DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE,
DIAGDIR_NE, DIAGDIR_NE,
DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE,
};
static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, DiagDirection dir);
static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p)
{
bool better = false;
if (arf->recursive_mode < 1) {
// Mode is 0. This means destination has not been found yet.
// If the found path is shorter than the current one, remember it.
if (arf->cur_best_dist < arf->best_dist ||
(arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) {
arf->best_depth = arf->cur_best_depth;
arf->best_dist = arf->cur_best_dist;
arf->best_dir = arf->cur_best_dir;
arf->best_ptr = p;
arf->best_tile = arf->cur_best_tile;
better = true;
}
} else if (arf->recursive_mode > 1) {
// Mode is 2.
if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
arf->best_depth = arf->cur_best_depth;
arf->best_dist = 0;
arf->best_ptr = p;
arf->best_tile = 0;
better = true;
}
}
arf->recursive_mode = 0;
arf->cur_best_dist = (uint)-1;
arf->cur_best_depth = 0xff;
return better;
}
static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state)
{
uint dist = DistanceManhattan(tile, a->dest);
if (dist <= a->best_dist) {
TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track]));
if (IsTileType(tile2, MP_ROAD) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) {
a->best_dist = dist;
a->best_tile = tile;
a->best_track = track;
}
}
return false;
}
static const uint16 _ai_road_table_and[4] = {
0x1009,
0x16,
0x520,
0x2A00,
};
static bool AiCheckRoadFinished(Player *p)
{
AiRoadEnum are;
TileIndex tile;
DiagDirection dir = p->ai.cur_dir_a;
uint32 bits;
are.dest = p->ai.cur_tile_b;
tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(dir));
if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false;
bits = GetTileTrackStatus(tile, TRANSPORT_ROAD, ROADTYPES_ROAD) & _ai_road_table_and[dir];
if (bits == 0) return false;
are.best_dist = (uint)-1;
uint i;
FOR_EACH_SET_BIT(i, bits) {
FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, ROADTYPES_ROAD, (DiagDirection)_dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are);
}
if (DistanceManhattan(tile, are.dest) <= are.best_dist) return false;
if (are.best_dist == 0) return true;
p->ai.cur_tile_a = are.best_tile;
p->ai.cur_dir_a = _dir_by_track[are.best_track];
return false;
}
static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
{
static const RoadBits _road_bits[] = {
ROAD_X,
ROAD_Y,
ROAD_NW | ROAD_NE,
ROAD_SW | ROAD_SE,
ROAD_NW | ROAD_SW,
ROAD_SE | ROAD_NE
};
return CmdSucceeded(DoCommand(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
}
static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
{
Slope tileh;
uint z;
bool flag;
DiagDirection dir2 = (DiagDirection)(p[0] & 3);
tileh = GetTileSlope(tile, &z);
if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
TileIndex tile_new = tile;
// Allow bridges directly over bottom tiles
flag = z == 0;
for (;;) {
TileType type;
if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible!
tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2));
type = GetTileType(tile_new);
if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
// Allow a bridge if either we have a tile that's water, rail or street,
// or if we found an up tile.
if (!flag) return;
break;
}
if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return;
flag = true;
}
// Is building a (rail)bridge possible at this place (type doesn't matter)?
if (CmdFailed(DoCommand(tile_new, tile, ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE)))
return;
AiBuildRoadRecursive(arf, tile_new, dir2);
// At the bottom depth, check if the new path is better than the old one.
if (arf->depth == 1) {
if (AiCheckRoadPathBetter(arf, p)) arf->bridge_end_tile = tile_new;
}
}
}
static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
{
uint z;
if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
CommandCost cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
if (CmdSucceeded(cost) && cost.GetCost() <= (arf->player->player_money >> 4)) {
AiBuildRoadRecursive(arf, _build_tunnel_endtile, (DiagDirection)(p[0] & 3));
if (arf->depth == 1) AiCheckRoadPathBetter(arf, p);
}
}
}
static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, DiagDirection dir)
{
const byte *p;
tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
// Reached destination?
if (tile == arf->final_tile) {
if (ReverseDiagDir(arf->final_dir) == dir) {
arf->recursive_mode = 2;
arf->cur_best_depth = arf->depth;
}
return;
}
// Depth too deep?
if (arf->depth >= 4) {
uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
if (dist < arf->cur_best_dist) {
// Store the tile that is closest to the final position.
arf->cur_best_dist = dist;
arf->cur_best_tile = tile;
arf->cur_best_dir = dir;
arf->cur_best_depth = arf->depth;
}
return;
}
// Increase recursion depth
arf->depth++;
// Grab pointer to list of stuff that is possible to build
p = _ai_table_15[dir];
// Try to build a single rail in all directions.
if (GetTileZ(tile) == 0) {
p += 6;
} else {
do {
// Make sure that a road can be built here.
if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) {
AiBuildRoadRecursive(arf, tile, (DiagDirection)p[1]);
}
// At the bottom depth?
if (arf->depth == 1) AiCheckRoadPathBetter(arf, p);
p += 2;
} while (!(p[0] & 0x80));
}
AiCheckBuildRoadBridgeHere(arf, tile, p);
AiCheckBuildRoadTunnelHere(arf, tile, p + 1);
arf->depth--;
}
static void AiBuildRoadConstruct(Player *p)
{
AiRoadFinder arf;
int i;
TileIndex tile;
// Reached destination?
if (AiCheckRoadFinished(p)) {
p->ai.state_mode = 255;
return;
}
// Setup recursive finder and call it.
arf.player = p;
arf.final_tile = p->ai.cur_tile_b;
arf.final_dir = p->ai.cur_dir_b;
arf.depth = 0;
arf.recursive_mode = 0;
arf.best_ptr = NULL;
arf.cur_best_dist = (uint)-1;
arf.cur_best_depth = 0xff;
arf.best_dist = (uint)-1;
arf.best_depth = 0xff;
arf.cur_best_tile = 0;
arf.best_tile = 0;
AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
// Reached destination?
if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
p->ai.state_mode = 255;
return;
}
// Didn't find anything to build?
if (arf.best_ptr == NULL) {
// Terraform some
do_some_terraform:
for (i = 0; i != 5; i++)
AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
if (++p->ai.state_counter == 21) {
p->ai.state_mode = 1;
p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a));
p->ai.cur_dir_a = ReverseDiagDir(p->ai.cur_dir_a);
p->ai.state_counter = 0;
}
return;
}
tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a));
if (arf.best_ptr[0] & 0x80) {
int i;
int32 bridge_len;
p->ai.cur_tile_a = arf.bridge_end_tile;
bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // 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.
*AI is so fucked up that fixing this small thing will probably not solve a thing
*/
for (i = 10; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
CommandCost cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 5)) break;
}
}
// Build it
DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
p->ai.state_counter = 0;
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
p->ai.cur_tile_a = _build_tunnel_endtile;
p->ai.state_counter = 0;
} else {
// road
if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0]))
goto do_some_terraform;
p->ai.cur_dir_a = (DiagDirection)(arf.best_ptr[1] & 3);
p->ai.cur_tile_a = tile;
p->ai.state_counter = 0;
}
if (arf.best_tile != 0) {
for (i = 0; i != 2; i++)
AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
}
}
static void AiBuildRoad(Player *p)
{
if (p->ai.state_mode < 1) {
// Construct mode, build new road.
AiBuildRoadConstruct(p);
} else if (p->ai.state_mode == 1) {
// Destruct mode, not implemented for roads.
p->ai.state_mode = 2;
p->ai.state_counter = 0;
} else if (p->ai.state_mode == 2) {
uint i;
// Terraform some and then try building again.
for (i = 0; i != 4; i++) {
AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
}
if (++p->ai.state_counter == 4) {
p->ai.state_counter = 0;
p->ai.state_mode = 0;
}
}
}
static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, DiagDirection *dir)
{
const AiDefaultBlockData *p = _road_default_block_data[rule]->data;
while (p->mode != 1) p++;
*dir = p->attr;
return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
}
static void AiStateBuildRoad(Player *p)
{
int num;
AiBuildRec *aib;
byte cmd;
TileIndex tile;
DiagDirection dir;
// time out?
if (++p->ai.timeout_counter == 1388) {
p->ai.state = AIS_DELETE_ROAD_BLOCKS;
return;
}
// Currently building a road between two points?
if (p->ai.state_mode != 255) {
AiBuildRoad(p);
// Alternate between edges
Swap(p->ai.start_tile_a, p->ai.start_tile_b);
Swap(p->ai.cur_tile_a, p->ai.cur_tile_b);
Swap(p->ai.start_dir_a, p->ai.start_dir_b);
Swap(p->ai.cur_dir_a, p->ai.cur_dir_b);
return;
}
// Now, find two new points to build between
num = p->ai.num_build_rec;
aib = &p->ai.src;
for (;;) {
cmd = aib->buildcmd_a;
aib->buildcmd_a = 255;
if (cmd != 255) break;
aib++;
if (--num == 0) {
p->ai.state = AIS_BUILD_ROAD_VEHICLES;
return;
}
}
// Find first edge to build from.
tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
p->ai.start_tile_a = tile;
p->ai.cur_tile_a = tile;
p->ai.start_dir_a = dir;
p->ai.cur_dir_a = dir;
// Find second edge to build to
aib = (&p->ai.src) + (cmd & 0xF);
tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
p->ai.start_tile_b = tile;
p->ai.cur_tile_b = tile;
p->ai.start_dir_b = dir;
p->ai.cur_dir_b = dir;
// And setup state.
p->ai.state_mode = 2;
p->ai.state_counter = 0;
p->ai.banned_tile_count = 0;
}
static StationID AiGetStationIdFromRoadBlock(TileIndex tile, int id)
{
const AiDefaultBlockData *p = _road_default_block_data[id]->data;
while (p->mode != 1) p++;
return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)));
}
static void AiStateBuildRoadVehicles(Player *p)
{
const AiDefaultBlockData *ptr;
TileIndex tile;
VehicleID loco_id;
EngineID veh;
uint i;
ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
for (; ptr->mode != 0; ptr++) {}
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
if (veh == INVALID_ENGINE) {
p->ai.state = AIS_0;
return;
}
if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
loco_id = _new_vehicle_id;
if (GetVehicle(loco_id)->cargo_type != p->ai.cargo_type) {
/* Cargo type doesn't match, so refit it */
if (CmdFailed(DoCommand(tile, loco_id, p->ai.cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
/* Refit failed... sell the vehicle */
DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
return;
}
}
for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i];
bool is_pass = (
p->ai.cargo_type == CT_PASSENGERS ||
p->ai.cargo_type == CT_MAIL ||
(_opt.landscape == LT_TEMPERATE && p->ai.cargo_type == CT_VALUABLES)
);
Order order;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.dest = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule);
if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0;
}
static void AiStateDeleteRoadBlocks(Player *p)
{
const AiBuildRec* aib = &p->ai.src;
uint num = p->ai.num_build_rec;
do {
const AiDefaultBlockData* b;
if (aib->cur_building_rule == 255) continue;
for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) {
if (b->mode > 1) continue;
DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} while (++aib, --num);
p->ai.state = AIS_0;
}
static void AiStateAirportStuff(Player *p)
{
const Station* st;
int i;
AiBuildRec *aib;
byte rule;
// Here we look for an airport we could use instead of building a new
// one. If we find such an aiport for any waypoint,
// AiStateBuildDefaultAirportBlocks() will kindly skip that one when
// building the waypoints.
i = 0;
do {
// We do this all twice - once for the source (town in the case
// of oilrig route) and then for the destination (oilrig in the
// case of oilrig route).
aib = &p->ai.src + i;
FOR_ALL_STATIONS(st) {
// Is this an airport?
if (!(st->facilities & FACIL_AIRPORT)) continue;
// Do we own the airport? (Oilrigs aren't owned, though.)
if (st->owner != OWNER_NONE && st->owner != _current_player) continue;
AirportFTAClass::Flags flags = st->Airport()->flags;
if (!(flags & (p->ai.build_kind == 1 && i == 0 ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES))) {
continue;
}
// Dismiss airports too far away.
if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng)
continue;
// It's ideal airport, let's take it!
/* XXX: This part is utterly broken - rule should
* contain number of the rule appropriate for the
* airport type (country, town, ...), see
* _airport_default_block_data (rule is just an index
* in this array). But the only difference between the
* currently existing two rules (rule 0 - town and rule
* 1 - country) is the attr field which is used only
* when building new airports - and that's irrelevant
* for us. So using just about any rule will suffice
* here for now (some of the new airport types would be
* broken because they will probably need different
* tileoff values etc), no matter that
* IsHangarTile() makes no sense. --pasky */
if (!(flags & AirportFTAClass::AIRPLANES)) {
/* Heliports should have maybe own rulesets but
* OTOH we don't want AI to pick them up when
* looking for a suitable airport type to build.
* So any of rules 0 or 1 would do for now. The
* original rule number was 2 but that's a bug
* because we have no such rule. */
rule = 1;
} else {
rule = IsHangarTile(st->airport_tile);
}
aib->cur_building_rule = rule;
aib->use_tile = st->airport_tile;
break;
}
} while (++i != p->ai.num_build_rec);
p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS;
p->ai.state_mode = 255;
p->ai.state_counter = 0;
}
static CommandCost AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
{
uint32 avail_airports = GetValidAirports();
CommandCost total_cost, ret;
for (; p->mode == 0; p++) {
if (!HasBit(avail_airports, p->attr)) return CMD_ERROR;
ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_AIRPORT);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost.AddCost(ret);
}
return total_cost;
}
static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
{
uint values[NUM_CARGO];
for (; p->mode == 0; p++) {
TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
const AirportFTAClass* airport = GetAirport(p->attr);
uint w = airport->size_x;
uint h = airport->size_y;
uint rad = _patches.modified_catchment ? airport->catchment : 4;
if (cargo & 0x80) {
GetProductionAroundTiles(values, tile2, w, h, rad);
return values[cargo & 0x7F] != 0;
} else {
GetAcceptanceAroundTiles(values, tile2, w, h, rad);
return values[cargo] >= 8;
}
}
return true;
}
static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, CommandCost *cost)
{
const AiDefaultBlockData *p;
uint i;
for (i = 0; (p = _airport_default_block_data[i]) != NULL; i++) {
// If we are doing a helicopter service, avoid building
// airports where they can't land.
if (heli && !(GetAirport(p->attr)->flags & AirportFTAClass::HELICOPTERS)) continue;
*cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
if (CmdSucceeded(*cost) && AiCheckAirportResources(tile, p, cargo))
return i;
}
return -1;
}
static void AiStateBuildDefaultAirportBlocks(Player *p)
{
int i, j;
AiBuildRec *aib;
int rule;
CommandCost cost;
// time out?
if (++p->ai.timeout_counter == 1388) {
p->ai.state = AIS_0;
return;
}
// do the following 8 times
i = 8;
do {
// check if we can build the default
aib = &p->ai.src;
j = p->ai.num_build_rec;
do {
// this item has already been built?
if (aib->cur_building_rule != 255) continue;
// adjust the coordinate randomly,
// to make sure that we find a position.
aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
// check if the aircraft stuff can be built there.
rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost);
// SetRedErrorSquare(aib->use_tile);
if (rule == -1) {
// cannot build, terraform after a while
if (p->ai.state_counter >= 600) {
AiDoTerraformLand(aib->use_tile, (DiagDirection)(Random() & 3), 3, (int8)p->ai.state_mode);
}
// also try the other terraform direction
if (++p->ai.state_counter >= 1000) {
p->ai.state_counter = 0;
p->ai.state_mode = -p->ai.state_mode;
}
} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
// player has money, build it.
CommandCost r;
aib->cur_building_rule = rule;
r = AiDoBuildDefaultAirportBlock(
aib->use_tile,
_airport_default_block_data[rule],
DC_EXEC | DC_NO_TOWN_RATING
);
assert(CmdSucceeded(r));
}
} while (++aib, --j);
} while (--i);
// check if we're done with all of them
aib = &p->ai.src;
j = p->ai.num_build_rec;
do {
if (aib->cur_building_rule == 255) return;
} while (++aib, --j);
// yep, all are done. switch state.
p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES;
}
static StationID AiGetStationIdFromAircraftBlock(TileIndex tile, int id)
{
const AiDefaultBlockData *p = _airport_default_block_data[id];
while (p->mode != 1) p++;
return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)));
}
static void AiStateBuildAircraftVehicles(Player *p)
{
const AiDefaultBlockData *ptr;
TileIndex tile;
EngineID veh;
int i;
VehicleID loco_id;
ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
for (; ptr->mode != 0; ptr++) {}
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL);
if (veh == INVALID_ENGINE) return;
/* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type
* and offset to the FIRST depot because the AI picks the st->xy tile */
tile += ToTileIndexDiff(GetStationByTile(tile)->Airport()->airport_depots[0]);
if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
loco_id = _new_vehicle_id;
for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
Order order;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.dest = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule);
if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0;
}
static void AiStateCheckShipStuff(Player *p)
{
/* Ships are not implemented in this (broken) AI */
}
static void AiStateBuildDefaultShipBlocks(Player *p)
{
/* Ships are not implemented in this (broken) AI */
}
static void AiStateDoShipStuff(Player *p)
{
/* Ships are not implemented in this (broken) AI */
}
static void AiStateSellVeh(Player *p)
{
Vehicle *v = p->ai.cur_veh;
if (v->owner == _current_player) {
if (v->type == VEH_TRAIN) {
if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
if (v->current_order.type != OT_GOTO_DEPOT)
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT);
goto going_to_depot;
}
// Sell whole train
DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
} else if (v->type == VEH_ROAD) {
if (!v->IsStoppedInDepot()) {
if (v->current_order.type != OT_GOTO_DEPOT)
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
goto going_to_depot;
}
DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
} else if (v->type == VEH_AIRCRAFT) {
if (!v->IsStoppedInDepot()) {
if (v->current_order.type != OT_GOTO_DEPOT)
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
goto going_to_depot;
}
DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
} else if (v->type == VEH_SHIP) {
/* Ships are not implemented in this (broken) AI */
}
}
goto return_to_loop;
going_to_depot:;
if (++p->ai.state_counter <= 832) return;
if (v->current_order.type == OT_GOTO_DEPOT) {
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
return_to_loop:;
p->ai.state = AIS_VEH_LOOP;
}
static void AiStateRemoveStation(Player *p)
{
// Remove stations that aren't in use by any vehicle
const Order *ord;
const Station *st;
TileIndex tile;
// Go to this state when we're done.
p->ai.state = AIS_1;
// Get a list of all stations that are in use by a vehicle
byte *in_use = MallocT<byte>(GetMaxStationIndex() + 1);
memset(in_use, 0, GetMaxStationIndex() + 1);
FOR_ALL_ORDERS(ord) {
if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1;
}
// Go through all stations and delete those that aren't in use
FOR_ALL_STATIONS(st) {
if (st->owner == _current_player && !in_use[st->index] &&
( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) ||
(st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 ||
(tile = st->train_tile) != 0 ||
(tile = st->dock_tile) != 0 ||
(tile = st->airport_tile) != 0)) {
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
}
free(in_use);
}
static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile)
{
TrackBits rails;
if (IsTileType(tile, MP_RAILWAY)) {
if (!IsTileOwner(tile, _current_player)) return;
if (IsPlainRailTile(tile)) {
is_rail_crossing:;
rails = GetRailTrackStatus(tile);
if (rails == TRACK_BIT_HORZ || rails == TRACK_BIT_VERT) return;
if (rails & TRACK_BIT_3WAY_NE) {
pos_0:
if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & TRACK_BIT_3WAY_SW) == 0) {
p->ai.cur_dir_a = DIAGDIR_NE;
p->ai.cur_tile_a = tile;
p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
return;
}
}
if (rails & TRACK_BIT_3WAY_SE) {
pos_1:
if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & TRACK_BIT_3WAY_NW) == 0) {
p->ai.cur_dir_a = DIAGDIR_SE;
p->ai.cur_tile_a = tile;
p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
return;
}
}
if (rails & TRACK_BIT_3WAY_SW) {
pos_2:
if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & TRACK_BIT_3WAY_NE) == 0) {
p->ai.cur_dir_a = DIAGDIR_SW;
p->ai.cur_tile_a = tile;
p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
return;
}
}
if (rails & TRACK_BIT_3WAY_NW) {
pos_3:
if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & TRACK_BIT_3WAY_SE) == 0) {
p->ai.cur_dir_a = DIAGDIR_NW;
p->ai.cur_tile_a = tile;
p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
return;
}
}
} else {
static const byte _depot_bits[] = {0x19, 0x16, 0x25, 0x2A};
DiagDirection dir = GetRailDepotDirection(tile);
if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir])
return;
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} else if (IsTileType(tile, MP_ROAD)) {
if (!IsTileOwner(tile, _current_player)) return;
if (IsLevelCrossing(tile)) goto is_rail_crossing;
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
DiagDirection dir;
TileIndex t;
// Check if there are any stations around.
t = tile + TileDiffXY(-1, 0);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
t = tile + TileDiffXY(1, 0);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
t = tile + TileDiffXY(0, -1);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
t = tile + TileDiffXY(0, 1);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
dir = GetRoadDepotDirection(tile);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
DoCommand(
TILE_MASK(tile + TileOffsByDiagDir(dir)),
DiagDirToRoadBits(ReverseDiagDir(dir)),
0,
DC_EXEC,
CMD_REMOVE_ROAD);
}
} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (!IsTileOwner(tile, _current_player) ||
!IsBridge(tile) ||
GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL) {
return;
}
rails = TRACK_BIT_NONE;
switch (GetTunnelBridgeDirection(tile)) {
default:
case DIAGDIR_NE: goto pos_2;
case DIAGDIR_SE: goto pos_3;
case DIAGDIR_SW: goto pos_0;
case DIAGDIR_NW: goto pos_1;
}
}
}
static void AiStateRemoveTrack(Player *p)
{
/* Was 1000 for standard 8x8 maps. */
int num = MapSizeX() * 4;
do {
TileIndex tile = ++p->ai.state_counter;
// Iterated all tiles?
if (tile >= MapSize()) {
p->ai.state = AIS_REMOVE_STATION;
return;
}
// Remove player stuff in that tile
AiRemovePlayerRailOrRoad(p, tile);
if (p->ai.state != AIS_REMOVE_TRACK) return;
} while (--num);
}
static void AiStateRemoveSingleRailTile(Player *p)
{
// Remove until we can't remove more.
if (!AiRemoveTileAndGoForward(p)) p->ai.state = AIS_REMOVE_TRACK;
}
static AiStateAction * const _ai_actions[] = {
AiCase0,
AiCase1,
AiStateVehLoop,
AiStateCheckReplaceVehicle,
AiStateDoReplaceVehicle,
AiStateWantNewRoute,
AiStateBuildDefaultRailBlocks,
AiStateBuildRail,
AiStateBuildRailVeh,
AiStateDeleteRailBlocks,
AiStateBuildDefaultRoadBlocks,
AiStateBuildRoad,
AiStateBuildRoadVehicles,
AiStateDeleteRoadBlocks,
AiStateAirportStuff,
AiStateBuildDefaultAirportBlocks,
AiStateBuildAircraftVehicles,
AiStateCheckShipStuff,
AiStateBuildDefaultShipBlocks,
AiStateDoShipStuff,
AiStateSellVeh,
AiStateRemoveStation,
AiStateRemoveTrack,
AiStateRemoveSingleRailTile
};
extern void ShowBuyCompanyDialog(uint player);
static void AiHandleTakeover(Player *p)
{
if (p->bankrupt_timeout != 0) {
p->bankrupt_timeout -= 8;
if (p->bankrupt_timeout > 0) return;
p->bankrupt_timeout = 0;
DeleteWindowById(WC_BUY_COMPANY, _current_player);
if (IsLocalPlayer()) {
AskExitToGameMenu();
return;
}
if (IsHumanPlayer(_current_player)) return;
}
if (p->bankrupt_asked == 255) return;
{
uint asked = p->bankrupt_asked;
Player *pp, *best_pl = NULL;
int32 best_val = -1;
// Ask the guy with the highest performance hist.
FOR_ALL_PLAYERS(pp) {
if (pp->is_active &&
!(asked & 1) &&
pp->bankrupt_asked == 0 &&
best_val < pp->old_economy[1].performance_history) {
best_val = pp->old_economy[1].performance_history;
best_pl = pp;
}
asked >>= 1;
}
// Asked all players?
if (best_val == -1) {
p->bankrupt_asked = 255;
return;
}
SetBit(p->bankrupt_asked, best_pl->index);
if (best_pl->index == _local_player) {
p->bankrupt_timeout = 4440;
ShowBuyCompanyDialog(_current_player);
return;
}
if (IsHumanPlayer(best_pl->index)) return;
// Too little money for computer to buy it?
if (best_pl->player_money >> 1 >= p->bankrupt_value) {
// Computer wants to buy it.
PlayerID old_p = _current_player;
_current_player = best_pl->index;
DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY);
_current_player = old_p;
}
}
}
static void AiAdjustLoan(const Player* p)
{
Money base = AiGetBasePrice(p);
if (p->player_money > base * 1400) {
// Decrease loan
if (p->current_loan != 0) {
DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
}
} else if (p->player_money < base * 500) {
// Increase loan
if (p->current_loan < _economy.max_loan &&
p->num_valid_stat_ent >= 2 &&
-(p->old_economy[0].expenses + p->old_economy[1].expenses) < base * 60) {
DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
}
}
}
static void AiBuildCompanyHQ(Player *p)
{
TileIndex tile;
if (p->location_of_house == 0 &&
p->last_build_coordinate != 0) {
tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8);
DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
}
}
void AiDoGameLoop(Player *p)
{
if (p->bankrupt_asked != 0) {
AiHandleTakeover(p);
return;
}
// Ugly hack to make sure the service interval of the AI is good, not looking
// to the patch-setting
// Also, it takes into account the setting if the service-interval is in days
// or in %
_ai_service_interval = _patches.servint_ispercent ? 80 : 180;
if (IsHumanPlayer(_current_player)) return;
AiAdjustLoan(p);
AiBuildCompanyHQ(p);
#if 0
{
static byte old_state = 99;
static bool hasdots = false;
char *_ai_state_names[] = {
"AiCase0",
"AiCase1",
"AiStateVehLoop",
"AiStateCheckReplaceVehicle",
"AiStateDoReplaceVehicle",
"AiStateWantNewRoute",
"AiStateBuildDefaultRailBlocks",
"AiStateBuildRail",
"AiStateBuildRailVeh",
"AiStateDeleteRailBlocks",
"AiStateBuildDefaultRoadBlocks",
"AiStateBuildRoad",
"AiStateBuildRoadVehicles",
"AiStateDeleteRoadBlocks",
"AiStateAirportStuff",
"AiStateBuildDefaultAirportBlocks",
"AiStateBuildAircraftVehicles",
"AiStateCheckShipStuff",
"AiStateBuildDefaultShipBlocks",
"AiStateDoShipStuff",
"AiStateSellVeh",
"AiStateRemoveStation",
"AiStateRemoveTrack",
"AiStateRemoveSingleRailTile"
};
if (p->ai.state != old_state) {
if (hasdots)
printf("\n");
hasdots=false;
printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]);
} else {
printf(".");
hasdots=true;
}
}
#endif
_ai_actions[p->ai.state](p);
}