mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
a3dd7506d3
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
388 lines
12 KiB
Plaintext
388 lines
12 KiB
Plaintext
/* $Id$ */
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class WrightAI extends AIController {
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name = null;
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towns_used = null;
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route_1 = null;
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route_2 = null;
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distance_of_route = {};
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vehicle_to_depot = {};
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delay_build_airport_route = 1000;
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passenger_cargo_id = -1;
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function Start();
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constructor() {
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this.towns_used = AIList();
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this.route_1 = AIList();
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this.route_2 = AIList();
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local list = AICargoList();
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for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
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if (AICargo.HasCargoClass(i, AICargo.CC_PASSENGERS)) {
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this.passenger_cargo_id = i;
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break;
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}
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}
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}
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};
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/**
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* Check if we have enough money (via loan and on bank).
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*/
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function WrightAI::HasMoney(money)
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{
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if (AICompany.GetBankBalance(AICompany.MY_COMPANY) + (AICompany.GetMaxLoanAmount() - AICompany.GetLoanAmount()) > money) return true;
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return false;
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}
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/**
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* Get the amount of money requested, loan if needed.
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*/
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function WrightAI::GetMoney(money)
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{
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if (!this.HasMoney(money)) return;
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if (AICompany.GetBankBalance(AICompany.MY_COMPANY) > money) return;
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local loan = money - AICompany.GetBankBalance(AICompany.MY_COMPANY) + AICompany.GetLoanInterval() + AICompany.GetLoanAmount();
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loan = loan - loan % AICompany.GetLoanInterval();
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AILog.Info("Need a loan to get " + money + ": " + loan);
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AICompany.SetLoanAmount(loan);
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}
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/**
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* Build an airport route. Find 2 cities that are big enough and try to build airport in both cities.
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* Then we can build an aircraft and make some money.
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*/
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function WrightAI::BuildAirportRoute()
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{
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local airport_type = (AIAirport.AirportAvailable(AIAirport.AT_SMALL) ? AIAirport.AT_SMALL : AIAirport.AT_LARGE);
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/* Get enough money to work with */
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this.GetMoney(150000);
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AILog.Info("Trying to build an airport route");
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local tile_1 = this.FindSuitableAirportSpot(airport_type, 0);
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if (tile_1 < 0) return -1;
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local tile_2 = this.FindSuitableAirportSpot(airport_type, tile_1);
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if (tile_2 < 0) {
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this.towns_used.RemoveValue(tile_1);
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return -2;
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}
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/* Build the airports for real */
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if (!AIAirport.BuildAirport(tile_1, airport_type, true)) {
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AILog.Error("Although the testing told us we could build 2 airports, it still failed on the first airport at tile " + tile_1 + ".");
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this.towns_used.RemoveValue(tile_1);
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this.towns_used.RemoveValue(tile_2);
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return -3;
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}
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if (!AIAirport.BuildAirport(tile_2, airport_type, true)) {
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AILog.Error("Although the testing told us we could build 2 airports, it still failed on the second airport at tile " + tile_2 + ".");
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AIAirport.RemoveAirport(tile_1);
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this.towns_used.RemoveValue(tile_1);
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this.towns_used.RemoveValue(tile_2);
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return -4;
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}
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local ret = this.BuildAircraft(tile_1, tile_2);
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if (ret < 0) {
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AIAirport.RemoveAirport(tile_1);
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AIAirport.RemoveAirport(tile_2);
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this.towns_used.RemoveValue(tile_1);
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this.towns_used.RemoveValue(tile_2);
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return ret;
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}
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AILog.Info("Done building a route");
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return ret;
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}
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/**
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* Build an aircraft with orders from tile_1 to tile_2.
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* The best available aircraft of that time will be bought.
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*/
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function WrightAI::BuildAircraft(tile_1, tile_2)
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{
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/* Build an aircraft */
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local hangar = AIAirport.GetHangarOfAirport(tile_1);
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local engine = null;
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local engine_list = AIEngineList(AIVehicle.VEHICLE_AIR);
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/* When bank balance < 300000, buy cheaper planes */
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local balance = AICompany.GetBankBalance(AICompany.MY_COMPANY);
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engine_list.Valuate(AIEngine.GetPrice);
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engine_list.KeepBelowValue(balance < 300000 ? 50000 : (balance < 1000000 ? 300000 : 1000000));
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engine_list.Valuate(AIEngine.GetCargoType);
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engine_list.KeepValue(this.passenger_cargo_id);
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engine_list.Valuate(AIEngine.GetCapacity);
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engine_list.KeepTop(1);
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engine = engine_list.Begin();
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if (!AIEngine.IsValidEngine(engine)) {
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AILog.Error("Couldn't find a suitable engine");
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return -5;
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}
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local vehicle = AIVehicle.BuildVehicle(hangar, engine);
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if (!AIVehicle.IsValidVehicle(vehicle)) {
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AILog.Error("Couldn't build the aircraft");
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return -6;
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}
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/* Send him on his way */
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AIOrder.AppendOrder(vehicle, tile_1, AIOrder.AIOF_NONE);
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AIOrder.AppendOrder(vehicle, tile_2, AIOrder.AIOF_NONE);
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AIVehicle.StartStopVehicle(vehicle);
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this.distance_of_route.rawset(vehicle, AIMap.DistanceManhattan(tile_1, tile_2));
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this.route_1.AddItem(vehicle, tile_1);
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this.route_2.AddItem(vehicle, tile_2);
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AILog.Info("Done building an aircraft");
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return 0;
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}
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/**
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* Find a suitable spot for an airport, walking all towns hoping to find one.
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* When a town is used, it is marked as such and not re-used.
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*/
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function WrightAI::FindSuitableAirportSpot(airport_type, center_tile)
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{
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local airport_x, airport_y, airport_rad;
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airport_x = AIAirport.GetAirportWidth(airport_type);
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airport_y = AIAirport.GetAirportHeight(airport_type);
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airport_rad = AIAirport.GetAirportCoverageRadius(airport_type);
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local town_list = AITownList();
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/* Remove all the towns we already used */
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town_list.RemoveList(this.towns_used);
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town_list.Valuate(AITown.GetPopulation);
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town_list.KeepAboveValue(GetSetting("min_town_size"));
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/* Keep the best 10, if we can't find 2 stations in there, just leave it anyway */
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town_list.KeepTop(10);
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town_list.Valuate(AIBase.RandItem);
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/* Now find 2 suitable towns */
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for (local town = town_list.Begin(); town_list.HasNext(); town = town_list.Next()) {
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/* Don't make this a CPU hog */
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Sleep(1);
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local tile = AITown.GetLocation(town);
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/* Create a 30x30 grid around the core of the town and see if we can find a spot for a small airport */
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local list = AITileList();
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/* XXX -- We assume we are more than 15 tiles away from the border! */
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list.AddRectangle(tile - AIMap.GetTileIndex(15, 15), tile + AIMap.GetTileIndex(15, 15));
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list.Valuate(AITile.IsBuildableRectangle, airport_x, airport_y);
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list.KeepValue(1);
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if (center_tile != 0) {
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/* If we have a tile defined, we don't want to be within 25 tiles of this tile */
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list.Valuate(AITile.GetDistanceSquareToTile, center_tile);
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list.KeepAboveValue(625);
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}
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/* Sort on acceptance, remove places that don't have acceptance */
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list.Valuate(AITile.GetCargoAcceptance, this.passenger_cargo_id, airport_x, airport_y, airport_rad);
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list.RemoveBelowValue(10);
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/* Couldn't find a suitable place for this town, skip to the next */
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if (list.Count() == 0) continue;
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/* Walk all the tiles and see if we can build the airport at all */
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{
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local test = AITestMode();
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local good_tile = 0;
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for (tile = list.Begin(); list.HasNext(); tile = list.Next()) {
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Sleep(1);
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if (!AIAirport.BuildAirport(tile, airport_type, true)) continue;
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good_tile = tile;
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break;
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}
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/* Did we found a place to build the airport on? */
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if (good_tile == 0) continue;
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}
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AILog.Info("Found a good spot for an airport in town " + town + " at tile " + tile);
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/* Make the town as used, so we don't use it again */
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this.towns_used.AddItem(town, tile);
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return tile;
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}
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AILog.Info("Couldn't find a suitable town to build an airport in");
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return -1;
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}
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function WrightAI::ManageAirRoutes()
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{
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local list = AIVehicleList();
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list.Valuate(AIVehicle.GetAge);
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/* Give the plane at least 2 years to make a difference */
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list.KeepAboveValue(365 * 2);
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list.Valuate(AIVehicle.GetProfitLastYear);
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for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
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local profit = list.GetValue(i);
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/* Profit last year and this year bad? Let's sell the vehicle */
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if (profit < 10000 && AIVehicle.GetProfitThisYear(i) < 10000) {
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/* Send the vehicle to depot if we didn't do so yet */
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if (!vehicle_to_depot.rawin(i) || vehicle_to_depot.rawget(i) != true) {
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AILog.Info("Sending " + i + " to depot as profit is: " + profit + " / " + AIVehicle.GetProfitThisYear(i));
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AIVehicle.SendVehicleToDepot(i);
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vehicle_to_depot.rawset(i, true);
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}
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}
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/* Try to sell it over and over till it really is in the depot */
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if (vehicle_to_depot.rawin(i) && vehicle_to_depot.rawget(i) == true) {
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if (AIVehicle.SellVehicle(i)) {
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AILog.Info("Selling " + i + " as it finally is in a depot.");
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/* Check if we are the last one serving those airports; else sell the airports */
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local list2 = AIVehicleList_Station(AIStation.GetStationID(this.route_1.GetValue(i)));
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if (list2.Count() == 0) this.SellAirports(i);
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vehicle_to_depot.rawdelete(i);
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}
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}
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}
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/* Don't try to add planes when we are short on cash */
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if (!this.HasMoney(50000)) return;
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list = AIStationList(AIStation.STATION_AIRPORT);
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list.Valuate(AIStation.GetCargoWaiting, this.passenger_cargo_id);
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list.KeepAboveValue(250);
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for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
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local list2 = AIVehicleList_Station(i);
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/* No vehicles going to this station, abort and sell */
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if (list2.Count() == 0) {
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this.SellAirports(i);
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continue;
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};
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/* Find the first vehicle that is going to this station */
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local v = list2.Begin();
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local dist = this.distance_of_route.rawget(v);
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list2.Valuate(AIVehicle.GetAge);
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list2.KeepBelowValue(dist);
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/* Do not build a new vehicle if we bought a new one in the last DISTANCE days */
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if (list2.Count() != 0) continue;
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AILog.Info("Station " + i + " (" + AIStation.GetLocation(i) + ") has too many cargo, adding a new vehicle for the route.");
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/* Make sure we have enough money */
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this.GetMoney(50000);
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return this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v));
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}
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}
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/**
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* Sells the airports from route index i
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* Removes towns from towns_used list too
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*/
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function WrightAI::SellAirports(i) {
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/* Remove the airports */
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AILog.Info("Removing airports as nobody serves them anymore.");
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AIAirport.RemoveAirport(this.route_1.GetValue(i));
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AIAirport.RemoveAirport(this.route_2.GetValue(i));
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/* Free the towns_used entries */
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this.towns_used.RemoveValue(this.route_1.GetValue(i));
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this.towns_used.RemoveValue(this.route_2.GetValue(i));
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/* Remove the route */
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this.route_1.RemoveItem(i);
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this.route_2.RemoveItem(i);
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}
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function WrightAI::HandleEvents()
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{
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while (AIEventController.IsEventWaiting()) {
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local e = AIEventController.GetNextEvent();
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switch (e.GetEventType()) {
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case AIEvent.AI_ET_VEHICLE_CRASHED: {
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local ec = AIEventVehicleCrashed.Convert(e);
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local v = ec.GetVehicleID();
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AILog.Info("We have a crashed vehicle (" + v + "), buying a new one as replacement");
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this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v));
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this.route_1.RemoveItem(v);
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this.route_2.RemoveItem(v);
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} break;
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default:
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break;
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}
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}
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}
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function WrightAI::Start()
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{
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if (this.passenger_cargo_id == -1) {
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AILog.Error("WrightAI could not find the passenger cargo");
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return;
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}
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/* Give the boy a name */
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if (!AICompany.SetName("WrightAI")) {
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local i = 2;
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while (!AICompany.SetName("WrightAI #" + i)) {
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i++;
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}
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}
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this.name = AICompany.GetName(AICompany.MY_COMPANY);
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/* Say hello to the user */
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AILog.Info("Welcome to WrightAI. I will be building airports all day long.");
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AILog.Info(" - Minimum Town Size: " + GetSetting("min_town_size"));
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/* We start with almost no loan, and we take a loan when we want to build something */
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AICompany.SetLoanAmount(AICompany.GetLoanInterval());
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/* We need our local ticker, as GetTick() will skip ticks */
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local ticker = 0;
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/* Determine time we may sleep */
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local sleepingtime = 100;
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if (this.delay_build_airport_route < sleepingtime)
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sleepingtime = this.delay_build_airport_route;
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/* Let's go on for ever */
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while (true) {
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/* Once in a while, with enough money, try to build something */
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if ((ticker % this.delay_build_airport_route == 0 || ticker == 0) && this.HasMoney(100000)) {
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local ret = this.BuildAirportRoute();
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if (ret == -1 && ticker != 0) {
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/* No more route found, delay even more before trying to find an other */
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this.delay_build_airport_route = 10000;
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}
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else if (ret < 0 && ticker == 0) {
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/* The AI failed to build a first airport and is deemed */
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AICompany.SetName("Failed " + this.name);
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AILog.Error("Failed to build first airport route, now giving up building. Repaying loan. Have a nice day!");
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AICompany.SetLoanAmount(0);
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return;
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}
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}
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/* Manage the routes once in a while */
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if (ticker % 2000 == 0) {
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this.ManageAirRoutes();
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}
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/* Try to get ride of our loan once in a while */
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if (ticker % 5000 == 0) {
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AICompany.SetLoanAmount(0);
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}
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/* Check for events once in a while */
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if (ticker % 100 == 0) {
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this.HandleEvents();
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}
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/* Make sure we do not create infinite loops */
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Sleep(sleepingtime);
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ticker += sleepingtime;
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}
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}
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