mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-04 06:00:15 +00:00
272 lines
9.6 KiB
C
272 lines
9.6 KiB
C
#ifndef AI_H
|
|
#define AI_H
|
|
|
|
#include "aystar.h"
|
|
|
|
/*
|
|
* These defines can be altered to change the behavoir of the AI
|
|
*
|
|
* WARNING:
|
|
* This can also alter the AI in a negative way. I will never claim these settings
|
|
* are perfect, but don't change them if you don't know what the effect is.
|
|
*/
|
|
|
|
// How many times it the H multiplied. The higher, the more it will go straight to the
|
|
// end point. The lower, how more it will find the route with the lowest cost.
|
|
// also: the lower, the longer it takes before route is calculated..
|
|
#define AI_PATHFINDER_H_MULTIPLER 100
|
|
|
|
// How many loops may AyStar do before it stops
|
|
// 0 = infinite
|
|
#define AI_PATHFINDER_LOOPS_PER_TICK 5
|
|
|
|
// How long may the AI search for one route?
|
|
// 0 = infinite
|
|
// This number is the number of tiles tested.
|
|
// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
|
|
// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
|
|
// (that is: if the AI is on VERY FAST! :p
|
|
#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
|
|
|
|
// If you enable this, the AI is not allowed to make 90degree turns
|
|
#define AI_PATHFINDER_NO_90DEGREES_TURN
|
|
|
|
// Below are defines for the g-calculation
|
|
|
|
// Standard penalty given to a tile
|
|
#define AI_PATHFINDER_PENALTY 150
|
|
// The penalty given to a tile that is going up
|
|
#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
|
|
// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
|
|
#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
|
|
// Same penalty, only for when road already exists
|
|
#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
|
|
// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
|
|
// a bonus for using diagonal track
|
|
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
|
|
#define AI_PATHFINDER_DIAGONAL_BONUS 95
|
|
#else
|
|
#define AI_PATHFINDER_DIAGONAL_BONUS 75
|
|
#endif
|
|
// If a roadblock already exists, it gets a bonus
|
|
#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
|
|
// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
|
|
#define AI_PATHFINDER_CURVE_PENALTY 200
|
|
|
|
// Penalty a bridge gets per length
|
|
#define AI_PATHFINDER_BRIDGE_PENALTY 180
|
|
// The penalty for a bridge going up
|
|
#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
|
|
|
|
// Tunnels are expensive...
|
|
// Because of that, every tile the cost is increased with 1/8th of his value
|
|
// This is also true if you are building a tunnel yourself
|
|
#define AI_PATHFINDER_TUNNEL_PENALTY 350
|
|
|
|
/*
|
|
* Ai_New defines
|
|
*/
|
|
|
|
// How long may we search cities and industry for a new route?
|
|
#define AI_LOCATE_ROUTE_MAX_COUNTER 200
|
|
|
|
// How many days must there be between building the first station and the second station
|
|
// within one city. This number is in days and should be more then 4 months.
|
|
#define AI_CHECKCITY_DATE_BETWEEN 180
|
|
|
|
// How many cargo is needed for one station in a city?
|
|
#define AI_CHECKCITY_CARGO_PER_STATION 60
|
|
// How much cargo must there not be used in a city before we can build a new station?
|
|
#define AI_CHECKCITY_NEEDED_CARGO 50
|
|
// When there is already a station which takes the same good and the rating of that
|
|
// city is higher then this numer, we are not going to attempt to build anything
|
|
// there
|
|
#define AI_CHECKCITY_CARGO_RATING 50
|
|
// But, there is a chance of 1 out of this number, that we do ;)
|
|
#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
|
|
// If a city is too small to contain a station, there is a small chance
|
|
// that we still do so.. just to make the city bigger!
|
|
#define AI_CHECKCITY_CITY_CHANCE 5
|
|
|
|
// This number indicates for every unit of cargo, how many tiles two stations maybe be away
|
|
// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
|
|
// of the cargo in the other station, both stations can be 96 units away from eachother, if the
|
|
// next number is 0.4.
|
|
#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
|
|
#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
|
|
// In whole tiles, the minimum distance for a truck route
|
|
#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
|
|
|
|
// The amount of tiles in a square from -X to +X that is scanned for a station spot
|
|
// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
|
|
// Safe values are between 15 and 5
|
|
#define AI_FINDSTATION_TILE_RANGE 10
|
|
|
|
// Building on normal speed goes very fast. Idle this amount of ticks between every
|
|
// building part. It is calculated like this: (4 - competitor_speed) * num + 1
|
|
// where competitor_speed is between 0 (very slow) to 4 (very fast)
|
|
#define AI_BUILDPATH_PAUSE 10
|
|
|
|
// Minimum % of reliabilty a vehicle has to have before the AI buys it
|
|
#define AI_VEHICLE_MIN_RELIABILTY 60
|
|
|
|
// The minimum amount of money a player should always have
|
|
#define AI_MINIMUM_MONEY 15000
|
|
|
|
// If the most cheap route is build, how much is it going to cost..
|
|
// This is to prevent the AI from trying to build a route which can not be paid for
|
|
#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
|
|
#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
|
|
|
|
// The minimum amount of money before we are going to repay any money
|
|
#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
|
|
// How many repays do we do if we have enough money to do so?
|
|
// Every repay is 10000
|
|
#define AI_LOAN_REPAY 2
|
|
// How much income must we have before paying back a loan? Month-based (and looked at the last month)
|
|
#define AI_MINIMUM_INCOME_FOR_LOAN 7000
|
|
|
|
// If there is <num> time as much cargo in the station then the vehicle can handle
|
|
// reuse the station instead of building a new one!
|
|
#define AI_STATION_REUSE_MULTIPLER 2
|
|
|
|
// No more then this amount of vehicles per station..
|
|
#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
|
|
|
|
// How many thick between building 2 vehicles
|
|
#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS
|
|
|
|
// How many days must there between vehicle checks
|
|
// The more often, the less non-money-making lines there will be
|
|
// but the unfair it may seem to a human player
|
|
#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
|
|
|
|
// How money profit does a vehicle needs to make to stay in order
|
|
// This is the profit of this year + profit of last year
|
|
// But also for vehicles that are just one year old. In other words:
|
|
// Vehicles of 2 years do easier meet this setting then vehicles
|
|
// of one year. This is a very good thing. New vehicles are filtered,
|
|
// while old vehicles stay longer, because we do get less in return.
|
|
#define AI_MINIMUM_ROUTE_PROFIT 1000
|
|
|
|
// A vehicle is considered lost when he his cargo is more then 180 days old
|
|
#define AI_VEHICLE_LOST_DAYS 180
|
|
|
|
// How many times may the AI try to find a route before it gives up
|
|
#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
|
|
|
|
/*
|
|
* End of defines
|
|
*/
|
|
|
|
// This stops 90degrees curves
|
|
static const byte _illegal_curves[6] = {
|
|
255, 255, // Horz and vert, don't have the effect
|
|
5, // upleft and upright are not valid
|
|
4, // downright and downleft are not valid
|
|
2, // downleft and upleft are not valid
|
|
3, // upright and downright are not valid
|
|
};
|
|
|
|
static const TileIndexDiff _tiles_around[4] = {
|
|
TILE_XY(-1,0),
|
|
TILE_XY(0,1),
|
|
TILE_XY(1,0),
|
|
TILE_XY(0,-1),
|
|
};
|
|
|
|
enum {
|
|
AI_STATE_STARTUP = 0,
|
|
AI_STATE_FIRST_TIME,
|
|
AI_STATE_NOTHING,
|
|
AI_STATE_WAKE_UP,
|
|
AI_STATE_LOCATE_ROUTE,
|
|
AI_STATE_FIND_STATION,
|
|
AI_STATE_FIND_PATH,
|
|
AI_STATE_FIND_DEPOT,
|
|
AI_STATE_VERIFY_ROUTE,
|
|
AI_STATE_BUILD_STATION,
|
|
AI_STATE_BUILD_PATH,
|
|
AI_STATE_BUILD_DEPOT,
|
|
AI_STATE_BUILD_VEHICLE,
|
|
AI_STATE_GIVE_ORDERS,
|
|
AI_STATE_START_VEHICLE,
|
|
AI_STATE_REPAY_MONEY,
|
|
AI_STATE_CHECK_ALL_VEHICLES,
|
|
AI_STATE_ACTION_DONE,
|
|
AI_STATE_STOP, // Temporary function to stop the AI
|
|
};
|
|
|
|
// Used for tbt (train/bus/truck)
|
|
enum {
|
|
AI_TRAIN = 0,
|
|
AI_BUS,
|
|
AI_TRUCK,
|
|
};
|
|
|
|
enum {
|
|
AI_ACTION_NONE = 0,
|
|
AI_ACTION_BUS_ROUTE,
|
|
AI_ACTION_TRUCK_ROUTE,
|
|
AI_ACTION_REPAY_LOAN,
|
|
AI_ACTION_CHECK_ALL_VEHICLES,
|
|
};
|
|
|
|
// Used for from_type/to_type
|
|
enum {
|
|
AI_NO_TYPE = 0,
|
|
AI_CITY,
|
|
AI_INDUSTRY,
|
|
};
|
|
|
|
// Flags for in the vehicle
|
|
enum {
|
|
AI_VEHICLEFLAG_SELL = 1,
|
|
// Remember, flags must be in power of 2
|
|
};
|
|
|
|
#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
|
|
#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
|
|
#define AI_STATION_RANGE TILE_XY(TILE_X_MAX, TILE_Y_MAX)
|
|
|
|
#define AI_PATHFINDER_NO_DIRECTION (byte)-1
|
|
|
|
// Flags used in user_data
|
|
#define AI_PATHFINDER_FLAG_BRIDGE 1
|
|
#define AI_PATHFINDER_FLAG_TUNNEL 2
|
|
|
|
// A macro for mp_street, where 0x20 is depot
|
|
// mp_tunnelbridge, where 0xf0 is a bridge, and 0x4/0x2 means: roadtunnel/bridge
|
|
#define AI_PATHFINDER_IS_ROAD(tile) ((IS_TILETYPE(tile, MP_STREET) && !(_map5[tile] & 0x20)) || \
|
|
(IS_TILETYPE(tile, MP_TUNNELBRIDGE) && \
|
|
(((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || \
|
|
((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2))))
|
|
|
|
typedef void AiNew_StateFunction(Player *p);
|
|
|
|
// ai_new.c
|
|
void AiNewDoGameLoop(Player *p);
|
|
|
|
// ai_pathfinder.c
|
|
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
|
|
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
|
|
|
|
// ai_shared.c
|
|
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c);
|
|
int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c);
|
|
int AiNew_GetDirection(uint tile_a, uint tile_b);
|
|
bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
|
|
uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
|
|
|
|
// ai_build.c
|
|
bool AiNew_Build_CompanyHQ(Player *p, uint tile);
|
|
int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag);
|
|
int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag);
|
|
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
|
|
int AiNew_PickVehicle(Player *p);
|
|
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag);
|
|
int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag);
|
|
|
|
|
|
#endif
|