mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
301 lines
9.7 KiB
C
301 lines
9.7 KiB
C
/* $Id$ */
|
|
|
|
#include "../../stdafx.h"
|
|
#include "../../openttd.h"
|
|
#include "../../debug.h"
|
|
#include "../../functions.h"
|
|
#include "../../map.h"
|
|
#include "../../road_map.h"
|
|
#include "../../tile.h"
|
|
#include "../../vehicle.h"
|
|
#include "../../command.h"
|
|
#include "trolly.h"
|
|
#include "../../engine.h"
|
|
#include "../../station.h"
|
|
#include "../../variables.h"
|
|
#include "../../bridge.h"
|
|
#include "../ai.h"
|
|
|
|
// Build HQ
|
|
// Params:
|
|
// tile : tile where HQ is going to be build
|
|
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
|
|
{
|
|
if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
|
|
return false;
|
|
AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
|
|
return true;
|
|
}
|
|
|
|
|
|
// Build station
|
|
// Params:
|
|
// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
|
|
// tile : tile where station is going to be build
|
|
// length : in case of AI_TRAIN: length of station
|
|
// numtracks : in case of AI_TRAIN: tracks of station
|
|
// direction : the direction of the station
|
|
// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
|
|
int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
|
|
{
|
|
if (type == AI_TRAIN)
|
|
return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
|
|
|
|
if (type == AI_BUS)
|
|
return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
|
|
|
|
return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
|
|
}
|
|
|
|
|
|
// Builds a brdige. The second best out of the ones available for this player
|
|
// Params:
|
|
// tile_a : starting point
|
|
// tile_b : end point
|
|
// flag : flag passed to DoCommand
|
|
int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
|
|
{
|
|
int bridge_type, bridge_len, type, type2;
|
|
|
|
// Find a good bridgetype (the best money can buy)
|
|
bridge_len = GetBridgeLength(tile_a, tile_b);
|
|
type = type2 = 0;
|
|
for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
|
|
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
|
|
type2 = type;
|
|
type = bridge_type;
|
|
// We found two bridges, exit
|
|
if (type2 != 0) break;
|
|
}
|
|
}
|
|
// There is only one bridge that can be built
|
|
if (type2 == 0 && type != 0) type2 = type;
|
|
|
|
// Now, simply, build the bridge!
|
|
if (p->ainew.tbt == AI_TRAIN) {
|
|
return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
|
|
} else {
|
|
return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
|
|
}
|
|
}
|
|
|
|
|
|
// Build the route part by part
|
|
// Basicly what this function do, is build that amount of parts of the route
|
|
// that go in the same direction. It sets 'part' to the last part of the route builded.
|
|
// The return value is the cost for the builded parts
|
|
//
|
|
// Params:
|
|
// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
|
|
// part : Which part we need to build
|
|
//
|
|
// TODO: skip already builded road-pieces (e.g.: cityroad)
|
|
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
|
|
{
|
|
int part = PathFinderInfo->position;
|
|
byte *route_extra = PathFinderInfo->route_extra;
|
|
TileIndex *route = PathFinderInfo->route;
|
|
int dir;
|
|
int old_dir = -1;
|
|
int cost = 0;
|
|
int res;
|
|
// We need to calculate the direction with the parent of the parent.. so we skip
|
|
// the first pieces and the last piece
|
|
if (part < 1) part = 1;
|
|
// When we are done, stop it
|
|
if (part >= PathFinderInfo->route_length - 1) {
|
|
PathFinderInfo->position = -2;
|
|
return 0;
|
|
}
|
|
|
|
|
|
if (PathFinderInfo->rail_or_road) {
|
|
// Tunnel code
|
|
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
|
|
cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
|
|
PathFinderInfo->position++;
|
|
// TODO: problems!
|
|
if (CmdFailed(cost)) {
|
|
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
|
|
return 0;
|
|
}
|
|
return cost;
|
|
}
|
|
// Bridge code
|
|
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
|
|
cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
|
|
PathFinderInfo->position++;
|
|
// TODO: problems!
|
|
if (CmdFailed(cost)) {
|
|
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
|
|
return 0;
|
|
}
|
|
return cost;
|
|
}
|
|
|
|
// Build normal rail
|
|
// Keep it doing till we go an other way
|
|
if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
|
|
while (route_extra[part] == 0) {
|
|
// Get the current direction
|
|
dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
|
|
// Is it the same as the last one?
|
|
if (old_dir != -1 && old_dir != dir) break;
|
|
old_dir = dir;
|
|
// Build the tile
|
|
res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
|
|
if (CmdFailed(res)) {
|
|
// Problem.. let's just abort it all!
|
|
p->ainew.state = AI_STATE_NOTHING;
|
|
return 0;
|
|
}
|
|
cost += res;
|
|
// Go to the next tile
|
|
part++;
|
|
// Check if it is still in range..
|
|
if (part >= PathFinderInfo->route_length - 1) break;
|
|
}
|
|
part--;
|
|
}
|
|
// We want to return the last position, so we go back one
|
|
PathFinderInfo->position = part;
|
|
} else {
|
|
// Tunnel code
|
|
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
|
|
cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
|
|
PathFinderInfo->position++;
|
|
// TODO: problems!
|
|
if (CmdFailed(cost)) {
|
|
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
|
|
return 0;
|
|
}
|
|
return cost;
|
|
}
|
|
// Bridge code
|
|
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
|
|
cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
|
|
PathFinderInfo->position++;
|
|
// TODO: problems!
|
|
if (CmdFailed(cost)) {
|
|
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
|
|
return 0;
|
|
}
|
|
return cost;
|
|
}
|
|
|
|
// Build normal road
|
|
// Keep it doing till we go an other way
|
|
// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
|
|
// it will wait till the vehicle is gone..
|
|
if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
|
|
while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
|
|
// Get the current direction
|
|
dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
|
|
// Is it the same as the last one?
|
|
if (old_dir != -1 && old_dir != dir) break;
|
|
old_dir = dir;
|
|
// There is already some road, and it is a bridge.. don't build!!!
|
|
if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
|
|
// Build the tile
|
|
res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
|
|
// Currently, we ignore CMD_ERRORs!
|
|
if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
|
|
// Problem.. let's just abort it all!
|
|
DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
|
|
p->ainew.state = AI_STATE_NOTHING;
|
|
return 0;
|
|
}
|
|
|
|
if (!CmdFailed(res)) cost += res;
|
|
}
|
|
// Go to the next tile
|
|
part++;
|
|
// Check if it is still in range..
|
|
if (part >= PathFinderInfo->route_length - 1) break;
|
|
}
|
|
part--;
|
|
// We want to return the last position, so we go back one
|
|
}
|
|
if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
|
|
PathFinderInfo->position = part;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
|
|
// This functions tries to find the best vehicle for this type of cargo
|
|
// It returns INVALID_ENGINE if not suitable engine is found
|
|
EngineID AiNew_PickVehicle(Player *p)
|
|
{
|
|
if (p->ainew.tbt == AI_TRAIN) {
|
|
// Not supported yet
|
|
return INVALID_ENGINE;
|
|
} else {
|
|
EngineID start = _cargoc.ai_roadveh_start[p->ainew.cargo];
|
|
EngineID end = start + _cargoc.ai_roadveh_count[p->ainew.cargo];
|
|
EngineID i;
|
|
|
|
// Let's check it backwards.. we simply want to best engine available..
|
|
for (i = end - 1; i >= start; i--) {
|
|
const Engine* e = GetEngine(i);
|
|
int32 ret;
|
|
|
|
// Is it availiable?
|
|
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
|
|
if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
|
|
// Can we build it?
|
|
ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
|
|
if (!CmdFailed(ret)) return i;
|
|
}
|
|
// We did not find a vehicle :(
|
|
return INVALID_ENGINE;
|
|
}
|
|
}
|
|
|
|
|
|
void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
|
|
{
|
|
Player* p = GetPlayer(_current_player);
|
|
|
|
if (success) {
|
|
p->ainew.state = AI_STATE_GIVE_ORDERS;
|
|
p->ainew.veh_id = _new_vehicle_id;
|
|
} else {
|
|
/* XXX this should be handled more gracefully */
|
|
p->ainew.state = AI_STATE_NOTHING;
|
|
}
|
|
}
|
|
|
|
|
|
// Builds the best vehicle possible
|
|
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
|
|
{
|
|
EngineID i = AiNew_PickVehicle(p);
|
|
|
|
if (i == INVALID_ENGINE) return CMD_ERROR;
|
|
if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
|
|
|
|
if (flag & DC_EXEC) {
|
|
return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
|
|
} else {
|
|
return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
|
|
}
|
|
}
|
|
|
|
int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
|
|
{
|
|
int ret, ret2;
|
|
if (p->ainew.tbt == AI_TRAIN) {
|
|
return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
|
|
} else {
|
|
ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
|
|
if (CmdFailed(ret)) return ret;
|
|
// Try to build the road from the depot
|
|
ret2 = AI_DoCommand(tile + TileOffsByDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
|
|
// If it fails, ignore it..
|
|
if (CmdFailed(ret2)) return ret;
|
|
return ret + ret2;
|
|
}
|
|
}
|