mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-04 06:00:15 +00:00
267 lines
9.6 KiB
C
267 lines
9.6 KiB
C
#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "map.h"
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#include "tile.h"
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#include "command.h"
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#include "ai_new.h"
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#include "engine.h"
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#include "station.h"
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#include "variables.h"
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// Build HQ
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// Params:
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// tile : tile where HQ is going to be build
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bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
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{
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if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
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return false;
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DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
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return true;
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}
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// Build station
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// Params:
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// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
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// tile : tile where station is going to be build
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// length : in case of AI_TRAIN: length of station
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// numtracks : in case of AI_TRAIN: tracks of station
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// direction : the direction of the station
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// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
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int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
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{
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if (type == AI_TRAIN)
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return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
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if (type == AI_BUS)
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return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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}
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// Builds a brdige. The second best out of the ones available for this player
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// Params:
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// tile_a : starting point
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// tile_b : end point
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// flag : flag passed to DoCommand
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int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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{
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int bridge_type, bridge_len, type, type2;
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// Find a good bridgetype (the best money can buy)
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bridge_len = GetBridgeLength(tile_a, tile_b);
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type = type2 = 0;
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for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
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if (CheckBridge_Stuff(bridge_type, bridge_len)) {
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type2 = type;
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type = bridge_type;
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// We found two bridges, exit
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if (type2 != 0)
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break;
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}
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}
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// There is only one bridge that can be build..
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if (type2 == 0 && type != 0) type2 = type;
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// Now, simply, build the bridge!
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if (p->ainew.tbt == AI_TRAIN)
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return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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// Build the route part by part
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// Basicly what this function do, is build that amount of parts of the route
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// that go in the same direction. It sets 'part' to the last part of the route builded.
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// The return value is the cost for the builded parts
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//
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// Params:
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// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
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// part : Which part we need to build
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//
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// TODO: skip already builded road-pieces (e.g.: cityroad)
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
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int part = PathFinderInfo->position;
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byte *route_extra = PathFinderInfo->route_extra;
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TileIndex *route = PathFinderInfo->route;
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int dir;
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int old_dir = -1;
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int cost = 0;
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int res;
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// We need to calculate the direction with the parent of the parent.. so we skip
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// the first pieces and the last piece
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if (part < 1) part = 1;
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// When we are done, stop it
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if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
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if (PathFinderInfo->rail_or_road) {
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// Tunnel code
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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return 0;
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}
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return cost;
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}
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// Bridge code
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if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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return 0;
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}
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return cost;
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}
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// Build normal rail
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// Keep it doing till we go an other way
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if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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while (route_extra[part] == 0) {
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// Get the current direction
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dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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// Is it the same as the last one?
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if (old_dir != -1 && old_dir != dir) break;
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old_dir = dir;
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// Build the tile
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res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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if (CmdFailed(res)) {
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// Problem.. let's just abort it all!
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p->ainew.state = AI_STATE_NOTHING;
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return 0;
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}
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cost += res;
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// Go to the next tile
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part++;
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// Check if it is still in range..
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if (part >= PathFinderInfo->route_length - 1) break;
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}
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part--;
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}
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// We want to return the last position, so we go back one
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PathFinderInfo->position = part;
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} else {
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// Tunnel code
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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return 0;
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}
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return cost;
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}
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// Bridge code
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if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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return 0;
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}
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return cost;
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}
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// Build normal road
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// Keep it doing till we go an other way
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// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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// it will wait till the vehicle is gone..
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if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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// Get the current direction
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dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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// Is it the same as the last one?
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if (old_dir != -1 && old_dir != dir) break;
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old_dir = dir;
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// There is already some road, and it is a bridge.. don't build!!!
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if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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// Build the tile
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res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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// Currently, we ignore CMD_ERRORs!
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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// Problem.. let's just abort it all!
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DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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p->ainew.state = AI_STATE_NOTHING;
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return 0;
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}
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if (!CmdFailed(res)) cost += res;
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}
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// Go to the next tile
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part++;
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// Check if it is still in range..
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if (part >= PathFinderInfo->route_length - 1) break;
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}
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part--;
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// We want to return the last position, so we go back one
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}
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if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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PathFinderInfo->position = part;
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}
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return cost;
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}
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// This functions tries to find the best vehicle for this type of cargo
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// It returns vehicle_id or -1 if not found
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int AiNew_PickVehicle(Player *p) {
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if (p->ainew.tbt == AI_TRAIN) {
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// Not supported yet
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return -1;
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} else {
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int start, count, i, ret = CMD_ERROR;
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start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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// Let's check it backwards.. we simply want to best engine available..
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for (i=start+count-1;i>=start;i--) {
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// Is it availiable?
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// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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// Can we build it?
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ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret)) break;
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}
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// We did not find a vehicle :(
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if (CmdFailed(ret)) { return -1; }
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return i;
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}
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}
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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int i = AiNew_PickVehicle(p);
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if (i == -1) return CMD_ERROR;
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if (p->ainew.tbt == AI_TRAIN)
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return CMD_ERROR;
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return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
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{
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static const byte _roadbits_by_dir[4] = {2,1,8,4};
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int ret, ret2;
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if (p->ainew.tbt == AI_TRAIN)
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return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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if (CmdFailed(ret)) return ret;
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// Try to build the road from the depot
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ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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// If it fails, ignore it..
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if (CmdFailed(ret2)) return ret;
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return ret + ret2;
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}
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