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