OpenTTD-patches/ai.h

244 lines
8.5 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 74
/*
* 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_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,
};
// Used for from_type/to_type
enum {
AI_NO_TYPE = 0,
AI_CITY,
AI_INDUSTRY,
};
#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);
// 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