mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
325 lines
10 KiB
C
325 lines
10 KiB
C
/* $Id$ */
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#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 "../../road_map.h"
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#include "../../tile.h"
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#include "../../vehicle.h"
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#include "../../command.h"
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#include "trolly.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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#include "../../bridge.h"
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#include "../ai.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(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
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return false;
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AI_DoCommand(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 AI_DoCommand(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 AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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return AI_DoCommand(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) break;
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}
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}
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// There is only one bridge that can be built
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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 AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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} else {
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return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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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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{
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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) {
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PathFinderInfo->position = -2;
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return 0;
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}
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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 += AI_DoCommand(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 built!");
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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 built!");
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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 = AI_DoCommand(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 += AI_DoCommand(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 built!");
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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 built!");
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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 = AI_DoCommand(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 built.. 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 INVALID_ENGINE if not suitable engine is found
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EngineID AiNew_PickVehicle(Player *p)
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{
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if (p->ainew.tbt == AI_TRAIN) {
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// Not supported yet
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return INVALID_ENGINE;
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} else {
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EngineID best_veh_index = INVALID_ENGINE;
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int32 best_veh_rating = 0;
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EngineID start = ROAD_ENGINES_INDEX;
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EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
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EngineID i;
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/* Loop through all road vehicles */
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for (i = start; i != end; i++) {
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const RoadVehicleInfo *rvi = RoadVehInfo(i);
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const Engine* e = GetEngine(i);
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int32 rating;
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int32 ret;
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/* Skip vehicles which can't take our cargo type */
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if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
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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(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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/* Rate and compare the engine by speed & capacity */
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rating = rvi->max_speed * rvi->capacity;
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if (rating <= best_veh_rating) continue;
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// Can we build it?
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ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (CmdFailed(ret)) continue;
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best_veh_rating = rating;
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best_veh_index = i;
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}
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return best_veh_index;
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}
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}
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void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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Player* p = GetPlayer(_current_player);
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if (success) {
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p->ainew.state = AI_STATE_GIVE_ORDERS;
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p->ainew.veh_id = _new_vehicle_id;
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if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
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/* Cargo type doesn't match, so refit it */
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if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) {
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/* Refit failed, so sell the vehicle */
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DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
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p->ainew.state = AI_STATE_NOTHING;
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}
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}
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} else {
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/* XXX this should be handled more gracefully */
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p->ainew.state = AI_STATE_NOTHING;
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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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EngineID i = AiNew_PickVehicle(p);
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if (i == INVALID_ENGINE) return CMD_ERROR;
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if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
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if (flag & DC_EXEC) {
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return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
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} else {
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return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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}
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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{
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int ret, ret2;
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if (p->ainew.tbt == AI_TRAIN) {
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return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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} else {
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ret = AI_DoCommand(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 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(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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}
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