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OpenTTD-patches/bin/ai/wrightai/main.nut

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/* $Id$ */
class WrightAI extends AIController {
name = null;
towns_used = null;
route_1 = null;
route_2 = null;
distance_of_route = {};
vehicle_to_depot = {};
delay_build_airport_route = 1000;
passenger_cargo_id = -1;
function Start();
constructor() {
this.towns_used = AIList();
this.route_1 = AIList();
this.route_2 = AIList();
local list = AICargoList();
for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
if (AICargo.HasCargoClass(i, AICargo.CC_PASSENGERS)) {
this.passenger_cargo_id = i;
break;
}
}
}
};
/**
* Check if we have enough money (via loan and on bank).
*/
function WrightAI::HasMoney(money)
{
if (AICompany.GetBankBalance(AICompany.MY_COMPANY) + (AICompany.GetMaxLoanAmount() - AICompany.GetLoanAmount()) > money) return true;
return false;
}
/**
* Get the amount of money requested, loan if needed.
*/
function WrightAI::GetMoney(money)
{
if (!this.HasMoney(money)) return;
if (AICompany.GetBankBalance(AICompany.MY_COMPANY) > money) return;
local loan = money - AICompany.GetBankBalance(AICompany.MY_COMPANY) + AICompany.GetLoanInterval() + AICompany.GetLoanAmount();
loan = loan - loan % AICompany.GetLoanInterval();
AILog.Info("Need a loan to get " + money + ": " + loan);
AICompany.SetLoanAmount(loan);
}
/**
* Build an airport route. Find 2 cities that are big enough and try to build airport in both cities.
* Then we can build an aircraft and make some money.
*/
function WrightAI::BuildAirportRoute()
{
local airport_type = (AIAirport.AirportAvailable(AIAirport.AT_SMALL) ? AIAirport.AT_SMALL : AIAirport.AT_LARGE);
/* Get enough money to work with */
this.GetMoney(150000);
AILog.Info("Trying to build an airport route");
local tile_1 = this.FindSuitableAirportSpot(airport_type, 0);
if (tile_1 < 0) return -1;
local tile_2 = this.FindSuitableAirportSpot(airport_type, tile_1);
if (tile_2 < 0) {
this.towns_used.RemoveValue(tile_1);
return -2;
}
/* Build the airports for real */
if (!AIAirport.BuildAirport(tile_1, airport_type, true)) {
AILog.Error("Although the testing told us we could build 2 airports, it still failed on the first airport at tile " + tile_1 + ".");
this.towns_used.RemoveValue(tile_1);
this.towns_used.RemoveValue(tile_2);
return -3;
}
if (!AIAirport.BuildAirport(tile_2, airport_type, true)) {
AILog.Error("Although the testing told us we could build 2 airports, it still failed on the second airport at tile " + tile_2 + ".");
AIAirport.RemoveAirport(tile_1);
this.towns_used.RemoveValue(tile_1);
this.towns_used.RemoveValue(tile_2);
return -4;
}
local ret = this.BuildAircraft(tile_1, tile_2);
if (ret < 0) {
AIAirport.RemoveAirport(tile_1);
AIAirport.RemoveAirport(tile_2);
this.towns_used.RemoveValue(tile_1);
this.towns_used.RemoveValue(tile_2);
return ret;
}
AILog.Info("Done building a route");
return ret;
}
/**
* Build an aircraft with orders from tile_1 to tile_2.
* The best available aircraft of that time will be bought.
*/
function WrightAI::BuildAircraft(tile_1, tile_2)
{
/* Build an aircraft */
local hangar = AIAirport.GetHangarOfAirport(tile_1);
local engine = null;
local engine_list = AIEngineList(AIVehicle.VEHICLE_AIR);
/* When bank balance < 300000, buy cheaper planes */
local balance = AICompany.GetBankBalance(AICompany.MY_COMPANY);
engine_list.Valuate(AIEngine.GetPrice);
engine_list.KeepBelowValue(balance < 300000 ? 50000 : (balance < 1000000 ? 300000 : 1000000));
engine_list.Valuate(AIEngine.GetCargoType);
engine_list.KeepValue(this.passenger_cargo_id);
engine_list.Valuate(AIEngine.GetCapacity);
engine_list.KeepTop(1);
engine = engine_list.Begin();
if (!AIEngine.IsValidEngine(engine)) {
AILog.Error("Couldn't find a suitable engine");
return -5;
}
local vehicle = AIVehicle.BuildVehicle(hangar, engine);
if (!AIVehicle.IsValidVehicle(vehicle)) {
AILog.Error("Couldn't build the aircraft");
return -6;
}
/* Send him on his way */
AIOrder.AppendOrder(vehicle, tile_1, AIOrder.AIOF_NONE);
AIOrder.AppendOrder(vehicle, tile_2, AIOrder.AIOF_NONE);
AIVehicle.StartStopVehicle(vehicle);
this.distance_of_route.rawset(vehicle, AIMap.DistanceManhattan(tile_1, tile_2));
this.route_1.AddItem(vehicle, tile_1);
this.route_2.AddItem(vehicle, tile_2);
AILog.Info("Done building an aircraft");
return 0;
}
/**
* Find a suitable spot for an airport, walking all towns hoping to find one.
* When a town is used, it is marked as such and not re-used.
*/
function WrightAI::FindSuitableAirportSpot(airport_type, center_tile)
{
local airport_x, airport_y, airport_rad;
airport_x = AIAirport.GetAirportWidth(airport_type);
airport_y = AIAirport.GetAirportHeight(airport_type);
airport_rad = AIAirport.GetAirportCoverageRadius(airport_type);
local town_list = AITownList();
/* Remove all the towns we already used */
town_list.RemoveList(this.towns_used);
town_list.Valuate(AITown.GetPopulation);
town_list.KeepAboveValue(GetSetting("min_town_size"));
/* Keep the best 10, if we can't find 2 stations in there, just leave it anyway */
town_list.KeepTop(10);
town_list.Valuate(AIBase.RandItem);
/* Now find 2 suitable towns */
for (local town = town_list.Begin(); town_list.HasNext(); town = town_list.Next()) {
/* Don't make this a CPU hog */
Sleep(1);
local tile = AITown.GetLocation(town);
/* Create a 30x30 grid around the core of the town and see if we can find a spot for a small airport */
local list = AITileList();
/* XXX -- We assume we are more than 15 tiles away from the border! */
list.AddRectangle(tile - AIMap.GetTileIndex(15, 15), tile + AIMap.GetTileIndex(15, 15));
list.Valuate(AITile.IsBuildableRectangle, airport_x, airport_y);
list.KeepValue(1);
if (center_tile != 0) {
/* If we have a tile defined, we don't want to be within 25 tiles of this tile */
list.Valuate(AITile.GetDistanceSquareToTile, center_tile);
list.KeepAboveValue(625);
}
/* Sort on acceptance, remove places that don't have acceptance */
list.Valuate(AITile.GetCargoAcceptance, this.passenger_cargo_id, airport_x, airport_y, airport_rad);
list.RemoveBelowValue(10);
/* Couldn't find a suitable place for this town, skip to the next */
if (list.Count() == 0) continue;
/* Walk all the tiles and see if we can build the airport at all */
{
local test = AITestMode();
local good_tile = 0;
for (tile = list.Begin(); list.HasNext(); tile = list.Next()) {
Sleep(1);
if (!AIAirport.BuildAirport(tile, airport_type, true)) continue;
good_tile = tile;
break;
}
/* Did we found a place to build the airport on? */
if (good_tile == 0) continue;
}
AILog.Info("Found a good spot for an airport in town " + town + " at tile " + tile);
/* Make the town as used, so we don't use it again */
this.towns_used.AddItem(town, tile);
return tile;
}
AILog.Info("Couldn't find a suitable town to build an airport in");
return -1;
}
function WrightAI::ManageAirRoutes()
{
local list = AIVehicleList();
list.Valuate(AIVehicle.GetAge);
/* Give the plane at least 2 years to make a difference */
list.KeepAboveValue(365 * 2);
list.Valuate(AIVehicle.GetProfitLastYear);
for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
local profit = list.GetValue(i);
/* Profit last year and this year bad? Let's sell the vehicle */
if (profit < 10000 && AIVehicle.GetProfitThisYear(i) < 10000) {
/* Send the vehicle to depot if we didn't do so yet */
if (!vehicle_to_depot.rawin(i) || vehicle_to_depot.rawget(i) != true) {
AILog.Info("Sending " + i + " to depot as profit is: " + profit + " / " + AIVehicle.GetProfitThisYear(i));
AIVehicle.SendVehicleToDepot(i);
vehicle_to_depot.rawset(i, true);
}
}
/* Try to sell it over and over till it really is in the depot */
if (vehicle_to_depot.rawin(i) && vehicle_to_depot.rawget(i) == true) {
if (AIVehicle.SellVehicle(i)) {
AILog.Info("Selling " + i + " as it finally is in a depot.");
/* Check if we are the last one serving those airports; else sell the airports */
local list2 = AIVehicleList_Station(AIStation.GetStationID(this.route_1.GetValue(i)));
if (list2.Count() == 0) this.SellAirports(i);
vehicle_to_depot.rawdelete(i);
}
}
}
/* Don't try to add planes when we are short on cash */
if (!this.HasMoney(50000)) return;
list = AIStationList(AIStation.STATION_AIRPORT);
list.Valuate(AIStation.GetCargoWaiting, this.passenger_cargo_id);
list.KeepAboveValue(250);
for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
local list2 = AIVehicleList_Station(i);
/* No vehicles going to this station, abort and sell */
if (list2.Count() == 0) {
this.SellAirports(i);
continue;
};
/* Find the first vehicle that is going to this station */
local v = list2.Begin();
local dist = this.distance_of_route.rawget(v);
list2.Valuate(AIVehicle.GetAge);
list2.KeepBelowValue(dist);
/* Do not build a new vehicle if we bought a new one in the last DISTANCE days */
if (list2.Count() != 0) continue;
AILog.Info("Station " + i + " (" + AIStation.GetLocation(i) + ") has too many cargo, adding a new vehicle for the route.");
/* Make sure we have enough money */
this.GetMoney(50000);
return this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v));
}
}
/**
* Sells the airports from route index i
* Removes towns from towns_used list too
*/
function WrightAI::SellAirports(i) {
/* Remove the airports */
AILog.Info("Removing airports as nobody serves them anymore.");
AIAirport.RemoveAirport(this.route_1.GetValue(i));
AIAirport.RemoveAirport(this.route_2.GetValue(i));
/* Free the towns_used entries */
this.towns_used.RemoveValue(this.route_1.GetValue(i));
this.towns_used.RemoveValue(this.route_2.GetValue(i));
/* Remove the route */
this.route_1.RemoveItem(i);
this.route_2.RemoveItem(i);
}
function WrightAI::HandleEvents()
{
while (AIEventController.IsEventWaiting()) {
local e = AIEventController.GetNextEvent();
switch (e.GetEventType()) {
case AIEvent.AI_ET_VEHICLE_CRASHED: {
local ec = AIEventVehicleCrashed.Convert(e);
local v = ec.GetVehicleID();
AILog.Info("We have a crashed vehicle (" + v + "), buying a new one as replacement");
this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v));
this.route_1.RemoveItem(v);
this.route_2.RemoveItem(v);
} break;
default:
break;
}
}
}
function WrightAI::Start()
{
if (this.passenger_cargo_id == -1) {
AILog.Error("WrightAI could not find the passenger cargo");
return;
}
/* Give the boy a name */
if (!AICompany.SetName("WrightAI")) {
local i = 2;
while (!AICompany.SetName("WrightAI #" + i)) {
i++;
}
}
this.name = AICompany.GetName(AICompany.MY_COMPANY);
/* Say hello to the user */
AILog.Info("Welcome to WrightAI. I will be building airports all day long.");
AILog.Info(" - Minimum Town Size: " + GetSetting("min_town_size"));
/* We start with almost no loan, and we take a loan when we want to build something */
AICompany.SetLoanAmount(AICompany.GetLoanInterval());
/* We need our local ticker, as GetTick() will skip ticks */
local ticker = 0;
/* Determine time we may sleep */
local sleepingtime = 100;
if (this.delay_build_airport_route < sleepingtime)
sleepingtime = this.delay_build_airport_route;
/* Let's go on for ever */
while (true) {
/* Once in a while, with enough money, try to build something */
if ((ticker % this.delay_build_airport_route == 0 || ticker == 0) && this.HasMoney(100000)) {
local ret = this.BuildAirportRoute();
if (ret == -1 && ticker != 0) {
/* No more route found, delay even more before trying to find an other */
this.delay_build_airport_route = 10000;
}
else if (ret < 0 && ticker == 0) {
/* The AI failed to build a first airport and is deemed */
AICompany.SetName("Failed " + this.name);
AILog.Error("Failed to build first airport route, now giving up building. Repaying loan. Have a nice day!");
AICompany.SetLoanAmount(0);
return;
}
}
/* Manage the routes once in a while */
if (ticker % 2000 == 0) {
this.ManageAirRoutes();
}
/* Try to get ride of our loan once in a while */
if (ticker % 5000 == 0) {
AICompany.SetLoanAmount(0);
}
/* Check for events once in a while */
if (ticker % 100 == 0) {
this.HandleEvents();
}
/* Make sure we do not create infinite loops */
Sleep(sleepingtime);
ticker += sleepingtime;
}
}