(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
This commit is contained in:
30
ai/ai.c
30
ai/ai.c
@@ -97,7 +97,7 @@ int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint pr
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/* First, do a test-run to see if we can do this */
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res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc);
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/* The command failed, or you didn't want to execute, or you are quering, return */
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if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
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if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
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return res;
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}
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@@ -105,25 +105,28 @@ int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint pr
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_cmd_text = tmp_cmdtext;
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/* If we did a DC_EXEC, and the command did not return an error, execute it
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over the network */
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if (flags & DC_AUTO) procc |= CMD_AUTO;
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if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
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* over the network */
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if (flags & DC_AUTO) procc |= CMD_AUTO;
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if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
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/* NetworkSend_Command needs _local_player to be set correctly, so
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adjust it, and put it back right after the function */
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* adjust it, and put it back right after the function */
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old_lp = _local_player;
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_local_player = _current_player;
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#ifdef ENABLE_NETWORK
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/* Send the command */
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if (_networking)
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if (_networking) {
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/* Network is easy, send it to his handler */
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NetworkSend_Command(tile, p1, p2, procc, callback);
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else
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} else {
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#else
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{
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#endif
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/* If we execute BuildCommands directly in SP, we have a big problem with events
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* so we need to delay is for 1 tick */
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AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback);
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}
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/* Set _local_player back */
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_local_player = old_lp;
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@@ -173,16 +176,14 @@ void AI_RunGameLoop(void)
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* them.. this avoids that, while loading a network game in singleplayer, does make
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* the AIs to continue ;))
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*/
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if (_networking && !_network_server && !_ai.network_client)
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return;
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if (_networking && !_network_server && !_ai.network_client) return;
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/* New tick */
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_ai.tick++;
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/* Make sure the AI follows the difficulty rule.. */
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assert(_opt.diff.competitor_speed <= 4);
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if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
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return;
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if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return;
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/* Check for AI-client (so joining a network with an AI) */
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if (_ai.network_client && _ai_player[_ai.network_playas].active) {
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@@ -191,7 +192,7 @@ void AI_RunGameLoop(void)
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AI_RunTick(_ai.network_playas);
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} else if (!_networking || _network_server) {
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/* Check if we want to run AIs (server or SP only) */
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Player *p;
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const Player* p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) {
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@@ -224,8 +225,9 @@ void AI_StartNewAI(PlayerID player)
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*/
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void AI_PlayerDied(PlayerID player)
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{
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if (_ai.network_client && _ai.network_playas == player)
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if (_ai.network_client && _ai.network_playas == player) {
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_ai.network_playas = OWNER_SPECTATOR;
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}
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/* Called if this AI died */
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_ai_player[player].active = false;
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@@ -254,7 +256,7 @@ void AI_Initialize(void)
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*/
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void AI_Uninitialize(void)
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{
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Player* p;
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const Player* p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
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@@ -348,11 +348,11 @@ static void AiHandleReplaceRoadVeh(Player *p)
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tile = v->tile;
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if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
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!CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
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!CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) {
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VehicleID veh = _new_vehicle_id;
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AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
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DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
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DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
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}
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}
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@@ -1608,8 +1608,7 @@ clear_town_stuff:;
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}
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} else if (p->mode == 3) {
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//Clear stuff and then build single rail.
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if (GetTileSlope(c, NULL) != SLOPE_FLAT)
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return CMD_ERROR;
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if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
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ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return CMD_ERROR;
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total_cost += ret + _price.build_rail;
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@@ -1927,7 +1926,6 @@ static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p)
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static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
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{
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TileIndex tile_new;
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Slope tileh;
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uint z;
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bool flag;
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@@ -1936,7 +1934,8 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
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tileh = GetTileSlope(tile, &z);
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if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
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tile_new = tile;
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TileIndex tile_new = tile;
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// Allow bridges directly over bottom tiles
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flag = z == 0;
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for (;;) {
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@@ -1977,9 +1976,7 @@ static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile,
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if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
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AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
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if (arf->depth == 1) {
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AiCheckRailPathBetter(arf, p);
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}
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if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
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}
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}
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}
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@@ -2009,6 +2006,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
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// Depth too deep?
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if (arf->depth >= 4) {
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uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
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if (dist < arf->cur_best_dist) {
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// Store the tile that is closest to the final position.
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arf->cur_best_depth = arf->depth;
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@@ -2037,9 +2035,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
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}
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// At the bottom depth?
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if (arf->depth == 1) {
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AiCheckRailPathBetter(arf, p);
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}
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if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
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p += 2;
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} while (!(p[0]&0x80));
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@@ -2093,8 +2089,9 @@ static void AiBuildRailConstruct(Player *p)
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// Didn't find anything to build?
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if (arf.best_ptr == NULL) {
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// Terraform some
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for (i=0; i!=5; i++)
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for (i = 0; i != 5; i++) {
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AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
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}
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if (++p->ai.state_counter == 21) {
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p->ai.state_counter = 40;
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@@ -2112,16 +2109,16 @@ static void AiBuildRailConstruct(Player *p)
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int i;
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int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a);
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/* Figure out what (rail)bridge type to build
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start with best bridge, then go down to worse and worse bridges
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unnecessary to check for worse bridge (i=0), since AI will always build that.
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AI is so fucked up that fixing this small thing will probably not solve a thing
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*/
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/* Figure out which (rail)bridge type to build
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* start with best bridge, then go down to worse and worse bridges
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* unnecessary to check for worst bridge (i=0), since AI will always build
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* that. AI is so fucked up that fixing this small thing will probably not
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* solve a thing
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*/
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for (i = MAX_BRIDGES - 1; i != 0; i--) {
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if (CheckBridge_Stuff(i, bridge_len)) {
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int32 cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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if (!CmdFailed(cost) && cost < (p->player_money >> 5))
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break;
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if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
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}
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}
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@@ -2130,7 +2127,7 @@ static void AiBuildRailConstruct(Player *p)
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p->ai.cur_tile_a = arf.bridge_end_tile;
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p->ai.state_counter = 0;
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} else if (arf.best_ptr[0]&0x40) {
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} else if (arf.best_ptr[0] & 0x40) {
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// tunnel
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DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
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p->ai.cur_tile_a = _build_tunnel_endtile;
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@@ -2348,9 +2345,7 @@ static EngineID AiFindBestWagon(CargoID cargo, RailType railtype)
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continue;
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}
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if (rvi->cargo_type != cargo) {
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continue;
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}
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if (rvi->cargo_type != cargo) continue;
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/* max_speed of 0 indicates no speed limit */
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speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed;
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@@ -2374,7 +2369,7 @@ static void AiStateBuildRailVeh(Player *p)
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CargoID cargo;
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int32 cost;
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Vehicle *v;
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uint loco_id;
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VehicleID loco_id;
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ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
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while (ptr->mode != 0) ptr++;
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@@ -2395,14 +2390,12 @@ static void AiStateBuildRailVeh(Player *p)
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p->ai.wagon_list[i + 1] = INVALID_VEHICLE;
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return;
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}
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if (cargo == CT_MAIL)
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cargo = CT_PASSENGERS;
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if (++i == p->ai.num_wagons * 2 - 1)
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break;
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if (cargo == CT_MAIL) cargo = CT_PASSENGERS;
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if (++i == p->ai.num_wagons * 2 - 1) break;
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}
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// Which locomotive to build?
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veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile);
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veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile);
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if (veh == INVALID_ENGINE) {
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handle_nocash:
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// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
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@@ -2435,7 +2428,7 @@ handle_nocash:
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}
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for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
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AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
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const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i];
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bool is_pass = (
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p->ai.cargo_type == CT_PASSENGERS ||
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p->ai.cargo_type == CT_MAIL ||
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@@ -2615,11 +2608,8 @@ clear_town_stuff:;
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// Make sure the blocks are not too close to each other
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static bool AiCheckBlockDistances(Player *p, TileIndex tile)
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{
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AiBuildRec *aib;
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int num;
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num = p->ai.num_build_rec;
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aib = &p->ai.src;
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const AiBuildRec* aib = &p->ai.src;
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uint num = p->ai.num_build_rec;
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do {
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if (aib->cur_building_rule != 255) {
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@@ -2835,7 +2825,6 @@ static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
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static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
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{
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TileIndex tile_new;
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Slope tileh;
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uint z;
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bool flag;
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@@ -2844,7 +2833,8 @@ static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile,
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tileh = GetTileSlope(tile, &z);
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if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
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tile_new = tile;
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TileIndex tile_new = tile;
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// Allow bridges directly over bottom tiles
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flag = z == 0;
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for (;;) {
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@@ -2885,9 +2875,7 @@ static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile,
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if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
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AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
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if (arf->depth == 1) {
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AiCheckRoadPathBetter(arf, p);
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}
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if (arf->depth == 1) AiCheckRoadPathBetter(arf, p);
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}
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}
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}
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@@ -3032,7 +3020,6 @@ do_some_terraform:
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p->ai.cur_tile_a = _build_tunnel_endtile;
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p->ai.state_counter = 0;
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} else {
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// road
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if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0]))
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goto do_some_terraform;
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@@ -3062,8 +3049,9 @@ static void AiBuildRoad(Player *p)
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uint i;
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// Terraform some and then try building again.
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for (i = 0; i != 4; i++)
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for (i = 0; i != 4; i++) {
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AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
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}
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if (++p->ai.state_counter == 4) {
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p->ai.state_counter = 0;
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@@ -3156,7 +3144,7 @@ static void AiStateBuildRoadVehicles(Player *p)
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{
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const AiDefaultBlockData *ptr;
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TileIndex tile;
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uint loco_id;
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VehicleID loco_id;
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EngineID veh;
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uint i;
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@@ -3227,7 +3215,7 @@ static void AiStateDeleteRoadBlocks(Player *p)
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static void AiStateAirportStuff(Player *p)
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{
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Station *st;
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const Station* st;
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byte acc_planes;
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int i;
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AiBuildRec *aib;
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@@ -3449,10 +3437,10 @@ static void AiStateBuildAircraftVehicles(Player *p)
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TileIndex tile;
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EngineID veh;
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int i;
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uint loco_id;
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VehicleID loco_id;
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ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
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for (;ptr->mode!=0;ptr++) {}
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for (; ptr->mode != 0; ptr++) {}
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tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
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@@ -3465,7 +3453,7 @@ static void AiStateBuildAircraftVehicles(Player *p)
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if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
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loco_id = _new_vehicle_id;
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for (i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
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for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
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AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
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bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
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Order order;
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@@ -3664,27 +3652,20 @@ pos_3:
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if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
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DiagDirection dir;
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TileIndex t;
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// Check if there are any stations around.
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if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) &&
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IsTileOwner(tile + TileDiffXY(-1, 0), _current_player)) {
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return;
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}
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t = tile + TileDiffXY(-1, 0);
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if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
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if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) &&
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IsTileOwner(tile + TileDiffXY(1, 0), _current_player)) {
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return;
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}
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t = tile + TileDiffXY(1, 0);
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if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
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if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) &&
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IsTileOwner(tile + TileDiffXY(0, -1), _current_player)) {
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return;
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}
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t = tile + TileDiffXY(0, -1);
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if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
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if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) &&
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IsTileOwner(tile + TileDiffXY(0, 1), _current_player)) {
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return;
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}
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t = tile + TileDiffXY(0, 1);
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if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
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dir = GetRoadDepotDirection(tile);
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@@ -3881,8 +3862,7 @@ void AiDoGameLoop(Player *p)
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// or in %
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||||
_ai_service_interval = _patches.servint_ispercent?80:180;
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||||
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||||
if (IS_HUMAN_PLAYER(_current_player))
|
||||
return;
|
||||
if (IS_HUMAN_PLAYER(_current_player)) return;
|
||||
|
||||
AiAdjustLoan(p);
|
||||
AiBuildCompanyHQ(p);
|
||||
|
||||
@@ -68,14 +68,15 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
|
||||
if (type2 != 0) break;
|
||||
}
|
||||
}
|
||||
// There is only one bridge that can be build..
|
||||
// There is only one bridge that can be built
|
||||
if (type2 == 0 && type != 0) type2 = type;
|
||||
|
||||
// Now, simply, build the bridge!
|
||||
if (p->ainew.tbt == AI_TRAIN)
|
||||
return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
|
||||
|
||||
return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
|
||||
if (p->ainew.tbt == AI_TRAIN) {
|
||||
return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
|
||||
} else {
|
||||
return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -102,7 +103,10 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
|
||||
// the first pieces and the last piece
|
||||
if (part < 1) part = 1;
|
||||
// When we are done, stop it
|
||||
if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
|
||||
if (part >= PathFinderInfo->route_length - 1) {
|
||||
PathFinderInfo->position = -2;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
if (PathFinderInfo->rail_or_road) {
|
||||
@@ -112,7 +116,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
|
||||
PathFinderInfo->position++;
|
||||
// TODO: problems!
|
||||
if (CmdFailed(cost)) {
|
||||
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
|
||||
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
|
||||
return 0;
|
||||
}
|
||||
return cost;
|
||||
@@ -123,7 +127,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
|
||||
PathFinderInfo->position++;
|
||||
// TODO: problems!
|
||||
if (CmdFailed(cost)) {
|
||||
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
|
||||
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
|
||||
return 0;
|
||||
}
|
||||
return cost;
|
||||
@@ -131,7 +135,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
|
||||
|
||||
// Build normal rail
|
||||
// Keep it doing till we go an other way
|
||||
if (route_extra[part-1] == 0 && route_extra[part] == 0) {
|
||||
if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
|
||||
while (route_extra[part] == 0) {
|
||||
// Get the current direction
|
||||
dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
|
||||
|
||||
@@ -57,7 +57,8 @@ static bool IsRoad(TileIndex tile)
|
||||
// Check if the current tile is in our end-area
|
||||
static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
|
||||
{
|
||||
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
|
||||
const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
|
||||
|
||||
// It is not allowed to have a station on the end of a bridge or tunnel ;)
|
||||
if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
|
||||
if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
|
||||
@@ -155,9 +156,11 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
|
||||
// Now we add all the starting tiles
|
||||
for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
|
||||
for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
|
||||
if (!(IsTileType(TileXY(x, y), MP_CLEAR) || IsTileType(TileXY(x, y), MP_TREES))) continue;
|
||||
if (!TestCanBuildStationHere(TileXY(x, y), TEST_STATION_NO_DIR)) continue;
|
||||
start_node.node.tile = TileXY(x, y);
|
||||
TileIndex tile = TileXY(x, y);
|
||||
|
||||
if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) continue;
|
||||
if (!TestCanBuildStationHere(tile, TEST_STATION_NO_DIR)) continue;
|
||||
start_node.node.tile = tile;
|
||||
aystar->addstart(aystar, &start_node.node, 0);
|
||||
}
|
||||
}
|
||||
@@ -167,8 +170,9 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
|
||||
// The h-value, simple calculation
|
||||
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
|
||||
{
|
||||
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
|
||||
const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
|
||||
int r, r2;
|
||||
|
||||
if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
|
||||
// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
|
||||
r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction));
|
||||
@@ -447,13 +451,15 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
|
||||
// Check if we are going up or down, first for the starting point
|
||||
// In user_data[0] is at the 8th bit the direction
|
||||
if (!HASBIT(BRIDGE_NO_FOUNDATION, parent_tileh)) {
|
||||
if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15)
|
||||
if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) {
|
||||
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
||||
}
|
||||
}
|
||||
// Second for the end point
|
||||
if (!HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
|
||||
if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15)
|
||||
if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) {
|
||||
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
||||
}
|
||||
}
|
||||
if (parent_tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
||||
if (tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
||||
@@ -466,10 +472,11 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
|
||||
if (parent->path.parent != NULL &&
|
||||
AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
|
||||
// When road exists, we don't like turning, but its free, so don't be to piggy about it
|
||||
if (IsRoad(parent->path.node.tile))
|
||||
if (IsRoad(parent->path.node.tile)) {
|
||||
res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
|
||||
else
|
||||
} else {
|
||||
res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// For rail we have 1 exeption: diagonal rail..
|
||||
|
||||
@@ -128,16 +128,19 @@ static void AiNew_State_WakeUp(Player *p)
|
||||
} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
|
||||
// Do we have any spots for road-vehicles left open?
|
||||
if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
|
||||
if (c < 85)
|
||||
if (c < 85) {
|
||||
p->ainew.action = AI_ACTION_TRUCK_ROUTE;
|
||||
else
|
||||
} else {
|
||||
p->ainew.action = AI_ACTION_BUS_ROUTE;
|
||||
}
|
||||
}
|
||||
}/* else if (c < 200 && !_patches.ai_disable_veh_train) {
|
||||
#if 0
|
||||
} else if (c < 200 && !_patches.ai_disable_veh_train) {
|
||||
if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
|
||||
p->ainew.action = AI_ACTION_TRAIN_ROUTE;
|
||||
}
|
||||
}*/
|
||||
#endif
|
||||
}
|
||||
|
||||
p->ainew.counter = 0;
|
||||
}
|
||||
@@ -208,8 +211,8 @@ static void AiNew_State_ActionDone(Player *p)
|
||||
static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
|
||||
{
|
||||
if (type == AI_CITY) {
|
||||
Town *t = GetTown(ic);
|
||||
Station *st;
|
||||
const Town* t = GetTown(ic);
|
||||
const Station* st;
|
||||
uint count = 0;
|
||||
int j = 0;
|
||||
|
||||
@@ -270,8 +273,8 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
|
||||
return true;
|
||||
}
|
||||
if (type == AI_INDUSTRY) {
|
||||
Industry *i = GetIndustry(ic);
|
||||
Station *st;
|
||||
const Industry* i = GetIndustry(ic);
|
||||
const Station* st;
|
||||
int count = 0;
|
||||
int j = 0;
|
||||
|
||||
@@ -379,10 +382,11 @@ static void AiNew_State_LocateRoute(Player *p)
|
||||
if (p->ainew.from_ic == -1) {
|
||||
if (p->ainew.temp == -1) {
|
||||
// First, we pick a random spot to search from
|
||||
if (p->ainew.from_type == AI_CITY)
|
||||
if (p->ainew.from_type == AI_CITY) {
|
||||
p->ainew.temp = AI_RandomRange(_total_towns);
|
||||
else
|
||||
} else {
|
||||
p->ainew.temp = AI_RandomRange(_total_industries);
|
||||
}
|
||||
}
|
||||
|
||||
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
|
||||
@@ -414,10 +418,11 @@ static void AiNew_State_LocateRoute(Player *p)
|
||||
// Find a to-city
|
||||
if (p->ainew.temp == -1) {
|
||||
// First, we pick a random spot to search to
|
||||
if (p->ainew.to_type == AI_CITY)
|
||||
if (p->ainew.to_type == AI_CITY) {
|
||||
p->ainew.temp = AI_RandomRange(_total_towns);
|
||||
else
|
||||
} else {
|
||||
p->ainew.temp = AI_RandomRange(_total_industries);
|
||||
}
|
||||
}
|
||||
|
||||
// The same city is not allowed
|
||||
@@ -425,9 +430,10 @@ static void AiNew_State_LocateRoute(Player *p)
|
||||
if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
|
||||
// Maybe it is valid..
|
||||
|
||||
// We need to know if they are not to far apart from eachother..
|
||||
// We do that by checking how much cargo we have to move and how long the route
|
||||
// is.
|
||||
/* We need to know if they are not to far apart from eachother..
|
||||
* We do that by checking how much cargo we have to move and how long the
|
||||
* route is.
|
||||
*/
|
||||
|
||||
if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
|
||||
const Town* town_from = GetTown(p->ainew.from_ic);
|
||||
@@ -470,7 +476,7 @@ static void AiNew_State_LocateRoute(Player *p)
|
||||
for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
|
||||
if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
|
||||
if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
|
||||
// Found a compatbiel industry
|
||||
// Found a compatible industry
|
||||
max_cargo = ind_from->total_production[0] - ind_from->total_transported[0];
|
||||
found = true;
|
||||
p->ainew.from_deliver = true;
|
||||
@@ -672,7 +678,7 @@ static void AiNew_State_FindStation(Player *p)
|
||||
}
|
||||
}
|
||||
|
||||
// If i is still zero, we did not found anything :(
|
||||
// If i is still zero, we did not find anything
|
||||
if (i == 0) {
|
||||
p->ainew.state = AI_STATE_NOTHING;
|
||||
return;
|
||||
@@ -682,7 +688,7 @@ static void AiNew_State_FindStation(Player *p)
|
||||
best = 0;
|
||||
new_tile = 0;
|
||||
|
||||
for (x=0;x<i;x++) {
|
||||
for (x = 0; x < i; x++) {
|
||||
if (found_best[x] > best ||
|
||||
(found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
|
||||
new_tile = found_spot[x];
|
||||
@@ -753,10 +759,7 @@ static void AiNew_State_FindPath(Player *p)
|
||||
p->ainew.path_info.end_direction = p->ainew.to_direction;
|
||||
}
|
||||
|
||||
if (p->ainew.tbt == AI_TRAIN)
|
||||
p->ainew.path_info.rail_or_road = true;
|
||||
else
|
||||
p->ainew.path_info.rail_or_road = false;
|
||||
p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN);
|
||||
|
||||
// First, clean the pathfinder with our new begin and endpoints
|
||||
clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
|
||||
@@ -766,20 +769,21 @@ static void AiNew_State_FindPath(Player *p)
|
||||
|
||||
// Start the pathfinder
|
||||
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
|
||||
// If it return: no match, stop it...
|
||||
if (r == AYSTAR_NO_PATH) {
|
||||
DEBUG(ai,1)("[AiNew] PathFinder found no route!");
|
||||
// Start all over again...
|
||||
p->ainew.state = AI_STATE_NOTHING;
|
||||
return;
|
||||
switch (r) {
|
||||
case AYSTAR_NO_PATH:
|
||||
DEBUG(ai,1)("[AiNew] PathFinder found no route!");
|
||||
// Start all over again
|
||||
p->ainew.state = AI_STATE_NOTHING;
|
||||
break;
|
||||
|
||||
case AYSTAR_FOUND_END_NODE: // We found the end-point
|
||||
p->ainew.temp = -1;
|
||||
p->ainew.state = AI_STATE_FIND_DEPOT;
|
||||
break;
|
||||
|
||||
// In any other case, we are still busy finding the route
|
||||
default: break;
|
||||
}
|
||||
if (r == AYSTAR_FOUND_END_NODE) {
|
||||
// We found the end-point
|
||||
p->ainew.temp = -1;
|
||||
p->ainew.state = AI_STATE_FIND_DEPOT;
|
||||
return;
|
||||
}
|
||||
// In any other case, we are still busy finding the route...
|
||||
}
|
||||
|
||||
|
||||
@@ -900,10 +904,11 @@ static int AiNew_HowManyVehicles(Player *p)
|
||||
length = p->ainew.path_info.route_length;
|
||||
// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
|
||||
tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
|
||||
if (p->ainew.from_deliver)
|
||||
if (p->ainew.from_deliver) {
|
||||
max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
|
||||
else
|
||||
} else {
|
||||
max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
|
||||
}
|
||||
|
||||
// This is because moving 60% is more than we can dream of!
|
||||
max_cargo *= 0.6;
|
||||
@@ -1109,7 +1114,7 @@ static void AiNew_State_BuildDepot(Player *p)
|
||||
|
||||
if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
|
||||
if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
|
||||
// The depot is already builded!
|
||||
// The depot is already built
|
||||
p->ainew.state = AI_STATE_BUILD_VEHICLE;
|
||||
return;
|
||||
} else {
|
||||
|
||||
Reference in New Issue
Block a user