(svn r146) -Fix [AI]: Tunnel/bridge bug
-Fix [AI]: Minor problems -Add [AI]: Profit check (if not making enough money, vehicles are sold)
This commit is contained in:
54
player.h
54
player.h
@@ -47,19 +47,19 @@ typedef struct PlayerAI {
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TileIndex cur_tile_a;
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byte cur_dir_a;
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byte start_dir_a;
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TileIndex start_tile_b;
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TileIndex cur_tile_b;
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byte cur_dir_b;
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byte start_dir_b;
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Vehicle *cur_veh; /* only used by some states */
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AiBuildRec src, dst, mid1, mid2;
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VehicleID wagon_list[9];
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byte order_list_blocks[20];
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TileIndex banned_tiles[16];
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byte banned_val[16];
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} PlayerAI;
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@@ -76,58 +76,68 @@ typedef struct Ai_PathFinderInfo {
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byte route_extra[500]; // Some extra information about the route like bridge/tunnel
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int route_length;
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int position; // Current position in the build-path, needed to build the path
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bool rail_or_road; // true = rail, false = road
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} Ai_PathFinderInfo;
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// The amount of memory reserved for the AI-special-vehicles
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#define AI_MAX_SPECIAL_VEHICLES 100
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typedef struct Ai_SpecialVehicle {
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VehicleID veh_id;
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uint32 flag;
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} Ai_SpecialVehicle;
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typedef struct PlayerAiNew {
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uint8 state;
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uint tick;
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uint idle;
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int temp; // A value used in more then one function, but it just temporary
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// The use is pretty simple: with this we can 'think' about stuff
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// in more then one tick, and more then one AI. A static will not
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// do, because they are not saved. This way, the AI is almost human ;)
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int counter; // For the same reason as temp, we have counter. It can count how
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// long we are trying something, and just abort if it takes too long
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// Pathfinder stuff
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Ai_PathFinderInfo path_info;
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AyStar *pathfinder;
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// Route stuff
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byte cargo;
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byte tbt; // train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
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int new_cost;
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byte action;
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uint last_id; // here is stored the last id of the searched city/industry
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uint last_vehiclecheck_date; // Used in CheckVehicle
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Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; // Some vehicles have some special flags
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TileIndex from_tile;
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TileIndex to_tile;
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byte from_direction;
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byte to_direction;
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bool from_deliver; // True if this is the station that GIVES cargo
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bool to_deliver;
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TileIndex depot_tile;
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byte depot_direction;
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byte amount_veh; // How many vehicles we are going to build in this route
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byte cur_veh; // How many vehicles did we bought?
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VehicleID veh_id; // Used when bought a vehicle
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VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
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int from_ic; // ic = industry/city. This is the ID of them
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byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
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int to_ic;
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byte to_type;
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} PlayerAiNew;
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@@ -155,12 +165,12 @@ typedef struct Player {
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TileIndex location_of_house;
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TileIndex last_build_coordinate;
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byte share_owners[4];
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byte inaugurated_year;
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byte num_valid_stat_ent;
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byte quarters_of_bankrupcy;
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byte bankrupt_asked; // which players were asked about buying it?
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int16 bankrupt_timeout;
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@@ -170,7 +180,7 @@ typedef struct Player {
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byte is_ai;
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PlayerAI ai;
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PlayerAiNew ainew;
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int64 yearly_expenses[3][13];
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PlayerEconomyEntry cur_economy;
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PlayerEconomyEntry old_economy[24];
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