(svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable via patch

settings, off by defaut). An other step to AIScripts.
      WARNING: this is still highly experimental and has known bugs!
This commit is contained in:
truelight
2005-11-21 14:28:31 +00:00
parent 0ecab5110e
commit af6fe3949b
11 changed files with 144 additions and 87 deletions

View File

@@ -32,6 +32,7 @@
#include "../../engine.h"
#include "../../gui.h"
#include "../../depot.h"
#include "../ai.h"
// This function is called after StartUp. It is the init of an AI
static void AiNew_State_FirstTime(Player *p)
@@ -78,7 +79,7 @@ static void AiNew_State_Nothing(Player *p)
{
assert(p->ainew.state == AI_STATE_NOTHING);
// If we are done idling, start over again
if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS;
if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS;
if (--p->ainew.idle == 0) {
// We are done idling.. what you say? Let's do something!
// I mean.. the next tick ;)
@@ -102,7 +103,7 @@ static void AiNew_State_WakeUp(Player *p)
// We have no HQ yet, build one on a random place
// Random till we found a place for it!
// TODO: this should not be on a random place..
AiNew_Build_CompanyHQ(p, Random() % MapSize());
AiNew_Build_CompanyHQ(p, AI_Random() % MapSize());
// Enough for now, but we want to come back here the next time
// so we do not change any status
return;
@@ -112,7 +113,7 @@ static void AiNew_State_WakeUp(Player *p)
// Let's pick an action!
if (p->ainew.action == AI_ACTION_NONE) {
c = Random() & 0xFF;
c = AI_Random() & 0xFF;
if (p->current_loan > 0 &&
p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
c < 10) {
@@ -222,9 +223,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// Check if the rating in a city is high enough
// If not, take a chance if we want to continue
if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
// Check if we have build a station in this town the last 6 months
// else we don't do it. This is done, because stat updates can be slow
@@ -259,7 +260,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
// The rating is high.. second station...
// a little chance that we still continue
// But if there are 3 stations of this size, we never go on...
if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
if (j == 2 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :(
return false;
}
@@ -279,7 +280,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
int count = 0;
int j = 0;
if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false;
// No limits on delevering stations!
// Or for industry that does not give anything yet
@@ -319,7 +320,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
j++;
// The rating is high.. a little chance that we still continue
// But if there are 2 stations of this size, we never go on...
if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
if (j == 1 && AI_CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
// We don't like this station :(
return false;
}
@@ -384,9 +385,9 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.temp == -1) {
// First, we pick a random spot to search from
if (p->ainew.from_type == AI_CITY)
p->ainew.temp = RandomRange(_total_towns);
p->ainew.temp = AI_RandomRange(_total_towns);
else
p->ainew.temp = RandomRange(_total_industries);
p->ainew.temp = AI_RandomRange(_total_industries);
}
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
@@ -419,9 +420,9 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.temp == -1) {
// First, we pick a random spot to search to
if (p->ainew.to_type == AI_CITY)
p->ainew.temp = RandomRange(_total_towns);
p->ainew.temp = AI_RandomRange(_total_towns);
else
p->ainew.temp = RandomRange(_total_industries);
p->ainew.temp = AI_RandomRange(_total_industries);
}
// The same city is not allowed
@@ -993,7 +994,7 @@ static void AiNew_State_BuildStation(Player *p)
p->ainew.state = AI_STATE_NOTHING;
// If the first station _was_ build, destroy it
if (p->ainew.temp != 0)
DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
return;
}
p->ainew.temp++;
@@ -1050,38 +1051,38 @@ static void AiNew_State_BuildPath(Player *p)
dir3 = p->ainew.to_direction;
}
ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
ret = AI_DoCommand(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) {
dir1 = TileOffsByDir(dir1);
if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
ret = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) {
if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
AI_DoCommand(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
}
}
}
ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
ret = AI_DoCommand(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) {
dir2 = TileOffsByDir(dir2);
if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
ret = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) {
if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
AI_DoCommand(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
}
}
}
ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
ret = AI_DoCommand(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) {
dir3 = TileOffsByDir(dir3);
if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
ret = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
if (!CmdFailed(ret)) {
if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
AI_DoCommand(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
}
}
}
@@ -1125,7 +1126,7 @@ static void AiNew_State_BuildDepot(Player *p)
}
p->ainew.state = AI_STATE_BUILD_VEHICLE;
p->ainew.idle = 1;
p->ainew.idle = 10;
p->ainew.veh_main_id = (VehicleID)-1;
}
@@ -1160,11 +1161,6 @@ static void AiNew_State_BuildVehicle(Player *p)
p->ainew.cur_veh++;
// Decrease the total counter
p->ainew.amount_veh--;
// Get the new ID
if (p->ainew.tbt == AI_TRAIN) {
} else {
p->ainew.veh_id = _new_roadveh_id;
}
// Go give some orders!
p->ainew.state = AI_STATE_GIVE_ORDERS;
}
@@ -1178,44 +1174,51 @@ static void AiNew_State_GiveOrders(Player *p)
assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
if (p->ainew.veh_main_id != (VehicleID)-1) {
DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
// Get the new ID
/* XXX -- Because this AI isn't using any event-system, this is VERY dangerous!
* There is no way telling if the vehicle is already bought (or delayed by the
* network), and if bought, if not an other vehicle is bought in between.. in
* other words, there is absolutely no way knowing if this id is the true
* id.. soon this will all change, but for now, we needed something to test
* on ;) -- TrueLight -- 21-11-2005 */
if (p->ainew.tbt == AI_TRAIN) {
} else {
p->ainew.veh_id = _new_roadveh_id;
}
if (p->ainew.veh_main_id != (VehicleID)-1) {
AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
// Skip the first order if it is a second vehicle
// This to make vehicles go different ways..
if (p->ainew.veh_id & 1)
DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
p->ainew.state = AI_STATE_START_VEHICLE;
return;
} else {
p->ainew.veh_main_id = p->ainew.veh_id;
}
// When more than 1 vehicle, we send them to different directions
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_patches.gotodepot) {
idx = 0;
order.type = OT_GOTO_DEPOT;
order.flags = OF_UNLOAD;
order.station = GetDepotByTile(p->ainew.depot_tile)->index;
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.station = _m[p->ainew.to_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
order.flags |= OF_FULL_LOAD;
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.station = _m[p->ainew.from_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
order.flags |= OF_FULL_LOAD;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 1;
order.type = OT_GOTO_STATION;
order.flags = 0;
order.station = _m[p->ainew.to_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
order.flags |= OF_FULL_LOAD;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_patches.gotodepot) {
idx = 2;
order.type = OT_GOTO_DEPOT;
order.flags = OF_UNLOAD;
order.station = GetDepotByTile(p->ainew.depot_tile)->index;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
// Start the engines!
p->ainew.state = AI_STATE_START_VEHICLE;
@@ -1227,9 +1230,15 @@ static void AiNew_State_StartVehicle(Player *p)
{
assert(p->ainew.state == AI_STATE_START_VEHICLE);
// Skip the first order if it is a second vehicle
// This to make vehicles go different ways..
if (p->ainew.cur_veh & 1)
AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
// 3, 2, 1... go! (give START_STOP command ;))
DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
// Try to build an other vehicle (that function will stop building when needed)
p->ainew.idle = 10;
p->ainew.state = AI_STATE_BUILD_VEHICLE;
}
@@ -1239,7 +1248,7 @@ static void AiNew_State_RepayMoney(Player *p)
{
int i;
for (i=0;i<AI_LOAN_REPAY;i++)
DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
p->ainew.state = AI_STATE_ACTION_DONE;
}
@@ -1268,7 +1277,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
(v->vehstatus&VS_STOPPED)) {
// We are at the depot, sell the vehicle
DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
}
return;
}
@@ -1277,7 +1286,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
{
int ret = 0;
if (v->type == VEH_Road)
ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
// This means we can not find a depot :s
// if (CmdFailed(ret))
}