(svn r11792) -Codechange: move some (virtually) globally included AI related structs to a place where they are only included a few times.
This commit is contained in:
@@ -2,6 +2,7 @@
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../player.h"
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#include "../variables.h"
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#include "../command_func.h"
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#include "../network/network.h"
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File diff suppressed because it is too large
Load Diff
@@ -4,5 +4,61 @@
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#define DEFAULT_H
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void AiDoGameLoop(Player*);
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void SaveLoad_AI(PlayerID id);
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struct AiBuildRec {
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TileIndex spec_tile;
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TileIndex use_tile;
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byte rand_rng;
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byte cur_building_rule;
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byte unk6;
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byte unk7;
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byte buildcmd_a;
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byte buildcmd_b;
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byte direction;
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CargoID cargo;
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};
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struct PlayerAI {
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byte state;
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byte tick; ///< Used to determine how often to move
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uint32 state_counter; ///< Can hold tile index!
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uint16 timeout_counter;
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byte state_mode;
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byte banned_tile_count;
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RailTypeByte railtype_to_use;
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CargoID cargo_type;
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byte num_wagons;
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byte build_kind;
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byte num_build_rec;
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byte num_loco_to_build;
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byte num_want_fullload;
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byte route_type_mask;
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TileIndex start_tile_a;
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TileIndex cur_tile_a;
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DiagDirectionByte cur_dir_a;
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DiagDirectionByte start_dir_a;
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TileIndex start_tile_b;
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TileIndex cur_tile_b;
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DiagDirectionByte cur_dir_b;
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DiagDirectionByte 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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};
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extern PlayerAI _players_ai[MAX_PLAYERS];
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#endif
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@@ -70,7 +70,7 @@ CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, by
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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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if (_players_ainew[p->index].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 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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@@ -144,7 +144,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
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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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_players_ainew[p->index].state = AI_STATE_NOTHING;
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return CommandCost();
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}
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cost.AddCost(res);
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@@ -200,7 +200,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) {
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// Problem.. let's just abort it all!
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DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
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p->ainew.state = AI_STATE_NOTHING;
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_players_ainew[p->index].state = AI_STATE_NOTHING;
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return CommandCost();
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}
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@@ -226,7 +226,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
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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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if (_players_ainew[p->index].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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@@ -244,7 +244,7 @@ EngineID AiNew_PickVehicle(Player *p)
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CommandCost 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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if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].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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@@ -272,20 +272,20 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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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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_players_ainew[p->index].state = AI_STATE_GIVE_ORDERS;
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_players_ainew[p->index].veh_id = _new_vehicle_id;
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if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) {
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if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].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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if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].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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DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
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_players_ainew[p->index].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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_players_ainew[p->index].state = AI_STATE_NOTHING;
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}
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}
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@@ -296,7 +296,7 @@ CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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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 (_players_ainew[p->index].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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@@ -308,7 +308,7 @@ CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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{
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CommandCost ret, ret2;
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if (p->ainew.tbt == AI_TRAIN) {
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if (_players_ainew[p->index].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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@@ -27,14 +27,14 @@ static bool TestCanBuildStationHere(TileIndex tile, byte dir)
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// TODO: currently we only allow spots that can be access from al 4 directions...
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// should be fixed!!!
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for (dir = 0; dir < 4; dir++) {
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ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
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ret = AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST);
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if (CmdSucceeded(ret)) return true;
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}
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return false;
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}
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// return true if command succeeded, so the inverse of CmdFailed()
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return CmdSucceeded(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
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return CmdSucceeded(AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST));
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}
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@@ -80,8 +80,8 @@ uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v)
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uint i;
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for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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return p->ainew.special_vehicles[i].flag;
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if (_players_ainew[p->index].special_vehicles[i].veh_id == v->index) {
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return _players_ainew[p->index].special_vehicles[i].flag;
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}
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}
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@@ -96,13 +96,13 @@ bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag)
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uint i;
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for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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p->ainew.special_vehicles[i].flag |= flag;
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if (_players_ainew[p->index].special_vehicles[i].veh_id == v->index) {
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_players_ainew[p->index].special_vehicles[i].flag |= flag;
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return true;
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}
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if (new_id == -1 &&
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p->ainew.special_vehicles[i].veh_id == 0 &&
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p->ainew.special_vehicles[i].flag == 0) {
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_players_ainew[p->index].special_vehicles[i].veh_id == 0 &&
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_players_ainew[p->index].special_vehicles[i].flag == 0) {
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new_id = i;
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}
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}
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@@ -112,7 +112,7 @@ bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag)
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DEBUG(ai, 1, "special_vehicles list is too small");
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return false;
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}
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p->ainew.special_vehicles[new_id].veh_id = v->index;
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p->ainew.special_vehicles[new_id].flag = flag;
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_players_ainew[p->index].special_vehicles[new_id].veh_id = v->index;
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_players_ainew[p->index].special_vehicles[new_id].flag = flag;
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return true;
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}
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File diff suppressed because it is too large
Load Diff
@@ -239,6 +239,22 @@ typedef void AiNew_StateFunction(Player *p);
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// ai_new.c
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void AiNewDoGameLoop(Player *p);
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struct Ai_PathFinderInfo {
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TileIndex start_tile_tl; ///< tl = top-left
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TileIndex start_tile_br; ///< br = bottom-right
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TileIndex end_tile_tl; ///< tl = top-left
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TileIndex end_tile_br; ///< br = bottom-right
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DiagDirection start_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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DiagDirection end_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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TileIndex route[500];
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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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};
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// ai_pathfinder.c
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AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
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void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
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@@ -259,4 +275,64 @@ EngineID AiNew_PickVehicle(Player *p);
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CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
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CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag);
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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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struct Ai_SpecialVehicle {
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VehicleID veh_id;
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uint32 flag;
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};
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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 than 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 than one tick, and more than 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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CargoID cargo;
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byte tbt; ///< train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK
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Money new_cost;
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byte action;
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int last_id; ///< here is stored the last id of the searched city/industry
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Date 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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DiagDirectionByte from_direction;
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DiagDirectionByte 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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DiagDirectionByte 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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};
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extern PlayerAiNew _players_ainew[MAX_PLAYERS];
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#endif /* AI_TROLLY_H */
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