trolly.h

00001 /* $Id: trolly.h 11818 2008-01-12 14:10:35Z rubidium $ */
00002 
00003 #ifndef AI_TROLLY_H
00004 #define AI_TROLLY_H
00005 
00006 #include "../../aystar.h"
00007 #include "../../player_type.h"
00008 #include "../../vehicle_type.h"
00009 #include "../../date_type.h"
00010 
00011 /*
00012  * These defines can be altered to change the behavoir of the AI
00013  *
00014  * WARNING:
00015  *   This can also alter the AI in a negative way. I will never claim these settings
00016  *   are perfect, but don't change them if you don't know what the effect is.
00017  */
00018 
00019 // How many times it the H multiplied. The higher, the more it will go straight to the
00020 //   end point. The lower, how more it will find the route with the lowest cost.
00021 //   also: the lower, the longer it takes before route is calculated..
00022 #define AI_PATHFINDER_H_MULTIPLER 100
00023 
00024 // How many loops may AyStar do before it stops
00025 //   0 = infinite
00026 #define AI_PATHFINDER_LOOPS_PER_TICK 5
00027 
00028 // How long may the AI search for one route?
00029 //   0 = infinite
00030 // This number is the number of tiles tested.
00031 //  It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
00032 //  to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
00033 //   (that is: if the AI is on VERY FAST! :p
00034 #define AI_PATHFINDER_MAX_SEARCH_NODES 5000
00035 
00036 // If you enable this, the AI is not allowed to make 90degree turns
00037 #define AI_PATHFINDER_NO_90DEGREES_TURN
00038 
00039 // Below are defines for the g-calculation
00040 
00041 // Standard penalty given to a tile
00042 #define AI_PATHFINDER_PENALTY 150
00043 // The penalty given to a tile that is going up
00044 #define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
00045 // The penalty given to a tile which would have to use fundation
00046 #define AI_PATHFINDER_FOUNDATION_PENALTY 100
00047 // Changing direction is a penalty, to prevent curved ways (with that: slow ways)
00048 #define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
00049 // Same penalty, only for when road already exists
00050 #define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
00051 // A diagonal track cost the same as a straigh, but a diagonal is faster... so give
00052 //  a bonus for using diagonal track
00053 #ifdef AI_PATHFINDER_NO_90DEGREES_TURN
00054 #define AI_PATHFINDER_DIAGONAL_BONUS 95
00055 #else
00056 #define AI_PATHFINDER_DIAGONAL_BONUS 75
00057 #endif
00058 // If a roadblock already exists, it gets a bonus
00059 #define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
00060 // To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
00061 #define AI_PATHFINDER_CURVE_PENALTY 200
00062 
00063 // Penalty a bridge gets per length
00064 #define AI_PATHFINDER_BRIDGE_PENALTY 180
00065 // The penalty for a bridge going up
00066 #define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
00067 
00068 // Tunnels are expensive...
00069 //  Because of that, every tile the cost is increased with 1/8th of his value
00070 //  This is also true if you are building a tunnel yourself
00071 #define AI_PATHFINDER_TUNNEL_PENALTY 350
00072 
00073 /*
00074  * Ai_New defines
00075  */
00076 
00077 // How long may we search cities and industry for a new route?
00078 #define AI_LOCATE_ROUTE_MAX_COUNTER 200
00079 
00080 // How many days must there be between building the first station and the second station
00081 //  within one city. This number is in days and should be more than 4 months.
00082 #define AI_CHECKCITY_DATE_BETWEEN 180
00083 
00084 // How many cargo is needed for one station in a city?
00085 #define AI_CHECKCITY_CARGO_PER_STATION 60
00086 // How much cargo must there not be used in a city before we can build a new station?
00087 #define AI_CHECKCITY_NEEDED_CARGO 50
00088 // When there is already a station which takes the same good and the rating of that
00089 //  city is higher then this numer, we are not going to attempt to build anything
00090 //  there
00091 #define AI_CHECKCITY_CARGO_RATING 50
00092 // But, there is a chance of 1 out of this number, that we do ;)
00093 #define AI_CHECKCITY_CARGO_RATING_CHANCE 5
00094 // If a city is too small to contain a station, there is a small chance
00095 //  that we still do so.. just to make the city bigger!
00096 #define AI_CHECKCITY_CITY_CHANCE 5
00097 
00098 // This number indicates for every unit of cargo, how many tiles two stations maybe be away
00099 //  from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
00100 //  of the cargo in the other station, both stations can be 96 units away from eachother, if the
00101 //  next number is 0.4.
00102 #define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
00103 #define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
00104 // In whole tiles, the minimum distance for a truck route
00105 #define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
00106 
00107 // The amount of tiles in a square from -X to +X that is scanned for a station spot
00108 //  (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
00109 // Safe values are between 15 and 5
00110 #define AI_FINDSTATION_TILE_RANGE 10
00111 
00112 // Building on normal speed goes very fast. Idle this amount of ticks between every
00113 //  building part. It is calculated like this: (4 - competitor_speed) * num + 1
00114 //  where competitor_speed is between 0 (very slow) to 4 (very fast)
00115 #define AI_BUILDPATH_PAUSE 10
00116 
00117 // Minimum % of reliabilty a vehicle has to have before the AI buys it
00118 #define AI_VEHICLE_MIN_RELIABILTY 60
00119 
00120 // The minimum amount of money a player should always have
00121 #define AI_MINIMUM_MONEY 15000
00122 
00123 // If the most cheap route is build, how much is it going to cost..
00124 // This is to prevent the AI from trying to build a route which can not be paid for
00125 #define AI_MINIMUM_BUS_ROUTE_MONEY 25000
00126 #define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
00127 
00128 // The minimum amount of money before we are going to repay any money
00129 #define AI_MINIMUM_LOAN_REPAY_MONEY 40000
00130 // How many repays do we do if we have enough money to do so?
00131 //  Every repay is 10000
00132 #define AI_LOAN_REPAY 2
00133 // How much income must we have before paying back a loan? Month-based (and looked at the last month)
00134 #define AI_MINIMUM_INCOME_FOR_LOAN 7000
00135 
00136 // If there is <num> time as much cargo in the station then the vehicle can handle
00137 //  reuse the station instead of building a new one!
00138 #define AI_STATION_REUSE_MULTIPLER 2
00139 
00140 // No more than this amount of vehicles per station..
00141 #define AI_CHECK_MAX_VEHICLE_PER_STATION 10
00142 
00143 // How many thick between building 2 vehicles
00144 #define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS
00145 
00146 // How many days must there between vehicle checks
00147 //  The more often, the less non-money-making lines there will be
00148 //   but the unfair it may seem to a human player
00149 #define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
00150 
00151 // How money profit does a vehicle needs to make to stay in order
00152 //  This is the profit of this year + profit of last year
00153 //  But also for vehicles that are just one year old. In other words:
00154 //   Vehicles of 2 years do easier meet this setting then vehicles
00155 //   of one year. This is a very good thing. New vehicles are filtered,
00156 //   while old vehicles stay longer, because we do get less in return.
00157 #define AI_MINIMUM_ROUTE_PROFIT 1000
00158 
00159 // A vehicle is considered lost when he his cargo is more than 180 days old
00160 #define AI_VEHICLE_LOST_DAYS 180
00161 
00162 // How many times may the AI try to find a route before it gives up
00163 #define AI_MAX_TRIES_FOR_SAME_ROUTE 8
00164 
00165 /*
00166  * End of defines
00167  */
00168 
00169 // This stops 90degrees curves
00170 static const byte _illegal_curves[6] = {
00171   255, 255, // Horz and vert, don't have the effect
00172   5, // upleft and upright are not valid
00173   4, // downright and downleft are not valid
00174   2, // downleft and upleft are not valid
00175   3, // upright and downright are not valid
00176 };
00177 
00178 enum {
00179   AI_STATE_STARTUP = 0,
00180   AI_STATE_FIRST_TIME,
00181   AI_STATE_NOTHING,
00182   AI_STATE_WAKE_UP,
00183   AI_STATE_LOCATE_ROUTE,
00184   AI_STATE_FIND_STATION,
00185   AI_STATE_FIND_PATH,
00186   AI_STATE_FIND_DEPOT,
00187   AI_STATE_VERIFY_ROUTE,
00188   AI_STATE_BUILD_STATION,
00189   AI_STATE_BUILD_PATH,
00190   AI_STATE_BUILD_DEPOT,
00191   AI_STATE_BUILD_VEHICLE,
00192   AI_STATE_WAIT_FOR_BUILD,
00193   AI_STATE_GIVE_ORDERS,
00194   AI_STATE_START_VEHICLE,
00195   AI_STATE_REPAY_MONEY,
00196   AI_STATE_CHECK_ALL_VEHICLES,
00197   AI_STATE_ACTION_DONE,
00198   AI_STATE_STOP, // Temporary function to stop the AI
00199 };
00200 
00201 // Used for tbt (train/bus/truck)
00202 enum {
00203   AI_TRAIN = 0,
00204   AI_BUS,
00205   AI_TRUCK,
00206 };
00207 
00208 enum {
00209   AI_ACTION_NONE = 0,
00210   AI_ACTION_BUS_ROUTE,
00211   AI_ACTION_TRUCK_ROUTE,
00212   AI_ACTION_REPAY_LOAN,
00213   AI_ACTION_CHECK_ALL_VEHICLES,
00214 };
00215 
00216 // Used for from_type/to_type
00217 enum {
00218   AI_NO_TYPE = 0,
00219   AI_CITY,
00220   AI_INDUSTRY,
00221 };
00222 
00223 // Flags for in the vehicle
00224 enum {
00225   AI_VEHICLEFLAG_SELL = 1,
00226   // Remember, flags must be in power of 2
00227 };
00228 
00229 #define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
00230 #define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
00231 #define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY())
00232 
00233 #define AI_PATHFINDER_NO_DIRECTION (byte)-1
00234 
00235 // Flags used in user_data
00236 #define AI_PATHFINDER_FLAG_BRIDGE 1
00237 #define AI_PATHFINDER_FLAG_TUNNEL 2
00238 
00239 typedef void AiNew_StateFunction(Player *p);
00240 
00241 // ai_new.c
00242 void AiNewDoGameLoop(Player *p);
00243 
00244 struct Ai_PathFinderInfo {
00245   TileIndex start_tile_tl; 
00246   TileIndex start_tile_br; 
00247   TileIndex end_tile_tl;   
00248   TileIndex end_tile_br;   
00249   DiagDirection start_direction; 
00250   DiagDirection end_direction;   
00251 
00252   TileIndex route[500];
00253   byte route_extra[500];   
00254   int route_length;
00255   int position;            
00256 
00257   bool rail_or_road;       
00258 };
00259 
00260 // ai_pathfinder.c
00261 AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
00262 void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
00263 
00264 // ai_shared.c
00265 int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
00266 int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
00267 DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b);
00268 bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
00269 uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
00270 
00271 // ai_build.c
00272 bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
00273 CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
00274 CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
00275 CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
00276 EngineID AiNew_PickVehicle(Player *p);
00277 CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
00278 CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag);
00279 
00280 /* The amount of memory reserved for the AI-special-vehicles */
00281 #define AI_MAX_SPECIAL_VEHICLES 100
00282 
00283 struct Ai_SpecialVehicle {
00284   VehicleID veh_id;
00285   uint32 flag;
00286 };
00287 
00288 struct PlayerAiNew {
00289   uint8 state;
00290   uint tick;
00291   uint idle;
00292 
00293   int temp;    
00294 
00295 
00296 
00297   int counter; 
00298 
00299 
00300   /* Pathfinder stuff */
00301   Ai_PathFinderInfo path_info;
00302   AyStar *pathfinder;
00303 
00304   /* Route stuff */
00305 
00306   CargoID cargo;
00307   byte tbt;    
00308   Money new_cost;
00309 
00310   byte action;
00311 
00312   int last_id; 
00313   Date last_vehiclecheck_date; // Used in CheckVehicle
00314   Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; 
00315 
00316   TileIndex from_tile;
00317   TileIndex to_tile;
00318 
00319   DiagDirectionByte from_direction;
00320   DiagDirectionByte to_direction;
00321 
00322   bool from_deliver; 
00323   bool to_deliver;
00324 
00325   TileIndex depot_tile;
00326   DiagDirectionByte depot_direction;
00327 
00328   byte amount_veh;       
00329   byte cur_veh;          
00330   VehicleID veh_id;      
00331   VehicleID veh_main_id; 
00332 
00333   int from_ic;           
00334   byte from_type;        
00335   int to_ic;
00336   byte to_type;
00337 };
00338 extern PlayerAiNew _players_ainew[MAX_PLAYERS];
00339 
00340 #endif /* AI_TROLLY_H */

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