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(svn r7070) -Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vheicle.
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@ -162,12 +162,14 @@ static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag,
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static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile)
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{
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EngineID best_veh_index = INVALID_ENGINE;
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int32 best_veh_cost = 0;
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int32 best_veh_rating = 0;
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EngineID i = ROAD_ENGINES_INDEX;
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EngineID end = i + NUM_ROAD_ENGINES;
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for (; i != end; i++) {
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const RoadVehicleInfo *rvi = RoadVehInfo(i);
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const Engine* e = GetEngine(i);
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int32 rating;
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int32 ret;
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if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
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@ -175,13 +177,17 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
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}
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/* Skip vehicles which can't take our cargo type */
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if (RoadVehInfo(i)->cargo_type != cargo) continue;
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if (rvi->cargo_type != cargo) continue;
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/* Rate and compare the engine by speed & capacity */
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rating = rvi->max_speed * rvi->capacity;
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if (rating <= best_veh_rating) continue;
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ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
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best_veh_cost = ret;
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best_veh_index = i;
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}
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if (CmdFailed(ret) || ret > money) continue;
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best_veh_rating = rating;
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best_veh_index = i;
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}
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return best_veh_index;
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@ -232,27 +232,39 @@ EngineID AiNew_PickVehicle(Player *p)
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// Not supported yet
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return INVALID_ENGINE;
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} else {
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EngineID best_veh_index = INVALID_ENGINE;
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int32 best_veh_rating = 0;
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EngineID start = ROAD_ENGINES_INDEX;
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EngineID end = ROAD_ENGINES_INDEX + NUM_ROAD_ENGINES;
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EngineID i;
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// Let's check it backwards.. we simply want to best engine available..
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for (i = end - 1; i >= start; i--) {
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for (i = start; i != end; i--) {
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const RoadVehicleInfo *rvi = RoadVehInfo(i);
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const Engine* e = GetEngine(i);
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int32 rating;
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int32 ret;
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/* Skip vehicles which can't take our cargo type */
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if (RoadVehInfo(i)->cargo_type != p->ainew.cargo) continue;
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if (rvi->cargo_type != p->ainew.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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if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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/* Rate and compare the engine by speed & capacity */
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rating = rvi->max_speed * rvi->capacity;
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if (rating <= best_veh_rating) continue;
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// Can we build it?
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ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret)) return i;
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if (CmdFailed(ret)) continue;
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best_veh_rating = rating;
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best_veh_index = i;
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}
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// We did not find a vehicle :(
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return INVALID_ENGINE;
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return best_veh_index;
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}
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}
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