Add: Handling of town cargoes in challenge creation.

This commit is contained in:
Alberth
2014-12-28 13:39:03 +01:00
parent 39177ba8a5
commit 32bdd042e0

168
main.nut
View File

@@ -21,6 +21,81 @@ function FMainClass::ExamineCargoes()
} }
} }
// Find cargo sources.
// @param cargo_id Cargo index (index in this.cargoes).
// @return List of resources that produce the requested cargo, list of
// 'ind' or 'town' number, 'prod' produced amount, 'transp' transported amount, and 'loc' location.
function FMainClass::FindSources(cargo_id)
{
local cargo = this.cargoes[cargo_id];
local num_sources = 0;
local sources = {};
if (cargo.freight) {
// For 'freight' cargoes, check the producing industries for sufficient available production.
foreach (ind, _ in GSIndustryList_CargoProducing(cargo.cid)) {
local prod_amount = GSIndustry.GetLastMonthProduction(ind, cargo.cid);
if (prod_amount < 10) continue;
local transp_amount = GSIndustry.GetLastMonthTransported(ind, cargo.cid);
if (prod_amount - transp_amount < 10) continue;
local loc = GSIndustry.GetLocation(ind);
sources[num_sources] <- {ind=ind, prod=prod_amount, transp=transp_amount, loc=loc};
num_sources += 1;
}
}
if (cargo.effect != GSCargo.TE_NONE) {
// For 'town effect' cargoes, check the towns for sufficient available production.
foreach (town, _ in GSTownList()) {
local prod_amount = GSTown.GetLastMonthProduction(town, cargo.cid);
if (prod_amount < 10) continue;
local transp_amount = GSTown.GetLastMonthSupplied(town, cargo.cid);
if (prod_amount - transp_amount < 10) continue;
local loc = GSTown.GetLocation(town);
sources[num_sources] <- {town=town, prod=prod_amount, transp=transp_amount, loc=loc};
num_sources += 1;
}
}
return sources;
}
// Find destinations for the cargo.
// @param cargo_id Cargo index (index in this.cargoes).
// @param company Company to inspect.
// @return A list of destinations, tables 'ind' or 'town' id, and a 'loc' location.
function FMainClass::FindDestinations(cargo_id, company)
{
local cargo = this.cargoes[cargo_id];
local num_dests = 0;
local dests = {};
if (cargo.freight) {
// Assume all industries are willing to accept the cargo.
foreach (ind, _ in GSIndustryList_CargoAccepting(cargo.cid)) {
local loc = GSIndustry.GetLocation(ind);
dests[num_dests] <- {ind=ind, loc=loc};
num_dests += 1;
}
}
if (cargo.effect != GSCargo.TE_NONE) {
// Find towns with sufficient rating.
local acceptable_ratings = [
GSTown.TOWN_RATING_MEDIOCRE, GSTown.TOWN_RATING_GOOD,
GSTown.TOWN_RATING_VERY_GOOD, GSTown.TOWN_RATING_EXCELLENT,
GSTown.TOWN_RATING_OUTSTANDING, GSTown.TOWN_RATING_INVALID
];
foreach (town, _ in GSTownList()) {
local rating = GSTown.GetRating(town, company);
if (rating in acceptable_ratings) {
local loc = GSTown.GetLocation(town);
dests[num_dests] <- {town=town, loc=loc};
num_dests += 1;
}
}
}
return dests;
}
// Construct a score for the distance // Construct a score for the distance
// @param desired Desired distance. // @param desired Desired distance.
// @param actual Actual distance. // @param actual Actual distance.
@@ -34,81 +109,66 @@ function FMainClass::GetDistanceScore(desired, actual)
// Try to find a challenge for a given cargo and a desired distance. // Try to find a challenge for a given cargo and a desired distance.
// @param cargo Cargo entry from FMainClass.cargoes (table with 'cid', 'freight', 'effect'). // @param cargo Cargo entry from FMainClass.cargoes (table with 'cid', 'freight', 'effect').
// @param distance Desired distance between source and target. // @param distance Desired distance between source and target.
// @param company Company to find a challenge for.
// @return Best accepting industry to use, or 'null' if no industry-pair found. // @return Best accepting industry to use, or 'null' if no industry-pair found.
function FMainClass::FindChallenge(cargo, distance) function FMainClass::FindChallenge(cargo_id, distance, company)
{ {
if (cargo.freight) { local prods = this.FindSources(cargo_id);
local prod_inds = GSIndustryList_CargoProducing(cargo.cid); // Cache the list of producers. local accepts = this.FindDestinations(cargo_id, company);
local best_score = 0; // Best overall distance. local best_score = 0; // Best overall distance.
local best_accept_ind = null; // Best industry to target. local best_accept = null; // Best accepting to target.
foreach (accept_ind, _ in GSIndustryList_CargoAccepting(cargo.cid)) { foreach (_, accept in accepts) {
local accept_tile = GSIndustry.GetLocation(accept_ind); local min_prod_distance = distance * 2; // Smallest found distance to the accepting industry.
local prod_score = GetDistanceScore(distance, min_prod_distance);
foreach (_, prod in prods) {
local actual_dist = GSTile.GetDistanceManhattanToTile(accept.loc, prod.loc);
if (actual_dist > distance * 2) continue; // Too far away, skip.
local min_prod_distance = distance * 2; // Smallest found distance to the accepting industry. if (actual_dist < min_prod_distance) {
local prod_score = GetDistanceScore(distance, min_prod_distance); min_prod_distance = actual_dist;
foreach (prod_ind, _ in prod_inds) { prod_score = this.GetDistanceScore(distance, min_prod_distance);
if (prod_ind == accept_ind) continue; if (min_prod_distance < distance && prod_score < best_score) break;
local actual_dist = GSIndustry.GetDistanceManhattanToTile(prod_ind, accept_tile);
if (actual_dist > distance * 2) continue; // Too far away, skip.
if (actual_dist < min_prod_distance) {
min_prod_distance = actual_dist;
prod_score = this.GetDistanceScore(distance, min_prod_distance);
if (min_prod_distance < distance && prod_score < best_score) break;
}
}
if (prod_score > best_score) { // The accepting industry is better than what we have.
prod_score = best_score;
best_accept_ind = accept_ind;
} }
} }
return best_accept_ind; if (prod_score > best_score) { // The accepting industry is better than what we have.
prod_score = best_score;
best_accept = accept;
}
} }
return null; // XXX Town stuff not implemented yet. return best_accept;
} }
function FMainClass::Start() function FMainClass::Start()
{ {
// Wait for the game to start this.Sleep(1); // Wait for the game to start.
this.Sleep(1);
this.ExamineCargoes(); this.ExamineCargoes();
// foreach(idx, val in cargoes) { local accept = FindChallenge(0, 50, GSCompany.COMPANY_FIRST); // Mail challenge
// GSLog.Info(idx + " : " + GSCargo.GetCargoLabel(val.cid) + ", " + val.cid + ", " + val.freight + ", " + val.effect); if (accept != null) {
// } if ("town" in accept) {
GSLog.Info("Use town " + GSTown.GetName(accept.town));
} else {
GSLog.Info("Use industry " + GSIndustry.GetName(accept.ind));
}
}
local accept_ind = FindChallenge(cargoes[3], 50); local accept = FindChallenge(3, 50, GSCompany.COMPANY_FIRST); // Mail challenge
if (accept_ind != null) { if (accept != null) {
GSLog.Info("Use " + GSIndustry.GetName(accept_ind)); if ("town" in accept) {
GSLog.Info("Use town " + GSTown.GetName(accept.town));
} else {
GSLog.Info("Use industry " + GSIndustry.GetName(accept.ind));
}
} }
// this is proof of concept only // this is proof of concept only
for (local cid = GSCompany.COMPANY_FIRST; cid < GSCompany.COMPANY_LAST; cid++) { for (local cid = GSCompany.COMPANY_FIRST; cid <= GSCompany.COMPANY_LAST; cid++) {
GSLog.Info(cid); GSLog.Info(cid);
GSGoal.New(cid, "Foo", GSGoal.GT_NONE, 0); GSGoal.New(cid, "Foo", GSGoal.GT_NONE, 0);
} }
// for (local cid = 0; cid < 32; cid += 1) {
// if (!GSCargo.IsValidCargo(cid)) continue;
// local label = cid + " (" + GSCargo.GetCargoLabel(cid) + ")"
// if (GSCargo.IsFreight(cid)) {
// GSLog.Info(label + " is freight.");
// local accept_inds = GSIndustryList_CargoAccepting(cid);
// local prod_inds = GSIndustryList_CargoProducing(cid);
// foreach (industry,_ in prod_inds) {
// GSLog.Info("Produces " + label + " @ " + GSIndustry.GetName(industry));
// }
// foreach (industry,_ in accept_inds) {
// GSLog.Info("Accepts " + label + " @ " + GSIndustry.GetName(industry));
// }
// } else if (GSCargo.GetTownEffect(cid) != GSCargo.TE_NONE) {
// GSLog.Info(label + " affects town.");
// } else {
// GSLog.Info(label + " does nothing.");
// }
// }
while (true) { while (true) {
local lake_news = GSText(GSText.STR_LAKE_NEWS); local lake_news = GSText(GSText.STR_LAKE_NEWS);
if (GSBase.Chance(1, 5)) { if (GSBase.Chance(1, 5)) {