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Todo List
Group Reasons for selling vehicles
Maybe convert to enum.
Member WormAirManager::BuildAircraft (tile_1, tile_2, start_tile)
Maybe instead of a fixed max we need to find the current max price for an airplane?
Member WormAirManager::CheckForAirportsNeedingToBeUpgraded ()

Maybe set a max amount of upgrades at one time?

Maybe order by highest amount of waiting cargo to choose the station to be converted first.

register this case and wait a while before trying to upgrade again!

Maybe order by highest amount of waiting cargo to choose the station to be converted first.

register this case and wait a while before trying to upgrade again!

Member WormAirManager::FindSuitableAirportSpot (airport_type, center_tile)
In early games with low maximum speeds we may need to adjust maximum and maybe even minimum distance to get a round trip within a year.
Member WormAirManager::IsWithinNoiseLimit (tile, airport_type)
Maybe we should account for wanting to remove an old smaller airport first which presumably would decrease the noise level.
Member WormAirManager::ManageAirRoutes ()

Refactor the parts of this function into separate functions.

Refactor the parts of this function into separate functions.

  1. Make groups for each route
  2. When we have max aircraft/airports:
    • Evaluate total profit per group, remove bad groups/airports or reduce # planes
    • Favor bigger/faster aircraft over cost more when high amount waiting passengers
  3. Upgrade aircraft when they are old or when newer ones would be more profitable
  4. Upgrade airports only when it's needed
  5. Check reliability when breakdowns are on

Do this on a per group basis (each route a group).

That way we can decide to not check a group wich was created less than x years ago.

When maintenance costs are on we should set low profit limit too at least the yearly costs.

Don't sell all aircraft from the same route all at once, try selling 1 per year?

Refactor the parts of this function into separate functions.

  1. Make groups for each route
  2. When we have max aircraft/airports:
    • Evaluate total profit per group, remove bad groups/airports or reduce # planes
    • Favor bigger/faster aircraft over cost more when high amount waiting passengers
  3. Upgrade aircraft when they are old or when newer ones would be more profitable
  4. Upgrade airports only when it's needed
  5. Check reliability when breakdowns are on

Do this on a per group basis (each route a group).

That way we can decide to not check a group wich was created less than x years ago.

When maintenance costs are on we should set low profit limit too at least the yearly costs.

Don't sell all aircraft from the same route all at once, try selling 1 per year?

Member WormAirManager::SellAirports (airport_1_tile, airport_2_tile)
Make a list of removed airports/tiles so that we don't build a new airport in the same spot soon after we have removed it!
Member WormMoney::GetMinimumCashNeeded ()

Think of a better computation than stationcount * 50 since I think maintenance costs don't increase linearly.

Maybe also use InflationCorrection on GetLoanInterval or is that already corrected for inflation?

Maybe also use InflationCorrection on GetLoanInterval or is that already corrected for inflation?

Member WormPlanner::GetRoute (planned_route)
!!
Member WormPlanner::GetSubsidizedRoute (planned_route)

Check if this gets sorted furthest or nearest expire date first. I think the highest value (thus furthest expire date) comes fist

Instead of GetSetting we should define a value for ourselves...

define a var/const instead of the fixed value we now use...

Member WormPlanner::PlanRailRoute ()
replace number by a definied constant
Member WormRailBuilder::BuildRailStation (is_source, lanes, platform_length, route_data, station_data, rail_manager)
Support more than 2 lanes.
Member WormRailBuilder::CanBuildRailStation (tile, lanes, direction, platform_length, station_data)

Support more than 2 lanes.

Why is this different in CanBuildSingleRailStation?

Why is this different in CanBuildSingleRailStation?

part of these can be merged, to be done after we know it's working

generalize the different lanes so it will be easier to extend.

Member WormRailBuilder::InternalBuildRail (head1, head2, railbridges, recursiondepth)

Can we determine bridge/tunnel costs in advance here (e.g. expensive bridge newgrf) Maybe also depend on railtype?

Maybe also valuate on price of the bridge and depend on the max speed we need maybe + a little extra for when we upgrade trains...

Member WormRailBuilder::TrainEngineValuator (engine, weight, max_speed, money)
the money parameter seems not to be used.
Member WormRailManager::BuildRailway ()

replace number by a definied constant or variable depending on date and other factors

check first if we are below max no. of trains...

Member WormRailManager::CheckAddTrainToGroup (route, vehicle_count, first_vehicle)
remove profit check? What if first vehicle is an older type and the others are making a profit?
Member WormRailManager::CheckRoutes ()

if vehicle count = 0 because we didn't have enough money to buy trains then

we should (try to) add trains or wait until we have more money

Maybe add a status to routes like [nomoneyfortrains, unprofitable, ...]

Don't use platform length but compute optimal length for this group!

maybe do this for all trains in one go instead of per group probably more efficient

Member WormRailManager::CheckTrainProfits ()

possible duplicate code with profit checking in air manager. Maybe combine in 1 function?

Do this on a per group basis (each route a group).

That way we can decide to not check a group wich was created less than x years ago.

When maintenance costs are on we should set low profit limit too at least the yearly costs.

When maintenance costs are on we should set low profit limit too at least the yearly costs.

Don't sell all trans from the same route all at once, try selling 1 per year?

Member WormRailManager::GetOptimalTrainLength (route)
We should get the amount of cargo our average wagon can carry. Assume 25 for now.
Member WormRailManager::IsRectangleWithinTownInfluence (tile, town_id, width, height)
Needs to be moved to a different unit. (Town?)
Member WormRailManager::LoadData (table, worm_save_version)
Should we load this?
Member WormRailManager::RegisterRoute (route_data, station_data, vehtype, group, train_length)
Also save IsSubsidy, ...
Member WormRailManager::SaveData (table)

Should we save this?

save building state! if (builder != null) { toremove.vehtype = builder.vehtype; toremove.stasrc = builder.stasrc; toremove.stadst = builder.stadst; toremove.list = [builder.ps1_entry[1], builder.ps2_entry[1]]; } else { AILog.Error("Invalid save state, probably the game is being saved right after loading"); table.buildingstage = BS_NOTHING; }

EventQueue, bridgesupgraded?, inauguration?, bs_building building stage

Member WormRailManager::SetGroupName (group, crg, stasrc)
Move to a different unit, should be accessible from other managers too.
Member WormRailManager::SetRailType ()
Possible better evaluation what rail type is the most profitable.
Member WormRailManager::WormRailManager ()
: Needs to be initialized when loading a Save!