diff --git a/src/pathfinder/npf/aystar.cpp b/src/pathfinder/npf/aystar.cpp new file mode 100644 --- /dev/null +++ b/src/pathfinder/npf/aystar.cpp @@ -0,0 +1,306 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. + * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . + */ + +/** @file aystar.cpp Implementation of A*. */ + +/* + * This file has the core function for AyStar + * AyStar is a fast pathfinding routine and is used for things like + * AI_pathfinding and Train_pathfinding. + * For more information about AyStar (A* Algorithm), you can look at + * http://en.wikipedia.org/wiki/A-star_search_algorithm + */ + +/* + * Friendly reminder: + * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory + * And when not free'd, it can cause system-crashes. + * Also remember that when you stop an algorithm before it is finished, your + * should call clear() yourself! + */ + +#include "../../stdafx.h" +#include "../../core/alloc_func.hpp" +#include "aystar.h" + +int _aystar_stats_open_size; +int _aystar_stats_closed_size; + +/* This looks in the Hash if a node exists in ClosedList + * If so, it returns the PathNode, else NULL */ +static PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, const AyStarNode *node) +{ + return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction); +} + +/* This adds a node to the ClosedList + * It makes a copy of the data */ +static void AyStarMain_ClosedList_Add(AyStar *aystar, const PathNode *node) +{ + /* Add a node to the ClosedList */ + PathNode *new_node = MallocT(1); + *new_node = *node; + Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node); +} + +/* Checks if a node is in the OpenList + * If so, it returns the OpenListNode, else NULL */ +static OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, const AyStarNode *node) +{ + return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction); +} + +/* Gets the best node from OpenList + * returns the best node, or NULL of none is found + * Also it deletes the node from the OpenList */ +static OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) +{ + /* Return the item the Queue returns.. the best next OpenList item. */ + OpenListNode *res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue); + if (res != NULL) { + Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction); + } + + return res; +} + +/* Adds a node to the OpenList + * It makes a copy of node, and puts the pointer of parent in the struct */ +static void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, const AyStarNode *node, int f, int g) +{ + /* Add a new Node to the OpenList */ + OpenListNode *new_node = MallocT(1); + new_node->g = g; + new_node->path.parent = parent; + new_node->path.node = *node; + Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node); + + /* Add it to the queue */ + aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f); +} + +/* + * Checks one tile and calculate his f-value + * return values: + * AYSTAR_DONE : indicates we are done + */ +static int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) +{ + int new_f, new_g, new_h; + PathNode *closedlist_parent; + OpenListNode *check; + + /* Check the new node against the ClosedList */ + if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE; + + /* Calculate the G-value for this node */ + new_g = aystar->CalculateG(aystar, current, parent); + /* If the value was INVALID_NODE, we don't do anything with this node */ + if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE; + + /* There should not be given any other error-code.. */ + assert(new_g >= 0); + /* Add the parent g-value to the new g-value */ + new_g += parent->g; + if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE; + + /* Calculate the h-value */ + new_h = aystar->CalculateH(aystar, current, parent); + /* There should not be given any error-code.. */ + assert(new_h >= 0); + + /* The f-value if g + h */ + new_f = new_g + new_h; + + /* Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList) */ + closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node); + + /* Check if this item is already in the OpenList */ + check = AyStarMain_OpenList_IsInList(aystar, current); + if (check != NULL) { + uint i; + /* Yes, check if this g value is lower.. */ + if (new_g > check->g) return AYSTAR_DONE; + aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0); + /* It is lower, so change it to this item */ + check->g = new_g; + check->path.parent = closedlist_parent; + /* Copy user data, will probably have changed */ + for (i = 0; i < lengthof(current->user_data); i++) { + check->path.node.user_data[i] = current->user_data[i]; + } + /* Readd him in the OpenListQueue */ + aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f); + } else { + /* A new node, add him to the OpenList */ + AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g); + } + + return AYSTAR_DONE; +} + +/* + * This function is the core of AyStar. It handles one item and checks + * his neighbour items. If they are valid, they are added to be checked too. + * return values: + * AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path + * has been found. + * AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been + * reached. + * AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found. + * AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try. + */ +static int AyStarMain_Loop(AyStar *aystar) +{ + int i, r; + + /* Get the best node from OpenList */ + OpenListNode *current = AyStarMain_OpenList_Pop(aystar); + /* If empty, drop an error */ + if (current == NULL) return AYSTAR_EMPTY_OPENLIST; + + /* Check for end node and if found, return that code */ + if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) { + if (aystar->FoundEndNode != NULL) + aystar->FoundEndNode(aystar, current); + free(current); + return AYSTAR_FOUND_END_NODE; + } + + /* Add the node to the ClosedList */ + AyStarMain_ClosedList_Add(aystar, ¤t->path); + + /* Load the neighbours */ + aystar->GetNeighbours(aystar, current); + + /* Go through all neighbours */ + for (i = 0; i < aystar->num_neighbours; i++) { + /* Check and add them to the OpenList if needed */ + r = aystar->checktile(aystar, &aystar->neighbours[i], current); + } + + /* Free the node */ + free(current); + + if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes) { + /* We've expanded enough nodes */ + return AYSTAR_LIMIT_REACHED; + } else { + /* Return that we are still busy */ + return AYSTAR_STILL_BUSY; + } +} + +/* + * This function frees the memory it allocated + */ +static void AyStarMain_Free(AyStar *aystar) +{ + aystar->OpenListQueue.free(&aystar->OpenListQueue, false); + /* 2nd argument above is false, below is true, to free the values only + * once */ + delete_Hash(&aystar->OpenListHash, true); + delete_Hash(&aystar->ClosedListHash, true); +#ifdef AYSTAR_DEBUG + printf("[AyStar] Memory free'd\n"); +#endif +} + +/* + * This function make the memory go back to zero + * This function should be called when you are using the same instance again. + */ +void AyStarMain_Clear(AyStar *aystar) +{ + /* Clean the Queue, but not the elements within. That will be done by + * the hash. */ + aystar->OpenListQueue.clear(&aystar->OpenListQueue, false); + /* Clean the hashes */ + clear_Hash(&aystar->OpenListHash, true); + clear_Hash(&aystar->ClosedListHash, true); + +#ifdef AYSTAR_DEBUG + printf("[AyStar] Cleared AyStar\n"); +#endif +} + +/* + * This is the function you call to run AyStar. + * return values: + * AYSTAR_FOUND_END_NODE : indicates we found an end node. + * AYSTAR_NO_PATH : indicates that there was no path found. + * AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try. + * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY) + * aystar->clear() is called. Note that when you stop the algorithm halfway, + * you should still call clear() yourself! + */ +int AyStarMain_Main(AyStar *aystar) +{ + int r, i = 0; + /* Loop through the OpenList + * Quit if result is no AYSTAR_STILL_BUSY or is more than loops_per_tick */ + while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { } +#ifdef AYSTAR_DEBUG + switch (r) { + case AYSTAR_FOUND_END_NODE: printf("[AyStar] Found path!\n"); break; + case AYSTAR_EMPTY_OPENLIST: printf("[AyStar] OpenList run dry, no path found\n"); break; + case AYSTAR_LIMIT_REACHED: printf("[AyStar] Exceeded search_nodes, no path found\n"); break; + default: break; + } +#endif + if (r != AYSTAR_STILL_BUSY) { + /* We're done, clean up */ + _aystar_stats_open_size = aystar->OpenListHash.size; + _aystar_stats_closed_size = aystar->ClosedListHash.size; + aystar->clear(aystar); + } + + switch (r) { + case AYSTAR_FOUND_END_NODE: return AYSTAR_FOUND_END_NODE; + case AYSTAR_EMPTY_OPENLIST: + case AYSTAR_LIMIT_REACHED: return AYSTAR_NO_PATH; + default: return AYSTAR_STILL_BUSY; + } +} + +/* + * Adds a node from where to start an algorithm. Multiple nodes can be added + * if wanted. You should make sure that clear() is called before adding nodes + * if the AyStar has been used before (though the normal main loop calls + * clear() automatically when the algorithm finishes + * g is the cost for starting with this node. + */ +static void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node, uint g) +{ +#ifdef AYSTAR_DEBUG + printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", + TileX(start_node->tile), TileY(start_node->tile), start_node->direction); +#endif + AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, g); +} + +void init_AyStar(AyStar *aystar, Hash_HashProc hash, uint num_buckets) +{ + /* Allocated the Hash for the OpenList and ClosedList */ + init_Hash(&aystar->OpenListHash, hash, num_buckets); + init_Hash(&aystar->ClosedListHash, hash, num_buckets); + + /* Set up our sorting queue + * BinaryHeap allocates a block of 1024 nodes + * When thatone gets full it reserves an otherone, till this number + * That is why it can stay this high */ + init_BinaryHeap(&aystar->OpenListQueue, 102400); + + aystar->addstart = AyStarMain_AddStartNode; + aystar->main = AyStarMain_Main; + aystar->loop = AyStarMain_Loop; + aystar->free = AyStarMain_Free; + aystar->clear = AyStarMain_Clear; + aystar->checktile = AyStarMain_CheckTile; +}