Files
@ r8423:7b695adaa2cf
Branch filter:
Location: cpp/openttd-patchpack/source/src/npf.cpp
r8423:7b695adaa2cf
32.9 KiB
text/x-c
(svn r11993) -Fix: Resize station/roadstop/dock/airport construction windows if cargo acceptance list is too long.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 | /* $Id$ */
/** @file npf.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "npf.h"
#include "bridge_map.h"
#include "debug.h"
#include "tile_cmd.h"
#include "bridge.h"
#include "landscape.h"
#include "aystar.h"
#include "pathfind.h"
#include "station.h"
#include "station_map.h"
#include "depot.h"
#include "tunnel_map.h"
#include "network/network.h"
#include "water_map.h"
#include "tunnelbridge_map.h"
#include "functions.h"
#include "vehicle_base.h"
#include "settings_type.h"
#include "tunnelbridge.h"
static AyStar _npf_aystar;
/* The cost of each trackdir. A diagonal piece is the full NPF_TILE_LENGTH,
* the shorter piece is sqrt(2)/2*NPF_TILE_LENGTH =~ 0.7071
*/
#define NPF_STRAIGHT_LENGTH (uint)(NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH)
static const uint _trackdir_length[TRACKDIR_END] = {
NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH,
0, 0,
NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH
};
/**
* Calculates the minimum distance traveled to get from t0 to t1 when only
* using tracks (ie, only making 45 degree turns). Returns the distance in the
* NPF scale, ie the number of full tiles multiplied by NPF_TILE_LENGTH to
* prevent rounding.
*/
static uint NPFDistanceTrack(TileIndex t0, TileIndex t1)
{
const uint dx = Delta(TileX(t0), TileX(t1));
const uint dy = Delta(TileY(t0), TileY(t1));
const uint straightTracks = 2 * min(dx, dy); /* The number of straight (not full length) tracks */
/* OPTIMISATION:
* Original: diagTracks = max(dx, dy) - min(dx,dy);
* Proof:
* (dx+dy) - straightTracks == (min + max) - straightTracks = min + max - 2 * min = max - min */
const uint diagTracks = dx + dy - straightTracks; /* The number of diagonal (full tile length) tracks. */
/* Don't factor out NPF_TILE_LENGTH below, this will round values and lose
* precision */
return diagTracks * NPF_TILE_LENGTH + straightTracks * NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH;
}
#if 0
static uint NTPHash(uint key1, uint key2)
{
/* This function uses the old hash, which is fixed on 10 bits (1024 buckets) */
return PATHFIND_HASH_TILE(key1);
}
#endif
/**
* Calculates a hash value for use in the NPF.
* @param key1 The TileIndex of the tile to hash
* @param key2 The Trackdir of the track on the tile.
*
* @todo Think of a better hash.
*/
static uint NPFHash(uint key1, uint key2)
{
/* TODO: think of a better hash? */
uint part1 = TileX(key1) & NPF_HASH_HALFMASK;
uint part2 = TileY(key1) & NPF_HASH_HALFMASK;
assert(IsValidTrackdir((Trackdir)key2));
assert(IsValidTile(key1));
return ((part1 << NPF_HASH_HALFBITS | part2) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
}
static int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
return 0;
}
/* Calcs the tile of given station that is closest to a given tile
* for this we assume the station is a rectangle,
* as defined by its top tile (st->train_tile) and its width/height (st->trainst_w, st->trainst_h)
*/
static TileIndex CalcClosestStationTile(StationID station, TileIndex tile)
{
const Station* st = GetStation(station);
uint minx = TileX(st->train_tile); // topmost corner of station
uint miny = TileY(st->train_tile);
uint maxx = minx + st->trainst_w - 1; // lowermost corner of station
uint maxy = miny + st->trainst_h - 1;
uint x;
uint y;
/* we are going the aim for the x coordinate of the closest corner
* but if we are between those coordinates, we will aim for our own x coordinate */
x = Clamp(TileX(tile), minx, maxx);
/* same for y coordinate, see above comment */
y = Clamp(TileY(tile), miny, maxy);
/* return the tile of our target coordinates */
return TileXY(x, y);
}
/* Calcs the heuristic to the target station or tile. For train stations, it
* takes into account the direction of approach.
*/
static int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
TileIndex from = current->tile;
TileIndex to = fstd->dest_coords;
uint dist;
/* for train-stations, we are going to aim for the closest station tile */
if (as->user_data[NPF_TYPE] == TRANSPORT_RAIL && fstd->station_index != INVALID_STATION)
to = CalcClosestStationTile(fstd->station_index, from);
if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD) {
/* Since roads only have diagonal pieces, we use manhattan distance here */
dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
} else {
/* Ships and trains can also go diagonal, so the minimum distance is shorter */
dist = NPFDistanceTrack(from, to);
}
DEBUG(npf, 4, "Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
if (dist < ftd->best_bird_dist) {
ftd->best_bird_dist = dist;
ftd->best_trackdir = (Trackdir)current->user_data[NPF_TRACKDIR_CHOICE];
}
return dist;
}
/* Fills AyStarNode.user_data[NPF_TRACKDIRCHOICE] with the chosen direction to
* get here, either getting it from the current choice or from the parent's
* choice */
static void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
{
if (parent->path.parent == NULL) {
Trackdir trackdir = (Trackdir)current->direction;
/* This is a first order decision, so we'd better save the
* direction we chose */
current->user_data[NPF_TRACKDIR_CHOICE] = trackdir;
DEBUG(npf, 6, "Saving trackdir: 0x%X", trackdir);
} else {
/* We've already made the decision, so just save our parent's decision */
current->user_data[NPF_TRACKDIR_CHOICE] = parent->path.node.user_data[NPF_TRACKDIR_CHOICE];
}
}
/* Will return the cost of the tunnel. If it is an entry, it will return the
* cost of that tile. If the tile is an exit, it will return the tunnel length
* including the exit tile. Requires that this is a Tunnel tile */
static uint NPFTunnelCost(AyStarNode* current)
{
DiagDirection exitdir = TrackdirToExitdir((Trackdir)current->direction);
TileIndex tile = current->tile;
if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(exitdir)) {
/* We just popped out if this tunnel, since were
* facing the tunnel exit */
return NPF_TILE_LENGTH * (GetTunnelBridgeLength(current->tile, GetOtherTunnelEnd(current->tile)) + 1);
/* @todo: Penalty for tunnels? */
} else {
/* We are entering the tunnel, the enter tile is just a
* straight track */
return NPF_TILE_LENGTH;
}
}
static inline uint NPFBridgeCost(AyStarNode *current)
{
return NPF_TILE_LENGTH * GetTunnelBridgeLength(current->tile, GetOtherBridgeEnd(current->tile));
}
static uint NPFSlopeCost(AyStarNode* current)
{
TileIndex next = current->tile + TileOffsByDiagDir(TrackdirToExitdir((Trackdir)current->direction));
/* Get center of tiles */
int x1 = TileX(current->tile) * TILE_SIZE + TILE_SIZE / 2;
int y1 = TileY(current->tile) * TILE_SIZE + TILE_SIZE / 2;
int x2 = TileX(next) * TILE_SIZE + TILE_SIZE / 2;
int y2 = TileY(next) * TILE_SIZE + TILE_SIZE / 2;
int dx4 = (x2 - x1) / 4;
int dy4 = (y2 - y1) / 4;
/* Get the height on both sides of the tile edge.
* Avoid testing the height on the tile-center. This will fail for halftile-foundations.
*/
int z1 = GetSlopeZ(x1 + dx4, y1 + dy4);
int z2 = GetSlopeZ(x2 - dx4, y2 - dy4);
if (z2 - z1 > 1) {
/* Slope up */
return _patches.npf_rail_slope_penalty;
}
return 0;
/* Should we give a bonus for slope down? Probably not, we
* could just substract that bonus from the penalty, because
* there is only one level of steepness... */
}
/**
* Mark tiles by mowing the grass when npf debug level >= 1.
* Will not work for multiplayer games, since it can (will) cause desyncs.
*/
static void NPFMarkTile(TileIndex tile)
{
#ifndef NO_DEBUG_MESSAGES
if (_debug_npf_level < 1 || _networking) return;
switch (GetTileType(tile)) {
case MP_RAILWAY:
/* DEBUG: mark visited tiles by mowing the grass under them ;-) */
if (!IsTileDepotType(tile, TRANSPORT_RAIL)) {
SetRailGroundType(tile, RAIL_GROUND_BARREN);
MarkTileDirtyByTile(tile);
}
break;
case MP_ROAD:
if (!IsTileDepotType(tile, TRANSPORT_ROAD)) {
SetRoadside(tile, ROADSIDE_BARREN);
MarkTileDirtyByTile(tile);
}
break;
default:
break;
}
#endif
}
static int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
/* TileIndex tile = current->tile; */
int32 cost = 0;
Trackdir trackdir = (Trackdir)current->direction;
cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks
if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir))
cost += _patches.npf_buoy_penalty; // A small penalty for going over buoys
if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
cost += _patches.npf_water_curve_penalty;
/* @todo More penalties? */
return cost;
}
/* Determine the cost of this node, for road tracks */
static int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
TileIndex tile = current->tile;
int32 cost = 0;
/* Determine base length */
switch (GetTileType(tile)) {
case MP_TUNNELBRIDGE:
cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
break;
case MP_ROAD:
cost = NPF_TILE_LENGTH;
/* Increase the cost for level crossings */
if (IsLevelCrossing(tile)) cost += _patches.npf_crossing_penalty;
break;
case MP_STATION:
cost = NPF_TILE_LENGTH;
/* Increase the cost for drive-through road stops */
if (IsDriveThroughStopTile(tile)) cost += _patches.npf_road_drive_through_penalty;
break;
default:
break;
}
/* Determine extra costs */
/* Check for slope */
cost += NPFSlopeCost(current);
/* Check for turns. Road vehicles only really drive diagonal, turns are
* represented by non-diagonal tracks */
if (!IsDiagonalTrackdir((Trackdir)current->direction))
cost += _patches.npf_road_curve_penalty;
NPFMarkTile(tile);
DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
return cost;
}
/* Determine the cost of this node, for railway tracks */
static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
TileIndex tile = current->tile;
Trackdir trackdir = (Trackdir)current->direction;
int32 cost = 0;
/* HACK: We create a OpenListNode manually, so we can call EndNodeCheck */
OpenListNode new_node;
/* Determine base length */
switch (GetTileType(tile)) {
case MP_TUNNELBRIDGE:
cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
break;
case MP_RAILWAY:
cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
break;
case MP_ROAD: /* Railway crossing */
cost = NPF_TILE_LENGTH;
break;
case MP_STATION:
/* We give a station tile a penalty. Logically we would only want to give
* station tiles that are not our destination this penalty. This would
* discourage trains to drive through busy stations. But, we can just
* give any station tile a penalty, because every possible route will get
* this penalty exactly once, on its end tile (if it's a station) and it
* will therefore not make a difference. */
cost = NPF_TILE_LENGTH + _patches.npf_rail_station_penalty;
break;
default:
break;
}
/* Determine extra costs */
/* Check for signals */
if (IsTileType(tile, MP_RAILWAY) && HasSignalOnTrackdir(tile, trackdir)) {
/* Ordinary track with signals */
if (GetSignalStateByTrackdir(tile, trackdir) == SIGNAL_STATE_RED) {
/* Signal facing us is red */
if (!NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) {
/* Penalize the first signal we
* encounter, if it is red */
/* Is this a presignal exit or combo? */
SignalType sigtype = GetSignalType(tile, TrackdirToTrack(trackdir));
if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
/* Penalise exit and combo signals differently (heavier) */
cost += _patches.npf_rail_firstred_exit_penalty;
} else {
cost += _patches.npf_rail_firstred_penalty;
}
}
/* Record the state of this signal */
NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, true);
} else {
/* Record the state of this signal */
NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, false);
}
NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true);
}
/* Penalise the tile if it is a target tile and the last signal was
* red */
/* HACK: We create a new_node here so we can call EndNodeCheck. Ugly as hell
* of course... */
new_node.path.node = *current;
if (as->EndNodeCheck(as, &new_node) == AYSTAR_FOUND_END_NODE && NPFGetFlag(current, NPF_FLAG_LAST_SIGNAL_RED))
cost += _patches.npf_rail_lastred_penalty;
/* Check for slope */
cost += NPFSlopeCost(current);
/* Check for turns */
if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
cost += _patches.npf_rail_curve_penalty;
/*TODO, with realistic acceleration, also the amount of straight track between
* curves should be taken into account, as this affects the speed limit. */
/* Check for reverse in depot */
if (IsTileDepotType(tile, TRANSPORT_RAIL) && as->EndNodeCheck(as, &new_node) != AYSTAR_FOUND_END_NODE) {
/* Penalise any depot tile that is not the last tile in the path. This
* _should_ penalise every occurence of reversing in a depot (and only
* that) */
cost += _patches.npf_rail_depot_reverse_penalty;
}
/* Check for occupied track */
//TODO
NPFMarkTile(tile);
DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
return cost;
}
/* Will find any depot */
static int32 NPFFindDepot(AyStar* as, OpenListNode *current)
{
/* It's not worth caching the result with NPF_FLAG_IS_TARGET here as below,
* since checking the cache not that much faster than the actual check */
return IsTileDepotType(current->path.node.tile, (TransportType)as->user_data[NPF_TYPE]) ?
AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
}
/* Will find a station identified using the NPFFindStationOrTileData */
static int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current)
{
NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
AyStarNode *node = ¤t->path.node;
TileIndex tile = node->tile;
/* If GetNeighbours said we could get here, we assume the station type
* is correct */
if (
(fstd->station_index == INVALID_STATION && tile == fstd->dest_coords) || /* We've found the tile, or */
(IsTileType(tile, MP_STATION) && GetStationIndex(tile) == fstd->station_index) /* the station */
) {
return AYSTAR_FOUND_END_NODE;
} else {
return AYSTAR_DONE;
}
}
/* To be called when current contains the (shortest route to) the target node.
* Will fill the contents of the NPFFoundTargetData using
* AyStarNode[NPF_TRACKDIR_CHOICE].
*/
static void NPFSaveTargetData(AyStar* as, OpenListNode* current)
{
NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
ftd->best_trackdir = (Trackdir)current->path.node.user_data[NPF_TRACKDIR_CHOICE];
ftd->best_path_dist = current->g;
ftd->best_bird_dist = 0;
ftd->node = current->path.node;
}
/**
* Finds out if a given player's vehicles are allowed to enter a given tile.
* @param owner The owner of the vehicle.
* @param tile The tile that is about to be entered.
* @param enterdir The direction from which the vehicle wants to enter the tile.
* @return true if the vehicle can enter the tile.
* @todo This function should be used in other places than just NPF,
* maybe moved to another file too.
*/
static bool VehicleMayEnterTile(Owner owner, TileIndex tile, DiagDirection enterdir)
{
if (IsTileType(tile, MP_RAILWAY) || /* Rail tile (also rail depot) */
IsRailwayStationTile(tile) || /* Rail station tile */
IsTileDepotType(tile, TRANSPORT_ROAD) || /* Road depot tile */
IsStandardRoadStopTile(tile) || /* Road station tile (but not drive-through stops) */
IsTileDepotType(tile, TRANSPORT_WATER)) { /* Water depot tile */
return IsTileOwner(tile, owner); /* You need to own these tiles entirely to use them */
}
switch (GetTileType(tile)) {
case MP_ROAD:
/* rail-road crossing : are we looking at the railway part? */
if (IsLevelCrossing(tile) &&
DiagDirToAxis(enterdir) != GetCrossingRoadAxis(tile)) {
return IsTileOwner(tile, owner); /* Railway needs owner check, while the street is public */
}
break;
case MP_TUNNELBRIDGE:
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
return IsTileOwner(tile, owner);
}
break;
default:
break;
}
return true; // no need to check
}
/**
* Returns the direction the exit of the depot on the given tile is facing.
*/
static DiagDirection GetDepotDirection(TileIndex tile, TransportType type)
{
assert(IsTileDepotType(tile, type));
switch (type) {
case TRANSPORT_RAIL: return GetRailDepotDirection(tile);
case TRANSPORT_ROAD: return GetRoadDepotDirection(tile);
case TRANSPORT_WATER: return GetShipDepotDirection(tile);
default: return INVALID_DIAGDIR; /* Not reached */
}
}
/* Will just follow the results of GetTileTrackStatus concerning where we can
* go and where not. Uses AyStar.user_data[NPF_TYPE] as the transport type and
* an argument to GetTileTrackStatus. Will skip tunnels, meaning that the
* entry and exit are neighbours. Will fill
* AyStarNode.user_data[NPF_TRACKDIR_CHOICE] with an appropriate value, and
* copy AyStarNode.user_data[NPF_NODE_FLAGS] from the parent */
static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
{
Trackdir src_trackdir = (Trackdir)current->path.node.direction;
TileIndex src_tile = current->path.node.tile;
DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
TileIndex dst_tile = INVALID_TILE;
int i;
uint32 ts;
TrackdirBits trackdirbits;
TransportType type = (TransportType)aystar->user_data[NPF_TYPE];
uint subtype = aystar->user_data[NPF_SUB_TYPE];
bool override_dst_check = false;
/* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
aystar->num_neighbours = 0;
DEBUG(npf, 4, "Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
/* Find dest tile */
if (IsTileType(src_tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(src_tile) == src_exitdir) {
/* This is a tunnel/bridge. We know this tunnel/bridge is our type,
* otherwise we wouldn't have got here. It is also facing us,
* so we should skip it's body */
dst_tile = GetOtherTunnelBridgeEnd(src_tile);
override_dst_check = true;
} else if (type != TRANSPORT_WATER && (IsStandardRoadStopTile(src_tile) || IsTileDepotType(src_tile, type))) {
/* This is a road station (non drive-through) or a train or road depot. We can enter and exit
* those from one side only. Trackdirs don't support that (yet), so we'll
* do this here. */
DiagDirection exitdir;
/* Find out the exit direction first */
if (IsRoadStopTile(src_tile)) {
exitdir = GetRoadStopDir(src_tile);
} else { // Train or road depot
exitdir = GetDepotDirection(src_tile, type);
}
/* Let's see if were headed the right way into the depot */
if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagDir(exitdir))) {
/* We are headed inwards. We cannot go through the back of the depot.
* For rail, we can now reverse. Reversing for road vehicles is never
* useful, since you cannot take paths you couldn't take before
* reversing (as with rail). */
if (type == TRANSPORT_RAIL) {
/* We can only reverse here, so we'll not consider this direction, but
* jump ahead to the reverse direction. It would be nicer to return
* one neighbour here (the reverse trackdir of the one we are
* considering now) and then considering that one to return the tracks
* outside of the depot. But, because the code layout is cleaner this
* way, we will just pretend we are reversed already */
src_trackdir = ReverseTrackdir(src_trackdir);
dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(exitdir));
} else {
dst_tile = INVALID_TILE; /* Road vehicle heading inwards: dead end */
}
} else {
dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(exitdir));
}
} else {
/* This a normal tile, a bridge, a tunnel exit, etc. */
dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(TrackdirToExitdir(src_trackdir)));
}
if (dst_tile == INVALID_TILE) {
/* We reached the border of the map */
/* TODO Nicer control flow for this */
return;
}
/* I can't enter a tunnel entry/exit tile from a tile above the tunnel. Note
* that I can enter the tunnel from a tile below the tunnel entrance. This
* solves the problem of vehicles wanting to drive off a tunnel entrance */
if (!override_dst_check && IsTileType(dst_tile, MP_TUNNELBRIDGE) &&
GetTunnelBridgeDirection(dst_tile) != src_exitdir) {
return;
}
/* check correct rail type (mono, maglev, etc) */
if (type == TRANSPORT_RAIL) {
RailType dst_type = GetTileRailType(dst_tile);
if (!HasBit(aystar->user_data[NPF_RAILTYPES], dst_type))
return;
}
/* Check the owner of the tile */
if (!VehicleMayEnterTile((Owner)aystar->user_data[NPF_OWNER], dst_tile, TrackdirToExitdir(src_trackdir))) {
return;
}
/* Determine available tracks */
if (type != TRANSPORT_WATER && (IsStandardRoadStopTile(dst_tile) || IsTileDepotType(dst_tile, type))){
/* Road stations and road and train depots return 0 on GTTS, so we have to do this by hand... */
DiagDirection exitdir;
if (IsRoadStopTile(dst_tile)) {
exitdir = GetRoadStopDir(dst_tile);
} else { // Road or train depot
exitdir = GetDepotDirection(dst_tile, type);
}
/* Find the trackdirs that are available for a depot or station with this
* orientation. They are only "inwards", since we are reaching this tile
* from some other tile. This prevents vehicles driving into depots from
* the back */
ts = TrackdirToTrackdirBits(DiagdirToDiagTrackdir(ReverseDiagDir(exitdir)));
} else {
ts = GetTileTrackStatus(dst_tile, type, subtype);
}
trackdirbits = (TrackdirBits)(ts & TRACKDIR_BIT_MASK); /* Filter out signal status and the unused bits */
DEBUG(npf, 4, "Next node: (%d, %d) [%d], possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirbits);
/* Select only trackdirs we can reach from our current trackdir */
trackdirbits &= TrackdirReachesTrackdirs(src_trackdir);
if (_patches.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) /* Filter out trackdirs that would make 90 deg turns for trains */
trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits);
i = 0;
/* Enumerate possible track */
while (trackdirbits != 0) {
Trackdir dst_trackdir = RemoveFirstTrackdir(&trackdirbits);
DEBUG(npf, 5, "Expanded into trackdir: %d, remaining trackdirs: 0x%X", dst_trackdir, trackdirbits);
/* Check for oneway signal against us */
if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TILE_SIGNALS) {
if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir))
/* if one way signal not pointing towards us, stop going in this direction. */
break;
}
{
/* We've found ourselves a neighbour :-) */
AyStarNode* neighbour = &aystar->neighbours[i];
neighbour->tile = dst_tile;
neighbour->direction = dst_trackdir;
/* Save user data */
neighbour->user_data[NPF_NODE_FLAGS] = current->path.node.user_data[NPF_NODE_FLAGS];
NPFFillTrackdirChoice(neighbour, current);
}
i++;
}
aystar->num_neighbours = i;
}
/*
* Plan a route to the specified target (which is checked by target_proc),
* from start1 and if not NULL, from start2 as well. The type of transport we
* are checking is in type. reverse_penalty is applied to all routes that
* originate from the second start node.
* When we are looking for one specific target (optionally multiple tiles), we
* should use a good heuristic to perform aystar search. When we search for
* multiple targets that are spread around, we should perform a breadth first
* search by specifiying CalcZero as our heuristic.
*/
static NPFFoundTargetData NPFRouteInternal(AyStarNode* start1, AyStarNode* start2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, uint sub_type, Owner owner, RailTypes railtypes, uint reverse_penalty)
{
int r;
NPFFoundTargetData result;
/* Initialize procs */
_npf_aystar.CalculateH = heuristic_proc;
_npf_aystar.EndNodeCheck = target_proc;
_npf_aystar.FoundEndNode = NPFSaveTargetData;
_npf_aystar.GetNeighbours = NPFFollowTrack;
switch (type) {
default: NOT_REACHED();
case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
}
/* Initialize Start Node(s) */
start1->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start1->user_data[NPF_NODE_FLAGS] = 0;
_npf_aystar.addstart(&_npf_aystar, start1, 0);
if (start2) {
start2->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start2->user_data[NPF_NODE_FLAGS] = 0;
NPFSetFlag(start2, NPF_FLAG_REVERSE, true);
_npf_aystar.addstart(&_npf_aystar, start2, reverse_penalty);
}
/* Initialize result */
result.best_bird_dist = (uint)-1;
result.best_path_dist = (uint)-1;
result.best_trackdir = INVALID_TRACKDIR;
_npf_aystar.user_path = &result;
/* Initialize target */
_npf_aystar.user_target = target;
/* Initialize user_data */
_npf_aystar.user_data[NPF_TYPE] = type;
_npf_aystar.user_data[NPF_SUB_TYPE] = sub_type;
_npf_aystar.user_data[NPF_OWNER] = owner;
_npf_aystar.user_data[NPF_RAILTYPES] = railtypes;
/* GO! */
r = AyStarMain_Main(&_npf_aystar);
assert(r != AYSTAR_STILL_BUSY);
if (result.best_bird_dist != 0) {
if (target != NULL) {
DEBUG(npf, 1, "Could not find route to tile 0x%X from 0x%X.", target->dest_coords, start1->tile);
} else {
/* Assumption: target == NULL, so we are looking for a depot */
DEBUG(npf, 1, "Could not find route to a depot from tile 0x%X.", start1->tile);
}
}
return result;
}
NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, Trackdir trackdir1, TileIndex tile2, Trackdir trackdir2, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
AyStarNode start1;
AyStarNode start2;
start1.tile = tile1;
start2.tile = tile2;
/* We set this in case the target is also the start tile, we will just
* return a not found then */
start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start1.direction = trackdir1;
start2.direction = trackdir2;
start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
return NPFRouteInternal(&start1, (IsValidTile(tile2) ? &start2 : NULL), target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, sub_type, owner, railtypes, 0);
}
NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
return NPFRouteToStationOrTileTwoWay(tile, trackdir, INVALID_TILE, INVALID_TRACKDIR, target, type, sub_type, owner, railtypes);
}
NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, TileIndex tile2, Trackdir trackdir2, TransportType type, uint sub_type, Owner owner, RailTypes railtypes, uint reverse_penalty)
{
AyStarNode start1;
AyStarNode start2;
start1.tile = tile1;
start2.tile = tile2;
/* We set this in case the target is also the start tile, we will just
* return a not found then */
start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start1.direction = trackdir1;
start2.direction = trackdir2;
start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
/* perform a breadth first search. Target is NULL,
* since we are just looking for any depot...*/
return NPFRouteInternal(&start1, (IsValidTile(tile2) ? &start2 : NULL), NULL, NPFFindDepot, NPFCalcZero, type, sub_type, owner, railtypes, reverse_penalty);
}
NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
return NPFRouteToDepotBreadthFirstTwoWay(tile, trackdir, INVALID_TILE, INVALID_TRACKDIR, type, sub_type, owner, railtypes, 0);
}
NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
/* Okay, what we're gonna do. First, we look at all depots, calculate
* the manhatten distance to get to each depot. We then sort them by
* distance. We start by trying to plan a route to the closest, then
* the next closest, etc. We stop when the best route we have found so
* far, is shorter than the manhattan distance. This will obviously
* always find the closest depot. It will probably be most efficient
* for ships, since the heuristic will not be to far off then. I hope.
*/
Queue depots;
int r;
NPFFoundTargetData best_result = {(uint)-1, (uint)-1, INVALID_TRACKDIR, {INVALID_TILE, 0, {0, 0}}};
NPFFoundTargetData result;
NPFFindStationOrTileData target;
AyStarNode start;
Depot* current;
Depot *depot;
init_InsSort(&depots);
/* Okay, let's find all depots that we can use first */
FOR_ALL_DEPOTS(depot) {
/* Check if this is really a valid depot, it is of the needed type and
* owner */
if (IsTileDepotType(depot->xy, type) && IsTileOwner(depot->xy, owner))
/* If so, let's add it to the queue, sorted by distance */
depots.push(&depots, depot, DistanceManhattan(tile, depot->xy));
}
/* Now, let's initialise the aystar */
/* Initialize procs */
_npf_aystar.CalculateH = NPFCalcStationOrTileHeuristic;
_npf_aystar.EndNodeCheck = NPFFindStationOrTile;
_npf_aystar.FoundEndNode = NPFSaveTargetData;
_npf_aystar.GetNeighbours = NPFFollowTrack;
switch (type) {
default: NOT_REACHED();
case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
}
/* Initialize target */
target.station_index = INVALID_STATION; /* We will initialize dest_coords inside the loop below */
_npf_aystar.user_target = ⌖
/* Initialize user_data */
_npf_aystar.user_data[NPF_TYPE] = type;
_npf_aystar.user_data[NPF_SUB_TYPE] = sub_type;
_npf_aystar.user_data[NPF_OWNER] = owner;
/* Initialize Start Node */
start.tile = tile;
start.direction = trackdir; /* We will initialize user_data inside the loop below */
/* Initialize Result */
_npf_aystar.user_path = &result;
best_result.best_path_dist = (uint)-1;
best_result.best_bird_dist = (uint)-1;
/* Just iterate the depots in order of increasing distance */
while ((current = (Depot*)depots.pop(&depots))) {
/* Check to see if we already have a path shorter than this
* depot's manhattan distance. HACK: We call DistanceManhattan
* again, we should probably modify the queue to give us that
* value... */
if ( DistanceManhattan(tile, current->xy * NPF_TILE_LENGTH) > best_result.best_path_dist)
break;
/* Initialize Start Node */
/* We set this in case the target is also the start tile, we will just
* return a not found then */
start.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start.user_data[NPF_NODE_FLAGS] = 0;
_npf_aystar.addstart(&_npf_aystar, &start, 0);
/* Initialize result */
result.best_bird_dist = (uint)-1;
result.best_path_dist = (uint)-1;
result.best_trackdir = INVALID_TRACKDIR;
/* Initialize target */
target.dest_coords = current->xy;
/* GO! */
r = AyStarMain_Main(&_npf_aystar);
assert(r != AYSTAR_STILL_BUSY);
/* This depot is closer */
if (result.best_path_dist < best_result.best_path_dist)
best_result = result;
}
if (result.best_bird_dist != 0) {
DEBUG(npf, 1, "Could not find route to any depot from tile 0x%X.", tile);
}
return best_result;
}
void InitializeNPF()
{
static bool first_init = true;
if (first_init) {
first_init = false;
init_AyStar(&_npf_aystar, NPFHash, NPF_HASH_SIZE);
} else {
AyStarMain_Clear(&_npf_aystar);
}
_npf_aystar.loops_per_tick = 0;
_npf_aystar.max_path_cost = 0;
//_npf_aystar.max_search_nodes = 0;
/* We will limit the number of nodes for now, until we have a better
* solution to really fix performance */
_npf_aystar.max_search_nodes = _patches.npf_max_search_nodes;
}
void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v)
{
/* Ships don't really reach their stations, but the tile in front. So don't
* save the station id for ships. For roadvehs we don't store it either,
* because multistop depends on vehicles actually reaching the exact
* dest_tile, not just any stop of that station.
* So only for train orders to stations we fill fstd->station_index, for all
* others only dest_coords */
if (v->current_order.type == OT_GOTO_STATION && v->type == VEH_TRAIN) {
fstd->station_index = v->current_order.dest;
/* Let's take the closest tile of the station as our target for trains */
fstd->dest_coords = CalcClosestStationTile(v->current_order.dest, v->tile);
} else {
fstd->dest_coords = v->dest_tile;
fstd->station_index = INVALID_STATION;
}
}
|