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Location: cpp/openttd-patchpack/source/src/pathfinder/npf/npf.cpp
r23371:9cd9ac4bfc93
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Update: Translations from eints
dutch: 80 changes by JanWillem
dutch: 80 changes by JanWillem
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file npf.cpp Implementation of the NPF pathfinder. */
#include "../../stdafx.h"
#include "../../network/network.h"
#include "../../viewport_func.h"
#include "../../ship.h"
#include "../../roadstop_base.h"
#include "../pathfinder_func.h"
#include "../pathfinder_type.h"
#include "../follow_track.hpp"
#include "aystar.h"
#include "../../safeguards.h"
static const uint NPF_HASH_BITS = 12; ///< The size of the hash used in pathfinding. Just changing this value should be sufficient to change the hash size. Should be an even value.
/* Do no change below values */
static const uint NPF_HASH_SIZE = 1 << NPF_HASH_BITS;
static const uint NPF_HASH_HALFBITS = NPF_HASH_BITS / 2;
static const uint NPF_HASH_HALFMASK = (1 << NPF_HASH_HALFBITS) - 1;
/** Meant to be stored in AyStar.targetdata */
struct NPFFindStationOrTileData {
TileIndex dest_coords; ///< An indication of where the station is, for heuristic purposes, or the target tile
StationID station_index; ///< station index we're heading for, or INVALID_STATION when we're heading for a tile
bool reserve_path; ///< Indicates whether the found path should be reserved
StationType station_type; ///< The type of station we're heading for
bool not_articulated; ///< The (road) vehicle is not articulated
const Vehicle *v; ///< The vehicle we are pathfinding for
};
/** Indices into AyStar.userdata[] */
struct AyStarUserData {
Owner owner;
TransportType type;
RailTypes railtypes;
RoadTypes roadtypes;
};
/** Indices into AyStarNode.userdata[] */
enum AyStarNodeUserDataType {
NPF_TRACKDIR_CHOICE = 0, ///< The trackdir chosen to get here
NPF_NODE_FLAGS,
};
/** Flags for AyStarNode.userdata[NPF_NODE_FLAGS]. Use NPFSetFlag() and NPFGetFlag() to use them. */
enum NPFNodeFlag {
NPF_FLAG_SEEN_SIGNAL, ///< Used to mark that a signal was seen on the way, for rail only
NPF_FLAG_2ND_SIGNAL, ///< Used to mark that two signals were seen, rail only
NPF_FLAG_3RD_SIGNAL, ///< Used to mark that three signals were seen, rail only
NPF_FLAG_REVERSE, ///< Used to mark that this node was reached from the second start node, if applicable
NPF_FLAG_LAST_SIGNAL_RED, ///< Used to mark that the last signal on this path was red
NPF_FLAG_LAST_SIGNAL_BLOCK, ///< Used to mark that the last signal on this path was a block signal
NPF_FLAG_IGNORE_START_TILE, ///< Used to mark that the start tile is invalid, and searching should start from the second tile on
NPF_FLAG_TARGET_RESERVED, ///< Used to mark that the possible reservation target is already reserved
NPF_FLAG_IGNORE_RESERVED, ///< Used to mark that reserved tiles should be considered impassable
};
/** Meant to be stored in AyStar.userpath */
struct NPFFoundTargetData {
uint best_bird_dist; ///< The best heuristic found. Is 0 if the target was found
uint best_path_dist; ///< The shortest path. Is UINT_MAX if no path is found
Trackdir best_trackdir; ///< The trackdir that leads to the shortest path/closest birds dist
AyStarNode node; ///< The node within the target the search led us to
bool res_okay; ///< True if a path reservation could be made
};
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
};
/**
* Returns the current value of the given flag on the given AyStarNode.
*/
static inline bool NPFGetFlag(const AyStarNode *node, NPFNodeFlag flag)
{
return HasBit(node->user_data[NPF_NODE_FLAGS], flag);
}
/**
* Sets the given flag on the given AyStarNode to the given value.
*/
static inline void NPFSetFlag(AyStarNode *node, NPFNodeFlag flag, bool value)
{
SB(node->user_data[NPF_NODE_FLAGS], flag, 1, value);
}
bool CheckIgnoreFirstTile(const PathNode *node)
{
return (node->parent == NULL && HasBit(node->node.user_data[NPF_NODE_FLAGS], NPF_FLAG_IGNORE_START_TILE));
}
/**
* Calculates the minimum distance travelled 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;
}
/**
* 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;
}
/* Calculates 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;
AyStarUserData *user = (AyStarUserData *)as->user_data;
/* for train-stations, we are going to aim for the closest station tile */
if (user->type != TRANSPORT_WATER && fstd->station_index != INVALID_STATION) {
to = CalcClosestStationTile(fstd->station_index, from, fstd->station_type);
}
if (user->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 = 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(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(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 = GetSlopePixelZ(x1 + dx4, y1 + dy4);
int z2 = GetSlopePixelZ(x2 - dx4, y2 - dy4);
if (z2 - z1 > 1) {
/* Slope up */
return _settings_game.pf.npf.npf_rail_slope_penalty;
}
return 0;
/* Should we give a bonus for slope down? Probably not, we
* could just subtract that bonus from the penalty, because
* there is only one level of steepness... */
}
static uint NPFReservedTrackCost(AyStarNode *current)
{
TileIndex tile = current->tile;
TrackBits track = TrackToTrackBits(TrackdirToTrack(current->direction));
TrackBits res = GetReservedTrackbits(tile);
if (NPFGetFlag(current, NPF_FLAG_3RD_SIGNAL) || NPFGetFlag(current, NPF_FLAG_LAST_SIGNAL_BLOCK) || ((res & track) == TRACK_BIT_NONE && !TracksOverlap(res | track))) return 0;
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
DiagDirection exitdir = TrackdirToExitdir(current->direction);
if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(exitdir)) {
return _settings_game.pf.npf.npf_rail_pbs_cross_penalty * (GetTunnelBridgeLength(tile, GetOtherTunnelBridgeEnd(tile)) + 1);
}
}
return _settings_game.pf.npf.npf_rail_pbs_cross_penalty;
}
/**
* 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)
{
if (_debug_npf_level < 1 || _networking) return;
switch (GetTileType(tile)) {
case MP_RAILWAY:
/* DEBUG: mark visited tiles by mowing the grass under them ;-) */
if (!IsRailDepot(tile)) {
SetRailGroundType(tile, RAIL_GROUND_BARREN);
MarkTileDirtyByTile(tile);
}
break;
case MP_ROAD:
if (!IsRoadDepot(tile)) {
SetRoadside(tile, ROADSIDE_BARREN);
MarkTileDirtyByTile(tile);
}
break;
default:
break;
}
}
static int32 NPFWaterPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent)
{
/* TileIndex tile = current->tile; */
int32 cost = 0;
Trackdir trackdir = current->direction;
cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks
if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir)) {
cost += _settings_game.pf.npf.npf_buoy_penalty; // A small penalty for going over buoys
}
if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction)) {
cost += _settings_game.pf.npf.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 += _settings_game.pf.npf.npf_crossing_penalty;
break;
case MP_STATION: {
cost = NPF_TILE_LENGTH;
const RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
if (IsDriveThroughStopTile(tile)) {
/* Increase the cost for drive-through road stops */
cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
DiagDirection dir = TrackdirToExitdir(current->direction);
if (!RoadStop::IsDriveThroughRoadStopContinuation(tile, tile - TileOffsByDiagDir(dir))) {
/* When we're the first road stop in a 'queue' of them we increase
* cost based on the fill percentage of the whole queue. */
const RoadStop::Entry *entry = rs->GetEntry(dir);
cost += entry->GetOccupied() * _settings_game.pf.npf.npf_road_dt_occupied_penalty / entry->GetLength();
}
} else {
/* Increase cost for filled road stops */
cost += _settings_game.pf.npf.npf_road_bay_occupied_penalty * (!rs->IsFreeBay(0) + !rs->IsFreeBay(1)) / 2;
}
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(current->direction)) {
cost += _settings_game.pf.npf.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 = 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 + _settings_game.pf.npf.npf_rail_station_penalty;
if (IsRailWaypoint(tile)) {
NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
if (fstd->v->current_order.IsType(OT_GOTO_WAYPOINT) && GetStationIndex(tile) == fstd->v->current_order.GetDestination()) {
/* This waypoint is our destination; maybe this isn't an unreserved
* one, so check that and if so see that as the last signal being
* red. This way waypoints near stations should work better. */
const Train *train = Train::From(fstd->v);
CFollowTrackRail ft(train);
TileIndex t = tile;
Trackdir td = trackdir;
while (ft.Follow(t, td)) {
assert(t != ft.m_new_tile);
t = ft.m_new_tile;
if (KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
/* We encountered a junction; it's going to be too complex to
* handle this perfectly, so just bail out. There is no simple
* free path, so try the other possibilities. */
td = INVALID_TRACKDIR;
break;
}
td = RemoveFirstTrackdir(&ft.m_new_td_bits);
/* If this is a safe waiting position we're done searching for it */
if (IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg)) break;
}
if (td == INVALID_TRACKDIR ||
!IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg) ||
!IsWaitingPositionFree(train, t, td, _settings_game.pf.forbid_90_deg)) {
cost += _settings_game.pf.npf.npf_rail_lastred_penalty;
}
}
}
break;
default:
break;
}
/* Determine extra costs */
/* Check for signals */
if (IsTileType(tile, MP_RAILWAY)) {
if (HasSignalOnTrackdir(tile, trackdir)) {
SignalType sigtype = GetSignalType(tile, TrackdirToTrack(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? */
if (!IsPbsSignal(sigtype)) {
if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
/* Penalise exit and combo signals differently (heavier) */
cost += _settings_game.pf.npf.npf_rail_firstred_exit_penalty;
} else {
cost += _settings_game.pf.npf.npf_rail_firstred_penalty;
}
}
}
/* Record the state of this signal. Path signals are assumed to
* be green as the signal state of them has no meaning for this. */
NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, !IsPbsSignal(sigtype));
} else {
/* Record the state of this signal */
NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, false);
}
if (NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) {
if (NPFGetFlag(current, NPF_FLAG_2ND_SIGNAL)) {
NPFSetFlag(current, NPF_FLAG_3RD_SIGNAL, true);
} else {
NPFSetFlag(current, NPF_FLAG_2ND_SIGNAL, true);
}
} else {
NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true);
}
NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_BLOCK, !IsPbsSignal(sigtype));
}
if (HasPbsSignalOnTrackdir(tile, ReverseTrackdir(trackdir)) && !NPFGetFlag(current, NPF_FLAG_3RD_SIGNAL)) {
cost += _settings_game.pf.npf.npf_rail_pbs_signal_back_penalty;
}
}
/* 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 += _settings_game.pf.npf.npf_rail_lastred_penalty;
}
/* Check for slope */
cost += NPFSlopeCost(current);
/* Check for turns */
if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction)) {
cost += _settings_game.pf.npf.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 (IsRailDepotTile(tile) && 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 occurrence of reversing in a depot (and only
* that) */
cost += _settings_game.pf.npf.npf_rail_depot_reverse_penalty;
}
/* Check for occupied track */
cost += NPFReservedTrackCost(current);
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(const AyStar *as, const OpenListNode *current)
{
AyStarUserData *user = (AyStarUserData *)as->user_data;
/* 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 IsDepotTypeTile(current->path.node.tile, user->type) ?
AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
}
/** Find any safe and free tile. */
static int32 NPFFindSafeTile(const AyStar *as, const OpenListNode *current)
{
const Train *v = Train::From(((NPFFindStationOrTileData *)as->user_target)->v);
return (IsSafeWaitingPosition(v, current->path.node.tile, current->path.node.direction, true, _settings_game.pf.forbid_90_deg) &&
IsWaitingPositionFree(v, current->path.node.tile, current->path.node.direction, _settings_game.pf.forbid_90_deg)) ?
AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
}
/* Will find a station identified using the NPFFindStationOrTileData */
static int32 NPFFindStationOrTile(const AyStar *as, const OpenListNode *current)
{
NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
const AyStarNode *node = ¤t->path.node;
TileIndex tile = node->tile;
if (fstd->station_index == INVALID_STATION && tile == fstd->dest_coords) return AYSTAR_FOUND_END_NODE;
if (IsTileType(tile, MP_STATION) && GetStationIndex(tile) == fstd->station_index) {
if (fstd->v->type == VEH_TRAIN) return AYSTAR_FOUND_END_NODE;
assert(fstd->v->type == VEH_ROAD);
/* Only if it is a valid station *and* we can stop there */
if (GetStationType(tile) == fstd->station_type && (fstd->not_articulated || IsDriveThroughStopTile(tile))) return AYSTAR_FOUND_END_NODE;
}
return AYSTAR_DONE;
}
/**
* Find the node containing the first signal on the path.
*
* If the first signal is on the very first two tiles of the path,
* the second signal is returned. If no suitable signal is present, the
* last node of the path is returned.
*/
static const PathNode *FindSafePosition(PathNode *path, const Train *v)
{
/* If there is no signal, reserve the whole path. */
PathNode *sig = path;
for (; path->parent != NULL; path = path->parent) {
if (IsSafeWaitingPosition(v, path->node.tile, path->node.direction, true, _settings_game.pf.forbid_90_deg)) {
sig = path;
}
}
return sig;
}
/**
* Lift the reservation of the tiles from @p start till @p end, excluding @p end itself.
*/
static void ClearPathReservation(const PathNode *start, const PathNode *end)
{
bool first_run = true;
for (; start != end; start = start->parent) {
if (IsRailStationTile(start->node.tile) && first_run) {
SetRailStationPlatformReservation(start->node.tile, TrackdirToExitdir(start->node.direction), false);
} else {
UnreserveRailTrack(start->node.tile, TrackdirToTrack(start->node.direction));
}
first_run = false;
}
}
/**
* To be called when @p current contains the (shortest route to) the target node.
* Will fill the contents of the NPFFoundTargetData using
* AyStarNode[NPF_TRACKDIR_CHOICE]. If requested, path reservation
* is done here.
*/
static void NPFSaveTargetData(AyStar *as, OpenListNode *current)
{
AyStarUserData *user = (AyStarUserData *)as->user_data;
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;
ftd->res_okay = false;
if (as->user_target != NULL && ((NPFFindStationOrTileData*)as->user_target)->reserve_path && user->type == TRANSPORT_RAIL) {
/* Path reservation is requested. */
const Train *v = Train::From(((NPFFindStationOrTileData *)as->user_target)->v);
const PathNode *target = FindSafePosition(¤t->path, v);
ftd->node = target->node;
/* If the target is a station skip to platform end. */
if (IsRailStationTile(target->node.tile)) {
DiagDirection dir = TrackdirToExitdir(target->node.direction);
uint len = Station::GetByTile(target->node.tile)->GetPlatformLength(target->node.tile, dir);
TileIndex end_tile = TILE_ADD(target->node.tile, (len - 1) * TileOffsByDiagDir(dir));
/* Update only end tile, trackdir of a station stays the same. */
ftd->node.tile = end_tile;
if (!IsWaitingPositionFree(v, end_tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return;
SetRailStationPlatformReservation(target->node.tile, dir, true);
SetRailStationReservation(target->node.tile, false);
} else {
if (!IsWaitingPositionFree(v, target->node.tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return;
}
for (const PathNode *cur = target; cur->parent != NULL; cur = cur->parent) {
if (!TryReserveRailTrack(cur->node.tile, TrackdirToTrack(cur->node.direction))) {
/* Reservation failed, undo. */
ClearPathReservation(target, cur);
return;
}
}
ftd->res_okay = true;
}
}
/**
* Finds out if a given company'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 in 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 CanEnterTileOwnerCheck(Owner owner, TileIndex tile, DiagDirection enterdir)
{
if (IsTileType(tile, MP_RAILWAY) || // Rail tile (also rail depot)
HasStationTileRail(tile) || // Rail station tile/waypoint
IsRoadDepotTile(tile) || // Road depot tile
IsStandardRoadStopTile(tile)) { // Road station tile (but not drive-through stops)
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(IsDepotTypeTile(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
}
}
/** Tests if a tile is a road tile with a single tramtrack (tram can reverse) */
static DiagDirection GetSingleTramBit(TileIndex tile)
{
if (IsNormalRoadTile(tile)) {
RoadBits rb = GetRoadBits(tile, ROADTYPE_TRAM);
switch (rb) {
case ROAD_NW: return DIAGDIR_NW;
case ROAD_SW: return DIAGDIR_SW;
case ROAD_SE: return DIAGDIR_SE;
case ROAD_NE: return DIAGDIR_NE;
default: break;
}
}
return INVALID_DIAGDIR;
}
/**
* Tests if a tile can be entered or left only from one side.
*
* Depots, non-drive-through roadstops, and tiles with single trambits are tested.
*
* @param tile The tile of interest.
* @param type The transporttype of the vehicle.
* @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
* @return The single entry/exit-direction of the tile, or INVALID_DIAGDIR if there are more or less directions
*/
static DiagDirection GetTileSingleEntry(TileIndex tile, TransportType type, uint subtype)
{
if (type != TRANSPORT_WATER && IsDepotTypeTile(tile, type)) return GetDepotDirection(tile, type);
if (type == TRANSPORT_ROAD) {
if (IsStandardRoadStopTile(tile)) return GetRoadStopDir(tile);
if (HasBit(subtype, ROADTYPE_TRAM)) return GetSingleTramBit(tile);
}
return INVALID_DIAGDIR;
}
/**
* Tests if a vehicle must reverse on a tile.
*
* @param tile The tile of interest.
* @param dir The direction in which the vehicle drives on a tile.
* @param type The transporttype of the vehicle.
* @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
* @return true iff the vehicle must reverse on the tile.
*/
static inline bool ForceReverse(TileIndex tile, DiagDirection dir, TransportType type, uint subtype)
{
DiagDirection single_entry = GetTileSingleEntry(tile, type, subtype);
return single_entry != INVALID_DIAGDIR && single_entry != dir;
}
/**
* Tests if a vehicle can enter a tile.
*
* @param tile The tile of interest.
* @param dir The direction in which the vehicle drives onto a tile.
* @param user Vehicle information.
* @return true iff the vehicle can enter the tile.
*/
static bool CanEnterTile(TileIndex tile, DiagDirection dir, AyStarUserData *user)
{
/* Check tunnel entries and bridge ramps */
if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(tile) != dir) return false;
/* Test ownership */
if (!CanEnterTileOwnerCheck(user->owner, tile, dir)) return false;
/* check correct rail type (mono, maglev, etc) */
if (user->type == TRANSPORT_RAIL) {
RailType rail_type = GetTileRailType(tile);
if (!HasBit(user->railtypes, rail_type)) return false;
}
/* Depots, standard roadstops and single tram bits can only be entered from one direction */
DiagDirection single_entry = GetTileSingleEntry(tile, user->type, user->roadtypes);
if (single_entry != INVALID_DIAGDIR && single_entry != ReverseDiagDir(dir)) return false;
return true;
}
/**
* Returns the driveable Trackdirs on a tile.
*
* One-way-roads are taken into account. Signals are not tested.
*
* @param dst_tile The tile of interest.
* @param src_trackdir The direction the vehicle is currently moving.
* @param type The transporttype of the vehicle.
* @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
* @return The Trackdirs the vehicle can continue moving on.
*/
static TrackdirBits GetDriveableTrackdirBits(TileIndex dst_tile, Trackdir src_trackdir, TransportType type, uint subtype)
{
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(GetTileTrackStatus(dst_tile, type, subtype));
if (trackdirbits == TRACKDIR_BIT_NONE && type == TRANSPORT_ROAD && HasBit(subtype, ROADTYPE_TRAM)) {
/* GetTileTrackStatus() returns 0 for single tram bits.
* As we cannot change it there (easily) without breaking something, change it here */
switch (GetSingleTramBit(dst_tile)) {
case DIAGDIR_NE:
case DIAGDIR_SW:
trackdirbits = TRACKDIR_BIT_X_NE | TRACKDIR_BIT_X_SW;
break;
case DIAGDIR_NW:
case DIAGDIR_SE:
trackdirbits = TRACKDIR_BIT_Y_NW | TRACKDIR_BIT_Y_SE;
break;
default: break;
}
}
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);
/* Filter out trackdirs that would make 90 deg turns for trains */
if (_settings_game.pf.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits);
return trackdirbits;
}
/* 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)
{
AyStarUserData *user = (AyStarUserData *)aystar->user_data;
/* We leave src_tile on track src_trackdir in direction src_exitdir */
Trackdir src_trackdir = current->path.node.direction;
TileIndex src_tile = current->path.node.tile;
DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
/* Information about the vehicle: TransportType (road/rail/water) and SubType (compatible rail/road types) */
TransportType type = user->type;
uint subtype = user->roadtypes;
/* 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);
/* We want to determine the tile we arrive, and which choices we have there */
TileIndex dst_tile;
TrackdirBits trackdirbits;
/* Find dest tile */
/* Is src_tile valid, and can be used?
* When choosing track on a junction src_tile is the tile neighboured to the junction wrt. exitdir.
* But we must not check the validity of this move, as src_tile is totally unrelated to the move, if a roadvehicle reversed on a junction. */
if (CheckIgnoreFirstTile(¤t->path)) {
/* Do not perform any checks that involve src_tile */
dst_tile = src_tile + TileOffsByDiagDir(src_exitdir);
trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
} else if (IsTileType(src_tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(src_tile) == src_exitdir) {
/* We drive through the wormhole and arrive on the other side */
dst_tile = GetOtherTunnelBridgeEnd(src_tile);
trackdirbits = TrackdirToTrackdirBits(src_trackdir);
} else if (ForceReverse(src_tile, src_exitdir, type, subtype)) {
/* We can only reverse on this tile */
dst_tile = src_tile;
src_trackdir = ReverseTrackdir(src_trackdir);
trackdirbits = TrackdirToTrackdirBits(src_trackdir);
} else {
/* We leave src_tile in src_exitdir and reach dst_tile */
dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(src_exitdir));
if (dst_tile != INVALID_TILE && !CanEnterTile(dst_tile, src_exitdir, user)) dst_tile = INVALID_TILE;
if (dst_tile == INVALID_TILE) {
/* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */
if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return;
dst_tile = src_tile;
src_trackdir = ReverseTrackdir(src_trackdir);
}
trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
if (trackdirbits == TRACKDIR_BIT_NONE) {
/* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */
if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return;
dst_tile = src_tile;
src_trackdir = ReverseTrackdir(src_trackdir);
trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
}
}
if (NPFGetFlag(¤t->path.node, NPF_FLAG_IGNORE_RESERVED)) {
/* Mask out any reserved tracks. */
TrackBits reserved = GetReservedTrackbits(dst_tile);
trackdirbits &= ~TrackBitsToTrackdirBits(reserved);
Track t;
FOR_EACH_SET_TRACK(t, TrackdirBitsToTrackBits(trackdirbits)) {
if (TracksOverlap(reserved | TrackToTrackBits(t))) trackdirbits &= ~TrackToTrackdirBits(t);
}
}
/* Enumerate possible track */
uint i = 0;
while (trackdirbits != TRACKDIR_BIT_NONE) {
Trackdir dst_trackdir = RemoveFirstTrackdir(&trackdirbits);
DEBUG(npf, 5, "Expanded into trackdir: %d, remaining trackdirs: 0x%X", dst_trackdir, trackdirbits);
/* Tile with signals? */
if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TILE_SIGNALS) {
if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir) && IsOnewaySignal(dst_tile, TrackdirToTrack(dst_trackdir))) {
/* If there's a 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, bool ignore_start_tile1, AyStarNode *start2, bool ignore_start_tile2, NPFFindStationOrTileData *target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, AyStarUserData *user, uint reverse_penalty, bool ignore_reserved = false, int max_penalty = 0)
{
int r;
NPFFoundTargetData result;
/* Initialize procs */
_npf_aystar.max_path_cost = max_penalty;
_npf_aystar.CalculateH = heuristic_proc;
_npf_aystar.EndNodeCheck = target_proc;
_npf_aystar.FoundEndNode = NPFSaveTargetData;
_npf_aystar.GetNeighbours = NPFFollowTrack;
switch (user->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;
NPFSetFlag(start1, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile1);
NPFSetFlag(start1, NPF_FLAG_IGNORE_RESERVED, ignore_reserved);
_npf_aystar.AddStartNode(start1, 0);
if (start2 != NULL) {
start2->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start2->user_data[NPF_NODE_FLAGS] = 0;
NPFSetFlag(start2, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile2);
NPFSetFlag(start2, NPF_FLAG_REVERSE, true);
NPFSetFlag(start2, NPF_FLAG_IGNORE_RESERVED, ignore_reserved);
_npf_aystar.AddStartNode(start2, reverse_penalty);
}
/* Initialize result */
result.best_bird_dist = UINT_MAX;
result.best_path_dist = UINT_MAX;
result.best_trackdir = INVALID_TRACKDIR;
result.node.tile = INVALID_TILE;
result.res_okay = false;
_npf_aystar.user_path = &result;
/* Initialize target */
_npf_aystar.user_target = target;
/* Initialize user_data */
_npf_aystar.user_data = user;
/* GO! */
r = _npf_aystar.Main();
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;
}
/* Will search as below, but with two start nodes, the second being the
* reverse. Look at the NPF_FLAG_REVERSE flag in the result node to see which
* direction was taken (NPFGetFlag(result.node, NPF_FLAG_REVERSE)) */
static NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, NPFFindStationOrTileData *target, AyStarUserData *user)
{
AyStarNode start1;
AyStarNode start2;
start1.tile = tile1;
start2.tile = tile2;
start1.direction = trackdir1;
start2.direction = trackdir2;
return NPFRouteInternal(&start1, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, user, 0);
}
/* Will search from the given tile and direction, for a route to the given
* station for the given transport type. See the declaration of
* NPFFoundTargetData above for the meaning of the result. */
static NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, AyStarUserData *user)
{
return NPFRouteToStationOrTileTwoWay(tile, trackdir, ignore_start_tile, INVALID_TILE, INVALID_TRACKDIR, false, target, user);
}
/* Search using breadth first. Good for little track choice and inaccurate
* heuristic, such as railway/road with two start nodes, the second being the reverse. Call
* NPFGetFlag(result.node, NPF_FLAG_REVERSE) to see from which node the path
* originated. All paths from the second node will have the given
* reverse_penalty applied (NPF_TILE_LENGTH is the equivalent of one full
* tile).
*/
static NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, NPFFindStationOrTileData *target, AyStarUserData *user, uint reverse_penalty, int max_penalty)
{
AyStarNode start1;
AyStarNode start2;
start1.tile = tile1;
start2.tile = tile2;
start1.direction = trackdir1;
start2.direction = trackdir2;
/* perform a breadth first search. Target is NULL,
* since we are just looking for any depot...*/
return NPFRouteInternal(&start1, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, target, NPFFindDepot, NPFCalcZero, user, reverse_penalty, false, max_penalty);
}
void InitializeNPF()
{
static bool first_init = true;
if (first_init) {
first_init = false;
_npf_aystar.Init(NPFHash, NPF_HASH_SIZE);
} else {
_npf_aystar.Clear();
}
_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 = _settings_game.pf.npf.npf_max_search_nodes;
}
static void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, const Vehicle *v, bool reserve_path = false)
{
/* 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->type != VEH_SHIP && (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_WAYPOINT))) {
assert(v->IsGroundVehicle());
fstd->station_index = v->current_order.GetDestination();
fstd->station_type = (v->type == VEH_TRAIN) ? (v->current_order.IsType(OT_GOTO_STATION) ? STATION_RAIL : STATION_WAYPOINT) : (RoadVehicle::From(v)->IsBus() ? STATION_BUS : STATION_TRUCK);
fstd->not_articulated = v->type == VEH_ROAD && !RoadVehicle::From(v)->HasArticulatedPart();
/* Let's take the closest tile of the station as our target for vehicles */
fstd->dest_coords = CalcClosestStationTile(fstd->station_index, v->tile, fstd->station_type);
} else {
fstd->dest_coords = v->dest_tile;
fstd->station_index = INVALID_STATION;
}
fstd->reserve_path = reserve_path;
fstd->v = v;
}
/*** Road vehicles ***/
FindDepotData NPFRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_penalty)
{
Trackdir trackdir = v->GetVehicleTrackdir();
AyStarUserData user = { v->owner, TRANSPORT_ROAD, INVALID_RAILTYPES, v->compatible_roadtypes };
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, INVALID_TILE, INVALID_TRACKDIR, false, NULL, &user, 0, max_penalty);
if (ftd.best_bird_dist != 0) return FindDepotData();
/* Found target */
/* Our caller expects a number of tiles, so we just approximate that
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
return FindDepotData(ftd.node.tile, ftd.best_path_dist);
}
Trackdir NPFRoadVehicleChooseTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, bool &path_found)
{
NPFFindStationOrTileData fstd;
NPFFillWithOrderData(&fstd, v);
Trackdir trackdir = DiagDirToDiagTrackdir(enterdir);
AyStarUserData user = { v->owner, TRANSPORT_ROAD, INVALID_RAILTYPES, v->compatible_roadtypes };
NPFFoundTargetData ftd = NPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, &user);
assert(ftd.best_trackdir != INVALID_TRACKDIR);
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
path_found = (ftd.best_bird_dist == 0);
return ftd.best_trackdir;
}
/*** Ships ***/
Track NPFShipChooseTrack(const Ship *v, bool &path_found)
{
NPFFindStationOrTileData fstd;
Trackdir trackdir = v->GetVehicleTrackdir();
assert(trackdir != INVALID_TRACKDIR); // Check that we are not in a depot
NPFFillWithOrderData(&fstd, v);
AyStarUserData user = { v->owner, TRANSPORT_WATER, INVALID_RAILTYPES, ROADTYPES_NONE };
NPFFoundTargetData ftd = NPFRouteToStationOrTile(v->tile, trackdir, true, &fstd, &user);
assert(ftd.best_trackdir != INVALID_TRACKDIR);
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
path_found = (ftd.best_bird_dist == 0);
return TrackdirToTrack(ftd.best_trackdir);
}
bool NPFShipCheckReverse(const Ship *v)
{
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
NPFFillWithOrderData(&fstd, v);
Trackdir trackdir = v->GetVehicleTrackdir();
Trackdir trackdir_rev = ReverseTrackdir(trackdir);
assert(trackdir != INVALID_TRACKDIR);
assert(trackdir_rev != INVALID_TRACKDIR);
AyStarUserData user = { v->owner, TRANSPORT_WATER, INVALID_RAILTYPES, ROADTYPES_NONE };
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, v->tile, trackdir_rev, false, &fstd, &user);
/* If we didn't find anything, just keep on going straight ahead, otherwise take the reverse flag */
return ftd.best_bird_dist == 0 && NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE);
}
/*** Trains ***/
FindDepotData NPFTrainFindNearestDepot(const Train *v, int max_penalty)
{
const Train *last = v->Last();
Trackdir trackdir = v->GetVehicleTrackdir();
Trackdir trackdir_rev = ReverseTrackdir(last->GetVehicleTrackdir());
NPFFindStationOrTileData fstd;
fstd.v = v;
fstd.reserve_path = false;
assert(trackdir != INVALID_TRACKDIR);
AyStarUserData user = { v->owner, TRANSPORT_RAIL, v->compatible_railtypes, ROADTYPES_NONE };
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, &user, NPF_INFINITE_PENALTY, max_penalty);
if (ftd.best_bird_dist != 0) return FindDepotData();
/* Found target */
/* Our caller expects a number of tiles, so we just approximate that
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
return FindDepotData(ftd.node.tile, ftd.best_path_dist, NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE));
}
bool NPFTrainFindNearestSafeTile(const Train *v, TileIndex tile, Trackdir trackdir, bool override_railtype)
{
assert(v->type == VEH_TRAIN);
NPFFindStationOrTileData fstd;
fstd.v = v;
fstd.reserve_path = true;
AyStarNode start1;
start1.tile = tile;
start1.direction = trackdir;
RailTypes railtypes = v->compatible_railtypes;
if (override_railtype) railtypes |= GetRailTypeInfo(v->railtype)->compatible_railtypes;
/* perform a breadth first search. Target is NULL,
* since we are just looking for any safe tile...*/
AyStarUserData user = { v->owner, TRANSPORT_RAIL, railtypes, ROADTYPES_NONE };
return NPFRouteInternal(&start1, true, NULL, false, &fstd, NPFFindSafeTile, NPFCalcZero, &user, 0, true).res_okay;
}
bool NPFTrainCheckReverse(const Train *v)
{
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
const Train *last = v->Last();
NPFFillWithOrderData(&fstd, v);
Trackdir trackdir = v->GetVehicleTrackdir();
Trackdir trackdir_rev = ReverseTrackdir(last->GetVehicleTrackdir());
assert(trackdir != INVALID_TRACKDIR);
assert(trackdir_rev != INVALID_TRACKDIR);
AyStarUserData user = { v->owner, TRANSPORT_RAIL, v->compatible_railtypes, ROADTYPES_NONE };
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, &user);
/* If we didn't find anything, just keep on going straight ahead, otherwise take the reverse flag */
return ftd.best_bird_dist == 0 && NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE);
}
Track NPFTrainChooseTrack(const Train *v, bool &path_found, bool reserve_track, struct PBSTileInfo *target)
{
NPFFindStationOrTileData fstd;
NPFFillWithOrderData(&fstd, v, reserve_track);
PBSTileInfo origin = FollowTrainReservation(v);
assert(IsValidTrackdir(origin.trackdir));
AyStarUserData user = { v->owner, TRANSPORT_RAIL, v->compatible_railtypes, ROADTYPES_NONE };
NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, &user);
if (target != NULL) {
target->tile = ftd.node.tile;
target->trackdir = (Trackdir)ftd.node.direction;
target->okay = ftd.res_okay;
}
assert(ftd.best_trackdir != INVALID_TRACKDIR);
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
path_found = (ftd.best_bird_dist == 0);
/* Discard enterdir information, making it a normal track */
return TrackdirToTrack(ftd.best_trackdir);
}
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