Files @ r12162:c4894f5339c3
Branch filter:

Location: cpp/openttd-patchpack/source/src/aystar.cpp

rubidium
(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
/* $Id$ */

/** @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 "aystar.h"
#include "core/alloc_func.hpp"

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<PathNode>(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<OpenListNode>(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
 */
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.
 */
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, &current->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
 */
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.
 */
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;
}