Files @ r28518:ca5098bf21c9
Branch filter:

Location: cpp/openttd-patchpack/source/src/pathfinder/npf/npf.cpp

Rubidium
Codechange: replace FIND_FIRST_BIT/FindFirstBit2x64 with FindFirstBit
   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
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
/*
 * 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 "../../debug.h"
#include "../../network/network.h"
#include "../../viewport_func.h"
#include "../../ship.h"
#include "../../roadstop_base.h"
#include "../../vehicle_func.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;
	uint subtype;
};

/** 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 == nullptr && 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 * std::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 tile The TileIndex of the tile to hash
 * @param dir The Trackdir of the track on the tile.
 *
 * @todo Think of a better hash.
 */
static uint NPFHash(TileIndex tile, Trackdir dir)
{
	/* TODO: think of a better hash? */
	uint part1 = TileX(tile) & NPF_HASH_HALFMASK;
	uint part2 = TileY(tile) & NPF_HASH_HALFMASK;

	assert(IsValidTrackdir(dir));
	assert(IsValidTile(tile));
	return ((part1 << NPF_HASH_HALFBITS | part2) + (NPF_HASH_SIZE * dir / TRACKDIR_END)) % NPF_HASH_SIZE;
}

static int32_t NPFCalcZero(AyStar *, AyStarNode *, OpenListNode *)
{
	return 0;
}

/* Calculates the heuristic to the target station or tile. For train stations, it
 * takes into account the direction of approach.
 */
static int32_t NPFCalcStationOrTileHeuristic(AyStar *as, AyStarNode *current, OpenListNode *)
{
	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;

	/* aim for the closest station tile */
	if (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: ({}, {}). Result: {}", 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 == nullptr) {
		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, true);
	int z2 = GetSlopePixelZ(x2 - dx4, y2 - dy4, true);

	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 Vehicle *CountShipProc(Vehicle *v, void *data)
{
	uint *count = (uint *)data;
	/* Ignore other vehicles (aircraft) and ships inside depot. */
	if (v->type == VEH_SHIP && (v->vehstatus & VS_HIDDEN) == 0) (*count)++;

	return nullptr;
}

static int32_t NPFWaterPathCost(AyStar *, AyStarNode *current, OpenListNode *parent)
{
	int32_t 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;
	}

	if (IsDockingTile(current->tile)) {
		/* Check docking tile for occupancy */
		uint count = 0;
		HasVehicleOnPos(current->tile, &count, &CountShipProc);
		cost += count * 3 * _trackdir_length[trackdir];
	}

	/* @todo More penalties? */

	return cost;
}

/* Determine the cost of this node, for road tracks */
static int32_t NPFRoadPathCost(AyStar *, AyStarNode *current, OpenListNode *)
{
	TileIndex tile = current->tile;
	int32_t 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: ({}, {}). Result: {}", TileX(current->tile), TileY(current->tile), cost);
	return cost;
}


/* Determine the cost of this node, for railway tracks */
static int32_t NPFRailPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent)
{
	TileIndex tile = current->tile;
	Trackdir trackdir = current->direction;
	int32_t 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: ({}, {}). Result: {}", TileX(current->tile), TileY(current->tile), cost);
	return cost;
}

/* Will find any depot */
static int32_t 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_t 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_t NPFFindStationOrTile(const AyStar *as, const OpenListNode *current)
{
	NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
	const AyStarNode *node = &current->path.node;
	TileIndex tile = node->tile;

	if (fstd->station_index == INVALID_STATION && tile == fstd->dest_coords) return AYSTAR_FOUND_END_NODE;

	if (fstd->v->type == VEH_SHIP) {
		/* Ships do not actually reach the destination station, so we check for a docking tile instead. */
		if (IsDockingTile(tile) && IsShipDestinationTile(tile, fstd->station_index)) return AYSTAR_FOUND_END_NODE;
		return AYSTAR_DONE;
	}

	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 != nullptr; 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 != nullptr && ((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(&current->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 != nullptr; 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
			IsBayRoadStopTile(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, RTT_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 (IsBayRoadStopTile(tile)) return GetRoadStopDir(tile);
		if ((RoadTramType)subtype == RTT_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) */
	switch (user->type) {
		case TRANSPORT_RAIL: {
			RailType rail_type = GetTileRailType(tile);
			if (!HasBit(user->railtypes, rail_type)) return false;
			break;
		}

		case TRANSPORT_ROAD: {
			RoadType road_type = GetRoadType(tile, (RoadTramType)user->subtype);
			if (!HasBit(user->roadtypes, road_type)) return false;
			break;
		}

		default: break;
	}

	/* Depots, standard roadstops and single tram bits can only be entered from one direction */
	DiagDirection single_entry = GetTileSingleEntry(tile, user->type, user->subtype);
	return single_entry == INVALID_DIAGDIR || single_entry == ReverseDiagDir(dir);
}

/**
 * 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_tile The originating tile.
 * @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, TileIndex src_tile, Trackdir src_trackdir, TransportType type, uint subtype)
{
	TrackdirBits trackdirbits = TrackStatusToTrackdirBits(GetTileTrackStatus(dst_tile, type, subtype));

	if (trackdirbits == TRACKDIR_BIT_NONE && type == TRANSPORT_ROAD && (RoadTramType)subtype == RTT_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: ({}, {}) [{}], 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 (type == TRANSPORT_RAIL && Rail90DegTurnDisallowed(GetTileRailType(src_tile), GetTileRailType(dst_tile))) {
		trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
	}

	Debug(npf, 6, "After filtering: ({}, {}), 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->subtype;

	/* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
	aystar->num_neighbours = 0;
	Debug(npf, 4, "Expanding: ({}, {}, {}) [{}]", 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(&current->path)) {
		/* Do not perform any checks that involve src_tile */
		dst_tile = src_tile + TileOffsByDiagDir(src_exitdir);
		trackdirbits = GetDriveableTrackdirBits(dst_tile, src_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 && IsNormalRoadTile(dst_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 || (RoadTramType)subtype == RTT_TRAM) return;

			dst_tile = src_tile;
			src_trackdir = ReverseTrackdir(src_trackdir);
		}

		trackdirbits = GetDriveableTrackdirBits(dst_tile, src_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 || (RoadTramType)subtype == RTT_TRAM) return;

			dst_tile = src_tile;
			src_trackdir = ReverseTrackdir(src_trackdir);

			trackdirbits = GetDriveableTrackdirBits(dst_tile, src_tile, src_trackdir, type, subtype);
		}
	}

	if (NPFGetFlag(&current->path.node, NPF_FLAG_IGNORE_RESERVED)) {
		/* Mask out any reserved tracks. */
		TrackBits reserved = GetReservedTrackbits(dst_tile);
		trackdirbits &= ~TrackBitsToTrackdirBits(reserved);

		for (Track t : SetTrackBitIterator(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: {}, 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 nullptr, 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 specifying 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)
{
	/* 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 != nullptr) {
		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 */
	NPFFoundTargetData 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! */
	[[maybe_unused]] int r = _npf_aystar.Main();
	assert(r != AYSTAR_STILL_BUSY);

	if (result.best_bird_dist != 0) {
		if (target != nullptr) {
			Debug(npf, 1, "Could not find route to tile 0x{:X} from 0x{:X}.", target->dest_coords, start1->tile);
		} else {
			/* Assumption: target == nullptr, 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 : nullptr), 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 nullptr,
	 * since we are just looking for any depot...*/
	return NPFRouteInternal(&start1, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : nullptr), 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;
	/* 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->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_WAYPOINT)) {
		fstd->station_index = v->current_order.GetDestination();
		if (v->type == VEH_TRAIN) {
			fstd->station_type = v->current_order.IsType(OT_GOTO_STATION) ? STATION_RAIL : STATION_WAYPOINT;
		} else if (v->type == VEH_ROAD) {
			fstd->station_type = RoadVehicle::From(v)->IsBus() ? STATION_BUS : STATION_TRUCK;
		} else if (v->type == VEH_SHIP) {
			fstd->station_type = v->current_order.IsType(OT_GOTO_STATION) ? STATION_DOCK : STATION_BUOY;
		}

		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, RAILTYPES_NONE, v->compatible_roadtypes, GetRoadTramType(v->roadtype) };
	NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, INVALID_TILE, INVALID_TRACKDIR, false, nullptr, &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, RAILTYPES_NONE, v->compatible_roadtypes, GetRoadTramType(v->roadtype) };
	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, RAILTYPES_NONE, ROADTYPES_NONE, 0 };
	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, Trackdir *best_td)
{
	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, RAILTYPES_NONE, ROADTYPES_NONE, 0 };
	if (best_td != nullptr) {
		DiagDirection entry = ReverseDiagDir(VehicleExitDir(v->direction, v->state));
		TrackdirBits rtds = DiagdirReachesTrackdirs(entry) & TrackStatusToTrackdirBits(GetTileTrackStatus(v->tile, TRANSPORT_WATER, 0, entry));
		Trackdir best = (Trackdir)FindFirstBit(rtds);
		rtds = KillFirstBit(rtds);
		if (rtds == TRACKDIR_BIT_NONE) return false; /* At most one choice. */
		for (; rtds != TRACKDIR_BIT_NONE; rtds = KillFirstBit(rtds)) {
			Trackdir td = (Trackdir)FindFirstBit(rtds);
			ftd = NPFRouteToStationOrTileTwoWay(v->tile, best, false, v->tile, td, false, &fstd, &user);
			if (ftd.best_bird_dist == 0 && NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) best = td;
		}
		if (ftd.best_bird_dist == 0) {
			*best_td = best;
			return true;
		}
	} else {
		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, 0 };
	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 nullptr,
	 * since we are just looking for any safe tile...*/
	AyStarUserData user = { v->owner, TRANSPORT_RAIL, railtypes, ROADTYPES_NONE, 0 };
	return NPFRouteInternal(&start1, true, nullptr, 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, 0 };
	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, 0 };
	NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, &user);

	if (target != nullptr) {
		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);
}