OpenTTD-patches/src/npf.cpp

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/* $Id$ */
/** @file npf.cpp Implementation of the NPF pathfinder. */
#include "stdafx.h"
#include "openttd.h"
#include "npf.h"
#include "bridge_map.h"
#include "debug.h"
#include "tile_cmd.h"
#include "bridge.h"
#include "landscape.h"
#include "aystar.h"
#include "pathfind.h"
#include "station_base.h"
#include "station_map.h"
#include "depot_base.h"
#include "depot_map.h"
#include "tunnel_map.h"
#include "network/network.h"
#include "water_map.h"
#include "tunnelbridge_map.h"
#include "functions.h"
#include "vehicle_base.h"
#include "settings_type.h"
#include "tunnelbridge.h"
static AyStar _npf_aystar;
/* The cost of each trackdir. A diagonal piece is the full NPF_TILE_LENGTH,
* the shorter piece is sqrt(2)/2*NPF_TILE_LENGTH =~ 0.7071
*/
#define NPF_STRAIGHT_LENGTH (uint)(NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH)
static const uint _trackdir_length[TRACKDIR_END] = {
NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH,
0, 0,
NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH
};
/**
* Calculates the minimum distance traveled to get from t0 to t1 when only
* using tracks (ie, only making 45 degree turns). Returns the distance in the
* NPF scale, ie the number of full tiles multiplied by NPF_TILE_LENGTH to
* prevent rounding.
*/
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static uint NPFDistanceTrack(TileIndex t0, TileIndex t1)
{
const uint dx = Delta(TileX(t0), TileX(t1));
const uint dy = Delta(TileY(t0), TileY(t1));
const uint straightTracks = 2 * min(dx, dy); /* The number of straight (not full length) tracks */
/* OPTIMISATION:
* Original: diagTracks = max(dx, dy) - min(dx,dy);
* Proof:
* (dx+dy) - straightTracks == (min + max) - straightTracks = min + max - 2 * min = max - min */
const uint diagTracks = dx + dy - straightTracks; /* The number of diagonal (full tile length) tracks. */
/* Don't factor out NPF_TILE_LENGTH below, this will round values and lose
* precision */
return diagTracks * NPF_TILE_LENGTH + straightTracks * NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH;
}
#if 0
static uint NTPHash(uint key1, uint key2)
{
/* This function uses the old hash, which is fixed on 10 bits (1024 buckets) */
return PATHFIND_HASH_TILE(key1);
}
#endif
/**
* Calculates a hash value for use in the NPF.
* @param key1 The TileIndex of the tile to hash
* @param key2 The Trackdir of the track on the tile.
*
* @todo Think of a better hash.
*/
static uint NPFHash(uint key1, uint key2)
{
/* TODO: think of a better hash? */
uint part1 = TileX(key1) & NPF_HASH_HALFMASK;
uint part2 = TileY(key1) & NPF_HASH_HALFMASK;
assert(IsValidTrackdir((Trackdir)key2));
assert(IsValidTile(key1));
return ((part1 << NPF_HASH_HALFBITS | part2) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
}
static int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
return 0;
}
/* Calcs the tile of given station that is closest to a given tile
* for this we assume the station is a rectangle,
* as defined by its top tile (st->train_tile) and its width/height (st->trainst_w, st->trainst_h)
*/
static TileIndex CalcClosestStationTile(StationID station, TileIndex tile)
{
const Station* st = GetStation(station);
uint minx = TileX(st->train_tile); // topmost corner of station
uint miny = TileY(st->train_tile);
uint maxx = minx + st->trainst_w - 1; // lowermost corner of station
uint maxy = miny + st->trainst_h - 1;
uint x;
uint y;
/* we are going the aim for the x coordinate of the closest corner
* but if we are between those coordinates, we will aim for our own x coordinate */
x = Clamp(TileX(tile), minx, maxx);
/* same for y coordinate, see above comment */
y = Clamp(TileY(tile), miny, maxy);
/* return the tile of our target coordinates */
return TileXY(x, y);
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}
/* Calcs the heuristic to the target station or tile. For train stations, it
* takes into account the direction of approach.
*/
static int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
TileIndex from = current->tile;
TileIndex to = fstd->dest_coords;
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uint dist;
/* for train-stations, we are going to aim for the closest station tile */
if (as->user_data[NPF_TYPE] == TRANSPORT_RAIL && fstd->station_index != INVALID_STATION)
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to = CalcClosestStationTile(fstd->station_index, from);
if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD) {
/* Since roads only have diagonal pieces, we use manhattan distance here */
dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
} else {
/* Ships and trains can also go diagonal, so the minimum distance is shorter */
dist = NPFDistanceTrack(from, to);
}
DEBUG(npf, 4, "Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
if (dist < ftd->best_bird_dist) {
ftd->best_bird_dist = dist;
ftd->best_trackdir = (Trackdir)current->user_data[NPF_TRACKDIR_CHOICE];
}
return dist;
}
/* Fills AyStarNode.user_data[NPF_TRACKDIRCHOICE] with the chosen direction to
* get here, either getting it from the current choice or from the parent's
* choice */
static void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
{
if (parent->path.parent == NULL) {
Trackdir trackdir = (Trackdir)current->direction;
/* This is a first order decision, so we'd better save the
* direction we chose */
current->user_data[NPF_TRACKDIR_CHOICE] = trackdir;
DEBUG(npf, 6, "Saving trackdir: 0x%X", trackdir);
} else {
/* We've already made the decision, so just save our parent's decision */
current->user_data[NPF_TRACKDIR_CHOICE] = parent->path.node.user_data[NPF_TRACKDIR_CHOICE];
}
}
/* Will return the cost of the tunnel. If it is an entry, it will return the
* cost of that tile. If the tile is an exit, it will return the tunnel length
* including the exit tile. Requires that this is a Tunnel tile */
static uint NPFTunnelCost(AyStarNode* current)
{
DiagDirection exitdir = TrackdirToExitdir((Trackdir)current->direction);
TileIndex tile = current->tile;
if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(exitdir)) {
/* We just popped out if this tunnel, since were
* facing the tunnel exit */
return NPF_TILE_LENGTH * (GetTunnelBridgeLength(current->tile, GetOtherTunnelEnd(current->tile)) + 1);
/* @todo: Penalty for tunnels? */
} else {
/* We are entering the tunnel, the enter tile is just a
* straight track */
return NPF_TILE_LENGTH;
}
}
static inline uint NPFBridgeCost(AyStarNode *current)
{
return NPF_TILE_LENGTH * GetTunnelBridgeLength(current->tile, GetOtherBridgeEnd(current->tile));
}
static uint NPFSlopeCost(AyStarNode* current)
{
TileIndex next = current->tile + TileOffsByDiagDir(TrackdirToExitdir((Trackdir)current->direction));
/* Get center of tiles */
int x1 = TileX(current->tile) * TILE_SIZE + TILE_SIZE / 2;
int y1 = TileY(current->tile) * TILE_SIZE + TILE_SIZE / 2;
int x2 = TileX(next) * TILE_SIZE + TILE_SIZE / 2;
int y2 = TileY(next) * TILE_SIZE + TILE_SIZE / 2;
int dx4 = (x2 - x1) / 4;
int dy4 = (y2 - y1) / 4;
/* Get the height on both sides of the tile edge.
* Avoid testing the height on the tile-center. This will fail for halftile-foundations.
*/
int z1 = GetSlopeZ(x1 + dx4, y1 + dy4);
int z2 = GetSlopeZ(x2 - dx4, y2 - dy4);
if (z2 - z1 > 1) {
/* Slope up */
return _settings_game.pf.npf.npf_rail_slope_penalty;
}
return 0;
/* Should we give a bonus for slope down? Probably not, we
* could just substract that bonus from the penalty, because
* there is only one level of steepness... */
}
/**
* Mark tiles by mowing the grass when npf debug level >= 1.
* Will not work for multiplayer games, since it can (will) cause desyncs.
*/
static void NPFMarkTile(TileIndex tile)
{
#ifndef NO_DEBUG_MESSAGES
if (_debug_npf_level < 1 || _networking) return;
switch (GetTileType(tile)) {
case MP_RAILWAY:
/* DEBUG: mark visited tiles by mowing the grass under them ;-) */
if (!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;
}
#endif
}
static int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
{
/* TileIndex tile = current->tile; */
int32 cost = 0;
Trackdir trackdir = (Trackdir)current->direction;
cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks
if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir))
cost += _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;
/* Increase the cost for drive-through road stops */
if (IsDriveThroughStopTile(tile)) cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
break;
default:
break;
}
/* Determine extra costs */
/* Check for slope */
cost += NPFSlopeCost(current);
/* Check for turns. Road vehicles only really drive diagonal, turns are
* represented by non-diagonal tracks */
if (!IsDiagonalTrackdir((Trackdir)current->direction))
cost += _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 = (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;
break;
default:
break;
}
/* Determine extra costs */
/* Check for signals */
if (IsTileType(tile, MP_RAILWAY) && HasSignalOnTrackdir(tile, trackdir)) {
/* Ordinary track with signals */
if (GetSignalStateByTrackdir(tile, trackdir) == SIGNAL_STATE_RED) {
/* Signal facing us is red */
if (!NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) {
/* Penalize the first signal we
* encounter, if it is red */
/* Is this a presignal exit or combo? */
SignalType sigtype = GetSignalType(tile, TrackdirToTrack(trackdir));
if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
/* Penalise exit and combo signals differently (heavier) */
cost += _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 */
NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, true);
} else {
/* Record the state of this signal */
NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, false);
}
NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true);
}
/* Penalise the tile if it is a target tile and the last signal was
* red */
/* HACK: We create a new_node here so we can call EndNodeCheck. Ugly as hell
* of course... */
new_node.path.node = *current;
if (as->EndNodeCheck(as, &new_node) == AYSTAR_FOUND_END_NODE && NPFGetFlag(current, NPF_FLAG_LAST_SIGNAL_RED))
cost += _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 occurence of reversing in a depot (and only
* that) */
cost += _settings_game.pf.npf.npf_rail_depot_reverse_penalty;
}
/* Check for occupied track */
//TODO
NPFMarkTile(tile);
DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
return cost;
}
/* Will find any depot */
static int32 NPFFindDepot(AyStar* as, OpenListNode *current)
{
/* It's not worth caching the result with NPF_FLAG_IS_TARGET here as below,
* since checking the cache not that much faster than the actual check */
return IsDepotTypeTile(current->path.node.tile, (TransportType)as->user_data[NPF_TYPE]) ?
AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
}
/* Will find a station identified using the NPFFindStationOrTileData */
static int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current)
{
NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
AyStarNode *node = &current->path.node;
TileIndex tile = node->tile;
/* If GetNeighbours said we could get here, we assume the station type
* is correct */
if (
(fstd->station_index == INVALID_STATION && tile == fstd->dest_coords) || /* We've found the tile, or */
(IsTileType(tile, MP_STATION) && GetStationIndex(tile) == fstd->station_index) /* the station */
) {
return AYSTAR_FOUND_END_NODE;
} else {
return AYSTAR_DONE;
}
}
/* To be called when current contains the (shortest route to) the target node.
* Will fill the contents of the NPFFoundTargetData using
* AyStarNode[NPF_TRACKDIR_CHOICE].
*/
static void NPFSaveTargetData(AyStar* as, OpenListNode* current)
{
NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
ftd->best_trackdir = (Trackdir)current->path.node.user_data[NPF_TRACKDIR_CHOICE];
ftd->best_path_dist = current->g;
ftd->best_bird_dist = 0;
ftd->node = current->path.node;
}
/**
* Finds out if a given player's vehicles are allowed to enter a given tile.
* @param owner The owner of the vehicle.
* @param tile The tile that is about to be entered.
* @param enterdir The direction 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) */
IsRailwayStationTile(tile) || /* Rail station tile */
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 type The transporttype of the vehicle.
* @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
* @param railtypes For TRANSPORT_RAIL the compatible RailTypes of the vehicle.
* @param owner The owner of the vehicle.
* @return true iff the vehicle can enter the tile.
*/
static bool CanEnterTile(TileIndex tile, DiagDirection dir, TransportType type, uint subtype, RailTypes railtypes, Owner owner)
{
/* Check tunnel entries and bridge ramps */
if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(tile) != dir) return false;
/* Test ownership */
if (!CanEnterTileOwnerCheck(owner, tile, dir)) return false;
/* check correct rail type (mono, maglev, etc) */
if (type == TRANSPORT_RAIL) {
RailType rail_type = GetTileRailType(tile);
if (!HasBit(railtypes, rail_type)) return false;
}
/* Depots, standard roadstops and single tram bits can only be entered from one direction */
DiagDirection single_entry = GetTileSingleEntry(tile, type, subtype);
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 == 0 && 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)
{
/* We leave src_tile on track src_trackdir in direction src_exitdir */
Trackdir src_trackdir = (Trackdir)current->path.node.direction;
TileIndex src_tile = current->path.node.tile;
DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
/* 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. */
bool ignore_src_tile = (current->path.parent == NULL && NPFGetFlag(&current->path.node, NPF_FLAG_IGNORE_START_TILE));
/* Information about the vehicle: TransportType (road/rail/water) and SubType (compatible rail/road types) */
TransportType type = (TransportType)aystar->user_data[NPF_TYPE];
uint subtype = aystar->user_data[NPF_SUB_TYPE];
/* 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 */
if (ignore_src_tile) {
/* 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, type, subtype, (RailTypes)aystar->user_data[NPF_RAILTYPES], (Owner)aystar->user_data[NPF_OWNER])) 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 == 0) {
/* 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);
}
}
/* Enumerate possible track */
uint i = 0;
while (trackdirbits != 0) {
Trackdir dst_trackdir = RemoveFirstTrackdir(&trackdirbits);
DEBUG(npf, 5, "Expanded into trackdir: %d, remaining trackdirs: 0x%X", dst_trackdir, trackdirbits);
/* Check for oneway signal against us */
if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TILE_SIGNALS) {
if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir))
/* if one way signal not pointing towards us, stop going in this direction. */
break;
}
{
/* We've found ourselves a neighbour :-) */
AyStarNode* neighbour = &aystar->neighbours[i];
neighbour->tile = dst_tile;
neighbour->direction = dst_trackdir;
/* Save user data */
neighbour->user_data[NPF_NODE_FLAGS] = current->path.node.user_data[NPF_NODE_FLAGS];
NPFFillTrackdirChoice(neighbour, current);
}
i++;
}
aystar->num_neighbours = i;
}
/*
* Plan a route to the specified target (which is checked by target_proc),
* from start1 and if not NULL, from start2 as well. The type of transport we
* are checking is in type. reverse_penalty is applied to all routes that
* originate from the second start node.
* When we are looking for one specific target (optionally multiple tiles), we
* should use a good heuristic to perform aystar search. When we search for
* multiple targets that are spread around, we should perform a breadth first
* search by specifiying CalcZero as our heuristic.
*/
static NPFFoundTargetData NPFRouteInternal(AyStarNode* start1, bool ignore_start_tile1, AyStarNode* start2, bool ignore_start_tile2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, uint sub_type, Owner owner, RailTypes railtypes, uint reverse_penalty)
{
int r;
NPFFoundTargetData result;
/* Initialize procs */
_npf_aystar.CalculateH = heuristic_proc;
_npf_aystar.EndNodeCheck = target_proc;
_npf_aystar.FoundEndNode = NPFSaveTargetData;
_npf_aystar.GetNeighbours = NPFFollowTrack;
switch (type) {
default: NOT_REACHED();
case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
}
/* Initialize Start Node(s) */
start1->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start1->user_data[NPF_NODE_FLAGS] = 0;
NPFSetFlag(start1, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile1);
_npf_aystar.addstart(&_npf_aystar, start1, 0);
if (start2) {
start2->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start2->user_data[NPF_NODE_FLAGS] = 0;
NPFSetFlag(start2, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile2);
NPFSetFlag(start2, NPF_FLAG_REVERSE, true);
_npf_aystar.addstart(&_npf_aystar, start2, reverse_penalty);
}
/* Initialize result */
result.best_bird_dist = (uint)-1;
result.best_path_dist = (uint)-1;
result.best_trackdir = INVALID_TRACKDIR;
_npf_aystar.user_path = &result;
/* Initialize target */
_npf_aystar.user_target = target;
/* Initialize user_data */
_npf_aystar.user_data[NPF_TYPE] = type;
_npf_aystar.user_data[NPF_SUB_TYPE] = sub_type;
_npf_aystar.user_data[NPF_OWNER] = owner;
_npf_aystar.user_data[NPF_RAILTYPES] = railtypes;
/* GO! */
r = AyStarMain_Main(&_npf_aystar);
assert(r != AYSTAR_STILL_BUSY);
if (result.best_bird_dist != 0) {
if (target != NULL) {
DEBUG(npf, 1, "Could not find route to tile 0x%X from 0x%X.", target->dest_coords, start1->tile);
} else {
/* Assumption: target == NULL, so we are looking for a depot */
DEBUG(npf, 1, "Could not find route to a depot from tile 0x%X.", start1->tile);
}
}
return result;
}
NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
AyStarNode start1;
AyStarNode start2;
start1.tile = tile1;
start2.tile = tile2;
/* We set this in case the target is also the start tile, we will just
* return a not found then */
start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start1.direction = trackdir1;
start2.direction = trackdir2;
start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
return NPFRouteInternal(&start1, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, sub_type, owner, railtypes, 0);
}
NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
return NPFRouteToStationOrTileTwoWay(tile, trackdir, ignore_start_tile, INVALID_TILE, INVALID_TRACKDIR, false, target, type, sub_type, owner, railtypes);
}
NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, TransportType type, uint sub_type, Owner owner, RailTypes railtypes, uint reverse_penalty)
{
AyStarNode start1;
AyStarNode start2;
start1.tile = tile1;
start2.tile = tile2;
/* We set this in case the target is also the start tile, we will just
* return a not found then */
start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start1.direction = trackdir1;
start2.direction = trackdir2;
start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
/* perform a breadth first search. Target is NULL,
* since we are just looking for any depot...*/
return NPFRouteInternal(&start1, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, NULL, NPFFindDepot, NPFCalcZero, type, sub_type, owner, railtypes, reverse_penalty);
}
NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
return NPFRouteToDepotBreadthFirstTwoWay(tile, trackdir, ignore_start_tile, INVALID_TILE, INVALID_TRACKDIR, false, type, sub_type, owner, railtypes, 0);
}
NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
/* Okay, what we're gonna do. First, we look at all depots, calculate
* the manhatten distance to get to each depot. We then sort them by
* distance. We start by trying to plan a route to the closest, then
* the next closest, etc. We stop when the best route we have found so
* far, is shorter than the manhattan distance. This will obviously
* always find the closest depot. It will probably be most efficient
* for ships, since the heuristic will not be to far off then. I hope.
*/
Queue depots;
int r;
NPFFoundTargetData best_result = {(uint)-1, (uint)-1, INVALID_TRACKDIR, {INVALID_TILE, 0, {0, 0}}};
NPFFoundTargetData result;
NPFFindStationOrTileData target;
AyStarNode start;
Depot* current;
Depot *depot;
init_InsSort(&depots);
/* Okay, let's find all depots that we can use first */
FOR_ALL_DEPOTS(depot) {
/* Check if this is really a valid depot, it is of the needed type and
* owner */
if (IsDepotTypeTile(depot->xy, type) && IsTileOwner(depot->xy, owner))
/* If so, let's add it to the queue, sorted by distance */
depots.push(&depots, depot, DistanceManhattan(tile, depot->xy));
}
/* Now, let's initialise the aystar */
/* Initialize procs */
_npf_aystar.CalculateH = NPFCalcStationOrTileHeuristic;
_npf_aystar.EndNodeCheck = NPFFindStationOrTile;
_npf_aystar.FoundEndNode = NPFSaveTargetData;
_npf_aystar.GetNeighbours = NPFFollowTrack;
switch (type) {
default: NOT_REACHED();
case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
}
/* Initialize target */
target.station_index = INVALID_STATION; /* We will initialize dest_coords inside the loop below */
_npf_aystar.user_target = &target;
/* Initialize user_data */
_npf_aystar.user_data[NPF_TYPE] = type;
_npf_aystar.user_data[NPF_SUB_TYPE] = sub_type;
_npf_aystar.user_data[NPF_OWNER] = owner;
/* Initialize Start Node */
start.tile = tile;
start.direction = trackdir; /* We will initialize user_data inside the loop below */
/* Initialize Result */
_npf_aystar.user_path = &result;
best_result.best_path_dist = (uint)-1;
best_result.best_bird_dist = (uint)-1;
/* Just iterate the depots in order of increasing distance */
while ((current = (Depot*)depots.pop(&depots))) {
/* Check to see if we already have a path shorter than this
* depot's manhattan distance. HACK: We call DistanceManhattan
* again, we should probably modify the queue to give us that
* value... */
if ( DistanceManhattan(tile, current->xy * NPF_TILE_LENGTH) > best_result.best_path_dist)
break;
/* Initialize Start Node */
/* We set this in case the target is also the start tile, we will just
* return a not found then */
start.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
start.user_data[NPF_NODE_FLAGS] = 0;
NPFSetFlag(&start, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile);
_npf_aystar.addstart(&_npf_aystar, &start, 0);
/* Initialize result */
result.best_bird_dist = (uint)-1;
result.best_path_dist = (uint)-1;
result.best_trackdir = INVALID_TRACKDIR;
/* Initialize target */
target.dest_coords = current->xy;
/* GO! */
r = AyStarMain_Main(&_npf_aystar);
assert(r != AYSTAR_STILL_BUSY);
/* This depot is closer */
if (result.best_path_dist < best_result.best_path_dist)
best_result = result;
}
if (result.best_bird_dist != 0) {
DEBUG(npf, 1, "Could not find route to any depot from tile 0x%X.", tile);
}
return best_result;
}
void InitializeNPF()
{
static bool first_init = true;
if (first_init) {
first_init = false;
init_AyStar(&_npf_aystar, NPFHash, NPF_HASH_SIZE);
} else {
AyStarMain_Clear(&_npf_aystar);
}
_npf_aystar.loops_per_tick = 0;
_npf_aystar.max_path_cost = 0;
//_npf_aystar.max_search_nodes = 0;
/* We will limit the number of nodes for now, until we have a better
* solution to really fix performance */
_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
}
void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v)
{
/* Ships don't really reach their stations, but the tile in front. So don't
* save the station id for ships. For roadvehs we don't store it either,
* because multistop depends on vehicles actually reaching the exact
* dest_tile, not just any stop of that station.
* So only for train orders to stations we fill fstd->station_index, for all
* others only dest_coords */
if (v->current_order.IsType(OT_GOTO_STATION) && v->type == VEH_TRAIN) {
fstd->station_index = v->current_order.GetDestination();
/* Let's take the closest tile of the station as our target for trains */
fstd->dest_coords = CalcClosestStationTile(fstd->station_index, v->tile);
} else {
fstd->dest_coords = v->dest_tile;
fstd->station_index = INVALID_STATION;
}
}