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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/**
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* @file aystar.h
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* This file has the header for %AyStar.
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* %AyStar is a fast path finding routine and is used for things like AI path finding and Train path finding.
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* For more information about AyStar (A* Algorithm), you can look at
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* <A HREF='http://en.wikipedia.org/wiki/A-star_search_algorithm'>http://en.wikipedia.org/wiki/A-star_search_algorithm</A>.
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*/
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#ifndef AYSTAR_H
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#define AYSTAR_H
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#include "queue.h"
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#include "../../tile_type.h"
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#include "../../track_type.h"
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//#define AYSTAR_DEBUG
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/** Return status of #AyStar methods. */
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enum AystarStatus {
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AYSTAR_FOUND_END_NODE, ///< An end node was found.
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AYSTAR_EMPTY_OPENLIST, ///< All items are tested, and no path has been found.
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AYSTAR_STILL_BUSY, ///< Some checking was done, but no path found yet, and there are still items left to try.
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AYSTAR_NO_PATH, ///< No path to the goal was found.
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AYSTAR_LIMIT_REACHED, ///< The #max_nodes limit has been reached, aborting search.
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AYSTAR_DONE, ///< Not an end-tile, or wrong direction.
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};
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static const int AYSTAR_INVALID_NODE = -1; ///< Item is not valid (for example, not walkable).
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/** Node in the search. */
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struct AyStarNode {
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TileIndex tile;
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Trackdir direction;
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uint user_data[2];
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};
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/** A path of nodes. */
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struct PathNode {
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AyStarNode node;
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PathNode *parent; ///< The parent of this item.
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};
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/**
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* Internal node.
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* @note We do not save the h-value, because it is only needed to calculate the f-value.
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* h-value should \em always be the distance left to the end-tile.
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*/
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struct OpenListNode {
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int g;
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PathNode path;
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};
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struct AyStar;
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/**
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* Check whether the end-tile is found.
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* @param aystar %AyStar search algorithm data.
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* @param current Node to examone.
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* @note The 2nd parameter should be #OpenListNode, and \em not #AyStarNode. #AyStarNode is
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* part of #OpenListNode and so it could be accessed without any problems.
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* The good part about #OpenListNode is, and how AIs use it, that you can
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* access the parent of the current node, and so check if you, for example
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* don't try to enter the file tile with a 90-degree curve. So please, leave
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* this an #OpenListNode, it works just fine.
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* @return Status of the node:
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* - #AYSTAR_FOUND_END_NODE : indicates this is the end tile
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* - #AYSTAR_DONE : indicates this is not the end tile (or direction was wrong)
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*/
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typedef int32 AyStar_EndNodeCheck(AyStar *aystar, OpenListNode *current);
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/**
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* Calculate the G-value for the %AyStar algorithm.
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* @return G value of the node:
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* - #AYSTAR_INVALID_NODE : indicates an item is not valid (e.g.: unwalkable)
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* - Any value >= 0 : the g-value for this tile
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*/
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typedef int32 AyStar_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
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/**
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* Calculate the H-value for the %AyStar algorithm.
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* Mostly, this must return the distance (Manhattan way) between the current point and the end point.
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* @return The h-value for this tile (any value >= 0)
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*/
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typedef int32 AyStar_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
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/**
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* This function requests the tiles around the current tile and put them in #tiles_around.
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* #tiles_around is never reset, so if you are not using directions, just leave it alone.
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* \warning Never add more tiles_around than memory allocated for it.
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*/
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typedef void AyStar_GetNeighbours(AyStar *aystar, OpenListNode *current);
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/**
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* If the End Node is found, this function is called.
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* It can do, for example, calculate the route and put that in an array.
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*/
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typedef void AyStar_FoundEndNode(AyStar *aystar, OpenListNode *current);
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/**
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* %AyStar search algorithm struct.
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* Before calling #Init(), fill #CalculateG, #CalculateH, #GetNeighbours, #EndNodeCheck, and #FoundEndNode.
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* If you want to change them after calling #Init(), first call #Free() !
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*
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* The #user_path, #user_target, and #user_data[10] are intended to be used by the user routines. The data not accessed by the #AyStar code itself.
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* The user routines can change any moment they like.
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*/
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struct AyStar {
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/* These fields should be filled before initing the AyStar, but not changed
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* afterwards (except for user_data and user_path)! (free and init again to change them) */
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/* These should point to the application specific routines that do the
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* actual work */
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AyStar_CalculateG *CalculateG;
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AyStar_CalculateH *CalculateH;
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AyStar_GetNeighbours *GetNeighbours;
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AyStar_EndNodeCheck *EndNodeCheck;
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AyStar_FoundEndNode *FoundEndNode;
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/* These are completely untouched by AyStar, they can be accessed by
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* the application specific routines to input and output data.
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* user_path should typically contain data about the resulting path
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* afterwards, user_target should typically contain information about
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* what you where looking for, and user_data can contain just about
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* everything */
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void *user_path;
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void *user_target;
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uint user_data[10];
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byte loops_per_tick; ///< How many loops are there called before Main() gives control back to the caller. 0 = until done.
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uint max_path_cost; ///< If the g-value goes over this number, it stops searching, 0 = infinite.
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uint max_search_nodes; ///< The maximum number of nodes that will be expanded, 0 = infinite.
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/* These should be filled with the neighbours of a tile by
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* GetNeighbours */
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AyStarNode neighbours[12];
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byte num_neighbours;
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void Init(Hash_HashProc hash, uint num_buckets);
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/* These will contain the methods for manipulating the AyStar. Only
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* Main() should be called externally */
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void AddStartNode(AyStarNode *start_node, uint g);
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int Main();
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int Loop();
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void Free();
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void Clear();
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void CheckTile(AyStarNode *current, OpenListNode *parent);
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protected:
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Hash closedlist_hash; ///< The actual closed list.
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BinaryHeap openlist_queue; ///< The open queue.
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Hash openlist_hash; ///< An extra hash to speed up the process of looking up an element in the open list.
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void OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g);
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OpenListNode *OpenListIsInList(const AyStarNode *node);
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OpenListNode *OpenListPop();
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void ClosedListAdd(const PathNode *node);
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PathNode *ClosedListIsInList(const AyStarNode *node);
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};
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#endif /* AYSTAR_H */
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