Make bridges and tunnels significantly more costly

This commit is contained in:
Jonathan G Rennison 2021-06-16 22:54:40 +01:00
parent a6f7478873
commit 63534f97bd

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@ -816,28 +816,54 @@ static void PublicRoad_FoundEndNode(AyStar *aystar, OpenListNode *current)
} }
} }
static const int32 BASE_COST_PER_TILE = 1; // Cost for existing road or tunnel/bridge. static const int32 BASE_COST_PER_TILE = 1; // Cost for existing road or tunnel/bridge.
static const int32 COST_FOR_NEW_ROAD = 100; // Cost for building a new road. static const int32 COST_FOR_NEW_ROAD = 100; // Cost for building a new road.
static const int32 COST_FOR_SLOPE = 50; // Additional cost if the road heads up or down a slope. static const int32 COST_FOR_NEW_BRIDGE = 500; // Cost for building a new bridge (per tile).
static const int32 COST_FOR_NEW_TUNNEL = 500; // Cost for building a new tunnel (per tile, with non-linear increase with length as in CmdBuildTunnel costs).
static const int32 COST_FOR_SLOPE = 50; // Additional cost if the road heads up or down a slope.
/** AyStar callback for getting the cost of the current node. */ /** AyStar callback for getting the cost of the current node. */
static int32 PublicRoad_CalculateG(AyStar *, AyStarNode *current, OpenListNode *parent) static int32 PublicRoad_CalculateG(AyStar *, AyStarNode *current, OpenListNode *parent)
{ {
int32 cost = 0; int32 cost = 0;
int32 distance = DistanceManhattan(parent->path.node.tile, current->tile);
if (IsTileType(current->tile, MP_ROAD) || IsTileType(current->tile, MP_TUNNELBRIDGE)) { if (IsTileType(current->tile, MP_ROAD) || IsTileType(current->tile, MP_TUNNELBRIDGE)) {
cost += (DistanceManhattan(parent->path.node.tile, current->tile)) * BASE_COST_PER_TILE; cost += distance * BASE_COST_PER_TILE;
} else { } else {
cost += (DistanceManhattan(parent->path.node.tile, current->tile)) * COST_FOR_NEW_ROAD; if (distance > 1) {
/* We are planning to build a bridge or tunnel. Make that much more expensive. */
const DiagDirection road_direction = DiagdirBetweenTiles(parent->path.node.tile, current->tile);
if (IsUpwardsSlope(parent->path.node.tile, road_direction)) {
/* Tunnel */
/* Prevent excessively long tunnels */
if (distance > 30) return AYSTAR_INVALID_NODE;
cost += 2 * COST_FOR_NEW_TUNNEL;
int32 middle_cost = 0;
int tiles_coef = 3;
int tiles_bump = 25;
for (int i = 1; i <= distance; i++) {
if (i == tiles_bump) {
tiles_coef++;
tiles_bump *= 2;
}
middle_cost += COST_FOR_NEW_TUNNEL;
middle_cost += middle_cost >> tiles_coef;
}
cost += middle_cost;
} else {
/* Bridge */
cost += distance * COST_FOR_NEW_BRIDGE;
}
} else {
cost += distance * COST_FOR_NEW_ROAD;
}
if (GetTileZ(parent->path.node.tile) != GetTileZ(current->tile)) { if (GetTileZ(parent->path.node.tile) != GetTileZ(current->tile)) {
cost += COST_FOR_SLOPE; cost += COST_FOR_SLOPE;
} }
if (DistanceManhattan(parent->path.node.tile, current->tile) > 1) {
// We are planning to build a bridge or tunnel. Make that a bit more expensive.
cost += 6 * COST_FOR_SLOPE;
}
} }
if (_settings_game.game_creation.build_public_roads == PRC_AVOID_CURVES && if (_settings_game.game_creation.build_public_roads == PRC_AVOID_CURVES &&