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@ -16,7 +16,7 @@
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#include "command_func.h"
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#include "command_func.h"
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#include "news_func.h"
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#include "news_func.h"
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#include "company_func.h"
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#include "company_func.h"
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#include "pathfinder/npf/npf.h"
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#include "pathfinder/npf/npf_func.h"
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#include "depot_base.h"
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#include "depot_base.h"
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#include "station_base.h"
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#include "station_base.h"
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#include "vehicle_gui.h"
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#include "vehicle_gui.h"
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@ -99,17 +99,7 @@ SpriteID Ship::GetImage(Direction direction) const
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static const Depot *FindClosestShipDepot(const Vehicle *v)
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static const Depot *FindClosestShipDepot(const Vehicle *v)
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{
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{
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if (_settings_game.pf.pathfinder_for_ships == VPF_NPF) { // NPF is used
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/* Find the closest depot */
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Trackdir trackdir = v->GetVehicleTrackdir();
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NPFFoundTargetData ftd = NPFRouteToDepotTrialError(v->tile, trackdir, false, TRANSPORT_WATER, 0, v->owner, INVALID_RAILTYPES);
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if (ftd.best_bird_dist == 0) return Depot::GetByTile(ftd.node.tile); // Found target
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return NULL; // Did not find target
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}
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/* OPF or YAPF - find the closest depot */
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const Depot *depot;
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const Depot *depot;
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const Depot *best_depot = NULL;
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const Depot *best_depot = NULL;
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uint best_dist = UINT_MAX;
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uint best_dist = UINT_MAX;
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@ -369,16 +359,6 @@ static void ShipArrivesAt(const Vehicle *v, Station *st)
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}
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}
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static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, Owner owner, RailTypes railtypes)
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{
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void *perf = NpfBeginInterval();
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NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, 0, owner, railtypes);
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int t = NpfEndInterval(perf);
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DEBUG(yapf, 4, "[NPFW] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
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return ret;
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}
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/** returns the track to choose on the next tile, or -1 when it's better to
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/** returns the track to choose on the next tile, or -1 when it's better to
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* reverse. The tile given is the tile we are about to enter, enterdir is the
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* reverse. The tile given is the tile we are about to enter, enterdir is the
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* direction in which we are entering the tile */
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* direction in which we are entering the tile */
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@ -387,33 +367,11 @@ static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, Tr
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assert(IsValidDiagDirection(enterdir));
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assert(IsValidDiagDirection(enterdir));
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switch (_settings_game.pf.pathfinder_for_ships) {
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switch (_settings_game.pf.pathfinder_for_ships) {
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case VPF_YAPF: { // YAPF
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Trackdir trackdir = YapfChooseShipTrack(v, tile, enterdir, tracks);
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if (trackdir != INVALID_TRACKDIR) return TrackdirToTrack(trackdir);
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} break;
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case VPF_NPF: { // NPF
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NPFFindStationOrTileData fstd;
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Trackdir trackdir = v->GetVehicleTrackdir();
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assert(trackdir != INVALID_TRACKDIR); // Check that we are not in a depot
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NPFFillWithOrderData(&fstd, v);
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NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_WATER, v->owner, INVALID_RAILTYPES);
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/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
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* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
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* we did not find our target, but ftd.best_trackdir contains the direction leading
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* to the tile closest to our target. */
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if (ftd.best_trackdir != 0xff) return TrackdirToTrack(ftd.best_trackdir); // TODO: Wrapper function?
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} break;
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default: NOT_REACHED();
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case VPF_OPF: return OPFShipChooseTrack(v, tile, enterdir, tracks);
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case VPF_OPF: return OPFShipChooseTrack(v, tile, enterdir, tracks);
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case VPF_NPF: return NPFShipChooseTrack(v, tile, enterdir, tracks);
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case VPF_YAPF: return YapfChooseShipTrack(v, tile, enterdir, tracks);
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default: NOT_REACHED();
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}
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}
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return INVALID_TRACK; // We could better reverse
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}
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}
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static const Direction _new_vehicle_direction_table[] = {
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static const Direction _new_vehicle_direction_table[] = {
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