(svn r1751) - Feature: New PathFinder (NPF).

- Supports trains, road vehicles and ships.
	- Uses A* pathfinding (same codebase as the new ai).
	- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
	- Will always find a route if there is one.
	- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
	- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
	- Requires NPF to be enabled.
	- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
	- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch] 
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir(). 
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
pull/155/head
matthijs 20 years ago
parent 0e272f2d10
commit eb78cdb2d4

@ -595,6 +595,7 @@ C_SOURCES += network_gui.c
C_SOURCES += network_server.c
C_SOURCES += network_udp.c
C_SOURCES += news_gui.c
C_SOURCES += npf.c
C_SOURCES += oldloader.c
C_SOURCES += order_cmd.c
C_SOURCES += order_gui.c

@ -26,11 +26,6 @@ void ClickTile(uint tile);
void GetTileDesc(uint tile, TileDesc *td);
void DrawTile(TileInfo *ti);
uint TileAddWrap(TileIndex tile, int addx, int addy);
enum {
TILE_WRAPPED = (uint)-1
};
bool IsValidTile(uint tile);
static inline Point RemapCoords(int x, int y, int z)

@ -978,7 +978,7 @@ static void MaybePlantFarmField(Industry *i)
int x = (i->width>>1) + Random() % 31 - 16;
int y = (i->height>>1) + Random() % 31 - 16;
tile = TileAddWrap(i->xy, x, y);
if (tile != TILE_WRAPPED)
if (tile != INVALID_TILE)
PlantFarmField(tile);
}
}
@ -1496,7 +1496,7 @@ static void DoCreateNewIndustry(Industry *i, uint tile, int type, const Industry
int x = Random() % 31 - 16;
int y = Random() % 31 - 16;
uint new_tile = TileAddWrap(tile, x, y);
if (new_tile != TILE_WRAPPED)
if (new_tile != INVALID_TILE)
PlantFarmField(new_tile);
}
}

@ -721,25 +721,6 @@ TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng)
));
}
// This function checks if we add addx/addy to tile, if we
// do wrap around the edges. For example, tile = (10,2) and
// addx = +3 and addy = -4. This function will now return
// TILE_WRAPPED, because the y is wrapped. This is needed in
// for example, farmland. When the tile is not wrapped,
// the result will be tile + TILE_XY(addx, addy)
uint TileAddWrap(TileIndex tile, int addx, int addy)
{
uint x, y;
x = TileX(tile) + addx;
y = TileY(tile) + addy;
// Are we about to wrap?
if (x < MapMaxX() && y < MapMaxY())
return tile + TILE_XY(addx, addy);
return TILE_WRAPPED;
}
bool IsValidTile(uint tile)
{
return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX());

@ -973,8 +973,8 @@ STR_SHIP_AUTORENEW_FAILED :{WHITE}Autorenew failed on ship {COMMA16} (money
STR_AIRCRAFT_AUTORENEW_FAILED :{WHITE}Autorenew failed on aircraft {COMMA16} (money limit)
STR_CONFIG_PATCHES :{BLACK}Configure Patches
STR_CONFIG_PATCHES_TIP :{BLACK}Configure the patches
STR_CONFIG_PATCHES_CAPTION :{WHITE}Configure Patches
STR_CONFIG_PATCHES_TIP :{BLACK}Configure the patches
STR_CONFIG_PATCHES_CAPTION :{WHITE}Configure Patches
STR_CONFIG_PATCHES_OFF :Off
STR_CONFIG_PATCHES_ON :On
@ -984,6 +984,7 @@ STR_CONFIG_PATCHES_CATCHMENT :{LTBLUE}Allow more realistically sized catchme
STR_CONFIG_PATCHES_EXTRADYNAMITE :{LTBLUE}Allow removal of more town-owned roads, bridges, etc: {ORANGE}{STRING}
STR_CONFIG_PATCHES_MAMMOTHTRAINS :{LTBLUE}Enable building very long trains: {ORANGE}{STRING}
STR_CONFIG_PATCHES_REALISTICACCEL :{LTBLUE}Enable realistic acceleration for trains: {ORANGE}{STRING}
STR_CONFIG_PATCHES_FORBID_90_DEG :{LTBLUE}Forbid trains and ships to make 90 deg turns: {ORANGE}{STRING} {LTBLUE} (requires NPF)
STR_CONFIG_PATCHES_JOINSTATIONS :{LTBLUE}Join train stations built next to each other: {ORANGE}{STRING}
STR_CONFIG_PATCHES_FULLLOADANY :{LTBLUE}Leave station when any cargo is full, if 'full load': {ORANGE}{STRING}
STR_CONFIG_PATCHES_IMPROVEDLOAD :{LTBLUE}Use improved loading algorithm: {ORANGE}{STRING}
@ -1003,7 +1004,8 @@ STR_CONFIG_PATCHES_AUTOSCROLL :{LTBLUE}Pan window when mouse is at the edge:
STR_CONFIG_PATCHES_BRIBE :{LTBLUE}Allow bribing of the local authority: {ORANGE}{STRING}
STR_CONFIG_PATCHES_NEW_DEPOT_FINDING :{LTBLUE}New depot finding: {ORANGE}{STRING}
STR_CONFIG_PATCHES_NONUNIFORM_STATIONS :{LTBLUE}Nonuniform stations: {ORANGE}{STRING}
STR_CONFIG_PATCHES_NEW_TRAIN_PATHFIND :{LTBLUE}New algorithm for train pathfinding: {ORANGE}{STRING}
STR_CONFIG_PATCHES_NEW_TRAIN_PATHFIND :{LTBLUE}New algorithm for train pathfinding (NTP): {ORANGE}{STRING}
STR_CONFIG_PATCHES_NEW_PATHFINDING_ALL :{LTBLUE}New global pathfinding (NPF, overrides NTP): {ORANGE}{STRING}
STR_CONFIG_PATCHES_SMALL_AIRPORTS :{LTBLUE}Always allow small airports: {ORANGE}{STRING}

@ -110,14 +110,32 @@ extern const byte _ffb_64[128];
static inline int FindFirstBit2x64(int value)
{
/*
int i = 0;
if ( (byte) value == 0) {
i += 8;
value >>= 8;
}
return i + FIND_FIRST_BIT(value & 0x3F);
Faster ( or at least cleaner ) implementation below?
*/
if ( (byte) value == 0) {
return FIND_FIRST_BIT((value >> 8) & 0x3F) + 8;
} else {
return FIND_FIRST_BIT(value & 0x3F);
}
}
static inline int KillFirstBit2x64(int value)
{
if ( (byte) value == 0) {
return KILL_FIRST_BIT((value >> 8) & 0x3F) << 8;
} else {
return value & (KILL_FIRST_BIT(value & 0x3F)|0x3F00);
}
}
/* [min,max), strictly less than */
#define IS_BYTE_INSIDE(a,min,max) ((byte)((a)-(min)) < (byte)((max)-(min)))

33
map.c

@ -108,6 +108,32 @@ uint ScaleByMapSize1D(uint n)
}
// This function checks if we add addx/addy to tile, if we
// do wrap around the edges. For example, tile = (10,2) and
// addx = +3 and addy = -4. This function will now return
// INVALID_TILE, because the y is wrapped. This is needed in
// for example, farmland. When the tile is not wrapped,
// the result will be tile + TILE_XY(addx, addy)
uint TileAddWrap(TileIndex tile, int addx, int addy)
{
uint x, y;
x = TileX(tile) + addx;
y = TileY(tile) + addy;
// Are we about to wrap?
if (x < MapMaxX() && y < MapMaxY())
return tile + TILE_XY(addx, addy);
return INVALID_TILE;
}
const TileIndexDiffC _tileoffs_by_dir[] = {
{-1, 0},
{ 0, 1},
{ 1, 0},
{ 0, -1}
};
uint DistanceManhattan(TileIndex t0, TileIndex t1)
{
return
@ -151,10 +177,3 @@ uint DistanceFromEdge(TileIndex tile)
return minl < minh ? minl : minh;
}
const TileIndexDiffC _tileoffs_by_dir[] = {
{-1, 0},
{ 0, 1},
{ 1, 0},
{ 0, -1}
};

22
map.h

@ -35,7 +35,9 @@ uint ScaleByMapSize(uint); // Scale relative to the number of tiles
uint ScaleByMapSize1D(uint); // Scale relative to the circumference of the map
typedef uint32 TileIndex;
enum {
INVALID_TILE = (uint32) -1
};
static inline uint TileX(TileIndex tile)
{
@ -71,6 +73,24 @@ static inline TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
#define TILE_ADDXY(tile, x, y) TILE_ADD(tile, TILE_XY(x, y))
uint TileAddWrap(TileIndex tile, int addx, int addy);
static inline TileIndexDiffC TileIndexDiffCByDir(uint dir) {
extern const TileIndexDiffC _tileoffs_by_dir[4];
return _tileoffs_by_dir[dir];
}
/* Returns tile + the diff given in diff. If the result tile would end up
* outside of the map, INVALID_TILE is returned instead.
*/
static inline TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff) {
int x = TileX(tile) + diff.x;
int y = TileY(tile) + diff.y;
if (x < 0 || y < 0 || x > (int)MapMaxX() || y > (int)MapMaxY())
return INVALID_TILE;
else
return TILE_XY(x, y);
}
// Functions to calculate distances
uint DistanceManhattan(TileIndex, TileIndex); // also known as L1-Norm

@ -173,6 +173,7 @@ void InitializeStations(void);
static void InitializeNameMgr(void);
void InitializePlayers(void);
static void InitializeCheats(void);
void InitializeNPF(void);
void GenerateLandscape(void);
void GenerateClearTile(void);
@ -235,6 +236,7 @@ void InitializeGame(uint log_x, uint log_y)
InitializeNameMgr();
InitializeVehiclesGuiList();
InitializeTrains();
InitializeNPF();
InitializePlayers();
InitializeCheats();

776
npf.c

@ -0,0 +1,776 @@
#include "stdafx.h"
#include "ttd.h"
#include "npf.h"
#include "aystar.h"
#include "macros.h"
#include "pathfind.h"
#include "station.h"
#include "tile.h"
AyStar _train_find_station;
AyStar _train_find_depot;
AyStar _road_find_station;
AyStar _road_find_depot;
AyStar _npf_aystar;
/* Maps a trackdir to the bit that stores its status in the map arrays, in the
* direction along with the trackdir */
const byte _signal_along_trackdir[14] = {
0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0,
0x40, 0x40, 0x40, 0x10, 0x80, 0x20
};
/* Maps a trackdir to the bit that stores its status in the map arrays, in the
* direction against the trackdir */
const byte _signal_against_trackdir[14] = {
0x40, 0x40, 0x40, 0x10, 0x80, 0x20, 0, 0,
0x80, 0x80, 0x80, 0x20, 0x40, 0x10
};
/* Maps a trackdir to the trackdirs that can be reached from it (ie, when
* entering the next tile */
const uint16 _trackdir_reaches_trackdirs[14] = {
0x1009, 0x0016, 0x1009, 0x0016, 0x0520, 0x0016, 0, 0,
0x0520, 0x2A00, 0x2A00, 0x0520, 0x2A00, 0x1009
};
/* Maps a trackdir to all trackdirs that make 90 deg turns with it. */
const uint16 _trackdir_crosses_trackdirs[14] = {
0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C, 0, 0,
0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C
};
/* Maps a track to all tracks that make 90 deg turns with it. */
const byte _track_crosses_tracks[6] = {
0x2, /* Track 1 -> Track 2 */
0x1, /* Track 2 -> Track 1 */
0x30, /* Upper -> Left | Right */
0x30, /* Lower -> Left | Right */
0x0C, /* Left -> Upper | Lower */
0x0C, /* Right -> Upper | Lower */
};
/* Maps a trackdir to the (4-way) direction the tile is exited when following
* that trackdir */
const byte _trackdir_to_exitdir[14] = {
0,1,0,1,2,1, 0,0,
2,3,3,2,3,0,
};
const byte _track_exitdir_to_trackdir[6][4] = {
{0, 0xff, 8, 0xff},
{0xff, 1, 0xff, 9},
{2, 0xff, 0xff, 10},
{0xff, 3, 11, 0xf},
{0xff, 0xff, 4, 12},
{13, 5, 0xff, 0xff}
};
const byte _track_direction_to_trackdir[6][8] = {
{0xff, 0, 0xff, 0xff, 0xff, 8, 0xff, 0xff},
{0xff, 0xff, 0xff, 1, 0xff, 0xff, 0xff, 9},
{0xff, 0xff, 2, 0xff, 0xff, 0xff, 10, 0xff},
{0xff, 0xff, 3, 0xff, 0xff, 0xff, 11, 0xff},
{12, 0xff, 0xff, 0xff, 4, 0xff, 0xff, 0xff},
{13, 0xff, 0xff, 0xff, 5, 0xff, 0xff, 0xff}
};
const byte _dir_to_diag_trackdir[4] = {
0, 1, 8, 9,
};
const byte _reverse_dir[4] = {
2, 3, 0, 1
};
const byte _reverse_trackdir[14] = {
8, 9, 10, 11, 12, 13, 0xFF, 0xFF,
0, 1, 2, 3, 4, 5
};
/* 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 * 0.7071)
static const uint _trackdir_length[14] = {
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
};
uint NTPHash(uint key1, uint key2)
{
return PATHFIND_HASH_TILE(key1);
}
int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent) {
return 0;
}
/* Calcs the heuristic to the target station (using NPFFindStationOrTileData). After
* will save the heuristic into NPFFoundTargetData if it is the smallest until
* now. It will then also save AyStarNode.user_data[NPF_TRACKDIR_CHOICE] in
* best_trackdir
*/
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;
uint dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
if (dist < ftd->best_bird_dist) {
ftd->best_bird_dist = dist;
ftd->best_trackdir = current->user_data[NPF_TRACKDIR_CHOICE];
}
#ifdef NPF_DEBUG
debug("Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
#endif
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 */
void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
{
if (parent->path.parent == NULL) {
byte 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;
#ifdef NPF_DEBUG
debug("Saving trackdir: %#x", trackdir);
#endif
} 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 */
uint NPFTunnelCost(AyStarNode* current) {
byte exitdir = _trackdir_to_exitdir[current->direction];
TileIndex tile = current->tile;
if ( (uint)(_map5[tile] & 3) == _reverse_dir[exitdir]) {
/* We just popped out if this tunnel, since were
* facing the tunnel exit */
FindLengthOfTunnelResult flotr;
flotr = FindLengthOfTunnel(tile, _reverse_dir[exitdir]);
return flotr.length * NPF_TILE_LENGTH;
//TODO: Penalty for tunnels?
} else {
/* We are entering the tunnel, the enter tile is just a
* straight track */
return NPF_TILE_LENGTH;
}
}
uint NPFSlopeCost(AyStarNode* current) {
TileIndex next = current->tile + TileOffsByDir(_trackdir_to_exitdir[current->direction]);
if (GetTileZ(next) > GetTileZ(current->tile)) {
/* Slope up */
return _patches.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... */
}
void NPFMarkTile(TileIndex tile) {
switch(GetTileType(tile)) {
case MP_RAILWAY:
case MP_STREET:
/* DEBUG: mark visited tiles by mowing the grass under them
* ;-) */
_map2[tile] &= ~15;
MarkTileDirtyByTile(tile);
break;
default:
break;
}
}
int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
//TileIndex tile = current->tile;
int32 cost = 0;
byte trackdir = current->direction;
cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
/* TODO Penalties? */
return cost;
}
/* Determine the cost of this node, for road tracks */
int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
TileIndex tile = current->tile;
int32 cost = 0;
/* Determine base length */
switch (GetTileType(tile)) {
case MP_TUNNELBRIDGE:
if ((_map5[tile] & 0xF0)==0) {
cost = NPFTunnelCost(current);
break;
}
/* Fall through if above if is false, it is a bridge
* then. We treat that as ordinary rail */
case MP_STREET:
cost = NPF_TILE_LENGTH;
break;
default:
break;
}
/* Determine extra costs */
/* Check for slope */
cost += NPFSlopeCost(current);
/* Check for turns */
//TODO
#ifdef NPF_MARKROUTE
NPFMarkTile(tile);
#endif
#ifdef NPF_DEBUG
debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
#endif
return cost;
}
/* Determine the cost of this node, for railway tracks */
int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
TileIndex tile = current->tile;
byte trackdir = current->direction;
int32 cost = 0;
/* Determine base length */
switch (GetTileType(tile)) {
case MP_TUNNELBRIDGE:
if ((_map5[tile] & 0xF0)==0) {
cost = NPFTunnelCost(current);
break;
}
/* Fall through if above if is false, it is a bridge
* then. We treat that as ordinary rail */
case MP_RAILWAY:
cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
break;
case MP_STREET: /* Railway crossing */
cost = NPF_TILE_LENGTH;
break;
default:
break;
}
/* Determine extra costs */
/* Ordinary track with signals */
if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xC0) == 0x40) {
if ((_map2[tile] & _signal_along_trackdir[trackdir]) == 0) {
/* Signal facing us is red */
if (!(current->user_data[NPF_NODE_FLAGS] & NPF_FLAG_SEEN_SIGNAL)) {
/* Penalize the first signal we
* encounter, if it is red */
cost += _patches.npf_rail_firstred_penalty;
}
}
current->user_data[NPF_NODE_FLAGS] |= NPF_FLAG_SEEN_SIGNAL;
}
/* Check for slope */
cost += NPFSlopeCost(current);
/* Check for turns */
//TODO
/* Check for occupied track */
//TODO
/* Check for station tiles */
if (IsTileType(tile, 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 += _patches.npf_rail_station_penalty;
}
#ifdef NPF_MARKROUTE
NPFMarkTile(tile);
#endif
#ifdef NPF_DEBUG
debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
#endif
return cost;
}
/* Will find any depot */
int32 NPFFindDepot(AyStar* as, OpenListNode *current) {
TileIndex tile = current->path.node.tile;
bool isDepot;
switch(GetTileType(tile)) {
case MP_RAILWAY:
/* Check if this is a rail depot */
isDepot = IsTrainDepotTile(tile);
break;
case MP_STREET:
/* Check if this is a road depot */
isDepot = IsRoadDepotTile(tile);
break;
case MP_WATER:
isDepot = IsShipDepotTile(tile);
break;
default:
isDepot = false;
break;
}
if (isDepot)
return AYSTAR_FOUND_END_NODE;
else
return AYSTAR_DONE;
}
/* Will find a station identified using the NPFFindStationOrTileData */
int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current) {
/* If GetNeighbours said we could get here, we assume the station type
* is correct */
NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
TileIndex tile = current->path.node.tile;
if ( (fstd->station_index == -1 && tile == fstd->dest_coords) || /* We've found the tile, or */
(IsTileType(tile, MP_STATION) && _map2[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].
*/
void NPFSaveTargetData(AyStar* as, OpenListNode* current) {
NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
ftd->best_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;
}
/* 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 */
void NPFFollowTrack(AyStar* aystar, OpenListNode* current) {
byte src_trackdir = current->path.node.direction;
TileIndex src_tile = current->path.node.tile;
byte src_exitdir = _trackdir_to_exitdir[src_trackdir];
FindLengthOfTunnelResult flotr;
TileIndex dst_tile;
int i = 0;
uint trackdirs, ts;
TransportType type = aystar->user_data[NPF_TYPE];
/* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
aystar->num_neighbours = 0;
#ifdef NPF_DEBUG
debug("Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
#endif
/* Find dest tile */
if (IsTileType(src_tile, MP_TUNNELBRIDGE) && (_map5[src_tile] & 0xF0)==0 && (_map5[src_tile] & 3) == src_exitdir) {
/* This is a tunnel. We know this tunnel is our type,
* otherwise we wouldn't have got here. It is also facing us,
* so we should skip it's body */
flotr = FindLengthOfTunnel(src_tile, src_exitdir);
dst_tile = flotr.tile;
} else {
if (
(type == TRANSPORT_ROAD && IsRoadStationTile(src_tile))
|| (type == TRANSPORT_ROAD && IsRoadDepotTile(src_tile))
|| (type == TRANSPORT_RAIL && IsTrainDepotTile(src_tile))
){
/* This is a road station or a train or road depot. We can enter and exit
* those from one side only. Trackdirs don't support that (yet), so we'll
* do this here. */
byte exitdir;
/* Find out the exit direction first */
if (IsRoadStationTile(src_tile))
exitdir = GetRoadStationDir(src_tile);
else /* Train or road depot. Direction is stored the same for both, in map5 */
exitdir = _map5[src_tile] & 3; /* Extract the direction from the map */
/* Let's see if were headed the right way */
if (src_trackdir != _dir_to_diag_trackdir[exitdir])
/* Not going out of the station/depot through the exit, but the back. No
* neighbours then. */
return;
}
/* This a normal tile, a bridge, a tunnel exit, etc. */
dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDir(_trackdir_to_exitdir[src_trackdir]));
if (dst_tile == INVALID_TILE) {
/* We reached the border of the map */
/* TODO Nicer control flow for this */
return;
}
}
// TODO: check correct rail type (mono, maglev, etc)
// TODO: check tile owner
/* Determine available tracks */
if (type == TRANSPORT_ROAD && (IsRoadStationTile(dst_tile) || IsRoadDepotTile(dst_tile))){
byte exitdir;
/* Road stations and depots return 0 on GTTS, so we have to do this by hand... */
if (IsRoadStationTile(dst_tile))
exitdir = GetRoadStationDir(dst_tile);
else /* Road depot */
exitdir = _map5[dst_tile] & 3; /* Extract the direction from the map */
ts = (1 << _dir_to_diag_trackdir[exitdir]) |
(1 << _dir_to_diag_trackdir[_reverse_dir[exitdir]]);
/* Find the trackdirs that are available for a station with this orientation. They are in both directions */
} else {
ts = GetTileTrackStatus(dst_tile, type);
}
trackdirs = ts & 0x3F3F; /* Filter out signal status and the unused bits */
#ifdef NPF_DEBUG
debug("Next node: (%d, %d) [%d], possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirs);
#endif
/* Select only trackdirs we can reach from our current trackdir */
trackdirs &= _trackdir_reaches_trackdirs[src_trackdir];
if (_patches.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) /* Filter out trackdirs that would make 90 deg turns for trains */
trackdirs &= ~_trackdir_crosses_trackdirs[src_trackdir];
#ifdef NPF_DEBUG
debug("After filtering: (%d, %d), possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), trackdirs);
#endif
/* Enumerate possible track */
while (trackdirs != 0) {
byte dst_trackdir;
dst_trackdir = FindFirstBit2x64(trackdirs);
trackdirs = KillFirstBit2x64(trackdirs);
#ifdef NPF_DEBUG
debug("Expanded into trackdir: %d, remaining trackdirs: %#x", dst_trackdir, trackdirs);
#endif
/* Check for oneway signal against us */
if (IsTileType(dst_tile, MP_RAILWAY) && (_map5[dst_tile]&0xC0) == 0x40) {
// the tile has a signal
byte signal_present = _map3_lo[dst_tile];
if (!(signal_present & _signal_along_trackdir[dst_trackdir])) {
// if one way signal not pointing towards us, stop going in this direction.
if (signal_present & _signal_against_trackdir[dst_trackdir])
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.
* 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.
*/
NPFFoundTargetData NPFRouteInternal(AyStarNode* start1, AyStarNode* start2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type) {
int r;
NPFFoundTargetData result;
/* Initialize procs */
_npf_aystar.CalculateH = heuristic_proc;
_npf_aystar.EndNodeCheck = target_proc;
_npf_aystar.FoundEndNode = NPFSaveTargetData;
_npf_aystar.GetNeighbours = NPFFollowTrack;
if (type == TRANSPORT_RAIL)
_npf_aystar.CalculateG = NPFRailPathCost;
else if (type == TRANSPORT_ROAD)
_npf_aystar.CalculateG = NPFRoadPathCost;
else if (type == TRANSPORT_WATER)
_npf_aystar.CalculateG = NPFWaterPathCost;
else
assert(0);
/* Initialize Start Node(s) */
start1->user_data[NPF_TRACKDIR_CHOICE] = 0xff;
start1->user_data[NPF_NODE_FLAGS] = 0;
_npf_aystar.addstart(&_npf_aystar, start1);
if (start2) {
start2->user_data[NPF_TRACKDIR_CHOICE] = 0xff;
start2->user_data[NPF_NODE_FLAGS] = NPF_FLAG_REVERSE;
_npf_aystar.addstart(&_npf_aystar, start2);
}
/* Initialize result */
result.best_bird_dist = (uint)-1;
result.best_path_dist = (uint)-1;
result.best_trackdir = 0xff;
_npf_aystar.user_path = &result;
/* Initialize target */
_npf_aystar.user_target = target;
/* Initialize user_data */
_npf_aystar.user_data[NPF_TYPE] = type;
/* GO! */
r = AyStarMain_Main(&_npf_aystar);
assert(r != AYSTAR_STILL_BUSY);
if (result.best_bird_dist != 0) {
if (target) {
DEBUG(misc, 1) ("NPF: Could not find route to 0x%x from 0x%x.", target->dest_coords, start1->tile);
} else {
/* Assumption: target == NULL, so we are looking for a depot */
DEBUG(misc, 1) ("NPF: Could not find route to a depot from 0x%x.", start1->tile);
}
}
return result;
}
NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type) {
AyStarNode start1;
AyStarNode start2;
start1.tile = tile1;
start2.tile = tile2;
start1.direction = trackdir1;
start2.direction = trackdir2;
return NPFRouteInternal(&start1, &start2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type);
}
NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type) {
AyStarNode start;
assert(tile != 0);
start.tile = tile;
start.direction = trackdir;
/* 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] = 0xff;
return NPFRouteInternal(&start, NULL, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type);
}
NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type) {
AyStarNode start;
start.tile = tile;
start.direction = trackdir;
/* 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] = 0xff;
/* perform a breadth first search. Target is NULL,
* since we are just looking for any depot...*/
return NPFRouteInternal(&start, NULL, NULL, NPFFindDepot, NPFCalcZero, type);
}
NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type) {
/* 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;
uint i;
TileType tiletype = 0;
int r;
NPFFoundTargetData best_result;
NPFFoundTargetData result;
NPFFindStationOrTileData target;
AyStarNode start;
Depot* current;
/* This is a little ugly, but it works :-S */
if (type == TRANSPORT_ROAD)
tiletype = MP_STREET;
else if (type == TRANSPORT_RAIL)
tiletype = MP_RAILWAY;
else if (type == TRANSPORT_WATER)
tiletype = MP_WATER;
else
assert(0);
init_InsSort(&depots);
/* Okay, let's find all depots that we can use first */
for (i=0;i<lengthof(_depots);i++) {
int depot_tile = _depots[i].xy;
if (IsTileType(depot_tile, tiletype))
depots.push(&depots, &_depots[i], DistanceManhattan(tile, depot_tile));
}
/* Now, let's initialise the aystar */
/* Initialize procs */
_npf_aystar.CalculateH = NPFCalcStationOrTileHeuristic;
_npf_aystar.EndNodeCheck = NPFFindStationOrTile;
_npf_aystar.FoundEndNode = NPFSaveTargetData;
_npf_aystar.GetNeighbours = NPFFollowTrack;
if (type == TRANSPORT_RAIL)
_npf_aystar.CalculateG = NPFRailPathCost;
else if (type == TRANSPORT_ROAD)
_npf_aystar.CalculateG = NPFRoadPathCost;
else if (type == TRANSPORT_WATER)
_npf_aystar.CalculateG = NPFWaterPathCost;
else
assert(0);
/* Initialize target */
target.station_index = -1; /* We will initialize dest_coords inside the loop below */
_npf_aystar.user_target = &target;
/* Initialize user_data */
_npf_aystar.user_data[NPF_TYPE] = type;
/* 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;
/* Just iterate the depots in order of increasing distance */
while ((current = 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] = 0xff;
start.user_data[NPF_NODE_FLAGS] = 0;
_npf_aystar.addstart(&_npf_aystar, &start);
/* Initialize result */
result.best_bird_dist = (uint)-1;
result.best_path_dist = (uint)-1;
result.best_trackdir = 0xff;
/* 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(misc, 1) ("NPF: Could not find route to any depot from 0x%x.", tile);
}
return best_result;
}
void InitializeNPF(void)
{
init_AyStar(&_npf_aystar, NTPHash, 1024);
_npf_aystar.loops_per_tick = 0;
_npf_aystar.max_path_cost = 0;
_npf_aystar.max_search_nodes = 0;
/*
init_AyStar(&_train_find_station, NTPHash, 1024);
init_AyStar(&_train_find_depot, NTPHash, 1024);
init_AyStar(&_road_find_station, NTPHash, 1024);
init_AyStar(&_road_find_depot, NTPHash, 1024);
_train_find_station.loops_per_tick = 0;
_train_find_depot.loops_per_tick = 0;
_road_find_station.loops_per_tick = 0;
_road_find_depot.loops_per_tick = 0;
_train_find_station.max_path_cost = 0;
_train_find_depot.max_path_cost = 0;
_road_find_station.max_path_cost = 0;
_road_find_depot.max_path_cost = 0;
_train_find_station.max_search_nodes = 0;
_train_find_depot.max_search_nodes = 0;
_road_find_station.max_search_nodes = 0;
_road_find_depot.max_search_nodes = 0;
_train_find_station.CalculateG = NPFRailPathCost;
_train_find_depot.CalculateG = NPFRailPathCost;
_road_find_station.CalculateG = NPFRoadPathCost;
_road_find_depot.CalculateG = NPFRoadPathCost;
_train_find_station.CalculateH = NPFCalcStationHeuristic;
_train_find_depot.CalculateH = NPFCalcStationHeuristic;
_road_find_station.CalculateH = NPFCalcStationHeuristic;
_road_find_depot.CalculateH = NPFCalcStationHeuristic;
_train_find_station.EndNodeCheck = NPFFindStationOrTile;
_train_find_depot.EndNodeCheck = NPFFindStationOrTile;
_road_find_station.EndNodeCheck = NPFFindStationOrTile;
_road_find_depot.EndNodeCheck = NPFFindStationOrTile;
_train_find_station.FoundEndNode = NPFSaveTargetData;
_train_find_depot.FoundEndNode = NPFSaveTargetData;
_road_find_station.FoundEndNode = NPFSaveTargetData;
_road_find_depot.FoundEndNode = NPFSaveTargetData;
_train_find_station.GetNeighbours = NPFFollowTrack;
_train_find_depot.GetNeighbours = NPFFollowTrack;
_road_find_station.GetNeighbours = NPFFollowTrack;
_road_find_depot.GetNeighbours = NPFFollowTrack;
*/
}
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.type) == OT_GOTO_STATION && v->type == VEH_Train) {
fstd->station_index = v->current_order.station;
/* Let's take the center of the station as our target tile for trains */
Station* st = GetStation(v->current_order.station);
TileIndexDiffC center = {st->trainst_w/2, st->trainst_h/2};
fstd->dest_coords = TILE_ADD(st->train_tile, ToTileIndexDiff(center));
} else {
fstd->dest_coords = v->dest_tile;
fstd->station_index = -1;
}
}

128
npf.h

@ -0,0 +1,128 @@
#ifndef NPF_H
#define NPF_H
#include "ttd.h"
#include "aystar.h"
#include "vehicle.h"
//#define NPF_DEBUG
//#define NPF_MARKROUTE //Mark the routes considered by the pathfinder by
//mowing grass
typedef struct NPFFindStationOrTileData { /* Meant to be stored in AyStar.targetdata */
TileIndex dest_coords; /* An indication of where the station is, for heuristic purposes, or the target tile */
int station_index; /* station index we're heading for, or -1 when we're heading for a tile */
} NPFFindStationOrTileData;
enum { /* Indices into AyStar.userdata[] */
NPF_TYPE = 0, /* Contains an TransportTypes value */
};
enum { /* Indices into AyStarNode.userdata[] */
NPF_TRACKDIR_CHOICE = 0, /* The trackdir chosen to get here */
NPF_NODE_FLAGS,
};
enum { /* Flags for AyStarNode.userdata[NPF_NODE_FLAGS]*/
NPF_FLAG_SEEN_SIGNAL = 1, /* Used to mark that a signal was seen on the way, for rail only */
NPF_FLAG_REVERSE = 2, /* Used to mark that this node was reached from the second start node, if applicable */
};
typedef struct NPFFoundTargetData { /* Meant to be stored in AyStar.userpath */
uint best_bird_dist; /* The best heuristic found. Is 0 if the target was found */
uint best_path_dist; /* The shortest path. Is (uint)-1 if no path is found */
byte best_trackdir; /* The trackdir that leads to the shortes path/closest birds dist */
AyStarNode node; /* The node within the target the search led us to */
} NPFFoundTargetData;
/* These functions below are _not_ re-entrant, in favor of speed! */
/* 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. */
NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type);
/* Will search as above, but with two start nodes, the second being the
* reverse. Look at the NPF_NODE_REVERSE flag in the result node to see which
* direction was taken */
NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type);
/* Will search a route to the closest depot. */
/* Search using breadth first. Good for little track choice and inaccurate
* heuristic, such as railway/road */
NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type);
/* Search by trying each depot in order of Manhattan Distance. Good for lots
* of choices and accurate heuristics, such as water */
NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type);
void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v);
/*
* Some tables considering tracks, directions and signals.
* XXX: Better place to but these?
*/
/**
* Maps a trackdir to the bit that stores its status in the map arrays, in the
* direction along with the trackdir.
*/
const byte _signal_along_trackdir[14];
/**
* Maps a trackdir to the bit that stores its status in the map arrays, in the
* direction against the trackdir.
*/
const byte _signal_against_trackdir[14];
/**
* Maps a trackdir to the trackdirs that can be reached from it (ie, when
* entering the next tile.
*/
const uint16 _trackdir_reaches_trackdirs[14];
/**
* Maps a trackdir to all trackdirs that make 90 deg turns with it.
*/
const uint16 _trackdir_crosses_trackdirs[14];
/**
* Maps a track to all tracks that make 90 deg turns with it.
*/
const byte _track_crosses_tracks[6];
/**
* Maps a trackdir to the (4-way) direction the tile is exited when following
* that trackdir.
*/
const byte _trackdir_to_exitdir[14];
/**
* Maps a track and an (4-way) dir to the trackdir that represents the track
* with the exit in the given direction.
*/
const byte _track_exitdir_to_trackdir[6][4];
/**
* Maps a track and a full (8-way) direction to the trackdir that represents
* the track running in the given direction.
*/
const byte _track_direction_to_trackdir[6][8];
/**
* Maps a (4-way) direction to the diagonal track that runs in that
* direction.
*/
const byte _dir_to_diag_trackdir[4];
/**
* Maps a (4-way) direction to the reverse.
*/
const byte _reverse_dir[4];
/**
* Maps a trackdir to the reverse trackdir.
*/
const byte _reverse_trackdir[14];
#define REVERSE_TRACKDIR(trackdir) (trackdir ^ 0x8)
#endif // NPF_H

@ -136,9 +136,11 @@ int32 CmdInsertOrder(int x, int y, uint32 flags, uint32 veh_sel, uint32 packed_o
if (v->num_orders >= 40)
return_cmd_error(STR_8832_TOO_MANY_ORDERS);
/* For ships, make sure that the station is not too far away from the previous destination. */
/* For ships, make sure that the station is not too far away from the
* previous destination, for human players with new pathfinding disabled */
if (v->type == VEH_Ship && IS_HUMAN_PLAYER(v->owner) &&
sel != 0 && GetVehicleOrder(v, sel - 1)->type == OT_GOTO_STATION) {
sel != 0 && GetVehicleOrder(v, sel - 1)->type == OT_GOTO_STATION
&& !_patches.new_pathfinding_all) {
int dist = DistanceManhattan(
GetStation(GetVehicleOrder(v, sel - 1)->station)->xy,

@ -1,6 +1,9 @@
#ifndef PATHFIND_H
#define PATHFIND_H
//#define PF_BENCH // perform simple benchmarks on the train pathfinder (not
//supported on all archs)
typedef struct TrackPathFinder TrackPathFinder;
typedef bool TPFEnumProc(uint tile, void *data, int track, uint length, byte *state);
typedef void TPFAfterProc(TrackPathFinder *tpf);

@ -420,7 +420,7 @@ void init_BinaryHeap(Queue* q, uint max_size)
q->data.binaryheap.size = 0;
// We malloc memory in block of BINARY_HEAP_BLOCKSIZE
// It autosizes when it runs out of memory
q->data.binaryheap.elements = calloc(1, ((max_size - 1) / BINARY_HEAP_BLOCKSIZE) + 1);
q->data.binaryheap.elements = calloc(1, ((max_size - 1) / BINARY_HEAP_BLOCKSIZE*sizeof(BinaryHeapNode)) + 1);
q->data.binaryheap.elements[0] = malloc(BINARY_HEAP_BLOCKSIZE * sizeof(BinaryHeapNode));
q->data.binaryheap.blocks = 1;
q->freeq = false;

@ -2168,7 +2168,6 @@ static uint32 GetTileTrackStatus_Track(uint tile, TransportType mode) {
ret = (m5 << 8) + m5;
} else
return 0;
return ret;
}

@ -9,7 +9,7 @@
#include "player.h"
#include "town.h"
#include "gfx.h"
#include "table/directions.h"
#include "npf.h"
#include "sound.h"
/* When true, GetTrackStatus for roads will treat roads under reconstruction

@ -10,6 +10,7 @@
#include "news.h"
#include "gfx.h"
#include "pathfind.h"
#include "npf.h"
#include "player.h"
#include "sound.h"
@ -287,21 +288,33 @@ static int FindClosestRoadDepot(Vehicle *v)
{
uint tile = v->tile;
int i;
RoadFindDepotData rfdd;
if (v->u.road.state == 255) { tile = GetVehicleOutOfTunnelTile(v); }
rfdd.owner = v->owner;
rfdd.best_length = (uint)-1;
if (_patches.new_pathfinding_all) {
NPFFoundTargetData ftd;
/* See where we are now */
byte trackdir = _dir_to_diag_trackdir[(v->direction>>1)&3];
ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_ROAD);
if (ftd.best_bird_dist == 0)
return GetDepotByTile(ftd.node.tile); /* Target found */
else
return -1; /* Target not found */
/* We do not search in two directions here, why should we? We can't reverse right now can we? */
} else {
RoadFindDepotData rfdd;
rfdd.owner = v->owner;
rfdd.best_length = (uint)-1;
/* search in all directions */
for(i=0; i!=4; i++)
FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, i, (TPFEnumProc*)EnumRoadSignalFindDepot, NULL, &rfdd);
/* search in all directions */
for(i=0; i!=4; i++)
FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, i, (TPFEnumProc*)EnumRoadSignalFindDepot, NULL, &rfdd);
if (rfdd.best_length == (uint)-1)
return -1;
if (rfdd.best_length == (uint)-1)
return -1;
return GetDepotByTile(rfdd.tile);
return GetDepotByTile(rfdd.tile);
}
}
/* Send a road vehicle to the nearest depot
@ -1011,7 +1024,7 @@ static bool EnumRoadTrackFindDist(uint tile, FindRoadToChooseData *frd, int trac
// Returns direction to choose
// or -1 if the direction is currently blocked
static int RoadFindPathToDest(Vehicle *v, uint tile, int direction)
static int RoadFindPathToDest(Vehicle *v, uint tile, int enterdir)
{
#define return_track(x) {best_track = x; goto found_best_track; }
@ -1055,66 +1068,95 @@ static int RoadFindPathToDest(Vehicle *v, uint tile, int direction)
*/
/* remove unreachable tracks */
bitmask &= _road_veh_fp_ax_and[direction];
bitmask &= _road_veh_fp_ax_and[enterdir];
if (bitmask == 0) {
// reverse
return_track(_road_reverse_table[direction]);
/* No reachable tracks, so we'll reverse */
return_track(_road_reverse_table[enterdir]);
}
if (v->u.road.reverse_ctr != 0) {
/* What happens here?? */
v->u.road.reverse_ctr = 0;
if (v->tile != (TileIndex)tile) {
return_track(_road_reverse_table[direction]);
return_track(_road_reverse_table[enterdir]);
}
}
desttile = v->dest_tile;
if (desttile == 0) {
// Pick a random direction
// Pick a random track
return_track(PickRandomBit(bitmask));
}
// Only one direction to choose between?
if (!(bitmask & (bitmask - 1))) {
// Only one track to choose between?
if (!(KillFirstBit2x64(bitmask))) {
return_track(FindFirstBit2x64(bitmask));
}
if (IsTileType(desttile, MP_STREET)) {
m5 = _map5[desttile];
if ((m5&0xF0) == 0x20)
goto do_it;
} else if (IsTileType(desttile, MP_STATION)) {
m5 = _map5[desttile];
if (IS_BYTE_INSIDE(m5, 0x43, 0x4B)) {
m5 -= 0x43;
if (_patches.new_pathfinding_all) {
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir;
NPFFillWithOrderData(&fstd, v);
trackdir = _dir_to_diag_trackdir[enterdir];
//debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir);
ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_ROAD);
if (ftd.best_bird_dist != 0 || ftd.best_trackdir == 0xff) {
/* Not found, just do something, or we are already there */
//TODO: maybe display error?
//TODO: go straight ahead if possible?
return_track(FindFirstBit2x64(bitmask));
} else {
return_track(ftd.best_trackdir);
}
} else {
if (IsTileType(desttile, MP_STREET)) {
m5 = _map5[desttile];
if ((m5&0xF0) == 0x20)
/* We are heading for a Depot */
goto do_it;
} else if (IsTileType(desttile, MP_STATION)) {
m5 = _map5[desttile];
if (IS_BYTE_INSIDE(m5, 0x43, 0x4B)) {
/* We are heading for a station */
m5 -= 0x43;
do_it:;
desttile += TileOffsByDir(m5 & 3);
if (desttile == tile && bitmask&_road_pf_table_3[m5&3]) {
return_track(FindFirstBit2x64(bitmask&_road_pf_table_3[m5&3]));
/* When we are heading for a depot or station, we just
* pretend we are heading for the tile in front, we'll
* see from there */
desttile += TileOffsByDir(m5 & 3);
if (desttile == tile && bitmask&_road_pf_table_3[m5&3]) {
/* If we are already in front of the
* station/depot and we can get in from here,
* we enter */
return_track(FindFirstBit2x64(bitmask&_road_pf_table_3[m5&3]));
}
}
}
}
// do pathfind
frd.dest = desttile;
best_track = -1;
best_dist = (uint)-1;
best_maxlen = (uint)-1;
i = 0;
do {
if (bitmask & 1) {
if (best_track == -1) best_track = i; // in case we don't find the path, just pick a direction
frd.maxtracklen = (uint)-1;
frd.mindist = (uint)-1;
FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _road_pf_directions[i], (TPFEnumProc*)EnumRoadTrackFindDist, NULL, &frd);
if (frd.mindist < best_dist || (frd.mindist==best_dist && frd.maxtracklen < best_maxlen)) {
best_dist = frd.mindist;
best_maxlen = frd.maxtracklen;
best_track = i;
// do pathfind
frd.dest = desttile;
best_track = -1;
best_dist = (uint)-1;
best_maxlen = (uint)-1;
i = 0;
do {
if (bitmask & 1) {
if (best_track == -1) best_track = i; // in case we don't find the path, just pick a track
frd.maxtracklen = (uint)-1;
frd.mindist = (uint)-1;
FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _road_pf_directions[i], (TPFEnumProc*)EnumRoadTrackFindDist, NULL, &frd);
if (frd.mindist < best_dist || (frd.mindist==best_dist && frd.maxtracklen < best_maxlen)) {
best_dist = frd.mindist;
best_maxlen = frd.maxtracklen;
best_track = i;
}
}
}
} while (++i,(bitmask>>=1) != 0);
} while (++i,(bitmask>>=1) != 0);
}
found_best_track:;
@ -1301,6 +1343,7 @@ static void RoadVehEventHandler(Vehicle *v)
again:
if ((dir & 7) >= 6) {
/* Turning around */
tile = v->tile;
}

@ -823,6 +823,33 @@ static const SettingDesc patch_player_settings[] = {
{"window_snap_radius", SDT_UINT8, (void*)10, &_patches.window_snap_radius, NULL},
/* New Path Finding */
{"new_pathfinding_all", SDT_BOOL, (void*)false, &_patches.new_pathfinding_all, NULL},
/* When a red signal is encountered, a small detour can be made around
* it. This specifically occurs when a track is doubled, in which case
* the detour is typically 2 tiles. It is also often used at station
* entrances, when there is a choice of multiple platforms. If we take
* a typical 4 platform station, the detour is 4 tiles. To properly
* support larger stations we increase this value.
* We want to prevent that trains that want to leave at one side of a
* station, leave through the other side, turn around, enter the
* station on another platform and exit the station on the right side
* again, just because the sign at the right side was red. If we take
* a typical 5 length station, this detour is 10 or 11 tiles (not
* sure), so we set the default penalty at 10 (the station tile
* penalty will further prevent this */
{"npf_rail_firstred_penalty", SDT_UINT32, (void*)(10 * NPF_TILE_LENGTH), &_patches.npf_rail_firstred_penalty, NULL},
/* When a train plans a route over a station tile, this penalty is
* applied. We want that trains plan a route around a typical, 4x5
* station, which means two tiles to the right, and two tiles back to
* the left around it, or 5 tiles of station through it. If we assign
* a penalty of 1 tile for every station tile passed, the route will
* be around it.
*/
{"npf_rail_station_penalty", SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH), &_patches.npf_rail_station_penalty, NULL},
{"npf_rail_slope_penalty", SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH), &_patches.npf_rail_slope_penalty, NULL},
{"autorenew", SDT_BOOL, (void*)false, &_patches.autorenew, NULL},
{"autorenew_months", SDT_INT16, (void*)-6, &_patches.autorenew_months, NULL},
{"autorenew_money", SDT_INT32, (void*)100000,&_patches.autorenew_money, NULL},
@ -864,6 +891,7 @@ const SettingDesc patch_settings[] = {
{"nonuniform_stations", SDT_BOOL, (void*)true, &_patches.nonuniform_stations, NULL},
{"always_small_airport",SDT_BOOL, (void*)false, &_patches.always_small_airport, NULL},
{"realistic_acceleration",SDT_BOOL, (void*)false, &_patches.realistic_acceleration, NULL},
{"forbid_90_deg", SDT_BOOL, (void*)false, &_patches.forbid_90_deg, NULL},
{"improved_load", SDT_BOOL, (void*)false, &_patches.improved_load, NULL},
{"max_trains", SDT_UINT8, (void*)80, &_patches.max_trains, NULL},

@ -640,11 +640,13 @@ static const PatchEntry _patches_construction[] = {
static const PatchEntry _patches_vehicles[] = {
{PE_BOOL, 0, STR_CONFIG_PATCHES_REALISTICACCEL, "realistic_acceleration", &_patches.realistic_acceleration, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_MAMMOTHTRAINS, "mammoth_trains", &_patches.mammoth_trains, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_GOTODEPOT, "goto_depot", &_patches.gotodepot, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_ROADVEH_QUEUE, "roadveh_queue", &_patches.roadveh_queue, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_NEW_DEPOT_FINDING,"depot_finding", &_patches.new_depot_finding, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_FORBID_90_DEG, "forbid_90_deg", &_patches.forbid_90_deg, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_MAMMOTHTRAINS, "mammoth_trains", &_patches.mammoth_trains, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_GOTODEPOT, "goto_depot", &_patches.gotodepot, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_ROADVEH_QUEUE, "roadveh_queue", &_patches.roadveh_queue, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_NEW_DEPOT_FINDING,"depot_finding", &_patches.new_depot_finding, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_NEW_TRAIN_PATHFIND,"new_pathfinding", &_patches.new_pathfinding, 0, 0, 0, NULL},
{PE_BOOL, 0, STR_CONFIG_PATCHES_NEW_PATHFINDING_ALL, "new_pathfinding_all", &_patches.new_pathfinding_all, 0, 0, 0, NULL},
{PE_BOOL, PF_PLAYERBASED, STR_CONFIG_PATCHES_WARN_INCOME_LESS, "train_income_warn", &_patches.train_income_warn, 0, 0, 0, NULL},
{PE_UINT8, PF_MULTISTRING | PF_PLAYERBASED, STR_CONFIG_PATCHES_ORDER_REVIEW, "order_review_system", &_patches.order_review_system,0,2, 1, NULL},

@ -13,6 +13,7 @@
#include "gui.h"
#include "player.h"
#include "sound.h"
#include "npf.h"
static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
static const byte _ship_sometracks[4] = {0x19, 0x16, 0x25, 0x2A};
@ -70,17 +71,26 @@ static int FindClosestShipDepot(Vehicle *v)
byte owner = v->owner;
uint tile2 = v->tile;
for(i=0; i!=lengthof(_depots); i++) {
tile = _depots[i].xy;
if (IsTileType(tile, MP_WATER) && _map_owner[tile] == owner) {
dist = DistanceManhattan(tile, tile2);
if (dist < best_dist) {
best_dist = dist;
best_depot = i;
if (_patches.new_pathfinding_all) {
NPFFoundTargetData ftd;
byte trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.ship.state)][v->direction];
ftd = NPFRouteToDepotTrialError(v->tile, trackdir, TRANSPORT_ROAD);
if (ftd.best_bird_dist == 0)
best_depot = ftd.node.tile; /* Found target */
else
best_depot = -1; /* Did not find target */
} else {
for(i=0; i!=lengthof(_depots); i++) {
tile = _depots[i].xy;
if (IsTileType(tile, MP_WATER) && _map_owner[tile] == owner) {
dist = DistanceManhattan(tile, tile2);
if (dist < best_dist) {
best_dist = dist;
best_depot = i;
}
}
}
}
return best_depot;
}
@ -568,27 +578,55 @@ bad:;
return best_bird_dist;
}
static int ChooseShipTrack(Vehicle *v, uint tile, int dir, uint tracks)
/* returns the track to choose on the next tile, or -1 when it's better to
* reverse. The tile given is the tile we are about to enter, enterdir is the
* direction in which we are entering the tile */
static int ChooseShipTrack(Vehicle *v, uint tile, int enterdir, uint tracks)
{
uint b;
uint tot_dist, dist;
int track;
uint tile2;
assert(dir>=0 && dir<=3);
tile2 = TILE_ADD(tile, -TileOffsByDir(dir));
dir ^= 2;
tot_dist = (uint)-1;
b = GetTileShipTrackStatus(tile2) & _ship_sometracks[dir] & v->u.ship.state;
if (b != 0) {
dist = FindShipTrack(v, tile2, dir, b, tile, &track);
if (dist != (uint)-1)
tot_dist = dist + 1;
assert(enterdir>=0 && enterdir<=3);
if (_patches.new_pathfinding_all) {
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
uint src_tile = TILE_ADD(tile, TileOffsByDir(_reverse_dir[enterdir]));
byte track = FIND_FIRST_BIT(v->u.ship.state);
assert (KILL_FIRST_BIT(v->u.ship.state) == 0); /* Check that only one bit is set in state */
assert (v->u.ship.state != 0x80); /* Check that we are not in a depot */
assert (track < 6);
NPFFillWithOrderData(&fstd, v);
ftd = NPFRouteToStationOrTile(src_tile, _track_direction_to_trackdir[track][v->direction], &fstd, TRANSPORT_WATER);
if (ftd.best_bird_dist == 0 && ftd.best_trackdir != 0xff)
/* Found the target, and it is not our current tile */
return ftd.best_trackdir & 7; /* TODO: Wrapper function? */
else
return -1; /* Couldn't find target, reverse */
/* TODO: When the target is unreachable, the ship will keep reversing */
} else {
uint b;
uint tot_dist, dist;
int track;
uint tile2;
tile2 = TILE_ADD(tile, -TileOffsByDir(enterdir));
tot_dist = (uint)-1;
/* Let's find out how far it would be if we would reverse first */
b = GetTileShipTrackStatus(tile2) & _ship_sometracks[_reverse_dir[enterdir]] & v->u.ship.state;
if (b != 0) {
dist = FindShipTrack(v, tile2, _reverse_dir[enterdir], b, tile, &track);
if (dist != (uint)-1)
tot_dist = dist + 1;
}
/* And if we would not reverse? */
dist = FindShipTrack(v, tile, enterdir, tracks, 0, &track);
if (dist > tot_dist)
/* We could better reverse */
return -1;
return track;
}
dist = FindShipTrack(v, tile, dir^2, tracks, 0, &track);
if (dist > tot_dist)
return -1;
return track;
}
static const byte _new_vehicle_direction_table[11] = {

@ -2,6 +2,7 @@
#define STATION_H
#include "sprite.h"
#include "tile.h"
#include "vehicle.h"
typedef struct GoodsEntry {
@ -224,4 +225,19 @@ uint GetNumRoadStops(const Station *st, RoadStopType type);
RoadStop * GetPrimaryRoadStop(const Station *st, RoadStopType type);
RoadStop * GetFirstFreeRoadStop( void );
static inline bool IsTrainStationTile(uint tile) {
return IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0, 8);
}
static inline bool IsRoadStationTile(uint tile) {
return IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0x43, 0x4B);
}
/* Get's the direction the station exit points towards. Ie, returns 0 for a
* station with the exit NE. */
static inline byte GetRoadStationDir(uint tile) {
assert(IsRoadStationTile(tile));
return (_map5[tile] - 0x43) & 3;
}
#endif /* STATION_H */

@ -16,7 +16,7 @@
#include "player.h"
#include "airport.h"
#include "sprite.h"
#include "table/directions.h"
#include "npf.h"
// FIXME -- need to be embedded into Airport variable. Is dynamically
// deducteable from graphics-tile array, so will not be needed
@ -2277,10 +2277,6 @@ static void ClickTile_Station(uint tile)
}
}
static inline bool IsTrainStationTile(uint tile) {
return IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0, 8);
}
static const byte _enter_station_speedtable[12] = {
215, 195, 175, 155, 135, 115, 95, 75, 55, 35, 15, 0
};

@ -1,8 +0,0 @@
static const byte _dir_to_straight_trackdir[4] = {
0, 1, 8, 9,
};
static const byte _reverse_dir[4] = {
// 3, 0, 1, 2
2, 3, 0, 1
};

@ -6,6 +6,7 @@
#include "vehicle.h"
#include "command.h"
#include "pathfind.h"
#include "npf.h"
#include "station.h"
#include "table/train_cmd.h"
#include "gfx.h"
@ -25,16 +26,9 @@ static const byte _vehicle_initial_x_fract[4] = {10,8,4,8};
static const byte _vehicle_initial_y_fract[4] = {8,4,8,10};
static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };
static const byte _signal_onedir[14] = {
0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0,
0x40, 0x40, 0x40, 0x10, 0x80, 0x20
};
static const byte _signal_otherdir[14] = {
0x40, 0x40, 0x40, 0x10, 0x80, 0x20, 0, 0,
0x80, 0x80, 0x80, 0x20, 0x40, 0x10
};
/* These two arrays are used for realistic acceleration. XXX: How should they
* be interpreted? */
static const byte _curve_neighbours45[8][2] = {
{7, 1},
{0, 2},
@ -1301,7 +1295,7 @@ static bool TrainFindDepotEnumProc(uint tile, TrainFindDepotData *tfdd, int trac
// make sure the train doesn't run against a oneway signal
if ((_map5[tile] & 0xC0) == 0x40) {
if (!(_map3_lo[tile] & _signal_onedir[track]) && _map3_lo[tile] & _signal_otherdir[track])
if (!(_map3_lo[tile] & _signal_along_trackdir[track]) && _map3_lo[tile] & _signal_against_trackdir[track])
return true;
}
}
@ -1328,7 +1322,16 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v)
if (v->u.rail.track == 0x40) { tile = GetVehicleOutOfTunnelTile(v); }
if (!_patches.new_depot_finding) {
if (_patches.new_pathfinding_all) {
NPFFoundTargetData ftd;
byte trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_RAIL);
if (ftd.best_bird_dist == 0) {
/* Found target */
tfdd.tile = ftd.node.tile;
tfdd.best_length = ftd.best_path_dist;
}
} else if (!_patches.new_depot_finding) {
// search in all directions
for(i=0; i!=4; i++)
NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
@ -1547,6 +1550,7 @@ static bool CheckTrainStayInDepot(Vehicle *v)
return false;
}
/* Check for station tiles */
typedef struct TrainTrackFollowerData {
TileIndex dest_coords;
int station_index; // station index we're heading for
@ -1559,14 +1563,14 @@ static bool TrainTrackFollower(uint tile, TrainTrackFollowerData *ttfd, int trac
if (IsTileType(tile, MP_RAILWAY) && (_map5[tile]&0xC0) == 0x40) {
// the tile has a signal
byte m3 = _map3_lo[tile];
if (!(m3 & _signal_onedir[track])) {
if (!(m3 & _signal_along_trackdir[track])) {
// if one way signal not pointing towards us, stop going in this direction.
if (m3 & _signal_otherdir[track])
if (m3 & _signal_against_trackdir[track])
return true;
} else if (_map2[tile] & _signal_onedir[track]) {
} else if (_map2[tile] & _signal_along_trackdir[track]) {
// green signal in our direction. either one way or two way.
*state = true;
} else if (m3 & _signal_otherdir[track]) {
} else if (m3 & _signal_against_trackdir[track]) {
// two way signal. unless we passed another green signal on the way,
// stop going in this direction.
if (!*state) return true;
@ -1643,97 +1647,132 @@ static const byte _search_directions[6][4] = {
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
#if PF_BENCHMARK
unsigned int rdtsc()
{
unsigned int high, low;
__asm__ __volatile__ ("rdtsc" : "=a" (low), "=d" (high));
return low;
}
#endif
/* choose a track */
static byte ChooseTrainTrack(Vehicle *v, uint tile, int direction, byte trackbits)
static byte ChooseTrainTrack(Vehicle *v, uint tile, int enterdir, byte trackbits)
{
TrainTrackFollowerData fd;
int bits = trackbits;
uint best_track;
#if 0
#if PF_BENCHMARK
int time = rdtsc();
static float f;
#endif
assert( (bits & ~0x3F) == 0);
/* quick return in case only one possible direction is available */
/* quick return in case only one possible track is available */
if (KILL_FIRST_BIT(bits) == 0)
return FIND_FIRST_BIT(bits);
FillWithStationData(&fd, v);
if (_patches.new_pathfinding) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
fd.best_track = 0xFF;
NewTrainPathfind(tile - TileOffsByDir(direction), direction, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
// printf("Train %d %s\n", v->unitnumber, fd.best_track_dist == -1 ? "NOTFOUND" : "FOUND");
if (fd.best_track == 0xff) {
// blaha
if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir;
NPFFillWithOrderData(&fstd, v);
/* The enterdir for the new tile, is the exitdir for the old tile */
trackdir = _track_exitdir_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][enterdir];
assert(trackdir != 0xff);
ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL);
if (ftd.best_bird_dist != 0 || ftd.best_trackdir == 0xff) {
/* Not found, or we are already there. Just do something */
//TODO: maybe display error?
//TODO: go straight ahead if possible?
best_track = FIND_FIRST_BIT(bits);
} else {
best_track = fd.best_track & 7;
/* Discard enterdir information, making it a normal track */
best_track = ftd.best_trackdir & 7; /* TODO: Wrapper function? */
}
} else {
int i, r;
uint best_bird_dist = 0;
uint best_track_dist = 0;
byte train_dir = v->direction & 3;
best_track = -1;
do {
i = FIND_FIRST_BIT(bits);
bits = KILL_FIRST_BIT(bits);
FillWithStationData(&fd, v);
if (_patches.new_pathfinding) {
/* New train pathfinding */
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
fd.best_track = 0xFF;
NewTrainPathfind(tile - TileOffsByDir(enterdir), enterdir, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
NewTrainPathfind(tile, _search_directions[i][direction], (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
if (best_track != (uint)-1) {
if (best_track_dist == (uint)-1) {
if (fd.best_track_dist == (uint)-1) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_track_dist == (uint)-1) {
/* didn't find destination, but we've found the destination previously */
goto bad;
// printf("Train %d %s\n", v->unitnumber, fd.best_track_dist == -1 ? "NOTFOUND" : "FOUND");
if (fd.best_track == 0xff) {
// blaha
best_track = FIND_FIRST_BIT(bits);
} else {
best_track = fd.best_track & 7;
}
} else {
/* Original pathfinding */
int i, r;
uint best_bird_dist = 0;
uint best_track_dist = 0;
byte train_dir = v->direction & 3;
best_track = (uint)-1;
do {
i = FIND_FIRST_BIT(bits);
bits = KILL_FIRST_BIT(bits);
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(tile, _search_directions[i][enterdir], (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
if (best_track != (uint)-1) {
if (best_track_dist == (uint)-1) {
if (fd.best_track_dist == (uint)-1) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
if (fd.best_track_dist == (uint)-1) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == train_dir) r += 80;
if (_pick_track_table[best_track] == train_dir) r -= 80;
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == train_dir) r += 80;
if (_pick_track_table[best_track] == train_dir) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
bad:;
} while (bits != 0);
// printf("Train %d %s\n", v->unitnumber, best_track_dist == -1 ? "NOTFOUND" : "FOUND");
assert(best_track != (uint)-1);
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
bad:;
} while (bits != 0);
// printf("Train %d %s\n", v->unitnumber, best_track_dist == -1 ? "NOTFOUND" : "FOUND");
assert(best_track != (uint)-1);
}
}
#if 0
#if PF_BENCHMARK
time = rdtsc() - time;
f = f * 0.99 + 0.01 * time;
printf("PF time = %d %f\n", time, f);
@ -1766,49 +1805,74 @@ static bool CheckReverseTrain(Vehicle *v)
i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][v->direction>>1];
while(true) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir, trackdir_rev;
Vehicle* last = GetLastVehicleInChain(v);
NewTrainPathfind(v->tile, reverse ^ i, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
NPFFillWithOrderData(&fstd, v);
if (best_track != -1) {
if (best_bird_dist != 0) {
if (fd.best_bird_dist != 0) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_bird_dist != 0) {
/* didn't find destination, but we've found the destination previously */
goto bad;
trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
trackdir_rev = REVERSE_TRACKDIR(_track_direction_to_trackdir[FIND_FIRST_BIT(last->u.rail.track)][last->direction]);
assert(trackdir != 0xff);
assert(trackdir_rev != 0xff);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL);
if (ftd.best_bird_dist != 0) {
/* We didn't find anything, just keep on going straight ahead */
reverse_best = false;
} else {
if (ftd.node.user_data[NPF_NODE_FLAGS] & NPF_FLAG_REVERSE)
reverse_best = true;
else
reverse_best = false;
}
} else {
while(true) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(v->tile, reverse ^ i, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
if (best_track != -1) {
if (best_bird_dist != 0) {
if (fd.best_bird_dist != 0) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
if (fd.best_bird_dist != 0) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
bad:;
if (reverse != 0)
break;
reverse = 2;
if (reverse != 0)
break;
reverse = 2;
}
}
return reverse_best != 0;
@ -2331,7 +2395,7 @@ static void TrainController(Vehicle *v)
Vehicle *prev = NULL;
GetNewVehiclePosResult gp;
uint32 r, tracks,ts;
int dir, i;
int i, enterdir, newdir, dir;
byte chosen_dir;
byte chosen_track;
byte old_z;
@ -2355,8 +2419,10 @@ static void TrainController(Vehicle *v)
return;
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8)
if (r & 0x8) {
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (r & 0x2) {
TrainEnterStation(v, r >> 8);
return;
@ -2371,30 +2437,43 @@ static void TrainController(Vehicle *v)
} else {
/* A new tile is about to be entered. */
byte bits;
/* Determine what direction we're entering the new tile from */
dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
assert(dir==1 || dir==3 || dir==5 || dir==7);
enterdir = dir >> 1;
assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3);
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[dir >> 1];
ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[enterdir];
/* Combine the from & to directions.
* Now, the lower byte contains the track status, and the byte at bit 16 contains
* the signal status. */
tracks = ts|(ts >> 8);
if ( (byte) tracks == 0)
bits = tracks & 0xFF;
if (_patches.new_pathfinding_all && _patches.forbid_90_deg && prev == NULL)
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~_track_crosses_tracks[FIND_FIRST_BIT(v->u.rail.track)];
if ( bits == 0) {
//debug("%x == 0", bits);
goto invalid_rail;
}
/* Check if the new tile contrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile))
if (!CheckCompatibleRail(v, gp.new_tile)) {
//debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile);
goto invalid_rail;
}
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, dir>>1, (byte)tracks);
chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, enterdir, bits);
assert(chosen_track & tracks);
/* Check if it's a red signal and that force proceed is not clicked. */
if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light;
@ -2402,7 +2481,7 @@ static void TrainController(Vehicle *v)
static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2};
/* The wagon is active, simply follow the prev vehicle. */
chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & tracks);
chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
}
/* make sure chosen track is a valid track */
@ -2410,7 +2489,7 @@ static void TrainController(Vehicle *v)
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
{
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][dir>>1];
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
gp.x = (gp.x & ~0xF) | b[0];
gp.y = (gp.y & ~0xF) | b[1];
chosen_dir = b[2];
@ -2418,8 +2497,10 @@ static void TrainController(Vehicle *v)
/* Call the landscape function and tell it that the vehicle entered the tile */
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r&0x8)
if (r&0x8){
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
@ -2429,12 +2510,12 @@ static void TrainController(Vehicle *v)
}
if (v->subtype == TS_Front_Engine)
TrainMovedChangeSignals(gp.new_tile, dir>>1);
TrainMovedChangeSignals(gp.new_tile, enterdir);
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->next == NULL)
TrainMovedChangeSignals(gp.old_tile, (dir>>1) ^ 2);
TrainMovedChangeSignals(gp.old_tile, (enterdir) ^ 2);
if (prev == NULL) {
AffectSpeedByDirChange(v, chosen_dir);
@ -2462,9 +2543,9 @@ static void TrainController(Vehicle *v)
common:;
/* update image of train, as well as delta XY */
dir = GetNewVehicleDirection(v, gp.x, gp.y);
UpdateTrainDeltaXY(v, dir);
v->cur_image = GetTrainImage(v, dir);
newdir = GetNewVehicleDirection(v, gp.x, gp.y);
UpdateTrainDeltaXY(v, newdir);
v->cur_image = GetTrainImage(v, newdir);
v->x_pos = gp.x;
v->y_pos = gp.y;
@ -2498,18 +2579,18 @@ red_light: {
* FIND_FIRST_BIT only handles 6 bits at a time. */
i = FindFirstBit2x64(ts);
if (!(_map3_lo[gp.new_tile] & _signal_otherdir[i])) {
if (!(_map3_lo[gp.new_tile] & _signal_against_trackdir[i])) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-100;
if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20)
return;
} else if (_map3_lo[gp.new_tile] & _signal_onedir[i]){
} else if (_map3_lo[gp.new_tile] & _signal_along_trackdir[i]){
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-10;
if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
uint o_tile = gp.new_tile + TileOffsByDir(dir >> 1);
uint o_tile = gp.new_tile + TileOffsByDir(enterdir);
/* check if a train is waiting on the other side */
if (VehicleFromPos(o_tile, (void*)( (o_tile<<8) | (dir^4)), (VehicleFromPosProc*)CheckVehicleAtSignal) == NULL)
return;

@ -128,6 +128,7 @@ typedef struct Patches {
bool nonuniform_stations;// allow nonuniform train stations
bool always_small_airport; // always allow small airports
bool realistic_acceleration; // realistic acceleration for trains
bool forbid_90_deg; // forbid trains to make 90 deg turns
bool invisible_trees; // don't show trees when buildings are transparent
bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled
@ -186,6 +187,13 @@ typedef struct Patches {
byte drag_signals_density; // many signals density
bool ainew_active; // Is the new AI active?
/* New Path Finding */
bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red */
uint32 npf_rail_station_penalty; /* The penalty for station tiles */
uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */
bool population_in_label; // Show the population of a town in his label?
} Patches;
@ -434,6 +442,9 @@ VARDEF byte _vehicle_design_names;
/* tunnelbridge */
#define MAX_BRIDGES 13
/* For new pathfinding. Define here so it is globally available */
#define NPF_TILE_LENGTH 100
/* Autoreplace vehicle stuff*/
VARDEF byte _autoreplace_array[256];
VARDEF uint16 _player_num_engines[256];

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