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a2dec6c32a
- 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().
129 lines
4.3 KiB
C
129 lines
4.3 KiB
C
#ifndef NPF_H
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#define NPF_H
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#include "ttd.h"
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#include "aystar.h"
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#include "vehicle.h"
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//#define NPF_DEBUG
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//#define NPF_MARKROUTE //Mark the routes considered by the pathfinder by
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//mowing grass
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typedef struct NPFFindStationOrTileData { /* Meant to be stored in AyStar.targetdata */
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TileIndex dest_coords; /* An indication of where the station is, for heuristic purposes, or the target tile */
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int station_index; /* station index we're heading for, or -1 when we're heading for a tile */
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} NPFFindStationOrTileData;
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enum { /* Indices into AyStar.userdata[] */
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NPF_TYPE = 0, /* Contains an TransportTypes value */
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};
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enum { /* Indices into AyStarNode.userdata[] */
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NPF_TRACKDIR_CHOICE = 0, /* The trackdir chosen to get here */
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NPF_NODE_FLAGS,
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};
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enum { /* Flags for AyStarNode.userdata[NPF_NODE_FLAGS]*/
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NPF_FLAG_SEEN_SIGNAL = 1, /* Used to mark that a signal was seen on the way, for rail only */
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NPF_FLAG_REVERSE = 2, /* Used to mark that this node was reached from the second start node, if applicable */
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};
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typedef struct NPFFoundTargetData { /* Meant to be stored in AyStar.userpath */
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uint best_bird_dist; /* The best heuristic found. Is 0 if the target was found */
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uint best_path_dist; /* The shortest path. Is (uint)-1 if no path is found */
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byte best_trackdir; /* The trackdir that leads to the shortes path/closest birds dist */
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AyStarNode node; /* The node within the target the search led us to */
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} NPFFoundTargetData;
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/* These functions below are _not_ re-entrant, in favor of speed! */
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/* Will search from the given tile and direction, for a route to the given
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* station for the given transport type. See the declaration of
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* NPFFoundTargetData above for the meaning of the result. */
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NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type);
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/* Will search as above, but with two start nodes, the second being the
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* reverse. Look at the NPF_NODE_REVERSE flag in the result node to see which
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* direction was taken */
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NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type);
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/* Will search a route to the closest depot. */
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/* Search using breadth first. Good for little track choice and inaccurate
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* heuristic, such as railway/road */
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NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type);
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/* Search by trying each depot in order of Manhattan Distance. Good for lots
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* of choices and accurate heuristics, such as water */
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NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type);
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void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v);
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/*
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* Some tables considering tracks, directions and signals.
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* XXX: Better place to but these?
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*/
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/**
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* Maps a trackdir to the bit that stores its status in the map arrays, in the
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* direction along with the trackdir.
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*/
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const byte _signal_along_trackdir[14];
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/**
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* Maps a trackdir to the bit that stores its status in the map arrays, in the
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* direction against the trackdir.
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*/
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const byte _signal_against_trackdir[14];
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/**
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* Maps a trackdir to the trackdirs that can be reached from it (ie, when
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* entering the next tile.
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*/
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const uint16 _trackdir_reaches_trackdirs[14];
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/**
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* Maps a trackdir to all trackdirs that make 90 deg turns with it.
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*/
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const uint16 _trackdir_crosses_trackdirs[14];
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/**
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* Maps a track to all tracks that make 90 deg turns with it.
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*/
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const byte _track_crosses_tracks[6];
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/**
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* Maps a trackdir to the (4-way) direction the tile is exited when following
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* that trackdir.
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*/
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const byte _trackdir_to_exitdir[14];
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/**
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* Maps a track and an (4-way) dir to the trackdir that represents the track
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* with the exit in the given direction.
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*/
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const byte _track_exitdir_to_trackdir[6][4];
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/**
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* Maps a track and a full (8-way) direction to the trackdir that represents
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* the track running in the given direction.
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*/
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const byte _track_direction_to_trackdir[6][8];
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/**
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* Maps a (4-way) direction to the diagonal track that runs in that
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* direction.
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*/
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const byte _dir_to_diag_trackdir[4];
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/**
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* Maps a (4-way) direction to the reverse.
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*/
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const byte _reverse_dir[4];
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/**
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* Maps a trackdir to the reverse trackdir.
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*/
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const byte _reverse_trackdir[14];
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#define REVERSE_TRACKDIR(trackdir) (trackdir ^ 0x8)
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#endif // NPF_H
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