mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
4014e36aec
- The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
874 lines
32 KiB
C
874 lines
32 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "npf.h"
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#include "aystar.h"
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#include "macros.h"
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#include "pathfind.h"
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#include "station.h"
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#include "tile.h"
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#include "depot.h"
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static AyStar _npf_aystar;
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/* The cost of each trackdir. A diagonal piece is the full NPF_TILE_LENGTH,
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* the shorter piece is sqrt(2)/2*NPF_TILE_LENGTH =~ 0.7071
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*/
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#define NPF_STRAIGHT_LENGTH (uint)(NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH)
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static const uint _trackdir_length[TRACKDIR_END] = {
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NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH,
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0, 0,
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NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH
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};
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/**
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* Calculates the minimum distance traveled to get from t0 to t1 when only
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* using tracks (ie, only making 45 degree turns). Returns the distance in the
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* NPF scale, ie the number of full tiles multiplied by NPF_TILE_LENGTH to
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* prevent rounding.
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*/
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static uint NPFDistanceTrack(TileIndex t0, TileIndex t1)
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{
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const uint dx = abs(TileX(t0) - TileX(t1));
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const uint dy = abs(TileY(t0) - TileY(t1));
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const uint straightTracks = 2 * min(dx, dy); /* The number of straight (not full length) tracks */
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/* OPTIMISATION:
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* Original: diagTracks = max(dx, dy) - min(dx,dy);
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* Proof:
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* (dx+dy) - straightTracks == (min + max) - straightTracks = min + max - 2 * min = max - min */
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const uint diagTracks = dx + dy - straightTracks; /* The number of diagonal (full tile length) tracks. */
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/* Don't factor out NPF_TILE_LENGTH below, this will round values and lose
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* precision */
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return diagTracks * NPF_TILE_LENGTH + straightTracks * NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH;
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}
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#if 0
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static uint NTPHash(uint key1, uint key2)
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{
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/* This function uses the old hash, which is fixed on 10 bits (1024 buckets) */
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return PATHFIND_HASH_TILE(key1);
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}
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#endif
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/**
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* Calculates a hash value for use in the NPF.
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* @param key1 The TileIndex of the tile to hash
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* @param key1 The Trackdir of the track on the tile.
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*
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* @todo Think of a better hash.
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*/
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static uint NPFHash(uint key1, uint key2)
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{
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/* TODO: think of a better hash? */
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uint part1 = TileX(key1) & NPF_HASH_HALFMASK;
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uint part2 = TileY(key1) & NPF_HASH_HALFMASK;
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assert(IsValidTrackdir(key2));
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assert(IsValidTile(key1));
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return ((((part1 << NPF_HASH_HALFBITS) | part2)) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
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}
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static int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent)
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{
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return 0;
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}
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/* Calcs the tile of given station that is closest to a given tile
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* for this we assume the station is a rectangle,
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* as defined by its top tile (st->train_tile) and its width/height (st->trainst_w, st->trainst_h)
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*/
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static TileIndex CalcClosestStationTile(StationID station, TileIndex tile)
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{
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const Station* st = GetStation(station);
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uint minx = TileX(st->train_tile); // topmost corner of station
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uint miny = TileY(st->train_tile);
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uint maxx = minx + st->trainst_w - 1; // lowermost corner of station
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uint maxy = miny + st->trainst_h - 1;
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uint x;
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uint y;
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// we are going the aim for the x coordinate of the closest corner
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// but if we are between those coordinates, we will aim for our own x coordinate
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x = clamp(TileX(tile), minx, maxx);
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// same for y coordinate, see above comment
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y = clamp(TileY(tile), miny, maxy);
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// return the tile of our target coordinates
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return TileXY(x, y);
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}
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/* Calcs the heuristic to the target station or tile. For train stations, it
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* takes into account the direction of approach.
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*/
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static int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent)
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{
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NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
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NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
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TileIndex from = current->tile;
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TileIndex to = fstd->dest_coords;
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uint dist;
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// for train-stations, we are going to aim for the closest station tile
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if ((as->user_data[NPF_TYPE] == TRANSPORT_RAIL) && (fstd->station_index != -1))
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to = CalcClosestStationTile(fstd->station_index, from);
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if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD)
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/* Since roads only have diagonal pieces, we use manhattan distance here */
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dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
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else
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/* Ships and trains can also go diagonal, so the minimum distance is shorter */
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dist = NPFDistanceTrack(from, to);
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DEBUG(npf, 4)("Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
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if (dist < ftd->best_bird_dist) {
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ftd->best_bird_dist = dist;
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ftd->best_trackdir = current->user_data[NPF_TRACKDIR_CHOICE];
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}
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return dist;
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}
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/* Fills AyStarNode.user_data[NPF_TRACKDIRCHOICE] with the chosen direction to
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* get here, either getting it from the current choice or from the parent's
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* choice */
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static void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
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{
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if (parent->path.parent == NULL) {
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Trackdir trackdir = (Trackdir)current->direction;
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/* This is a first order decision, so we'd better save the
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* direction we chose */
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current->user_data[NPF_TRACKDIR_CHOICE] = trackdir;
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DEBUG(npf, 6)("Saving trackdir: %#x", trackdir);
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} else {
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/* We've already made the decision, so just save our parent's
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* decision */
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current->user_data[NPF_TRACKDIR_CHOICE] = parent->path.node.user_data[NPF_TRACKDIR_CHOICE];
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}
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}
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/* Will return the cost of the tunnel. If it is an entry, it will return the
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* cost of that tile. If the tile is an exit, it will return the tunnel length
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* including the exit tile. Requires that this is a Tunnel tile */
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static uint NPFTunnelCost(AyStarNode* current)
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{
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DiagDirection exitdir = TrackdirToExitdir((Trackdir)current->direction);
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TileIndex tile = current->tile;
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if ((DiagDirection)GB(_m[tile].m5, 0, 2) == ReverseDiagdir(exitdir)) {
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/* We just popped out if this tunnel, since were
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* facing the tunnel exit */
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FindLengthOfTunnelResult flotr;
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flotr = FindLengthOfTunnel(tile, ReverseDiagdir(exitdir));
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return flotr.length * NPF_TILE_LENGTH;
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//TODO: Penalty for tunnels?
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} else {
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/* We are entering the tunnel, the enter tile is just a
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* straight track */
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return NPF_TILE_LENGTH;
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}
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}
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static uint NPFSlopeCost(AyStarNode* current)
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{
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TileIndex next = current->tile + TileOffsByDir(TrackdirToExitdir(current->direction));
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int x,y;
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int8 z1,z2;
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x = TileX(current->tile) * TILE_SIZE;
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y = TileY(current->tile) * TILE_SIZE;
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/* get the height of the center of the current tile */
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z1 = GetSlopeZ(x+TILE_HEIGHT, y+TILE_HEIGHT);
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x = TileX(next) * TILE_SIZE;
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y = TileY(next) * TILE_SIZE;
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/* get the height of the center of the next tile */
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z2 = GetSlopeZ(x+TILE_HEIGHT, y+TILE_HEIGHT);
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if ((z2 - z1) > 1) {
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/* Slope up */
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return _patches.npf_rail_slope_penalty;
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}
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return 0;
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/* Should we give a bonus for slope down? Probably not, we
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* could just substract that bonus from the penalty, because
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* there is only one level of steepness... */
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}
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/* Mark tiles by mowing the grass when npf debug level >= 1 */
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static void NPFMarkTile(TileIndex tile)
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{
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#ifdef NO_DEBUG_MESSAGES
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return;
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#else
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if (_debug_npf_level >= 1)
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switch(GetTileType(tile)) {
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case MP_RAILWAY:
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/* DEBUG: mark visited tiles by mowing the grass under them
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* ;-) */
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if (!IsTileDepotType(tile, TRANSPORT_RAIL)) {
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SB(_m[tile].m2, 0, 4, 0);
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MarkTileDirtyByTile(tile);
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}
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break;
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case MP_STREET:
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if (!IsTileDepotType(tile, TRANSPORT_ROAD)) {
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SB(_m[tile].m4, 4, 3, 0);
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MarkTileDirtyByTile(tile);
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}
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break;
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default:
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break;
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}
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#endif
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}
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static int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
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{
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//TileIndex tile = current->tile;
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int32 cost = 0;
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Trackdir trackdir = (Trackdir)current->direction;
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cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
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if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir))
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cost += _patches.npf_buoy_penalty; /* A small penalty for going over buoys */
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if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
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cost += _patches.npf_water_curve_penalty;
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/* TODO More penalties? */
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return cost;
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}
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/* Determine the cost of this node, for road tracks */
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static int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
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{
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TileIndex tile = current->tile;
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int32 cost = 0;
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/* Determine base length */
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switch (GetTileType(tile)) {
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case MP_TUNNELBRIDGE:
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if (GB(_m[tile].m5, 4, 4) == 0) {
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cost = NPFTunnelCost(current);
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break;
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}
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cost = NPF_TILE_LENGTH;
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break;
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case MP_STREET:
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cost = NPF_TILE_LENGTH;
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/* Increase the cost for level crossings */
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if (IsLevelCrossing(tile))
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cost += _patches.npf_crossing_penalty;
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break;
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default:
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break;
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}
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/* Determine extra costs */
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/* Check for slope */
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cost += NPFSlopeCost(current);
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/* Check for turns. Road vehicles only really drive diagonal, turns are
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* represented by non-diagonal tracks */
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if (!IsDiagonalTrackdir(current->direction))
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cost += _patches.npf_road_curve_penalty;
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NPFMarkTile(tile);
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DEBUG(npf, 4)("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
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return cost;
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}
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/* Determine the cost of this node, for railway tracks */
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static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
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{
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TileIndex tile = current->tile;
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Trackdir trackdir = (Trackdir)current->direction;
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int32 cost = 0;
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/* HACK: We create a OpenListNode manualy, so we can call EndNodeCheck */
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OpenListNode new_node;
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/* Determine base length */
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switch (GetTileType(tile)) {
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case MP_TUNNELBRIDGE:
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if (GB(_m[tile].m5, 4, 4) == 0) {
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cost = NPFTunnelCost(current);
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break;
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}
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/* Fall through if above if is false, it is a bridge
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* then. We treat that as ordinary rail */
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case MP_RAILWAY:
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cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
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break;
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case MP_STREET: /* Railway crossing */
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cost = NPF_TILE_LENGTH;
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break;
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case MP_STATION:
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/* We give a station tile a penalty. Logically we would only
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* want to give station tiles that are not our destination
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* this penalty. This would discourage trains to drive through
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* busy stations. But, we can just give any station tile a
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* penalty, because every possible route will get this penalty
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* exactly once, on its end tile (if it's a station) and it
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* will therefore not make a difference. */
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cost = NPF_TILE_LENGTH + _patches.npf_rail_station_penalty;
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break;
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default:
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break;
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}
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/* Determine extra costs */
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/* Check for signals */
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if (IsTileType(tile, MP_RAILWAY) && HasSignalOnTrackdir(tile, trackdir)) {
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/* Ordinary track with signals */
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if (GetSignalState(tile, trackdir) == SIGNAL_STATE_RED) {
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/* Signal facing us is red */
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if (!NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) {
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/* Penalize the first signal we
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* encounter, if it is red */
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/* Is this a presignal exit or combo? */
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SignalType sigtype = GetSignalType(tile, TrackdirToTrack(trackdir));
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if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO)
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/* Penalise exit and combo signals differently (heavier) */
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cost += _patches.npf_rail_firstred_exit_penalty;
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else
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cost += _patches.npf_rail_firstred_penalty;
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}
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/* Record the state of this signal */
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NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, true);
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} else {
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/* Record the state of this signal */
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NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, false);
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}
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NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true);
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}
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/* Penalise the tile if it is a target tile and the last signal was
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* red */
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/* HACK: We create a new_node here so we can call EndNodeCheck. Ugly as hell
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* of course... */
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new_node.path.node = *current;
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if (as->EndNodeCheck(as, &new_node) == AYSTAR_FOUND_END_NODE && NPFGetFlag(current, NPF_FLAG_LAST_SIGNAL_RED))
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cost += _patches.npf_rail_lastred_penalty;
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/* Check for slope */
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cost += NPFSlopeCost(current);
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/* Check for turns */
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if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
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cost += _patches.npf_rail_curve_penalty;
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//TODO, with realistic acceleration, also the amount of straight track between
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// curves should be taken into account, as this affects the speed limit.
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/* Check for reverse in depot */
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if (IsTileDepotType(tile, TRANSPORT_RAIL) && as->EndNodeCheck(as, &new_node) != AYSTAR_FOUND_END_NODE) {
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/* Penalise any depot tile that is not the last tile in the path. This
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* _should_ penalise every occurence of reversing in a depot (and only
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* that) */
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cost += _patches.npf_rail_depot_reverse_penalty;
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}
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/* Check for occupied track */
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//TODO
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NPFMarkTile(tile);
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DEBUG(npf, 4)("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
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return cost;
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}
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/* Will find any depot */
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static int32 NPFFindDepot(AyStar* as, OpenListNode *current)
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{
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TileIndex tile = current->path.node.tile;
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/* It's not worth caching the result with NPF_FLAG_IS_TARGET here as below,
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* since checking the cache not that much faster than the actual check */
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if (IsTileDepotType(tile, as->user_data[NPF_TYPE]))
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return AYSTAR_FOUND_END_NODE;
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else
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return AYSTAR_DONE;
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}
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/* Will find a station identified using the NPFFindStationOrTileData */
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static int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current)
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{
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NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
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AyStarNode *node = ¤t->path.node;
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TileIndex tile = node->tile;
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/* If GetNeighbours said we could get here, we assume the station type
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* is correct */
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if (
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(fstd->station_index == -1 && tile == fstd->dest_coords) || /* We've found the tile, or */
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(IsTileType(tile, MP_STATION) && _m[tile].m2 == fstd->station_index) /* the station */
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) {
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return AYSTAR_FOUND_END_NODE;
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} else {
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return AYSTAR_DONE;
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}
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}
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/* To be called when current contains the (shortest route to) the target node.
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* Will fill the contents of the NPFFoundTargetData using
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* AyStarNode[NPF_TRACKDIR_CHOICE].
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*/
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static void NPFSaveTargetData(AyStar* as, OpenListNode* current)
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{
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NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
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ftd->best_trackdir = (Trackdir)current->path.node.user_data[NPF_TRACKDIR_CHOICE];
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ftd->best_path_dist = current->g;
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ftd->best_bird_dist = 0;
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ftd->node = current->path.node;
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}
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/**
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* Finds out if a given player's vehicles are allowed to enter a given tile.
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* @param owner The owner of the vehicle.
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* @param tile The tile that is about to be entered.
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* @param enterdir The direction from which the vehicle wants to enter the tile.
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* @return true if the vehicle can enter the tile.
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* @todo This function should be used in other places than just NPF,
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* maybe moved to another file too.
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*/
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static bool VehicleMayEnterTile(Owner owner, TileIndex tile, DiagDirection enterdir)
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{
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if (
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IsTileType(tile, MP_RAILWAY) /* Rail tile (also rail depot) */
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|| IsTrainStationTile(tile) /* Rail station tile */
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|| IsTileDepotType(tile, TRANSPORT_ROAD) /* Road depot tile */
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|| IsRoadStationTile(tile) /* Road station tile */
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|| IsTileDepotType(tile, TRANSPORT_WATER) /* Water depot tile */
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|
)
|
|
return IsTileOwner(tile, owner); /* You need to own these tiles entirely to use them */
|
|
|
|
switch (GetTileType(tile)) {
|
|
case MP_STREET:
|
|
/* rail-road crossing : are we looking at the railway part? */
|
|
if (IsLevelCrossing(tile) && GetCrossingTransportType(tile, TrackdirToTrack(DiagdirToDiagTrackdir(enterdir))) == TRANSPORT_RAIL)
|
|
return IsTileOwner(tile, owner); /* Railway needs owner check, while the street is public */
|
|
break;
|
|
case MP_TUNNELBRIDGE:
|
|
#if 0
|
|
/* OPTIMISATION: If we are on the middle of a bridge, we will not do the cpu
|
|
* intensive owner check, instead we will just assume that if the vehicle
|
|
* managed to get on the bridge, it is probably allowed to :-)
|
|
*/
|
|
if ((_m[tile].m5 & 0xC6) == 0xC0 && GB(_m[tile].m5, 0, 1) == (enterdir & 0x1)) {
|
|
/* on the middle part of a railway bridge: find bridge ending */
|
|
while (IsTileType(tile, MP_TUNNELBRIDGE) && !((_m[tile].m5 & 0xC6) == 0x80)) {
|
|
tile += TileOffsByDir(GB(_m[tile].m5, 0, 1));
|
|
}
|
|
}
|
|
/* if we were on a railway middle part, we are now at a railway bridge ending */
|
|
#endif
|
|
if (
|
|
(_m[tile].m5 & 0xFC) == 0 /* railway tunnel */
|
|
|| (_m[tile].m5 & 0xC6) == 0x80 /* railway bridge ending */
|
|
|| ((_m[tile].m5 & 0xF8) == 0xE0 && GB(_m[tile].m5, 0, 1) != (enterdir & 0x1)) /* railway under bridge */
|
|
)
|
|
return IsTileOwner(tile, owner);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true; /* no need to check */
|
|
}
|
|
|
|
/* 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 */
|
|
static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
|
|
{
|
|
Trackdir src_trackdir = (Trackdir)current->path.node.direction;
|
|
TileIndex src_tile = current->path.node.tile;
|
|
DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
|
|
FindLengthOfTunnelResult flotr;
|
|
TileIndex dst_tile;
|
|
int i;
|
|
TrackdirBits trackdirbits, 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;
|
|
DEBUG(npf, 4)("Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
|
|
|
|
/* Find dest tile */
|
|
if (IsTileType(src_tile, MP_TUNNELBRIDGE) && GB(_m[src_tile].m5, 4, 4) == 0 &&
|
|
(DiagDirection)GB(_m[src_tile].m5, 0, 2) == 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_WATER && (IsRoadStationTile(src_tile) || IsTileDepotType(src_tile, type))){
|
|
/* 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. */
|
|
|
|
DiagDirection 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 = GetDepotDirection(src_tile, type);
|
|
|
|
/* Let's see if were headed the right way into the depot, and reverse
|
|
* otherwise (only for trains, since only with trains you can
|
|
* (sometimes) reach tiles after reversing that you couldn't reach
|
|
* without reversing. */
|
|
if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagdir(exitdir)) && type == TRANSPORT_RAIL)
|
|
/* We are headed inwards. We can only reverse here, so we'll not
|
|
* consider this direction, but jump ahead to the reverse direction.
|
|
* It would be nicer to return one neighbour here (the reverse
|
|
* trackdir of the one we are considering now) and then considering
|
|
* that one to return the tracks outside of the depot. But, because
|
|
* the code layout is cleaner this way, we will just pretend we are
|
|
* reversed already */
|
|
src_trackdir = ReverseTrackdir(src_trackdir);
|
|
}
|
|
/* This a normal tile, a bridge, a tunnel exit, etc. */
|
|
dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDir(TrackdirToExitdir(src_trackdir)));
|
|
if (dst_tile == INVALID_TILE) {
|
|
/* We reached the border of the map */
|
|
/* TODO Nicer control flow for this */
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* I can't enter a tunnel entry/exit tile from a tile above the tunnel. Note
|
|
* that I can enter the tunnel from a tile below the tunnel entrance. This
|
|
* solves the problem of vehicles wanting to drive off a tunnel entrance */
|
|
if (IsTileType(dst_tile, MP_TUNNELBRIDGE) && GB(_m[dst_tile].m5, 4, 4) == 0 &&
|
|
GetTileZ(dst_tile) < GetTileZ(src_tile)) {
|
|
return;
|
|
}
|
|
|
|
/* check correct rail type (mono, maglev, etc) */
|
|
if (type == TRANSPORT_RAIL) {
|
|
RailType dst_type = GetTileRailType(dst_tile, src_trackdir);
|
|
if (!IsCompatibleRail(aystar->user_data[NPF_RAILTYPE], dst_type))
|
|
return;
|
|
}
|
|
|
|
/* Check the owner of the tile */
|
|
if (!VehicleMayEnterTile(aystar->user_data[NPF_OWNER], dst_tile, TrackdirToExitdir(src_trackdir))) {
|
|
return;
|
|
}
|
|
|
|
/* Determine available tracks */
|
|
if (type != TRANSPORT_WATER && (IsRoadStationTile(dst_tile) || IsTileDepotType(dst_tile, type))){
|
|
/* Road stations and road and train depots return 0 on GTTS, so we have to do this by hand... */
|
|
DiagDirection exitdir;
|
|
if (IsRoadStationTile(dst_tile))
|
|
exitdir = GetRoadStationDir(dst_tile);
|
|
else /* Road or train depot */
|
|
exitdir = GetDepotDirection(dst_tile, type);
|
|
/* Find the trackdirs that are available for a depot or station with this
|
|
* orientation. They are only "inwards", since we are reaching this tile
|
|
* from some other tile. This prevents vehicles driving into depots from
|
|
* the back */
|
|
ts = TrackdirToTrackdirBits(DiagdirToDiagTrackdir(ReverseDiagdir(exitdir)));
|
|
} else {
|
|
ts = GetTileTrackStatus(dst_tile, type);
|
|
}
|
|
trackdirbits = ts & TRACKDIR_BIT_MASK; /* Filter out signal status and the unused bits */
|
|
|
|
DEBUG(npf, 4)("Next node: (%d, %d) [%d], possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirbits);
|
|
/* Select only trackdirs we can reach from our current trackdir */
|
|
trackdirbits &= TrackdirReachesTrackdirs(src_trackdir);
|
|
if (_patches.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) /* Filter out trackdirs that would make 90 deg turns for trains */
|
|
trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
|
|
|
|
DEBUG(npf,6)("After filtering: (%d, %d), possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), trackdirbits);
|
|
|
|
i = 0;
|
|
/* Enumerate possible track */
|
|
while (trackdirbits != 0) {
|
|
Trackdir dst_trackdir;
|
|
dst_trackdir = FindFirstBit2x64(trackdirbits);
|
|
trackdirbits = KillFirstBit2x64(trackdirbits);
|
|
DEBUG(npf, 5)("Expanded into trackdir: %d, remaining trackdirs: %#x", dst_trackdir, trackdirbits);
|
|
|
|
/* Check for oneway signal against us */
|
|
if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TYPE_SIGNALS) {
|
|
if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir))
|
|
// if one way signal not pointing towards us, stop going in this direction.
|
|
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. reverse_penalty is applied to all routes that
|
|
* originate from the second start node.
|
|
* 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.
|
|
*/
|
|
static NPFFoundTargetData NPFRouteInternal(AyStarNode* start1, AyStarNode* start2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, Owner owner, RailType railtype, uint reverse_penalty)
|
|
{
|
|
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] = INVALID_TRACKDIR;
|
|
start1->user_data[NPF_NODE_FLAGS] = 0;
|
|
_npf_aystar.addstart(&_npf_aystar, start1, 0);
|
|
if (start2) {
|
|
start2->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
|
|
start2->user_data[NPF_NODE_FLAGS] = 0;
|
|
NPFSetFlag(start2, NPF_FLAG_REVERSE, true);
|
|
_npf_aystar.addstart(&_npf_aystar, start2, reverse_penalty);
|
|
}
|
|
|
|
/* Initialize result */
|
|
result.best_bird_dist = (uint)-1;
|
|
result.best_path_dist = (uint)-1;
|
|
result.best_trackdir = INVALID_TRACKDIR;
|
|
_npf_aystar.user_path = &result;
|
|
|
|
/* Initialize target */
|
|
_npf_aystar.user_target = target;
|
|
|
|
/* Initialize user_data */
|
|
_npf_aystar.user_data[NPF_TYPE] = type;
|
|
_npf_aystar.user_data[NPF_OWNER] = owner;
|
|
_npf_aystar.user_data[NPF_RAILTYPE] = railtype;
|
|
|
|
/* 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, Trackdir trackdir1, TileIndex tile2, Trackdir trackdir2, NPFFindStationOrTileData* target, TransportType type, Owner owner, RailType railtype)
|
|
{
|
|
AyStarNode start1;
|
|
AyStarNode start2;
|
|
|
|
start1.tile = tile1;
|
|
start2.tile = tile2;
|
|
/* We set this in case the target is also the start tile, we will just
|
|
* return a not found then */
|
|
start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
|
|
start1.direction = trackdir1;
|
|
start2.direction = trackdir2;
|
|
start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
|
|
|
|
return NPFRouteInternal(&start1, (IsValidTile(tile2) ? &start2 : NULL), target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, owner, railtype, 0);
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, NPFFindStationOrTileData* target, TransportType type, Owner owner, RailType railtype)
|
|
{
|
|
return NPFRouteToStationOrTileTwoWay(tile, trackdir, INVALID_TILE, 0, target, type, owner, railtype);
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, TileIndex tile2, Trackdir trackdir2, TransportType type, Owner owner, RailType railtype, uint reverse_penalty)
|
|
{
|
|
AyStarNode start1;
|
|
AyStarNode start2;
|
|
|
|
start1.tile = tile1;
|
|
start2.tile = tile2;
|
|
/* We set this in case the target is also the start tile, we will just
|
|
* return a not found then */
|
|
start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
|
|
start1.direction = trackdir1;
|
|
start2.direction = trackdir2;
|
|
start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
|
|
|
|
/* perform a breadth first search. Target is NULL,
|
|
* since we are just looking for any depot...*/
|
|
return NPFRouteInternal(&start1, (IsValidTile(tile2) ? &start2 : NULL), NULL, NPFFindDepot, NPFCalcZero, type, owner, railtype, reverse_penalty);
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, TransportType type, Owner owner, RailType railtype)
|
|
{
|
|
return NPFRouteToDepotBreadthFirstTwoWay(tile, trackdir, INVALID_TILE, 0, type, owner, railtype, 0);
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, TransportType type, Owner owner, RailType railtype)
|
|
{
|
|
/* 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;
|
|
int r;
|
|
NPFFoundTargetData best_result;
|
|
NPFFoundTargetData result;
|
|
NPFFindStationOrTileData target;
|
|
AyStarNode start;
|
|
Depot* current;
|
|
Depot *depot;
|
|
|
|
init_InsSort(&depots);
|
|
/* Okay, let's find all depots that we can use first */
|
|
FOR_ALL_DEPOTS(depot) {
|
|
/* Check if this is really a valid depot, it is of the needed type and
|
|
* owner */
|
|
if (IsValidDepot(depot) && IsTileDepotType(depot->xy, type) && IsTileOwner(depot->xy, owner))
|
|
/* If so, let's add it to the queue, sorted by distance */
|
|
depots.push(&depots, depot, DistanceManhattan(tile, depot->xy));
|
|
}
|
|
|
|
/* 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 = ⌖
|
|
|
|
/* Initialize user_data */
|
|
_npf_aystar.user_data[NPF_TYPE] = type;
|
|
_npf_aystar.user_data[NPF_OWNER] = owner;
|
|
|
|
/* 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;
|
|
best_result.best_bird_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] = INVALID_TRACKDIR;
|
|
start.user_data[NPF_NODE_FLAGS] = 0;
|
|
_npf_aystar.addstart(&_npf_aystar, &start, 0);
|
|
|
|
/* Initialize result */
|
|
result.best_bird_dist = (uint)-1;
|
|
result.best_path_dist = (uint)-1;
|
|
result.best_trackdir = INVALID_TRACKDIR;
|
|
|
|
/* 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, NPFHash, NPF_HASH_SIZE);
|
|
_npf_aystar.loops_per_tick = 0;
|
|
_npf_aystar.max_path_cost = 0;
|
|
//_npf_aystar.max_search_nodes = 0;
|
|
/* We will limit the number of nodes for now, until we have a better
|
|
* solution to really fix performance */
|
|
_npf_aystar.max_search_nodes = _patches.npf_max_search_nodes;
|
|
}
|
|
|
|
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.
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* So only for train orders to stations we fill fstd->station_index, for all
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* others only dest_coords */
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if ((v->current_order.type) == OT_GOTO_STATION && v->type == VEH_Train) {
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fstd->station_index = v->current_order.station;
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/* Let's take the closest tile of the station as our target for trains */
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fstd->dest_coords = CalcClosestStationTile(v->current_order.station, v->tile);
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} else {
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fstd->dest_coords = v->dest_tile;
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fstd->station_index = -1;
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}
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}
|