mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
3081316c69
- Add: [NPF] Reversing inside of depots now has a penalty. It also applies to trains only, other vehicles shouldn't bother reversing. - Fix: [NPF] When checking whether to reverse a train, the trackdir of the first loc was used instead of the last vehicle as a starting node for pathfindig. This might have caused some trains not reversing when they should have (or vice versa). Typo introduced when converting to GetVehicleTrackdir() in r2256. - CodeChange: [NPF] Removed duplicate code by letting NPFRouteTjoStationOrTile() call NPFRouteToStationOrTileTwoWay(). - Add: [NPF] NPFRouteToDepotBreadthFirstTwoWay() to find a depot while also looking backwards. - Add: It is now possibly to specify a path cost for aystar starting nodes.
501 lines
20 KiB
C
501 lines
20 KiB
C
#include "stdafx.h"
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#include "ttd.h"
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#include "debug.h"
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#include "map.h"
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#include "tile.h"
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#include "command.h"
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#include "ai.h"
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#include "depot.h"
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#define TEST_STATION_NO_DIR 0xFF
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// Tests if a station can be build on the given spot
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// TODO: make it train compatible
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static bool TestCanBuildStationHere(uint tile, byte dir)
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{
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Player *p = DEREF_PLAYER(_current_player);
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if (dir == TEST_STATION_NO_DIR) {
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int32 ret;
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// TODO: currently we only allow spots that can be access from al 4 directions...
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// should be fixed!!!
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for (dir = 0; dir < 4; dir++) {
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ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
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if (!CmdFailed(ret)) return true;
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}
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return false;
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}
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// return true if command succeeded, so the inverse of CmdFailed()
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return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
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}
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static bool IsRoad(TileIndex tile)
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{
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return
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// MP_STREET, but not a road depot?
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(IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
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(IsTileType(tile, MP_TUNNELBRIDGE) && (
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// road tunnel?
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((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) ||
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// road bridge?
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((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2)
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));
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}
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// Checks if a tile 'a' is between the tiles 'b' and 'c'
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#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
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// Check if the current tile is in our end-area
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static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
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{
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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// It is not allowed to have a station on the end of a bridge or tunnel ;)
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if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
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if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
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if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
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if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile, AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
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return AYSTAR_FOUND_END_NODE;
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return AYSTAR_DONE;
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}
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// Calculates the hash
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// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
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static uint AiPathFinder_Hash(uint key1, uint key2)
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{
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return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
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}
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// Clear the memory of all the things
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static void AyStar_AiPathFinder_Free(AyStar *aystar)
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{
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AyStarMain_Free(aystar);
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free(aystar);
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}
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static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
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static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
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static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
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// This creates the AiPathFinder
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AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
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{
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PathNode start_node;
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uint x;
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uint y;
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// Create AyStar
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AyStar *result = malloc(sizeof(AyStar));
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init_AyStar(result, AiPathFinder_Hash, 1 << 10);
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// Set the function pointers
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result->CalculateG = AyStar_AiPathFinder_CalculateG;
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result->CalculateH = AyStar_AiPathFinder_CalculateH;
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result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
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result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
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result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
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result->free = AyStar_AiPathFinder_Free;
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// Set some information
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result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
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result->max_path_cost = 0;
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result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
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// Set the user_data to the PathFinderInfo
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result->user_target = PathFinderInfo;
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// Set the start node
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start_node.parent = NULL;
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start_node.node.direction = 0;
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start_node.node.user_data[0] = 0;
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// Now we add all the starting tiles
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for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
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for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
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start_node.node.tile = TILE_XY(x, y);
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result->addstart(result, &start_node.node, 0);
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}
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}
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return result;
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}
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// To reuse AyStar we sometimes have to clean all the memory
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void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
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{
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PathNode start_node;
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uint x;
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uint y;
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aystar->clear(aystar);
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// Set the user_data to the PathFinderInfo
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aystar->user_target = PathFinderInfo;
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// Set the start node
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start_node.parent = NULL;
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start_node.node.direction = 0;
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start_node.node.user_data[0] = 0;
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start_node.node.tile = PathFinderInfo->start_tile_tl;
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// Now we add all the starting tiles
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for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
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for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
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if (!(IsTileType(TILE_XY(x, y), MP_CLEAR) || IsTileType(TILE_XY(x, y), MP_TREES))) continue;
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if (!TestCanBuildStationHere(TILE_XY(x, y), TEST_STATION_NO_DIR)) continue;
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start_node.node.tile = TILE_XY(x, y);
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aystar->addstart(aystar, &start_node.node, 0);
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}
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}
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}
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// The h-value, simple calculation
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static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
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{
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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int r, r2;
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if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
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// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
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r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction));
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r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(PathFinderInfo->end_direction));
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} else {
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// No direction, so just get the fastest route to the station
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r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
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r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br);
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}
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// See if the bottomright is faster than the topleft..
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if (r2 < r) r = r2;
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return r * AI_PATHFINDER_H_MULTIPLER;
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}
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// We found the end.. let's get the route back and put it in an array
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static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
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{
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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uint i = 0;
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PathNode *parent = ¤t->path;
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do {
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PathFinderInfo->route_extra[i] = parent->node.user_data[0];
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PathFinderInfo->route[i++] = parent->node.tile;
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if (i > lengthof(PathFinderInfo->route)) {
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// We ran out of space for the PathFinder
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DEBUG(ai, 0)("[AiPathFinder] Ran out of space in the route[] array!!!");
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PathFinderInfo->route_length = -1; // -1 indicates out of space
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return;
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}
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parent = parent->parent;
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} while (parent != NULL);
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PathFinderInfo->route_length = i;
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DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
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}
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// What tiles are around us.
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
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{
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uint i;
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int ret;
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int dir;
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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aystar->num_neighbours = 0;
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// Go through all surrounding tiles and check if they are within the limits
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for (i = 0; i < 4; i++) {
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TileIndex ctile = current->path.node.tile; // Current tile
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TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile
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if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
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TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) {
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// We also directly test if the current tile can connect to this tile..
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// We do this simply by just building the tile!
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// If the next step is a bridge, we have to enter it the right way
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if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
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if (IsTileType(atile, MP_TUNNELBRIDGE)) {
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// An existing bridge... let's test the direction ;)
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if ((_map5[atile] & 1U) != (i & 1)) continue;
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// This problem only is valid for tunnels:
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// When the last tile was not yet a tunnel, check if we enter from the right side..
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if ((_map5[atile] & 0x80) == 0) {
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if (i != (_map5[atile] & 3U)) continue;
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}
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}
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}
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// But also if we are on a bridge, we can only move a certain direction
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if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
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if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
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// An existing bridge/tunnel... let's test the direction ;)
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if ((_map5[ctile] & 1U) != (i & 1)) continue;
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}
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}
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if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
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(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
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// We are a bridge/tunnel, how cool!!
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// This means we can only point forward.. get the direction from the user_data
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if (i != (current->path.node.user_data[0] >> 8)) continue;
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}
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dir = 0;
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// First, check if we have a parent
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if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
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// If not, this means we are at the starting station
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if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
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// We do need a direction?
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if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
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// We are not pointing the right way, invalid tile
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continue;
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}
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}
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} else if (current->path.node.user_data[0] == 0) {
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if (PathFinderInfo->rail_or_road) {
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// Rail check
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dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
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ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
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if (CmdFailed(ret)) continue;
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#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
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if (current->path.parent->parent != NULL) {
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// Check if we don't make a 90degree curve
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int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
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if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
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continue;
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}
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}
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#endif
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} else {
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// Road check
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dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
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if (IsRoad(ctile)) {
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if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
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// We have a bridge, how nicely! We should mark it...
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dir = 0;
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} else {
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// It already has road.. check if we miss any bits!
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if ((_map5[ctile] & dir) != dir) {
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// We do miss some pieces :(
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dir &= ~_map5[ctile];
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} else {
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dir = 0;
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}
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}
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}
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// Only destruct things if it is MP_CLEAR of MP_TREES
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if (dir != 0) {
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ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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if (CmdFailed(ret)) continue;
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}
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}
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}
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// The tile can be connected
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aystar->neighbours[aystar->num_neighbours].tile = atile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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}
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}
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// Next step, check for bridges and tunnels
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if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
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TileInfo ti;
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// First we get the dir from this tile and his parent
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int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
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// It means we can only walk with the track, so the bridge has to be in the same direction
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TileIndex tile = current->path.node.tile;
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TileIndex new_tile = tile;
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FindLandscapeHeightByTile(&ti, tile);
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// Bridges can only be build on land that is not flat
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// And if there is a road or rail blocking
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if (ti.tileh != 0 ||
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(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
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(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
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for (;;) {
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new_tile += TileOffsByDir(dir);
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// Precheck, is the length allowed?
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if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break;
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// Check if we hit the station-tile.. we don't like that!
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if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
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// Try building the bridge..
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ret = DoCommandByTile(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdFailed(ret)) continue;
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// We can build a bridge here.. add him to the neighbours
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aystar->neighbours[aystar->num_neighbours].tile = new_tile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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// We can only have 12 neighbours, and we need 1 left for tunnels
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if (aystar->num_neighbours == 11) break;
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}
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}
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// Next, check for tunnels!
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// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
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// For now, we check both sides for this tile.. terraforming gives fuzzy result
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if ((dir == 0 && ti.tileh == 12) ||
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(dir == 1 && ti.tileh == 6) ||
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(dir == 2 && ti.tileh == 3) ||
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(dir == 3 && ti.tileh == 9)) {
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// Now simply check if a tunnel can be build
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ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
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if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
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aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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}
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}
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}
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}
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extern uint GetRailFoundation(uint tileh, uint bits);
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extern uint GetRoadFoundation(uint tileh, uint bits);
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extern uint GetBridgeFoundation(uint tileh, byte direction);
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enum {
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BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
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};
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// The most important function: it calculates the g-value
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static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
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{
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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int r, res = 0;
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TileInfo ti, parent_ti;
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// Gather some information about the tile..
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FindLandscapeHeightByTile(&ti, current->tile);
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FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
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// Check if we hit the end-tile
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if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
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// We are at the end-tile, check if we had a direction or something...
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if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction)
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// We are not pointing the right way, invalid tile
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return AYSTAR_INVALID_NODE;
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// If it was valid, drop out.. we don't build on the endtile
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return 0;
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}
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// Give everything a small penalty
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res += AI_PATHFINDER_PENALTY;
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if (!PathFinderInfo->rail_or_road) {
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// Road has the lovely advantage it can use other road... check if
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// the current tile is road, and if so, give a good bonus
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if (IsRoad(current->tile)) {
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res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
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|
}
|
|
}
|
|
|
|
// We should give a penalty when the tile is going up or down.. this is one way to do so!
|
|
// Too bad we have to count it from the parent.. but that is not so bad.
|
|
// We also dislike long routes on slopes, since they do not look too realistic
|
|
// when there is a flat land all around, they are more expensive to build, and
|
|
// especially they essentially block the ability to connect or cross the road
|
|
// from one side.
|
|
if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
|
|
// Skip if the tile was from a bridge or tunnel
|
|
if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
|
|
if (PathFinderInfo->rail_or_road) {
|
|
r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
|
|
// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
|
|
if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
|
|
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
|
|
} else {
|
|
res += AI_PATHFINDER_FOUNDATION_PENALTY;
|
|
}
|
|
} else {
|
|
if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) {
|
|
r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
|
|
if (r >= 15 || r == 0)
|
|
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
|
|
else
|
|
res += AI_PATHFINDER_FOUNDATION_PENALTY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Are we part of a tunnel?
|
|
if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
|
|
// Tunnels are very expensive when build on long routes..
|
|
// Ironicly, we are using BridgeCode here ;)
|
|
r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
|
|
res += r + (r >> 8);
|
|
}
|
|
|
|
// Are we part of a bridge?
|
|
if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
|
|
// That means for every length a penalty
|
|
res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
|
|
// Check if we are going up or down, first for the starting point
|
|
// In user_data[0] is at the 8th bit the direction
|
|
if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
|
|
if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
|
|
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
|
}
|
|
// Second for the end point
|
|
if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
|
|
if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
|
|
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
|
}
|
|
if (parent_ti.tileh == 0)
|
|
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
|
if (ti.tileh == 0)
|
|
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
|
|
}
|
|
|
|
// To prevent the AI from taking the fastest way in tiles, but not the fastest way
|
|
// in speed, we have to give a good penalty to direction changing
|
|
// This way, we get almost the fastest way in tiles, and a very good speed on the track
|
|
if (!PathFinderInfo->rail_or_road) {
|
|
if (parent->path.parent != NULL &&
|
|
AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
|
|
// When road exists, we don't like turning, but its free, so don't be to piggy about it
|
|
if (IsRoad(parent->path.node.tile))
|
|
res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
|
|
else
|
|
res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
|
|
}
|
|
} else {
|
|
// For rail we have 1 exeption: diagonal rail..
|
|
// So we fetch 2 raildirection. That of the current one, and of the one before that
|
|
if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
|
|
int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
|
|
int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
|
|
// First, see if we are on diagonal path, that is better than straight path
|
|
if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
|
|
|
|
// First see if they are different
|
|
if (dir1 != dir2) {
|
|
// dir 2 and 3 are 1 diagonal track, and 4 and 5.
|
|
if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
|
|
// It is not, so we changed of direction
|
|
res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
|
|
}
|
|
if (parent->path.parent->parent->parent != NULL) {
|
|
int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
|
|
// Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
|
|
if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
|
|
res += AI_PATHFINDER_CURVE_PENALTY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Res should never be below zero.. if so, make it zero!
|
|
if (res < 0) { res = 0; }
|
|
|
|
// Return our value
|
|
return res;
|
|
}
|