mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-04 06:00:15 +00:00
d08dfa84a4
- Add: GetDepotDirection() wrapper function. - Fix: [NPF] Ships can now actually reach buoys.
880 lines
30 KiB
C
880 lines
30 KiB
C
#include "stdafx.h"
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#include "ttd.h"
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#include "debug.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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AyStar _train_find_station;
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AyStar _train_find_depot;
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AyStar _road_find_station;
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AyStar _road_find_depot;
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AyStar _npf_aystar;
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/* Maps a trackdir to the bit that stores its status in the map arrays, in the
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* direction along with the trackdir */
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const byte _signal_along_trackdir[14] = {
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0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0,
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0x40, 0x40, 0x40, 0x10, 0x80, 0x20
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};
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/* Maps a trackdir to the bit that stores its status in the map arrays, in the
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* direction against the trackdir */
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const byte _signal_against_trackdir[14] = {
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0x40, 0x40, 0x40, 0x10, 0x80, 0x20, 0, 0,
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0x80, 0x80, 0x80, 0x20, 0x40, 0x10
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};
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/* Maps a trackdir to the trackdirs that can be reached from it (ie, when
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* entering the next tile */
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const uint16 _trackdir_reaches_trackdirs[14] = {
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0x1009, 0x0016, 0x1009, 0x0016, 0x0520, 0x0016, 0, 0,
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0x0520, 0x2A00, 0x2A00, 0x0520, 0x2A00, 0x1009
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};
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/* Maps a trackdir to all trackdirs that make 90 deg turns with it. */
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const uint16 _trackdir_crosses_trackdirs[14] = {
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0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C, 0, 0,
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0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C
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};
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/* Maps a track to all tracks that make 90 deg turns with it. */
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const byte _track_crosses_tracks[6] = {
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0x2, /* Track 1 -> Track 2 */
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0x1, /* Track 2 -> Track 1 */
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0x30, /* Upper -> Left | Right */
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0x30, /* Lower -> Left | Right */
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0x0C, /* Left -> Upper | Lower */
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0x0C, /* Right -> Upper | Lower */
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};
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/* Maps a trackdir to the (4-way) direction the tile is exited when following
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* that trackdir */
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const byte _trackdir_to_exitdir[14] = {
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0,1,0,1,2,1, 0,0,
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2,3,3,2,3,0,
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};
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const byte _track_exitdir_to_trackdir[6][4] = {
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{0, 0xff, 8, 0xff},
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{0xff, 1, 0xff, 9},
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{2, 0xff, 0xff, 10},
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{0xff, 3, 11, 0xf},
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{0xff, 0xff, 4, 12},
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{13, 5, 0xff, 0xff}
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};
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const byte _track_direction_to_trackdir[6][8] = {
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{0xff, 0, 0xff, 0xff, 0xff, 8, 0xff, 0xff},
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{0xff, 0xff, 0xff, 1, 0xff, 0xff, 0xff, 9},
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{0xff, 0xff, 2, 0xff, 0xff, 0xff, 10, 0xff},
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{0xff, 0xff, 3, 0xff, 0xff, 0xff, 11, 0xff},
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{12, 0xff, 0xff, 0xff, 4, 0xff, 0xff, 0xff},
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{13, 0xff, 0xff, 0xff, 5, 0xff, 0xff, 0xff}
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};
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const byte _dir_to_diag_trackdir[4] = {
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0, 1, 8, 9,
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};
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const byte _reverse_dir[4] = {
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2, 3, 0, 1
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};
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const byte _reverse_trackdir[14] = {
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8, 9, 10, 11, 12, 13, 0xFF, 0xFF,
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0, 1, 2, 3, 4, 5
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};
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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 * 0.7071)
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static const uint _trackdir_length[14] = {
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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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uint NTPHash(uint key1, uint key2)
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{
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return PATHFIND_HASH_TILE(key1);
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}
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int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent) {
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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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TileIndex CalcClosestStationTile(int station, TileIndex tile) {
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const Station* st = GetStation(station);
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int x1,x2,x3,tx;
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int y1,y2,y3,ty;
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x1 = TileX(st->train_tile); y1 = TileY(st->train_tile); // topmost corner of station
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x2 = x1 + st->trainst_w - 1; y2 = y1 + st->trainst_h - 1; // lowermost corner of station
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x3 = TileX(tile); y3 = TileY(tile); // tile we take the distance from
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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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if (x3 < x1)
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tx = x1;
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else if (x3 > x2)
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tx = x2;
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else
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tx = x3;
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// same for y coordinate, see above comment
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if (y3 < y1)
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ty = y1;
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else if (y3 > y2)
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ty = y2;
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else
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ty = y3;
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// return the tile of our target coordinates
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return TILE_XY(tx,ty);
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};
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/* Calcs the heuristic to the target tile (using NPFFindStationOrTileData).
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* If the target is a station, the heuristic is probably "wrong"! Normally
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* this shouldn't matter, but if it turns out to be a problem, we could use
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* the heuristic below?
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* Afterthis will save the heuristic into NPFFoundTargetData if it is the
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* smallest until now. It will then also save
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* AyStarNode.user_data[NPF_TRACKDIR_CHOICE] in best_trackdir
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*/
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int32 NPFCalcTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent) {
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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 = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
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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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#ifdef NPF_DEBUG
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debug("Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
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#endif
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return dist;
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}
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/* Calcs the heuristic to the target station or tile. Almost the same as above
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* function, but calculates the distance to train stations with
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* CalcClosestStationTile instead. So is somewhat more correct for stations
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* (truly optimistic), but this added correctness is not really required we
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* believe (matthijs & Hackykid)
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*/
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int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent) {
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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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dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
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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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#ifdef NPF_DEBUG
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debug("Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
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#endif
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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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void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
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{
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if (parent->path.parent == NULL) {
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byte 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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#ifdef NPF_DEBUG
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debug("Saving trackdir: %#x", trackdir);
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#endif
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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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uint NPFTunnelCost(AyStarNode* current) {
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byte exitdir = _trackdir_to_exitdir[current->direction];
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TileIndex tile = current->tile;
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if ( (uint)(_map5[tile] & 3) == _reverse_dir[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, _reverse_dir[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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uint NPFSlopeCost(AyStarNode* current) {
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TileIndex next = current->tile + TileOffsByDir(_trackdir_to_exitdir[current->direction]);
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int x,y;
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int8 z1,z2;
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x = TileX(current->tile) * 16;
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y = TileY(current->tile) * 16;
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z1 = GetSlopeZ(x+8, y+8);
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x = TileX(next) * 16;
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y = TileY(next) * 16;
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z2 = GetSlopeZ(x+8, y+8);
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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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void NPFMarkTile(TileIndex tile) {
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switch(GetTileType(tile)) {
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case MP_RAILWAY:
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case MP_STREET:
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/* DEBUG: mark visited tiles by mowing the grass under them
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* ;-) */
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_map2[tile] &= ~15;
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MarkTileDirtyByTile(tile);
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break;
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default:
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break;
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}
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}
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int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
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//TileIndex tile = current->tile;
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int32 cost = 0;
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byte trackdir = current->direction;
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cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
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/* TODO 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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int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
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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 ((_map5[tile] & 0xF0)==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_STREET:
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cost = NPF_TILE_LENGTH;
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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 */
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//TODO
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#ifdef NPF_MARKROUTE
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NPFMarkTile(tile);
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#endif
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#ifdef NPF_DEBUG
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debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
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#endif
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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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int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
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TileIndex tile = current->tile;
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byte trackdir = current->direction;
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int32 cost = 0;
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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 ((_map5[tile] & 0xF0)==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) && (_map5[tile] & 0xC0) == 0x40 && (_map3_lo[tile] & _signal_along_trackdir[trackdir]) != 0) {
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/* Ordinary track with signals */
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if ((_map2[tile] & _signal_along_trackdir[trackdir]) == 0) {
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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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if ((_map3_hi[tile] & 0x3) == 0x2 || (_map3_hi[tile] & 0x3) == 0x3)
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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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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 != 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 occupied track */
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//TODO
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#ifdef NPF_MARKROUTE
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NPFMarkTile(tile);
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#endif
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#ifdef NPF_DEBUG
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debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
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#endif
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return cost;
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}
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/* Will find any depot */
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int32 NPFFindDepot(AyStar* as, OpenListNode *current) {
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TileIndex tile = current->path.node.tile;
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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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int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current) {
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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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/* See if we checked this before */
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if (NPFGetFlag(node, NPF_FLAG_TARGET_CHECKED))
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return NPFGetFlag(node, NPF_FLAG_IS_TARGET);
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/* We're gonna check this now and store the result, let's mark that */
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NPFSetFlag(node, NPF_FLAG_TARGET_CHECKED, true);
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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) && _map2[tile] == fstd->station_index) /* the station */
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) {
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NPFSetFlag(node, NPF_FLAG_TARGET_CHECKED, true);
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return AYSTAR_FOUND_END_NODE;
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} else {
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NPFSetFlag(node, NPF_FLAG_TARGET_CHECKED, false);
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return AYSTAR_DONE;
|
|
}
|
|
}
|
|
|
|
/* To be called when current contains the (shortest route to) the target node.
|
|
* Will fill the contents of the NPFFoundTargetData using
|
|
* AyStarNode[NPF_TRACKDIR_CHOICE].
|
|
*/
|
|
void NPFSaveTargetData(AyStar* as, OpenListNode* current) {
|
|
NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
|
|
ftd->best_trackdir = current->path.node.user_data[NPF_TRACKDIR_CHOICE];
|
|
ftd->best_path_dist = current->g;
|
|
ftd->best_bird_dist = 0;
|
|
ftd->node = current->path.node;
|
|
}
|
|
|
|
/* Will just follow the results of GetTileTrackStatus concerning where we can
|
|
* go and where not. Uses AyStar.user_data[NPF_TYPE] as the transport type and
|
|
* an argument to GetTileTrackStatus. Will skip tunnels, meaning that the
|
|
* entry and exit are neighbours. Will fill
|
|
* AyStarNode.user_data[NPF_TRACKDIR_CHOICE] with an appropriate value, and
|
|
* copy AyStarNode.user_data[NPF_NODE_FLAGS] from the parent */
|
|
void NPFFollowTrack(AyStar* aystar, OpenListNode* current) {
|
|
byte src_trackdir = current->path.node.direction;
|
|
TileIndex src_tile = current->path.node.tile;
|
|
byte src_exitdir = _trackdir_to_exitdir[src_trackdir];
|
|
FindLengthOfTunnelResult flotr;
|
|
TileIndex dst_tile;
|
|
int i = 0;
|
|
uint trackdirs, ts;
|
|
TransportType type = aystar->user_data[NPF_TYPE];
|
|
/* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
|
|
aystar->num_neighbours = 0;
|
|
#ifdef NPF_DEBUG
|
|
debug("Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
|
|
#endif
|
|
|
|
/* Find dest tile */
|
|
if (IsTileType(src_tile, MP_TUNNELBRIDGE) && (_map5[src_tile] & 0xF0)==0 && (_map5[src_tile] & 3) == src_exitdir) {
|
|
/* This is a tunnel. We know this tunnel is our type,
|
|
* otherwise we wouldn't have got here. It is also facing us,
|
|
* so we should skip it's body */
|
|
flotr = FindLengthOfTunnel(src_tile, src_exitdir);
|
|
dst_tile = flotr.tile;
|
|
} else {
|
|
if (type != TRANSPORT_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. */
|
|
|
|
byte exitdir;
|
|
/* Find out the exit direction first */
|
|
if (IsRoadStationTile(src_tile))
|
|
exitdir = GetRoadStationDir(src_tile);
|
|
else /* Train or road depot. Direction is stored the same for both, in map5 */
|
|
exitdir = GetDepotDirection(src_tile, type);
|
|
|
|
/* Let's see if were headed the right way */
|
|
if (src_trackdir != _dir_to_diag_trackdir[exitdir])
|
|
/* 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 = _reverse_trackdir[src_trackdir];
|
|
}
|
|
/* This a normal tile, a bridge, a tunnel exit, etc. */
|
|
dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDir(_trackdir_to_exitdir[src_trackdir]));
|
|
if (dst_tile == INVALID_TILE) {
|
|
/* We reached the border of the map */
|
|
/* TODO Nicer control flow for this */
|
|
return;
|
|
}
|
|
}
|
|
|
|
// TODO: check correct rail type (mono, maglev, etc)
|
|
|
|
/* Check the owner of the tile */
|
|
if (
|
|
IsTileType(dst_tile, MP_RAILWAY) /* Rail tile (also rail depot) */
|
|
|| IsTrainStationTile(dst_tile) /* Rail station tile */
|
|
|| IsTileDepotType(dst_tile, TRANSPORT_ROAD) /* Road depot tile */
|
|
|| IsRoadStationTile(dst_tile) /* Road station tile */
|
|
|| IsTileDepotType(dst_tile, TRANSPORT_WATER) /* Water depot tile */
|
|
) /* TODO: Crossings, tunnels and bridges are "public" now */
|
|
/* The above cases are "private" tiles, we need to check the owner */
|
|
if (!IsTileOwner(dst_tile, aystar->user_data[NPF_OWNER]))
|
|
return;
|
|
|
|
/* Determine available tracks */
|
|
if (type == TRANSPORT_ROAD && (IsRoadStationTile(dst_tile) || IsTileDepotType(dst_tile, TRANSPORT_ROAD))){
|
|
/* Road stations and depots return 0 on GTTS, so we have to do this by hand... */
|
|
byte exitdir;
|
|
if (IsRoadStationTile(dst_tile))
|
|
exitdir = GetRoadStationDir(dst_tile);
|
|
else /* Road 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 = (1 << _dir_to_diag_trackdir[exitdir]);
|
|
} else {
|
|
ts = GetTileTrackStatus(dst_tile, type);
|
|
}
|
|
trackdirs = ts & 0x3F3F; /* Filter out signal status and the unused bits */
|
|
|
|
#ifdef NPF_DEBUG
|
|
debug("Next node: (%d, %d) [%d], possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirs);
|
|
#endif
|
|
/* Select only trackdirs we can reach from our current trackdir */
|
|
trackdirs &= _trackdir_reaches_trackdirs[src_trackdir];
|
|
if (_patches.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) /* Filter out trackdirs that would make 90 deg turns for trains */
|
|
trackdirs &= ~_trackdir_crosses_trackdirs[src_trackdir];
|
|
#ifdef NPF_DEBUG
|
|
debug("After filtering: (%d, %d), possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), trackdirs);
|
|
#endif
|
|
|
|
/* Enumerate possible track */
|
|
while (trackdirs != 0) {
|
|
byte dst_trackdir;
|
|
dst_trackdir = FindFirstBit2x64(trackdirs);
|
|
trackdirs = KillFirstBit2x64(trackdirs);
|
|
#ifdef NPF_DEBUG
|
|
debug("Expanded into trackdir: %d, remaining trackdirs: %#x", dst_trackdir, trackdirs);
|
|
#endif
|
|
|
|
/* Check for oneway signal against us */
|
|
if (IsTileType(dst_tile, MP_RAILWAY) && (_map5[dst_tile]&0xC0) == 0x40) {
|
|
// the tile has a signal
|
|
byte signal_present = _map3_lo[dst_tile];
|
|
if (!(signal_present & _signal_along_trackdir[dst_trackdir])) {
|
|
// if one way signal not pointing towards us, stop going in this direction.
|
|
if (signal_present & _signal_against_trackdir[dst_trackdir])
|
|
break;
|
|
}
|
|
}
|
|
{
|
|
/* We've found ourselves a neighbour :-) */
|
|
AyStarNode* neighbour = &aystar->neighbours[i];
|
|
neighbour->tile = dst_tile;
|
|
neighbour->direction = dst_trackdir;
|
|
/* Save user data */
|
|
neighbour->user_data[NPF_NODE_FLAGS] = current->path.node.user_data[NPF_NODE_FLAGS];
|
|
NPFFillTrackdirChoice(neighbour, current);
|
|
}
|
|
i++;
|
|
}
|
|
aystar->num_neighbours = i;
|
|
}
|
|
|
|
/*
|
|
* Plan a route to the specified target (which is checked by target_proc),
|
|
* from start1 and if not NULL, from start2 as well. The type of transport we
|
|
* are checking is in type.
|
|
* When we are looking for one specific target (optionally multiple tiles), we
|
|
* should use a good heuristic to perform aystar search. When we search for
|
|
* multiple targets that are spread around, we should perform a breadth first
|
|
* search by specifiying CalcZero as our heuristic.
|
|
*/
|
|
NPFFoundTargetData NPFRouteInternal(AyStarNode* start1, AyStarNode* start2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, Owner owner) {
|
|
int r;
|
|
NPFFoundTargetData result;
|
|
|
|
/* Initialize procs */
|
|
_npf_aystar.CalculateH = heuristic_proc;
|
|
_npf_aystar.EndNodeCheck = target_proc;
|
|
_npf_aystar.FoundEndNode = NPFSaveTargetData;
|
|
_npf_aystar.GetNeighbours = NPFFollowTrack;
|
|
if (type == TRANSPORT_RAIL)
|
|
_npf_aystar.CalculateG = NPFRailPathCost;
|
|
else if (type == TRANSPORT_ROAD)
|
|
_npf_aystar.CalculateG = NPFRoadPathCost;
|
|
else if (type == TRANSPORT_WATER)
|
|
_npf_aystar.CalculateG = NPFWaterPathCost;
|
|
else
|
|
assert(0);
|
|
|
|
/* Initialize Start Node(s) */
|
|
start1->user_data[NPF_TRACKDIR_CHOICE] = 0xff;
|
|
start1->user_data[NPF_NODE_FLAGS] = 0;
|
|
_npf_aystar.addstart(&_npf_aystar, start1);
|
|
if (start2) {
|
|
start2->user_data[NPF_TRACKDIR_CHOICE] = 0xff;
|
|
start2->user_data[NPF_NODE_FLAGS] = 0;
|
|
NPFSetFlag(start2, NPF_FLAG_REVERSE, true);
|
|
_npf_aystar.addstart(&_npf_aystar, start2);
|
|
}
|
|
|
|
/* Initialize result */
|
|
result.best_bird_dist = (uint)-1;
|
|
result.best_path_dist = (uint)-1;
|
|
result.best_trackdir = 0xff;
|
|
_npf_aystar.user_path = &result;
|
|
|
|
/* Initialize target */
|
|
_npf_aystar.user_target = target;
|
|
|
|
/* Initialize user_data */
|
|
_npf_aystar.user_data[NPF_TYPE] = type;
|
|
_npf_aystar.user_data[NPF_OWNER] = owner;
|
|
|
|
/* GO! */
|
|
r = AyStarMain_Main(&_npf_aystar);
|
|
assert(r != AYSTAR_STILL_BUSY);
|
|
|
|
if (result.best_bird_dist != 0) {
|
|
if (target) {
|
|
DEBUG(misc, 1) ("NPF: Could not find route to 0x%x from 0x%x.", target->dest_coords, start1->tile);
|
|
} else {
|
|
/* Assumption: target == NULL, so we are looking for a depot */
|
|
DEBUG(misc, 1) ("NPF: Could not find route to a depot from 0x%x.", start1->tile);
|
|
}
|
|
|
|
}
|
|
return result;
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type, Owner owner) {
|
|
AyStarNode start1;
|
|
AyStarNode start2;
|
|
|
|
start1.tile = tile1;
|
|
start2.tile = tile2;
|
|
start1.direction = trackdir1;
|
|
start2.direction = trackdir2;
|
|
|
|
return NPFRouteInternal(&start1, &start2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, owner);
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type, Owner owner) {
|
|
AyStarNode start;
|
|
|
|
assert(tile != 0);
|
|
|
|
start.tile = tile;
|
|
start.direction = trackdir;
|
|
/* We set this in case the target is also the start tile, we will just
|
|
* return a not found then */
|
|
start.user_data[NPF_TRACKDIR_CHOICE] = 0xff;
|
|
|
|
return NPFRouteInternal(&start, NULL, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, owner);
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type, Owner owner) {
|
|
AyStarNode start;
|
|
|
|
start.tile = tile;
|
|
start.direction = trackdir;
|
|
/* We set this in case the target is also the start tile, we will just
|
|
* return a not found then */
|
|
start.user_data[NPF_TRACKDIR_CHOICE] = 0xff;
|
|
|
|
/* perform a breadth first search. Target is NULL,
|
|
* since we are just looking for any depot...*/
|
|
return NPFRouteInternal(&start, NULL, NULL, NPFFindDepot, NPFCalcZero, type, owner);
|
|
}
|
|
|
|
NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type, Owner owner) {
|
|
/* 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] = 0xff;
|
|
start.user_data[NPF_NODE_FLAGS] = 0;
|
|
_npf_aystar.addstart(&_npf_aystar, &start);
|
|
|
|
/* Initialize result */
|
|
result.best_bird_dist = (uint)-1;
|
|
result.best_path_dist = (uint)-1;
|
|
result.best_trackdir = 0xff;
|
|
|
|
/* Initialize target */
|
|
target.dest_coords = current->xy;
|
|
|
|
/* GO! */
|
|
r = AyStarMain_Main(&_npf_aystar);
|
|
assert(r != AYSTAR_STILL_BUSY);
|
|
|
|
/* This depot is closer */
|
|
if (result.best_path_dist < best_result.best_path_dist)
|
|
best_result = result;
|
|
}
|
|
if (result.best_bird_dist != 0) {
|
|
DEBUG(misc, 1) ("NPF: Could not find route to any depot from 0x%x.", tile);
|
|
}
|
|
return best_result;
|
|
}
|
|
|
|
void InitializeNPF(void)
|
|
{
|
|
init_AyStar(&_npf_aystar, NTPHash, 1024);
|
|
_npf_aystar.loops_per_tick = 0;
|
|
_npf_aystar.max_path_cost = 0;
|
|
_npf_aystar.max_search_nodes = 0;
|
|
#if 0
|
|
init_AyStar(&_train_find_station, NTPHash, 1024);
|
|
init_AyStar(&_train_find_depot, NTPHash, 1024);
|
|
init_AyStar(&_road_find_station, NTPHash, 1024);
|
|
init_AyStar(&_road_find_depot, NTPHash, 1024);
|
|
|
|
_train_find_station.loops_per_tick = 0;
|
|
_train_find_depot.loops_per_tick = 0;
|
|
_road_find_station.loops_per_tick = 0;
|
|
_road_find_depot.loops_per_tick = 0;
|
|
|
|
_train_find_station.max_path_cost = 0;
|
|
_train_find_depot.max_path_cost = 0;
|
|
_road_find_station.max_path_cost = 0;
|
|
_road_find_depot.max_path_cost = 0;
|
|
|
|
_train_find_station.max_search_nodes = 0;
|
|
_train_find_depot.max_search_nodes = 0;
|
|
_road_find_station.max_search_nodes = 0;
|
|
_road_find_depot.max_search_nodes = 0;
|
|
|
|
_train_find_station.CalculateG = NPFRailPathCost;
|
|
_train_find_depot.CalculateG = NPFRailPathCost;
|
|
_road_find_station.CalculateG = NPFRoadPathCost;
|
|
_road_find_depot.CalculateG = NPFRoadPathCost;
|
|
|
|
_train_find_station.CalculateH = NPFCalcStationHeuristic;
|
|
_train_find_depot.CalculateH = NPFCalcStationHeuristic;
|
|
_road_find_station.CalculateH = NPFCalcStationHeuristic;
|
|
_road_find_depot.CalculateH = NPFCalcStationHeuristic;
|
|
|
|
_train_find_station.EndNodeCheck = NPFFindStationOrTile;
|
|
_train_find_depot.EndNodeCheck = NPFFindStationOrTile;
|
|
_road_find_station.EndNodeCheck = NPFFindStationOrTile;
|
|
_road_find_depot.EndNodeCheck = NPFFindStationOrTile;
|
|
|
|
_train_find_station.FoundEndNode = NPFSaveTargetData;
|
|
_train_find_depot.FoundEndNode = NPFSaveTargetData;
|
|
_road_find_station.FoundEndNode = NPFSaveTargetData;
|
|
_road_find_depot.FoundEndNode = NPFSaveTargetData;
|
|
|
|
_train_find_station.GetNeighbours = NPFFollowTrack;
|
|
_train_find_depot.GetNeighbours = NPFFollowTrack;
|
|
_road_find_station.GetNeighbours = NPFFollowTrack;
|
|
_road_find_depot.GetNeighbours = NPFFollowTrack;
|
|
#endif
|
|
}
|
|
|
|
void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v) {
|
|
/* Ships don't really reach their stations, but the tile in front. So don't
|
|
* save the station id for ships. For roadvehs we don't store it either,
|
|
* because multistop depends on vehicles actually reaching the exact
|
|
* dest_tile, not just any stop of that station.
|
|
* So only for train orders to stations we fill fstd->station_index, for all
|
|
* others only dest_coords */
|
|
if ((v->current_order.type) == OT_GOTO_STATION && v->type == VEH_Train) {
|
|
fstd->station_index = v->current_order.station;
|
|
/* Let's take the closest tile of the station as our target for trains */
|
|
fstd->dest_coords = CalcClosestStationTile(v->current_order.station, v->tile);
|
|
} else {
|
|
fstd->dest_coords = v->dest_tile;
|
|
fstd->station_index = -1;
|
|
}
|
|
}
|