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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /ai/trolly/pathfinder.c
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'ai/trolly/pathfinder.c')
-rw-r--r--ai/trolly/pathfinder.c510
1 files changed, 0 insertions, 510 deletions
diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c
deleted file mode 100644
index 6ffdf1fec..000000000
--- a/ai/trolly/pathfinder.c
+++ /dev/null
@@ -1,510 +0,0 @@
-/* $Id$ */
-
-#include "../../stdafx.h"
-#include "../../openttd.h"
-#include "../../bridge_map.h"
-#include "../../debug.h"
-#include "../../functions.h"
-#include "../../map.h"
-#include "../../tile.h"
-#include "../../command.h"
-#include "trolly.h"
-#include "../../depot.h"
-#include "../../tunnel_map.h"
-#include "../../bridge.h"
-#include "../ai.h"
-
-#define TEST_STATION_NO_DIR 0xFF
-
-// Tests if a station can be build on the given spot
-// TODO: make it train compatible
-static bool TestCanBuildStationHere(TileIndex tile, byte dir)
-{
- Player *p = GetPlayer(_current_player);
-
- if (dir == TEST_STATION_NO_DIR) {
- int32 ret;
- // TODO: currently we only allow spots that can be access from al 4 directions...
- // should be fixed!!!
- for (dir = 0; dir < 4; dir++) {
- ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
- if (!CmdFailed(ret)) return true;
- }
- return false;
- }
-
- // return true if command succeeded, so the inverse of CmdFailed()
- return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
-}
-
-
-static bool IsRoad(TileIndex tile)
-{
- return
- // MP_STREET, but not a road depot?
- (IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
- (IsTileType(tile, MP_TUNNELBRIDGE) && (
- (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) ||
- (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD)
- ));
-}
-
-
-// Checks if a tile 'a' is between the tiles 'b' and 'c'
-#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
-
-
-// Check if the current tile is in our end-area
-static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
-{
- const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
-
- // It is not allowed to have a station on the end of a bridge or tunnel ;)
- if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
- if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
- if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
- if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile, AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
- return AYSTAR_FOUND_END_NODE;
-
- return AYSTAR_DONE;
-}
-
-
-// Calculates the hash
-// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
-static uint AiPathFinder_Hash(uint key1, uint key2)
-{
- return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
-}
-
-
-// Clear the memory of all the things
-static void AyStar_AiPathFinder_Free(AyStar *aystar)
-{
- AyStarMain_Free(aystar);
- free(aystar);
-}
-
-
-static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
-static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
-static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
-static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
-
-
-// This creates the AiPathFinder
-AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
-{
- PathNode start_node;
- uint x;
- uint y;
- // Create AyStar
- AyStar *result = malloc(sizeof(AyStar));
- init_AyStar(result, AiPathFinder_Hash, 1 << 10);
- // Set the function pointers
- result->CalculateG = AyStar_AiPathFinder_CalculateG;
- result->CalculateH = AyStar_AiPathFinder_CalculateH;
- result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
- result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
- result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
-
- result->free = AyStar_AiPathFinder_Free;
-
- // Set some information
- result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
- result->max_path_cost = 0;
- result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
-
- // Set the user_data to the PathFinderInfo
- result->user_target = PathFinderInfo;
-
- // Set the start node
- start_node.parent = NULL;
- start_node.node.direction = 0;
- start_node.node.user_data[0] = 0;
-
- // Now we add all the starting tiles
- for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
- for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
- start_node.node.tile = TileXY(x, y);
- result->addstart(result, &start_node.node, 0);
- }
- }
-
- return result;
-}
-
-
-// To reuse AyStar we sometimes have to clean all the memory
-void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
-{
- PathNode start_node;
- uint x;
- uint y;
-
- aystar->clear(aystar);
-
- // Set the user_data to the PathFinderInfo
- aystar->user_target = PathFinderInfo;
-
- // Set the start node
- start_node.parent = NULL;
- start_node.node.direction = 0;
- start_node.node.user_data[0] = 0;
- start_node.node.tile = PathFinderInfo->start_tile_tl;
-
- // Now we add all the starting tiles
- for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
- for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
- TileIndex tile = TileXY(x, y);
-
- if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) continue;
- if (!TestCanBuildStationHere(tile, TEST_STATION_NO_DIR)) continue;
- start_node.node.tile = tile;
- aystar->addstart(aystar, &start_node.node, 0);
- }
- }
-}
-
-
-// The h-value, simple calculation
-static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
-{
- const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
- int r, r2;
-
- if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
- // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
- r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction));
- r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction));
- } else {
- // No direction, so just get the fastest route to the station
- r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
- r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br);
- }
- // See if the bottomright is faster than the topleft..
- if (r2 < r) r = r2;
- return r * AI_PATHFINDER_H_MULTIPLER;
-}
-
-
-// We found the end.. let's get the route back and put it in an array
-static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
-{
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- uint i = 0;
- PathNode *parent = &current->path;
-
- do {
- PathFinderInfo->route_extra[i] = parent->node.user_data[0];
- PathFinderInfo->route[i++] = parent->node.tile;
- if (i > lengthof(PathFinderInfo->route)) {
- // We ran out of space for the PathFinder
- DEBUG(ai, 0, "No more space in pathfinder route[] array");
- PathFinderInfo->route_length = -1; // -1 indicates out of space
- return;
- }
- parent = parent->parent;
- } while (parent != NULL);
- PathFinderInfo->route_length = i;
- DEBUG(ai, 1, "Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
-}
-
-
-// What tiles are around us.
-static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
-{
- uint i;
- int ret;
- int dir;
-
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
-
- aystar->num_neighbours = 0;
-
- // Go through all surrounding tiles and check if they are within the limits
- for (i = 0; i < 4; i++) {
- TileIndex ctile = current->path.node.tile; // Current tile
- TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile
-
- if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
- TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) {
- // We also directly test if the current tile can connect to this tile..
- // We do this simply by just building the tile!
-
- // If the next step is a bridge, we have to enter it the right way
- if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
- if (IsTileType(atile, MP_TUNNELBRIDGE)) {
- if (IsTunnel(atile)) {
- if (GetTunnelDirection(atile) != i) continue;
- } else {
- if ((_m[atile].m5 & 1U) != DiagDirToAxis(i)) continue;
- }
- }
- }
- // But also if we are on a bridge, we can only move a certain direction
- if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
- if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
- // An existing bridge/tunnel... let's test the direction ;)
- if ((_m[ctile].m5 & 1U) != (i & 1)) continue;
- }
- }
-
- if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
- (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
- // We are a bridge/tunnel, how cool!!
- // This means we can only point forward.. get the direction from the user_data
- if (i != (current->path.node.user_data[0] >> 8)) continue;
- }
- dir = 0;
-
- // First, check if we have a parent
- if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
- // If not, this means we are at the starting station
- if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
- // We do need a direction?
- if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
- // We are not pointing the right way, invalid tile
- continue;
- }
- }
- } else if (current->path.node.user_data[0] == 0) {
- if (PathFinderInfo->rail_or_road) {
- // Rail check
- dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
- ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(ret)) continue;
-#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
- if (current->path.parent->parent != NULL) {
- // Check if we don't make a 90degree curve
- int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
- if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
- continue;
- }
- }
-#endif
- } else {
- // Road check
- dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
- if (IsRoad(ctile)) {
- if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
- // We have a bridge, how nicely! We should mark it...
- dir = 0;
- } else {
- // It already has road.. check if we miss any bits!
- if ((_m[ctile].m5 & dir) != dir) {
- // We do miss some pieces :(
- dir &= ~_m[ctile].m5;
- } else {
- dir = 0;
- }
- }
- }
- // Only destruct things if it is MP_CLEAR of MP_TREES
- if (dir != 0) {
- ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- if (CmdFailed(ret)) continue;
- }
- }
- }
-
- // The tile can be connected
- aystar->neighbours[aystar->num_neighbours].tile = atile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- }
- }
-
- // Next step, check for bridges and tunnels
- if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
- // First we get the dir from this tile and his parent
- DiagDirection dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
- // It means we can only walk with the track, so the bridge has to be in the same direction
- TileIndex tile = current->path.node.tile;
- TileIndex new_tile = tile;
- Slope tileh = GetTileSlope(tile, NULL);
-
- // Bridges can only be build on land that is not flat
- // And if there is a road or rail blocking
- if (tileh != SLOPE_FLAT ||
- (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) ||
- (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) {
- for (;;) {
- new_tile += TileOffsByDiagDir(dir);
-
- // Precheck, is the length allowed?
- if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break;
-
- // Check if we hit the station-tile.. we don't like that!
- if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
-
- // Try building the bridge..
- ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
- if (CmdFailed(ret)) continue;
- // We can build a bridge here.. add him to the neighbours
- aystar->neighbours[aystar->num_neighbours].tile = new_tile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- // We can only have 12 neighbours, and we need 1 left for tunnels
- if (aystar->num_neighbours == 11) break;
- }
- }
-
- // Next, check for tunnels!
- // Tunnels can only be built on slopes corresponding to the direction
- // For now, we check both sides for this tile.. terraforming gives fuzzy result
- if ((dir == DIAGDIR_NE && tileh == SLOPE_NE) ||
- (dir == DIAGDIR_SE && tileh == SLOPE_SE) ||
- (dir == DIAGDIR_SW && tileh == SLOPE_SW) ||
- (dir == DIAGDIR_NW && tileh == SLOPE_NW)) {
- // Now simply check if a tunnel can be build
- ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
- tileh = GetTileSlope(_build_tunnel_endtile, NULL);
- if (!CmdFailed(ret) && (tileh == SLOPE_SW || tileh == SLOPE_SE || tileh == SLOPE_NW || tileh == SLOPE_NE)) {
- aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
- aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
- aystar->neighbours[aystar->num_neighbours++].direction = 0;
- }
- }
- }
-}
-
-
-extern uint GetRailFoundation(Slope tileh, TrackBits bits); // XXX function declaration in .c
-extern uint GetRoadFoundation(Slope tileh, uint bits); // XXX function declaration in .c
-extern uint GetBridgeFoundation(Slope tileh, Axis); // XXX function declaration in .c
-enum {
- BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
-};
-
-// The most important function: it calculates the g-value
-static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
-{
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
- int r, res = 0;
- Slope tileh = GetTileSlope(current->tile, NULL);
- Slope parent_tileh = GetTileSlope(parent->path.node.tile, NULL);
-
- // Check if we hit the end-tile
- if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
- // We are at the end-tile, check if we had a direction or something...
- if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) {
- // We are not pointing the right way, invalid tile
- return AYSTAR_INVALID_NODE;
- }
- // If it was valid, drop out.. we don't build on the endtile
- return 0;
- }
-
- // Give everything a small penalty
- res += AI_PATHFINDER_PENALTY;
-
- if (!PathFinderInfo->rail_or_road) {
- // Road has the lovely advantage it can use other road... check if
- // the current tile is road, and if so, give a good bonus
- if (IsRoad(current->tile)) {
- res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
- }
- }
-
- // 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_tileh != SLOPE_FLAT && 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_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 && HASBIT(BRIDGE_NO_FOUNDATION, 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_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 (!HASBIT(BRIDGE_NO_FOUNDATION, parent_tileh)) {
- if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
- // Second for the end point
- if (!HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
- if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
- if (parent_tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- if (tileh == SLOPE_FLAT) 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;
- }
- }
- }
- }
- }
-
- return (res < 0) ? 0 : res;
-}