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author | truebrain <truebrain@openttd.org> | 2009-01-17 16:57:30 +0000 |
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committer | truebrain <truebrain@openttd.org> | 2009-01-17 16:57:30 +0000 |
commit | 84f0da74af2b76c40e0ff231697f963267a8f537 (patch) | |
tree | 2e2f1540060cc86996c72dc0afa421216320530b /bin/ai/library/pathfinder/rail | |
parent | 72b0341ed01caed7053df6f2ca7f9530d1f67e40 (diff) | |
download | openttd-84f0da74af2b76c40e0ff231697f963267a8f537.tar.xz |
(svn r15128) -Remove: remove WrightAI and AI Libraries from SVN, as they are now available via the content service
Diffstat (limited to 'bin/ai/library/pathfinder/rail')
-rw-r--r-- | bin/ai/library/pathfinder/rail/library.nut | 14 | ||||
-rw-r--r-- | bin/ai/library/pathfinder/rail/main.nut | 389 |
2 files changed, 0 insertions, 403 deletions
diff --git a/bin/ai/library/pathfinder/rail/library.nut b/bin/ai/library/pathfinder/rail/library.nut deleted file mode 100644 index 8f0dbad08..000000000 --- a/bin/ai/library/pathfinder/rail/library.nut +++ /dev/null @@ -1,14 +0,0 @@ -/* $Id$ */ - -class Rail extends AILibrary { - function GetAuthor() { return "OpenTTD NoAI Developers Team"; } - function GetName() { return "Rail"; } - function GetShortName() { return "PFRL"; } - function GetDescription() { return "An implementation of a rail pathfinder"; } - function GetVersion() { return 1; } - function GetDate() { return "2008-09-22"; } - function CreateInstance() { return "Rail"; } - function GetCategory() { return "Pathfinder"; } -} - -RegisterLibrary(Rail()); diff --git a/bin/ai/library/pathfinder/rail/main.nut b/bin/ai/library/pathfinder/rail/main.nut deleted file mode 100644 index 2a9186799..000000000 --- a/bin/ai/library/pathfinder/rail/main.nut +++ /dev/null @@ -1,389 +0,0 @@ -/* $Id$ */ - -/** - * A Rail Pathfinder. - */ -class Rail -{ - _aystar_class = import("graph.aystar", "", 4); - _max_cost = null; ///< The maximum cost for a route. - _cost_tile = null; ///< The cost for a single tile. - _cost_diagonal_tile = null; ///< The cost for a diagonal tile. - _cost_turn = null; ///< The cost that is added to _cost_tile if the direction changes. - _cost_slope = null; ///< The extra cost if a rail tile is sloped. - _cost_bridge_per_tile = null; ///< The cost per tile of a new bridge, this is added to _cost_tile. - _cost_tunnel_per_tile = null; ///< The cost per tile of a new tunnel, this is added to _cost_tile. - _cost_coast = null; ///< The extra cost for a coast tile. - _pathfinder = null; ///< A reference to the used AyStar object. - _max_bridge_length = null; ///< The maximum length of a bridge that will be build. - _max_tunnel_length = null; ///< The maximum length of a tunnel that will be build. - - cost = null; ///< Used to change the costs. - _running = null; - _goals = null; - - constructor() - { - this._max_cost = 10000000; - this._cost_tile = 100; - this._cost_diagonal_tile = 70; - this._cost_turn = 50; - this._cost_slope = 100; - this._cost_bridge_per_tile = 150; - this._cost_tunnel_per_tile = 120; - this._cost_coast = 20; - this._max_bridge_length = 6; - this._max_tunnel_length = 6; - this._pathfinder = this._aystar_class(this._Cost, this._Estimate, this._Neighbours, this._CheckDirection, this, this, this, this); - - this.cost = this.Cost(this); - this._running = false; - } - - /** - * Initialize a path search between sources and goals. - * @param sources The source tiles. - * @param goals The target tiles. - * @param ignored_tiles An array of tiles that cannot occur in the final path. - * @see AyStar::InitializePath() - */ - function InitializePath(sources, goals, ignored_tiles = []) { - local nsources = []; - - foreach (node in sources) { - local path = this._pathfinder.Path(null, node[1], 0xFF, this._Cost, this); - path = this._pathfinder.Path(path, node[0], 0xFF, this._Cost, this); - nsources.push(path); - } - this._goals = goals; - this._pathfinder.InitializePath(nsources, goals, ignored_tiles); - } - - /** - * Try to find the path as indicated with InitializePath with the lowest cost. - * @param iterations After how many iterations it should abort for a moment. - * This value should either be -1 for infinite, or > 0. Any other value - * aborts immediatly and will never find a path. - * @return A route if one was found, or false if the amount of iterations was - * reached, or null if no path was found. - * You can call this function over and over as long as it returns false, - * which is an indication it is not yet done looking for a route. - * @see AyStar::FindPath() - */ - function FindPath(iterations); -}; - -class Rail.Cost -{ - _main = null; - - function _set(idx, val) - { - if (this._main._running) throw("You are not allowed to change parameters of a running pathfinder."); - - switch (idx) { - case "max_cost": this._main._max_cost = val; break; - case "tile": this._main._cost_tile = val; break; - case "diagonal_tile": this._cost_diagonal_tile = val; break; - case "turn": this._main._cost_turn = val; break; - case "slope": this._main._cost_slope = val; break; - case "bridge_per_tile": this._main._cost_bridge_per_tile = val; break; - case "tunnel_per_tile": this._main._cost_tunnel_per_tile = val; break; - case "coast": this._main._cost_coast = val; break; - case "max_bridge_length": this._main._max_bridge_length = val; break; - case "max_tunnel_length": this._main._max_tunnel_length = val; break; - default: throw("the index '" + idx + "' does not exist"); - } - - return val; - } - - function _get(idx) - { - switch (idx) { - case "max_cost": return this._main._max_cost; - case "tile": return this._main._cost_tile; - case "diagonal_tile": return this._cost_diagonal_tile; - case "turn": return this._main._cost_turn; - case "slope": return this._main._cost_slope; - case "bridge_per_tile": return this._main._cost_bridge_per_tile; - case "tunnel_per_tile": return this._main._cost_tunnel_per_tile; - case "coast": return this._main._cost_coast; - case "max_bridge_length": return this._main._max_bridge_length; - case "max_tunnel_length": return this._main._max_tunnel_length; - default: throw("the index '" + idx + "' does not exist"); - } - } - - constructor(main) - { - this._main = main; - } -}; - -function Rail::FindPath(iterations) -{ - local test_mode = AITestMode(); - local ret = this._pathfinder.FindPath(iterations); - this._running = (ret == false) ? true : false; - if (!this._running && ret != null) { - foreach (goal in this._goals) { - if (goal[0] == ret.GetTile()) { - return this._pathfinder.Path(ret, goal[1], 0, this._Cost, this); - } - } - } - return ret; -} - -function Rail::_GetBridgeNumSlopes(end_a, end_b) -{ - local slopes = 0; - local direction = (end_b - end_a) / AIMap.DistanceManhattan(end_a, end_b); - local slope = AITile.GetSlope(end_a); - if (!((slope == AITile.SLOPE_NE && direction == 1) || (slope == AITile.SLOPE_SE && direction == -AIMap.GetMapSizeX()) || - (slope == AITile.SLOPE_SW && direction == -1) || (slope == AITile.SLOPE_NW && direction == AIMap.GetMapSizeX()) || - slope == AITile.SLOPE_N || slope == AITile.SLOPE_E || slope == AITile.SLOPE_S || slope == AITile.SLOPE_W)) { - slopes++; - } - - local slope = AITile.GetSlope(end_b); - direction = -direction; - if (!((slope == AITile.SLOPE_NE && direction == 1) || (slope == AITile.SLOPE_SE && direction == -AIMap.GetMapSizeX()) || - (slope == AITile.SLOPE_SW && direction == -1) || (slope == AITile.SLOPE_NW && direction == AIMap.GetMapSizeX()) || - slope == AITile.SLOPE_N || slope == AITile.SLOPE_E || slope == AITile.SLOPE_S || slope == AITile.SLOPE_W)) { - slopes++; - } - return slopes; -} - -function Rail::_nonzero(a, b) -{ - return a != 0 ? a : b; -} - -function Rail::_Cost(path, new_tile, new_direction, self) -{ - /* path == null means this is the first node of a path, so the cost is 0. */ - if (path == null) return 0; - - local prev_tile = path.GetTile(); - - /* If the new tile is a bridge / tunnel tile, check whether we came from the other - * end of the bridge / tunnel or if we just entered the bridge / tunnel. */ - if (AIBridge.IsBridgeTile(new_tile)) { - if (AIBridge.GetOtherBridgeEnd(new_tile) != prev_tile) { - local cost = path.GetCost() + self._cost_tile; - if (path.GetParent() != null && path.GetParent().GetTile() - prev_tile != prev_tile - new_tile) cost += self._cost_turn; - return cost; - } - return path.GetCost() + AIMap.DistanceManhattan(new_tile, prev_tile) * self._cost_tile + self._GetBridgeNumSlopes(new_tile, prev_tile) * self._cost_slope; - } - if (AITunnel.IsTunnelTile(new_tile)) { - if (AITunnel.GetOtherTunnelEnd(new_tile) != prev_tile) { - local cost = path.GetCost() + self._cost_tile; - if (path.GetParent() != null && path.GetParent().GetTile() - prev_tile != prev_tile - new_tile) cost += self._cost_turn; - return cost; - } - return path.GetCost() + AIMap.DistanceManhattan(new_tile, prev_tile) * self._cost_tile; - } - - /* If the two tiles are more then 1 tile apart, the pathfinder wants a bridge or tunnel - * to be build. It isn't an existing bridge / tunnel, as that case is already handled. */ - if (AIMap.DistanceManhattan(new_tile, prev_tile) > 1) { - /* Check if we should build a bridge or a tunnel. */ - local cost = path.GetCost(); - if (AITunnel.GetOtherTunnelEnd(new_tile) == prev_tile) { - cost += AIMap.DistanceManhattan(new_tile, prev_tile) * (self._cost_tile + self._cost_tunnel_per_tile); - } else { - cost += AIMap.DistanceManhattan(new_tile, prev_tile) * (self._cost_tile + self._cost_bridge_per_tile) + self._GetBridgeNumSlopes(new_tile, prev_tile) * self._cost_slope; - } - if (path.GetParent() != null && path.GetParent().GetParent() != null && - path.GetParent().GetParent().GetTile() - path.GetParent().GetTile() != max(AIMap.GetTileX(prev_tile) - AIMap.GetTileX(new_tile), AIMap.GetTileY(prev_tile) - AIMap.GetTileY(new_tile)) / AIMap.DistanceManhattan(new_tile, prev_tile)) { - cost += self._cost_turn; - } - return cost; - } - - /* Check for a turn. We do this by substracting the TileID of the current - * node from the TileID of the previous node and comparing that to the - * difference between the tile before the previous node and the node before - * that. */ - local cost = self._cost_tile; - if (path.GetParent() != null && AIMap.DistanceManhattan(path.GetParent().GetTile(), prev_tile) == 1 && path.GetParent().GetTile() - prev_tile != prev_tile - new_tile) cost = self._cost_diagonal_tile; - if (path.GetParent() != null && path.GetParent().GetParent() != null && - AIMap.DistanceManhattan(new_tile, path.GetParent().GetParent().GetTile()) == 3 && - path.GetParent().GetParent().GetTile() - path.GetParent().GetTile() != prev_tile - new_tile) { - cost += self._cost_turn; - } - - /* Check if the new tile is a coast tile. */ - if (AITile.IsCoastTile(new_tile)) { - cost += self._cost_coast; - } - - /* Check if the last tile was sloped. */ - if (path.GetParent() != null && !AIBridge.IsBridgeTile(prev_tile) && !AITunnel.IsTunnelTile(prev_tile) && - self._IsSlopedRail(path.GetParent().GetTile(), prev_tile, new_tile)) { - cost += self._cost_slope; - } - - /* We don't use already existing rail, so the following code is unused. It - * assigns if no rail exists along the route. */ - /* - if (path.GetParent() != null && !AIRail.AreTilesConnected(path.GetParent().GetTile(), prev_tile, new_tile)) { - cost += self._cost_no_existing_rail; - } - */ - - return path.GetCost() + cost; -} - -function Rail::_Estimate(cur_tile, cur_direction, goal_tiles, self) -{ - local min_cost = self._max_cost; - /* As estimate we multiply the lowest possible cost for a single tile with - * with the minimum number of tiles we need to traverse. */ - foreach (tile in goal_tiles) { - local dx = abs(AIMap.GetTileX(cur_tile) - AIMap.GetTileX(tile[0])); - local dy = abs(AIMap.GetTileY(cur_tile) - AIMap.GetTileY(tile[0])); - min_cost = min(min_cost, min(dx, dy) * self._cost_diagonal_tile * 2 + (max(dx, dy) - min(dx, dy)) * self._cost_tile); - } - return min_cost; -} - -function Rail::_Neighbours(path, cur_node, self) -{ - if (AITile.HasTransportType(cur_node, AITile.TRANSPORT_RAIL)) return []; - /* self._max_cost is the maximum path cost, if we go over it, the path isn't valid. */ - if (path.GetCost() >= self._max_cost) return []; - local tiles = []; - local offsets = [AIMap.GetTileIndex(0, 1), AIMap.GetTileIndex(0, -1), - AIMap.GetTileIndex(1, 0), AIMap.GetTileIndex(-1, 0)]; - - /* Check if the current tile is part of a bridge or tunnel. */ - if (AIBridge.IsBridgeTile(cur_node) || AITunnel.IsTunnelTile(cur_node)) { - /* We don't use existing rails, so neither existing bridges / tunnels. */ - } else if (path.GetParent() != null && AIMap.DistanceManhattan(cur_node, path.GetParent().GetTile()) > 1) { - local other_end = path.GetParent().GetTile(); - local next_tile = cur_node + (cur_node - other_end) / AIMap.DistanceManhattan(cur_node, other_end); - foreach (offset in offsets) { - if (AIRail.BuildRail(cur_node, next_tile, next_tile + offset)) { - tiles.push([next_tile, self._GetDirection(other_end, cur_node, next_tile, true)]); - } - } - } else { - /* Check all tiles adjacent to the current tile. */ - foreach (offset in offsets) { - local next_tile = cur_node + offset; - /* Don't turn back */ - if (path.GetParent() != null && next_tile == path.GetParent().GetTile()) continue; - /* Disallow 90 degree turns */ - if (path.GetParent() != null && path.GetParent().GetParent() != null && - next_tile - cur_node == path.GetParent().GetParent().GetTile() - path.GetParent().GetTile()) continue; - /* We add them to the to the neighbours-list if we can build a rail to - * them and no rail exists there. */ - if ((path.GetParent() == null || AIRail.BuildRail(path.GetParent().GetTile(), cur_node, next_tile))) { - if (path.GetParent() != null) { - tiles.push([next_tile, self._GetDirection(path.GetParent().GetTile(), cur_node, next_tile, false)]); - } else { - tiles.push([next_tile, self._GetDirection(null, cur_node, next_tile, false)]); - } - } - } - if (path.GetParent() != null && path.GetParent().GetParent() != null) { - local bridges = self._GetTunnelsBridges(path.GetParent().GetTile(), cur_node, self._GetDirection(path.GetParent().GetParent().GetTile(), path.GetParent().GetTile(), cur_node, true)); - foreach (tile in bridges) { - tiles.push(tile); - } - } - } - return tiles; -} - -function Rail::_CheckDirection(tile, existing_direction, new_direction, self) -{ - return false; -} - -function Rail::_dir(from, to) -{ - if (from - to == 1) return 0; - if (from - to == -1) return 1; - if (from - to == AIMap.GetMapSizeX()) return 2; - if (from - to == -AIMap.GetMapSizeX()) return 3; - throw("Shouldn't come here in _dir"); -} - -function Rail::_GetDirection(pre_from, from, to, is_bridge) -{ - if (is_bridge) { - if (from - to == 1) return 1; - if (from - to == -1) return 2; - if (from - to == AIMap.GetMapSizeX()) return 4; - if (from - to == -AIMap.GetMapSizeX()) return 8; - } - return 1 << (4 + (pre_from == null ? 0 : 4 * this._dir(pre_from, from)) + this._dir(from, to)); -} - -/** - * Get a list of all bridges and tunnels that can be build from the - * current tile. Bridges will only be build starting on non-flat tiles - * for performance reasons. Tunnels will only be build if no terraforming - * is needed on both ends. - */ -function Rail::_GetTunnelsBridges(last_node, cur_node, bridge_dir) -{ - local slope = AITile.GetSlope(cur_node); - if (slope == AITile.SLOPE_FLAT && AITile.IsBuildable(cur_node + (cur_node - last_node))) return []; - local tiles = []; - - for (local i = 2; i < this._max_bridge_length; i++) { - local bridge_list = AIBridgeList_Length(i + 1); - local target = cur_node + i * (cur_node - last_node); - if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VT_RAIL, bridge_list.Begin(), cur_node, target)) { - tiles.push([target, bridge_dir]); - } - } - - if (slope != AITile.SLOPE_SW && slope != AITile.SLOPE_NW && slope != AITile.SLOPE_SE && slope != AITile.SLOPE_NE) return tiles; - local other_tunnel_end = AITunnel.GetOtherTunnelEnd(cur_node); - if (!AIMap.IsValidTile(other_tunnel_end)) return tiles; - - local tunnel_length = AIMap.DistanceManhattan(cur_node, other_tunnel_end); - local prev_tile = cur_node + (cur_node - other_tunnel_end) / tunnel_length; - if (AITunnel.GetOtherTunnelEnd(other_tunnel_end) == cur_node && tunnel_length >= 2 && - prev_tile == last_node && tunnel_length < _max_tunnel_length && AITunnel.BuildTunnel(AIVehicle.VT_RAIL, cur_node)) { - tiles.push([other_tunnel_end, bridge_dir]); - } - return tiles; -} - -function Rail::_IsSlopedRail(start, middle, end) -{ - local NW = 0; // Set to true if we want to build a rail to / from the north-west - local NE = 0; // Set to true if we want to build a rail to / from the north-east - local SW = 0; // Set to true if we want to build a rail to / from the south-west - local SE = 0; // Set to true if we want to build a rail to / from the south-east - - if (middle - AIMap.GetMapSizeX() == start || middle - AIMap.GetMapSizeX() == end) NW = 1; - if (middle - 1 == start || middle - 1 == end) NE = 1; - if (middle + AIMap.GetMapSizeX() == start || middle + AIMap.GetMapSizeX() == end) SE = 1; - if (middle + 1 == start || middle + 1 == end) SW = 1; - - /* If there is a turn in the current tile, it can't be sloped. */ - if ((NW || SE) && (NE || SW)) return false; - - local slope = AITile.GetSlope(middle); - /* A rail on a steep slope is always sloped. */ - if (AITile.IsSteepSlope(slope)) return true; - - /* If only one corner is raised, the rail is sloped. */ - if (slope == AITile.SLOPE_N || slope == AITile.SLOPE_W) return true; - if (slope == AITile.SLOPE_S || slope == AITile.SLOPE_E) return true; - - if (NW && (slope == AITile.SLOPE_NW || slope == AITile.SLOPE_SE)) return true; - if (NE && (slope == AITile.SLOPE_NE || slope == AITile.SLOPE_SW)) return true; - - return false; -} |