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authormatthijs <matthijs@openttd.org>2005-01-31 11:23:10 +0000
committermatthijs <matthijs@openttd.org>2005-01-31 11:23:10 +0000
commita2dec6c32a8a7907fc3faaae761c97132c11a088 (patch)
treed44a0a41fee496e1abc2bb31d1f29e733309f757 /npf.c
parentb64c375f2f9cbe0dca4f88e3fe3f613db03b84a4 (diff)
downloadopenttd-a2dec6c32a8a7907fc3faaae761c97132c11a088.tar.xz
(svn r1751) - Feature: New PathFinder (NPF).
- Supports trains, road vehicles and ships. - Uses A* pathfinding (same codebase as the new ai). - Currently unlimited search depth, so might perform badly on large maps/networks (especially ships). - Will always find a route if there is one. - Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values). - With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again. - Feature: Disabling 90 degree turns for trains and ships. - Requires NPF to be enabled. - Ships and trains can no longer make weird 90 degree turns on tile borders. - Codechange: Removed table/directions.h. - table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location? - Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault. - Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64. - Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED. - Codechange: Moved TileAddWrap() to map.[ch] - Add TileIndexDiffCByDir(), TileIndexDiffCByDir(). - Codechange: Moved IsTrainStationTile() to station.h - Add: IsRoadStationTile() and GetRoadStationDir().
Diffstat (limited to 'npf.c')
-rw-r--r--npf.c776
1 files changed, 776 insertions, 0 deletions
diff --git a/npf.c b/npf.c
new file mode 100644
index 000000000..430c03ebb
--- /dev/null
+++ b/npf.c
@@ -0,0 +1,776 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "npf.h"
+#include "aystar.h"
+#include "macros.h"
+#include "pathfind.h"
+#include "station.h"
+#include "tile.h"
+
+AyStar _train_find_station;
+AyStar _train_find_depot;
+AyStar _road_find_station;
+AyStar _road_find_depot;
+AyStar _npf_aystar;
+
+/* Maps a trackdir to the bit that stores its status in the map arrays, in the
+ * direction along with the trackdir */
+const byte _signal_along_trackdir[14] = {
+ 0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0,
+ 0x40, 0x40, 0x40, 0x10, 0x80, 0x20
+};
+
+/* Maps a trackdir to the bit that stores its status in the map arrays, in the
+ * direction against the trackdir */
+const byte _signal_against_trackdir[14] = {
+ 0x40, 0x40, 0x40, 0x10, 0x80, 0x20, 0, 0,
+ 0x80, 0x80, 0x80, 0x20, 0x40, 0x10
+};
+
+/* Maps a trackdir to the trackdirs that can be reached from it (ie, when
+ * entering the next tile */
+const uint16 _trackdir_reaches_trackdirs[14] = {
+0x1009, 0x0016, 0x1009, 0x0016, 0x0520, 0x0016, 0, 0,
+0x0520, 0x2A00, 0x2A00, 0x0520, 0x2A00, 0x1009
+};
+
+/* Maps a trackdir to all trackdirs that make 90 deg turns with it. */
+const uint16 _trackdir_crosses_trackdirs[14] = {
+0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C, 0, 0,
+0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C
+};
+
+/* Maps a track to all tracks that make 90 deg turns with it. */
+const byte _track_crosses_tracks[6] = {
+ 0x2, /* Track 1 -> Track 2 */
+ 0x1, /* Track 2 -> Track 1 */
+ 0x30, /* Upper -> Left | Right */
+ 0x30, /* Lower -> Left | Right */
+ 0x0C, /* Left -> Upper | Lower */
+ 0x0C, /* Right -> Upper | Lower */
+};
+
+/* Maps a trackdir to the (4-way) direction the tile is exited when following
+ * that trackdir */
+const byte _trackdir_to_exitdir[14] = {
+ 0,1,0,1,2,1, 0,0,
+ 2,3,3,2,3,0,
+};
+
+const byte _track_exitdir_to_trackdir[6][4] = {
+ {0, 0xff, 8, 0xff},
+ {0xff, 1, 0xff, 9},
+ {2, 0xff, 0xff, 10},
+ {0xff, 3, 11, 0xf},
+ {0xff, 0xff, 4, 12},
+ {13, 5, 0xff, 0xff}
+};
+
+const byte _track_direction_to_trackdir[6][8] = {
+ {0xff, 0, 0xff, 0xff, 0xff, 8, 0xff, 0xff},
+ {0xff, 0xff, 0xff, 1, 0xff, 0xff, 0xff, 9},
+ {0xff, 0xff, 2, 0xff, 0xff, 0xff, 10, 0xff},
+ {0xff, 0xff, 3, 0xff, 0xff, 0xff, 11, 0xff},
+ {12, 0xff, 0xff, 0xff, 4, 0xff, 0xff, 0xff},
+ {13, 0xff, 0xff, 0xff, 5, 0xff, 0xff, 0xff}
+};
+
+const byte _dir_to_diag_trackdir[4] = {
+ 0, 1, 8, 9,
+};
+
+const byte _reverse_dir[4] = {
+ 2, 3, 0, 1
+};
+
+const byte _reverse_trackdir[14] = {
+ 8, 9, 10, 11, 12, 13, 0xFF, 0xFF,
+ 0, 1, 2, 3, 4, 5
+};
+
+/* The cost of each trackdir. A diagonal piece is the full NPF_TILE_LENGTH,
+ * the shorter piece is sqrt(2)/2*NPF_TILE_LENGTH =~ 0.7071
+ */
+#define NPF_STRAIGHT_LENGTH (uint)(NPF_TILE_LENGTH * 0.7071)
+static const uint _trackdir_length[14] = {
+NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, 0, 0,
+NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH
+};
+
+uint NTPHash(uint key1, uint key2)
+{
+ return PATHFIND_HASH_TILE(key1);
+}
+
+int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent) {
+ return 0;
+}
+
+/* Calcs the heuristic to the target station (using NPFFindStationOrTileData). After
+ * will save the heuristic into NPFFoundTargetData if it is the smallest until
+ * now. It will then also save AyStarNode.user_data[NPF_TRACKDIR_CHOICE] in
+ * best_trackdir
+ */
+int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent) {
+ NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
+ NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
+ TileIndex from = current->tile;
+ TileIndex to = fstd->dest_coords;
+ uint dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
+
+ if (dist < ftd->best_bird_dist) {
+ ftd->best_bird_dist = dist;
+ ftd->best_trackdir = current->user_data[NPF_TRACKDIR_CHOICE];
+ }
+ #ifdef NPF_DEBUG
+ debug("Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
+ #endif
+ return dist;
+}
+
+/* Fills AyStarNode.user_data[NPF_TRACKDIRCHOICE] with the chosen direction to
+ * get here, either getting it from the current choice or from the parent's
+ * choice */
+void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
+{
+ if (parent->path.parent == NULL) {
+ byte trackdir = current->direction;
+ /* This is a first order decision, so we'd better save the
+ * direction we chose */
+ current->user_data[NPF_TRACKDIR_CHOICE] = trackdir;
+ #ifdef NPF_DEBUG
+ debug("Saving trackdir: %#x", trackdir);
+ #endif
+ } else {
+ /* We've already made the decision, so just save our parent's
+ * decision */
+ current->user_data[NPF_TRACKDIR_CHOICE] = parent->path.node.user_data[NPF_TRACKDIR_CHOICE];
+ }
+
+}
+
+/* Will return the cost of the tunnel. If it is an entry, it will return the
+ * cost of that tile. If the tile is an exit, it will return the tunnel length
+ * including the exit tile. Requires that this is a Tunnel tile */
+uint NPFTunnelCost(AyStarNode* current) {
+ byte exitdir = _trackdir_to_exitdir[current->direction];
+ TileIndex tile = current->tile;
+ if ( (uint)(_map5[tile] & 3) == _reverse_dir[exitdir]) {
+ /* We just popped out if this tunnel, since were
+ * facing the tunnel exit */
+ FindLengthOfTunnelResult flotr;
+ flotr = FindLengthOfTunnel(tile, _reverse_dir[exitdir]);
+ return flotr.length * NPF_TILE_LENGTH;
+ //TODO: Penalty for tunnels?
+ } else {
+ /* We are entering the tunnel, the enter tile is just a
+ * straight track */
+ return NPF_TILE_LENGTH;
+ }
+}
+
+uint NPFSlopeCost(AyStarNode* current) {
+ TileIndex next = current->tile + TileOffsByDir(_trackdir_to_exitdir[current->direction]);
+ if (GetTileZ(next) > GetTileZ(current->tile)) {
+ /* Slope up */
+ return _patches.npf_rail_slope_penalty;
+ }
+ return 0;
+ /* Should we give a bonus for slope down? Probably not, we
+ * could just substract that bonus from the penalty, because
+ * there is only one level of steepness... */
+}
+
+void NPFMarkTile(TileIndex tile) {
+ switch(GetTileType(tile)) {
+ case MP_RAILWAY:
+ case MP_STREET:
+ /* DEBUG: mark visited tiles by mowing the grass under them
+ * ;-) */
+ _map2[tile] &= ~15;
+ MarkTileDirtyByTile(tile);
+ break;
+ default:
+ break;
+ }
+}
+
+int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
+ //TileIndex tile = current->tile;
+ int32 cost = 0;
+ byte trackdir = current->direction;
+
+ cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
+
+ /* TODO Penalties? */
+
+ return cost;
+}
+
+/* Determine the cost of this node, for road tracks */
+int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
+ TileIndex tile = current->tile;
+ int32 cost = 0;
+ /* Determine base length */
+ switch (GetTileType(tile)) {
+ case MP_TUNNELBRIDGE:
+ if ((_map5[tile] & 0xF0)==0) {
+ cost = NPFTunnelCost(current);
+ break;
+ }
+ /* Fall through if above if is false, it is a bridge
+ * then. We treat that as ordinary rail */
+ case MP_STREET:
+ cost = NPF_TILE_LENGTH;
+ break;
+ default:
+ break;
+ }
+
+ /* Determine extra costs */
+
+ /* Check for slope */
+ cost += NPFSlopeCost(current);
+
+ /* Check for turns */
+ //TODO
+
+ #ifdef NPF_MARKROUTE
+ NPFMarkTile(tile);
+ #endif
+ #ifdef NPF_DEBUG
+ debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
+ #endif
+ return cost;
+}
+
+
+/* Determine the cost of this node, for railway tracks */
+int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
+ TileIndex tile = current->tile;
+ byte trackdir = current->direction;
+ int32 cost = 0;
+ /* Determine base length */
+ switch (GetTileType(tile)) {
+ case MP_TUNNELBRIDGE:
+ if ((_map5[tile] & 0xF0)==0) {
+ cost = NPFTunnelCost(current);
+ break;
+ }
+ /* Fall through if above if is false, it is a bridge
+ * then. We treat that as ordinary rail */
+ case MP_RAILWAY:
+ cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
+ break;
+ case MP_STREET: /* Railway crossing */
+ cost = NPF_TILE_LENGTH;
+ break;
+ default:
+ break;
+ }
+
+ /* Determine extra costs */
+
+ /* Ordinary track with signals */
+ if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xC0) == 0x40) {
+ if ((_map2[tile] & _signal_along_trackdir[trackdir]) == 0) {
+ /* Signal facing us is red */
+ if (!(current->user_data[NPF_NODE_FLAGS] & NPF_FLAG_SEEN_SIGNAL)) {
+ /* Penalize the first signal we
+ * encounter, if it is red */
+ cost += _patches.npf_rail_firstred_penalty;
+ }
+ }
+ current->user_data[NPF_NODE_FLAGS] |= NPF_FLAG_SEEN_SIGNAL;
+ }
+
+ /* Check for slope */
+ cost += NPFSlopeCost(current);
+
+ /* Check for turns */
+ //TODO
+
+ /* Check for occupied track */
+ //TODO
+
+ /* Check for station tiles */
+ if (IsTileType(tile, MP_STATION)) {
+ /* We give a station tile a penalty. Logically we would only
+ * want to give station tiles that are not our destination
+ * this penalty. This would discourage trains to drive through
+ * busy stations. But, we can just give any station tile a
+ * penalty, because every possible route will get this penalty
+ * exactly once, on its end tile (if it's a station) and it
+ * will therefore not make a difference. */
+ cost += _patches.npf_rail_station_penalty;
+ }
+
+ #ifdef NPF_MARKROUTE
+ NPFMarkTile(tile);
+ #endif
+ #ifdef NPF_DEBUG
+ debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
+ #endif
+ return cost;
+}
+
+/* Will find any depot */
+int32 NPFFindDepot(AyStar* as, OpenListNode *current) {
+ TileIndex tile = current->path.node.tile;
+ bool isDepot;
+ switch(GetTileType(tile)) {
+ case MP_RAILWAY:
+ /* Check if this is a rail depot */
+ isDepot = IsTrainDepotTile(tile);
+ break;
+ case MP_STREET:
+ /* Check if this is a road depot */
+ isDepot = IsRoadDepotTile(tile);
+ break;
+ case MP_WATER:
+ isDepot = IsShipDepotTile(tile);
+ break;
+ default:
+ isDepot = false;
+ break;
+ }
+ if (isDepot)
+ return AYSTAR_FOUND_END_NODE;
+ else
+ return AYSTAR_DONE;
+}
+
+/* Will find a station identified using the NPFFindStationOrTileData */
+int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current) {
+ /* If GetNeighbours said we could get here, we assume the station type
+ * is correct */
+ NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
+ TileIndex tile = current->path.node.tile;
+ if ( (fstd->station_index == -1 && tile == fstd->dest_coords) || /* We've found the tile, or */
+ (IsTileType(tile, MP_STATION) && _map2[tile] == fstd->station_index) /* the station */
+ )
+ return AYSTAR_FOUND_END_NODE;
+ else
+ 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_ROAD && IsRoadStationTile(src_tile))
+ || (type == TRANSPORT_ROAD && IsRoadDepotTile(src_tile))
+ || (type == TRANSPORT_RAIL && IsTrainDepotTile(src_tile))
+ ){
+ /* 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 = _map5[src_tile] & 3; /* Extract the direction from the map */
+
+ /* Let's see if were headed the right way */
+ if (src_trackdir != _dir_to_diag_trackdir[exitdir])
+ /* Not going out of the station/depot through the exit, but the back. No
+ * neighbours then. */
+ return;
+ }
+ /* 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)
+ // TODO: check tile owner
+
+ /* Determine available tracks */
+ if (type == TRANSPORT_ROAD && (IsRoadStationTile(dst_tile) || IsRoadDepotTile(dst_tile))){
+ byte exitdir;
+ /* Road stations and depots return 0 on GTTS, so we have to do this by hand... */
+ if (IsRoadStationTile(dst_tile))
+ exitdir = GetRoadStationDir(dst_tile);
+ else /* Road depot */
+ exitdir = _map5[dst_tile] & 3; /* Extract the direction from the map */
+ ts = (1 << _dir_to_diag_trackdir[exitdir]) |
+ (1 << _dir_to_diag_trackdir[_reverse_dir[exitdir]]);
+ /* Find the trackdirs that are available for a station with this orientation. They are in both directions */
+ } 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) {
+ 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] = NPF_FLAG_REVERSE;
+ _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;
+
+ /* 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) {
+ AyStarNode start1;
+ AyStarNode start2;
+
+ start1.tile = tile1;
+ start2.tile = tile2;
+ start1.direction = trackdir1;
+ start2.direction = trackdir2;
+
+ return NPFRouteInternal(&start1, &start2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type);
+}
+
+NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type) {
+ 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);
+}
+
+NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type) {
+ 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);
+}
+
+NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type) {
+ /* 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;
+ uint i;
+ TileType tiletype = 0;
+ int r;
+ NPFFoundTargetData best_result;
+ NPFFoundTargetData result;
+ NPFFindStationOrTileData target;
+ AyStarNode start;
+ Depot* current;
+
+
+ /* This is a little ugly, but it works :-S */
+ if (type == TRANSPORT_ROAD)
+ tiletype = MP_STREET;
+ else if (type == TRANSPORT_RAIL)
+ tiletype = MP_RAILWAY;
+ else if (type == TRANSPORT_WATER)
+ tiletype = MP_WATER;
+ else
+ assert(0);
+
+ init_InsSort(&depots);
+ /* Okay, let's find all depots that we can use first */
+ for (i=0;i<lengthof(_depots);i++) {
+ int depot_tile = _depots[i].xy;
+ if (IsTileType(depot_tile, tiletype))
+ depots.push(&depots, &_depots[i], DistanceManhattan(tile, depot_tile));
+
+ }
+
+ /* 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 = &target;
+
+ /* Initialize user_data */
+ _npf_aystar.user_data[NPF_TYPE] = type;
+
+ /* 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;
+
+ /* 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;
+ /*
+ 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;
+ */
+}
+
+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 center of the station as our target tile for trains */
+ Station* st = GetStation(v->current_order.station);
+ TileIndexDiffC center = {st->trainst_w/2, st->trainst_h/2};
+ fstd->dest_coords = TILE_ADD(st->train_tile, ToTileIndexDiff(center));
+ } else {
+ fstd->dest_coords = v->dest_tile;
+ fstd->station_index = -1;
+ }
+}