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authorrubidium <rubidium@openttd.org>2009-12-01 22:45:39 +0000
committerrubidium <rubidium@openttd.org>2009-12-01 22:45:39 +0000
commitf52e27c688b00fd2b44887f0694717cd8449d31d (patch)
tree1268b38bfce0d85fd3868c19fb1454460ef135e7 /src/pathfinder/npf/npf.cpp
parenta7beae873310c67c8761994269627ebeabf08996 (diff)
downloadopenttd-f52e27c688b00fd2b44887f0694717cd8449d31d.tar.xz
(svn r18364) -Codechange: move the pathfinders and their related files into a separate directory
Diffstat (limited to 'src/pathfinder/npf/npf.cpp')
-rw-r--r--src/pathfinder/npf/npf.cpp1120
1 files changed, 1120 insertions, 0 deletions
diff --git a/src/pathfinder/npf/npf.cpp b/src/pathfinder/npf/npf.cpp
new file mode 100644
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+++ b/src/pathfinder/npf/npf.cpp
@@ -0,0 +1,1120 @@
+/* $Id$ */
+
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
+ * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/** @file npf.cpp Implementation of the NPF pathfinder. */
+
+#include "../../stdafx.h"
+#include "../../debug.h"
+#include "../../landscape.h"
+#include "../../depot_base.h"
+#include "../../network/network.h"
+#include "../../tunnelbridge_map.h"
+#include "../../functions.h"
+#include "../../tunnelbridge.h"
+#include "../../pbs.h"
+#include "../../train.h"
+#include "../pathfinder_func.h"
+#include "npf.h"
+
+static AyStar _npf_aystar;
+
+/* 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 * STRAIGHT_TRACK_LENGTH)
+static const uint _trackdir_length[TRACKDIR_END] = {
+ 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
+};
+
+/**
+ * Calculates the minimum distance traveled to get from t0 to t1 when only
+ * using tracks (ie, only making 45 degree turns). Returns the distance in the
+ * NPF scale, ie the number of full tiles multiplied by NPF_TILE_LENGTH to
+ * prevent rounding.
+ */
+static uint NPFDistanceTrack(TileIndex t0, TileIndex t1)
+{
+ const uint dx = Delta(TileX(t0), TileX(t1));
+ const uint dy = Delta(TileY(t0), TileY(t1));
+
+ const uint straightTracks = 2 * min(dx, dy); // The number of straight (not full length) tracks
+ /* OPTIMISATION:
+ * Original: diagTracks = max(dx, dy) - min(dx,dy);
+ * Proof:
+ * (dx+dy) - straightTracks == (min + max) - straightTracks = min + max - 2 * min = max - min */
+ const uint diagTracks = dx + dy - straightTracks; // The number of diagonal (full tile length) tracks.
+
+ /* Don't factor out NPF_TILE_LENGTH below, this will round values and lose
+ * precision */
+ return diagTracks * NPF_TILE_LENGTH + straightTracks * NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH;
+}
+
+
+#if 0
+static uint NTPHash(uint key1, uint key2)
+{
+ /* This function uses the old hash, which is fixed on 10 bits (1024 buckets) */
+ return PATHFIND_HASH_TILE(key1);
+}
+#endif
+
+/**
+ * Calculates a hash value for use in the NPF.
+ * @param key1 The TileIndex of the tile to hash
+ * @param key2 The Trackdir of the track on the tile.
+ *
+ * @todo Think of a better hash.
+ */
+static uint NPFHash(uint key1, uint key2)
+{
+ /* TODO: think of a better hash? */
+ uint part1 = TileX(key1) & NPF_HASH_HALFMASK;
+ uint part2 = TileY(key1) & NPF_HASH_HALFMASK;
+
+ assert(IsValidTrackdir((Trackdir)key2));
+ assert(IsValidTile(key1));
+ return ((part1 << NPF_HASH_HALFBITS | part2) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
+}
+
+static int32 NPFCalcZero(AyStar *as, AyStarNode *current, OpenListNode *parent)
+{
+ return 0;
+}
+
+/* Calcs the heuristic to the target station or tile. For train stations, it
+ * takes into account the direction of approach.
+ */
+static 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;
+
+ /* for train-stations, we are going to aim for the closest station tile */
+ if (as->user_data[NPF_TYPE] == TRANSPORT_RAIL && fstd->station_index != INVALID_STATION)
+ to = CalcClosestStationTile(fstd->station_index, from);
+
+ if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD) {
+ /* Since roads only have diagonal pieces, we use manhattan distance here */
+ dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
+ } else {
+ /* Ships and trains can also go diagonal, so the minimum distance is shorter */
+ dist = NPFDistanceTrack(from, to);
+ }
+
+ DEBUG(npf, 4, "Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
+
+ if (dist < ftd->best_bird_dist) {
+ ftd->best_bird_dist = dist;
+ ftd->best_trackdir = (Trackdir)current->user_data[NPF_TRACKDIR_CHOICE];
+ }
+ 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 */
+static void NPFFillTrackdirChoice(AyStarNode *current, OpenListNode *parent)
+{
+ if (parent->path.parent == NULL) {
+ Trackdir 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;
+ DEBUG(npf, 6, "Saving trackdir: 0x%X", trackdir);
+ } 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 */
+static uint NPFTunnelCost(AyStarNode *current)
+{
+ DiagDirection exitdir = TrackdirToExitdir(current->direction);
+ TileIndex tile = current->tile;
+ if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(exitdir)) {
+ /* We just popped out if this tunnel, since were
+ * facing the tunnel exit */
+ return NPF_TILE_LENGTH * (GetTunnelBridgeLength(current->tile, GetOtherTunnelEnd(current->tile)) + 1);
+ /* @todo: Penalty for tunnels? */
+ } else {
+ /* We are entering the tunnel, the enter tile is just a
+ * straight track */
+ return NPF_TILE_LENGTH;
+ }
+}
+
+static inline uint NPFBridgeCost(AyStarNode *current)
+{
+ return NPF_TILE_LENGTH * GetTunnelBridgeLength(current->tile, GetOtherBridgeEnd(current->tile));
+}
+
+static uint NPFSlopeCost(AyStarNode *current)
+{
+ TileIndex next = current->tile + TileOffsByDiagDir(TrackdirToExitdir(current->direction));
+
+ /* Get center of tiles */
+ int x1 = TileX(current->tile) * TILE_SIZE + TILE_SIZE / 2;
+ int y1 = TileY(current->tile) * TILE_SIZE + TILE_SIZE / 2;
+ int x2 = TileX(next) * TILE_SIZE + TILE_SIZE / 2;
+ int y2 = TileY(next) * TILE_SIZE + TILE_SIZE / 2;
+
+ int dx4 = (x2 - x1) / 4;
+ int dy4 = (y2 - y1) / 4;
+
+ /* Get the height on both sides of the tile edge.
+ * Avoid testing the height on the tile-center. This will fail for halftile-foundations.
+ */
+ int z1 = GetSlopeZ(x1 + dx4, y1 + dy4);
+ int z2 = GetSlopeZ(x2 - dx4, y2 - dy4);
+
+ if (z2 - z1 > 1) {
+ /* Slope up */
+ return _settings_game.pf.npf.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... */
+}
+
+static uint NPFReservedTrackCost(AyStarNode *current)
+{
+ TileIndex tile = current->tile;
+ TrackBits track = TrackToTrackBits(TrackdirToTrack(current->direction));
+ TrackBits res = GetReservedTrackbits(tile);
+
+ if (NPFGetFlag(current, NPF_FLAG_3RD_SIGNAL) || ((res & track) == TRACK_BIT_NONE && !TracksOverlap(res | track))) return 0;
+
+ if (IsTileType(tile, MP_TUNNELBRIDGE)) {
+ DiagDirection exitdir = TrackdirToExitdir(current->direction);
+ if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(exitdir)) {
+ return _settings_game.pf.npf.npf_rail_pbs_cross_penalty * (GetTunnelBridgeLength(tile, GetOtherTunnelBridgeEnd(tile)) + 1);
+ }
+ }
+ return _settings_game.pf.npf.npf_rail_pbs_cross_penalty;
+}
+
+/**
+ * Mark tiles by mowing the grass when npf debug level >= 1.
+ * Will not work for multiplayer games, since it can (will) cause desyncs.
+ */
+static void NPFMarkTile(TileIndex tile)
+{
+#ifndef NO_DEBUG_MESSAGES
+ if (_debug_npf_level < 1 || _networking) return;
+ switch (GetTileType(tile)) {
+ case MP_RAILWAY:
+ /* DEBUG: mark visited tiles by mowing the grass under them ;-) */
+ if (!IsRailDepot(tile)) {
+ SetRailGroundType(tile, RAIL_GROUND_BARREN);
+ MarkTileDirtyByTile(tile);
+ }
+ break;
+
+ case MP_ROAD:
+ if (!IsRoadDepot(tile)) {
+ SetRoadside(tile, ROADSIDE_BARREN);
+ MarkTileDirtyByTile(tile);
+ }
+ break;
+
+ default:
+ break;
+ }
+#endif
+}
+
+static int32 NPFWaterPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent)
+{
+ /* TileIndex tile = current->tile; */
+ int32 cost = 0;
+ Trackdir trackdir = current->direction;
+
+ cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks
+
+ if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir))
+ cost += _settings_game.pf.npf.npf_buoy_penalty; // A small penalty for going over buoys
+
+ if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
+ cost += _settings_game.pf.npf.npf_water_curve_penalty;
+
+ /* @todo More penalties? */
+
+ return cost;
+}
+
+/* Determine the cost of this node, for road tracks */
+static int32 NPFRoadPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent)
+{
+ TileIndex tile = current->tile;
+ int32 cost = 0;
+
+ /* Determine base length */
+ switch (GetTileType(tile)) {
+ case MP_TUNNELBRIDGE:
+ cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
+ break;
+
+ case MP_ROAD:
+ cost = NPF_TILE_LENGTH;
+ /* Increase the cost for level crossings */
+ if (IsLevelCrossing(tile)) cost += _settings_game.pf.npf.npf_crossing_penalty;
+ break;
+
+ case MP_STATION:
+ cost = NPF_TILE_LENGTH;
+ /* Increase the cost for drive-through road stops */
+ if (IsDriveThroughStopTile(tile)) cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
+ break;
+
+ default:
+ break;
+ }
+
+ /* Determine extra costs */
+
+ /* Check for slope */
+ cost += NPFSlopeCost(current);
+
+ /* Check for turns. Road vehicles only really drive diagonal, turns are
+ * represented by non-diagonal tracks */
+ if (!IsDiagonalTrackdir(current->direction))
+ cost += _settings_game.pf.npf.npf_road_curve_penalty;
+
+ NPFMarkTile(tile);
+ DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
+ return cost;
+}
+
+
+/* Determine the cost of this node, for railway tracks */
+static int32 NPFRailPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent)
+{
+ TileIndex tile = current->tile;
+ Trackdir trackdir = current->direction;
+ int32 cost = 0;
+ /* HACK: We create a OpenListNode manually, so we can call EndNodeCheck */
+ OpenListNode new_node;
+
+ /* Determine base length */
+ switch (GetTileType(tile)) {
+ case MP_TUNNELBRIDGE:
+ cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
+ break;
+
+ case MP_RAILWAY:
+ cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks
+ break;
+
+ case MP_ROAD: // Railway crossing
+ cost = NPF_TILE_LENGTH;
+ break;
+
+ case 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 = NPF_TILE_LENGTH + _settings_game.pf.npf.npf_rail_station_penalty;
+ break;
+
+ default:
+ break;
+ }
+
+ /* Determine extra costs */
+
+ /* Check for signals */
+ if (IsTileType(tile, MP_RAILWAY)) {
+ if (HasSignalOnTrackdir(tile, trackdir)) {
+ /* Ordinary track with signals */
+ if (GetSignalStateByTrackdir(tile, trackdir) == SIGNAL_STATE_RED) {
+ /* Signal facing us is red */
+ if (!NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) {
+ /* Penalize the first signal we
+ * encounter, if it is red */
+
+ /* Is this a presignal exit or combo? */
+ SignalType sigtype = GetSignalType(tile, TrackdirToTrack(trackdir));
+ if (!IsPbsSignal(sigtype)) {
+ if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
+ /* Penalise exit and combo signals differently (heavier) */
+ cost += _settings_game.pf.npf.npf_rail_firstred_exit_penalty;
+ } else {
+ cost += _settings_game.pf.npf.npf_rail_firstred_penalty;
+ }
+ }
+ }
+ /* Record the state of this signal */
+ NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, true);
+ } else {
+ /* Record the state of this signal */
+ NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, false);
+ }
+ if (NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) {
+ if (NPFGetFlag(current, NPF_FLAG_2ND_SIGNAL)) {
+ NPFSetFlag(current, NPF_FLAG_3RD_SIGNAL, true);
+ } else {
+ NPFSetFlag(current, NPF_FLAG_2ND_SIGNAL, true);
+ }
+ } else {
+ NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true);
+ }
+ }
+
+ if (HasPbsSignalOnTrackdir(tile, ReverseTrackdir(trackdir)) && !NPFGetFlag(current, NPF_FLAG_3RD_SIGNAL)) {
+ cost += _settings_game.pf.npf.npf_rail_pbs_signal_back_penalty;
+ }
+ }
+
+ /* Penalise the tile if it is a target tile and the last signal was
+ * red */
+ /* HACK: We create a new_node here so we can call EndNodeCheck. Ugly as hell
+ * of course... */
+ new_node.path.node = *current;
+ if (as->EndNodeCheck(as, &new_node) == AYSTAR_FOUND_END_NODE && NPFGetFlag(current, NPF_FLAG_LAST_SIGNAL_RED))
+ cost += _settings_game.pf.npf.npf_rail_lastred_penalty;
+
+ /* Check for slope */
+ cost += NPFSlopeCost(current);
+
+ /* Check for turns */
+ if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
+ cost += _settings_game.pf.npf.npf_rail_curve_penalty;
+ /* TODO, with realistic acceleration, also the amount of straight track between
+ * curves should be taken into account, as this affects the speed limit. */
+
+ /* Check for reverse in depot */
+ if (IsRailDepotTile(tile) && as->EndNodeCheck(as, &new_node) != AYSTAR_FOUND_END_NODE) {
+ /* Penalise any depot tile that is not the last tile in the path. This
+ * _should_ penalise every occurence of reversing in a depot (and only
+ * that) */
+ cost += _settings_game.pf.npf.npf_rail_depot_reverse_penalty;
+ }
+
+ /* Check for occupied track */
+ cost += NPFReservedTrackCost(current);
+
+ NPFMarkTile(tile);
+ DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
+ return cost;
+}
+
+/* Will find any depot */
+static int32 NPFFindDepot(AyStar *as, OpenListNode *current)
+{
+ /* It's not worth caching the result with NPF_FLAG_IS_TARGET here as below,
+ * since checking the cache not that much faster than the actual check */
+ return IsDepotTypeTile(current->path.node.tile, (TransportType)as->user_data[NPF_TYPE]) ?
+ AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
+}
+
+/** Find any safe and free tile. */
+static int32 NPFFindSafeTile(AyStar *as, OpenListNode *current)
+{
+ const Train *v = Train::From(((NPFFindStationOrTileData *)as->user_target)->v);
+
+ return
+ IsSafeWaitingPosition(v, current->path.node.tile, current->path.node.direction, true, _settings_game.pf.forbid_90_deg) &&
+ IsWaitingPositionFree(v, current->path.node.tile, current->path.node.direction, _settings_game.pf.forbid_90_deg) ?
+ AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
+}
+
+/* Will find a station identified using the NPFFindStationOrTileData */
+static int32 NPFFindStationOrTile(AyStar *as, OpenListNode *current)
+{
+ NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
+ AyStarNode *node = &current->path.node;
+ TileIndex tile = node->tile;
+
+ /* If GetNeighbours said we could get here, we assume the station type
+ * is correct */
+ if (
+ (fstd->station_index == INVALID_STATION && tile == fstd->dest_coords) || // We've found the tile, or
+ (IsTileType(tile, MP_STATION) && GetStationIndex(tile) == fstd->station_index) // the station
+ ) {
+ return AYSTAR_FOUND_END_NODE;
+ } else {
+ return AYSTAR_DONE;
+ }
+}
+
+/**
+ * Find the node containing the first signal on the path.
+ *
+ * If the first signal is on the very first two tiles of the path,
+ * the second signal is returnd. If no suitable signal is present, the
+ * last node of the path is returned.
+ */
+static const PathNode *FindSafePosition(PathNode *path, const Train *v)
+{
+ /* If there is no signal, reserve the whole path. */
+ PathNode *sig = path;
+
+ for (; path->parent != NULL; path = path->parent) {
+ if (IsSafeWaitingPosition(v, path->node.tile, path->node.direction, true, _settings_game.pf.forbid_90_deg)) {
+ sig = path;
+ }
+ }
+
+ return sig;
+}
+
+/**
+ * Lift the reservation of the tiles from @p start till @p end, excluding @p end itself.
+ */
+static void ClearPathReservation(const PathNode *start, const PathNode *end)
+{
+ bool first_run = true;
+ for (; start != end; start = start->parent) {
+ if (IsRailStationTile(start->node.tile) && first_run) {
+ SetRailStationPlatformReservation(start->node.tile, TrackdirToExitdir(start->node.direction), false);
+ } else {
+ UnreserveRailTrack(start->node.tile, TrackdirToTrack(start->node.direction));
+ }
+ first_run = false;
+ }
+}
+
+/**
+ * To be called when @p current contains the (shortest route to) the target node.
+ * Will fill the contents of the NPFFoundTargetData using
+ * AyStarNode[NPF_TRACKDIR_CHOICE]. If requested, path reservation
+ * is done here.
+ */
+static void NPFSaveTargetData(AyStar *as, OpenListNode *current)
+{
+ NPFFoundTargetData *ftd = (NPFFoundTargetData*)as->user_path;
+ ftd->best_trackdir = (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;
+ ftd->res_okay = false;
+
+ if (as->user_target != NULL && ((NPFFindStationOrTileData*)as->user_target)->reserve_path && as->user_data[NPF_TYPE] == TRANSPORT_RAIL) {
+ /* Path reservation is requested. */
+ const Train *v = Train::From(((NPFFindStationOrTileData *)as->user_target)->v);
+
+ const PathNode *target = FindSafePosition(&current->path, v);
+ ftd->node = target->node;
+
+ /* If the target is a station skip to platform end. */
+ if (IsRailStationTile(target->node.tile)) {
+ DiagDirection dir = TrackdirToExitdir(target->node.direction);
+ uint len = Station::GetByTile(target->node.tile)->GetPlatformLength(target->node.tile, dir);
+ TileIndex end_tile = TILE_ADD(target->node.tile, (len - 1) * TileOffsByDiagDir(dir));
+
+ /* Update only end tile, trackdir of a station stays the same. */
+ ftd->node.tile = end_tile;
+ if (!IsWaitingPositionFree(v, end_tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return;
+ SetRailStationPlatformReservation(target->node.tile, dir, true);
+ SetRailStationReservation(target->node.tile, false);
+ } else {
+ if (!IsWaitingPositionFree(v, target->node.tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return;
+ }
+
+ for (const PathNode *cur = target; cur->parent != NULL; cur = cur->parent) {
+ if (!TryReserveRailTrack(cur->node.tile, TrackdirToTrack(cur->node.direction))) {
+ /* Reservation failed, undo. */
+ ClearPathReservation(target, cur);
+ return;
+ }
+ }
+
+ ftd->res_okay = true;
+ }
+}
+
+/**
+ * Finds out if a given company's vehicles are allowed to enter a given tile.
+ * @param owner The owner of the vehicle.
+ * @param tile The tile that is about to be entered.
+ * @param enterdir The direction in which the vehicle wants to enter the tile.
+ * @return true if the vehicle can enter the tile.
+ * @todo This function should be used in other places than just NPF,
+ * maybe moved to another file too.
+ */
+static bool CanEnterTileOwnerCheck(Owner owner, TileIndex tile, DiagDirection enterdir)
+{
+ if (IsTileType(tile, MP_RAILWAY) || // Rail tile (also rail depot)
+ HasStationTileRail(tile) || // Rail station tile/waypoint
+ IsRoadDepotTile(tile) || // Road depot tile
+ IsStandardRoadStopTile(tile)) { // Road station tile (but not drive-through stops)
+ return IsTileOwner(tile, owner); // You need to own these tiles entirely to use them
+ }
+
+ switch (GetTileType(tile)) {
+ case MP_ROAD:
+ /* rail-road crossing : are we looking at the railway part? */
+ if (IsLevelCrossing(tile) &&
+ DiagDirToAxis(enterdir) != GetCrossingRoadAxis(tile)) {
+ return IsTileOwner(tile, owner); // Railway needs owner check, while the street is public
+ }
+ break;
+
+ case MP_TUNNELBRIDGE:
+ if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
+ return IsTileOwner(tile, owner);
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ return true; // no need to check
+}
+
+
+/**
+ * Returns the direction the exit of the depot on the given tile is facing.
+ */
+static DiagDirection GetDepotDirection(TileIndex tile, TransportType type)
+{
+ assert(IsDepotTypeTile(tile, type));
+
+ switch (type) {
+ case TRANSPORT_RAIL: return GetRailDepotDirection(tile);
+ case TRANSPORT_ROAD: return GetRoadDepotDirection(tile);
+ case TRANSPORT_WATER: return GetShipDepotDirection(tile);
+ default: return INVALID_DIAGDIR; // Not reached
+ }
+}
+
+/** Tests if a tile is a road tile with a single tramtrack (tram can reverse) */
+static DiagDirection GetSingleTramBit(TileIndex tile)
+{
+ if (IsNormalRoadTile(tile)) {
+ RoadBits rb = GetRoadBits(tile, ROADTYPE_TRAM);
+ switch (rb) {
+ case ROAD_NW: return DIAGDIR_NW;
+ case ROAD_SW: return DIAGDIR_SW;
+ case ROAD_SE: return DIAGDIR_SE;
+ case ROAD_NE: return DIAGDIR_NE;
+ default: break;
+ }
+ }
+ return INVALID_DIAGDIR;
+}
+
+/**
+ * Tests if a tile can be entered or left only from one side.
+ *
+ * Depots, non-drive-through roadstops, and tiles with single trambits are tested.
+ *
+ * @param tile The tile of interest.
+ * @param type The transporttype of the vehicle.
+ * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
+ * @return The single entry/exit-direction of the tile, or INVALID_DIAGDIR if there are more or less directions
+ */
+static DiagDirection GetTileSingleEntry(TileIndex tile, TransportType type, uint subtype)
+{
+ if (type != TRANSPORT_WATER && IsDepotTypeTile(tile, type)) return GetDepotDirection(tile, type);
+
+ if (type == TRANSPORT_ROAD) {
+ if (IsStandardRoadStopTile(tile)) return GetRoadStopDir(tile);
+ if (HasBit(subtype, ROADTYPE_TRAM)) return GetSingleTramBit(tile);
+ }
+
+ return INVALID_DIAGDIR;
+}
+
+/**
+ * Tests if a vehicle must reverse on a tile.
+ *
+ * @param tile The tile of interest.
+ * @param dir The direction in which the vehicle drives on a tile.
+ * @param type The transporttype of the vehicle.
+ * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
+ * @return true iff the vehicle must reverse on the tile.
+ */
+static inline bool ForceReverse(TileIndex tile, DiagDirection dir, TransportType type, uint subtype)
+{
+ DiagDirection single_entry = GetTileSingleEntry(tile, type, subtype);
+ return single_entry != INVALID_DIAGDIR && single_entry != dir;
+}
+
+/**
+ * Tests if a vehicle can enter a tile.
+ *
+ * @param tile The tile of interest.
+ * @param dir The direction in which the vehicle drives onto a tile.
+ * @param type The transporttype of the vehicle.
+ * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
+ * @param railtypes For TRANSPORT_RAIL the compatible RailTypes of the vehicle.
+ * @param owner The owner of the vehicle.
+ * @return true iff the vehicle can enter the tile.
+ */
+static bool CanEnterTile(TileIndex tile, DiagDirection dir, TransportType type, uint subtype, RailTypes railtypes, Owner owner)
+{
+ /* Check tunnel entries and bridge ramps */
+ if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(tile) != dir) return false;
+
+ /* Test ownership */
+ if (!CanEnterTileOwnerCheck(owner, tile, dir)) return false;
+
+ /* check correct rail type (mono, maglev, etc) */
+ if (type == TRANSPORT_RAIL) {
+ RailType rail_type = GetTileRailType(tile);
+ if (!HasBit(railtypes, rail_type)) return false;
+ }
+
+ /* Depots, standard roadstops and single tram bits can only be entered from one direction */
+ DiagDirection single_entry = GetTileSingleEntry(tile, type, subtype);
+ if (single_entry != INVALID_DIAGDIR && single_entry != ReverseDiagDir(dir)) return false;
+
+ return true;
+}
+
+/**
+ * Returns the driveable Trackdirs on a tile.
+ *
+ * One-way-roads are taken into account. Signals are not tested.
+ *
+ * @param dst_tile The tile of interest.
+ * @param src_trackdir The direction the vehicle is currently moving.
+ * @param type The transporttype of the vehicle.
+ * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle.
+ * @return The Trackdirs the vehicle can continue moving on.
+ */
+static TrackdirBits GetDriveableTrackdirBits(TileIndex dst_tile, Trackdir src_trackdir, TransportType type, uint subtype)
+{
+ TrackdirBits trackdirbits = TrackStatusToTrackdirBits(GetTileTrackStatus(dst_tile, type, subtype));
+
+ if (trackdirbits == 0 && type == TRANSPORT_ROAD && HasBit(subtype, ROADTYPE_TRAM)) {
+ /* GetTileTrackStatus() returns 0 for single tram bits.
+ * As we cannot change it there (easily) without breaking something, change it here */
+ switch (GetSingleTramBit(dst_tile)) {
+ case DIAGDIR_NE:
+ case DIAGDIR_SW:
+ trackdirbits = TRACKDIR_BIT_X_NE | TRACKDIR_BIT_X_SW;
+ break;
+
+ case DIAGDIR_NW:
+ case DIAGDIR_SE:
+ trackdirbits = TRACKDIR_BIT_Y_NW | TRACKDIR_BIT_Y_SE;
+ break;
+
+ default: break;
+ }
+ }
+
+ DEBUG(npf, 4, "Next node: (%d, %d) [%d], possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirbits);
+
+ /* Select only trackdirs we can reach from our current trackdir */
+ trackdirbits &= TrackdirReachesTrackdirs(src_trackdir);
+
+ /* Filter out trackdirs that would make 90 deg turns for trains */
+ if (_settings_game.pf.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
+
+ DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits);
+
+ return trackdirbits;
+}
+
+
+/* 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 */
+static void NPFFollowTrack(AyStar *aystar, OpenListNode *current)
+{
+ /* We leave src_tile on track src_trackdir in direction src_exitdir */
+ Trackdir src_trackdir = current->path.node.direction;
+ TileIndex src_tile = current->path.node.tile;
+ DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
+
+ /* Is src_tile valid, and can be used?
+ * When choosing track on a junction src_tile is the tile neighboured to the junction wrt. exitdir.
+ * But we must not check the validity of this move, as src_tile is totally unrelated to the move, if a roadvehicle reversed on a junction. */
+ bool ignore_src_tile = (current->path.parent == NULL && NPFGetFlag(&current->path.node, NPF_FLAG_IGNORE_START_TILE));
+
+ /* Information about the vehicle: TransportType (road/rail/water) and SubType (compatible rail/road types) */
+ TransportType type = (TransportType)aystar->user_data[NPF_TYPE];
+ uint subtype = aystar->user_data[NPF_SUB_TYPE];
+
+ /* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
+ aystar->num_neighbours = 0;
+ DEBUG(npf, 4, "Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
+
+ /* We want to determine the tile we arrive, and which choices we have there */
+ TileIndex dst_tile;
+ TrackdirBits trackdirbits;
+
+ /* Find dest tile */
+ if (ignore_src_tile) {
+ /* Do not perform any checks that involve src_tile */
+ dst_tile = src_tile + TileOffsByDiagDir(src_exitdir);
+ trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
+ } else if (IsTileType(src_tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(src_tile) == src_exitdir) {
+ /* We drive through the wormhole and arrive on the other side */
+ dst_tile = GetOtherTunnelBridgeEnd(src_tile);
+ trackdirbits = TrackdirToTrackdirBits(src_trackdir);
+ } else if (ForceReverse(src_tile, src_exitdir, type, subtype)) {
+ /* We can only reverse on this tile */
+ dst_tile = src_tile;
+ src_trackdir = ReverseTrackdir(src_trackdir);
+ trackdirbits = TrackdirToTrackdirBits(src_trackdir);
+ } else {
+ /* We leave src_tile in src_exitdir and reach dst_tile */
+ dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(src_exitdir));
+
+ if (dst_tile != INVALID_TILE && !CanEnterTile(dst_tile, src_exitdir, type, subtype, (RailTypes)aystar->user_data[NPF_RAILTYPES], (Owner)aystar->user_data[NPF_OWNER])) dst_tile = INVALID_TILE;
+
+ if (dst_tile == INVALID_TILE) {
+ /* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */
+ if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return;
+
+ dst_tile = src_tile;
+ src_trackdir = ReverseTrackdir(src_trackdir);
+ }
+
+ trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
+
+ if (trackdirbits == 0) {
+ /* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */
+ if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return;
+
+ dst_tile = src_tile;
+ src_trackdir = ReverseTrackdir(src_trackdir);
+
+ trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
+ }
+ }
+
+ if (NPFGetFlag(&current->path.node, NPF_FLAG_IGNORE_RESERVED)) {
+ /* Mask out any reserved tracks. */
+ TrackBits reserved = GetReservedTrackbits(dst_tile);
+ trackdirbits &= ~TrackBitsToTrackdirBits(reserved);
+
+ uint bits = TrackdirBitsToTrackBits(trackdirbits);
+ int i;
+ FOR_EACH_SET_BIT(i, bits) {
+ if (TracksOverlap(reserved | TrackToTrackBits((Track)i))) trackdirbits &= ~TrackToTrackdirBits((Track)i);
+ }
+ }
+
+ /* Enumerate possible track */
+ uint i = 0;
+ while (trackdirbits != 0) {
+ Trackdir dst_trackdir = RemoveFirstTrackdir(&trackdirbits);
+ DEBUG(npf, 5, "Expanded into trackdir: %d, remaining trackdirs: 0x%X", dst_trackdir, trackdirbits);
+
+ /* Tile with signals? */
+ if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TILE_SIGNALS) {
+ if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir) && IsOnewaySignal(dst_tile, TrackdirToTrack(dst_trackdir)))
+ /* If there's a one-way signal not pointing towards us, stop going in this direction. */
+ 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. reverse_penalty is applied to all routes that
+ * originate from the second start node.
+ * 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.
+ */
+static NPFFoundTargetData NPFRouteInternal(AyStarNode *start1, bool ignore_start_tile1, AyStarNode *start2, bool ignore_start_tile2, NPFFindStationOrTileData *target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, uint sub_type, Owner owner, RailTypes railtypes, uint reverse_penalty)
+{
+ int r;
+ NPFFoundTargetData result;
+
+ /* Initialize procs */
+ _npf_aystar.CalculateH = heuristic_proc;
+ _npf_aystar.EndNodeCheck = target_proc;
+ _npf_aystar.FoundEndNode = NPFSaveTargetData;
+ _npf_aystar.GetNeighbours = NPFFollowTrack;
+ switch (type) {
+ default: NOT_REACHED();
+ case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
+ case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
+ case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
+ }
+
+ /* Initialize Start Node(s) */
+ start1->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
+ start1->user_data[NPF_NODE_FLAGS] = 0;
+ NPFSetFlag(start1, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile1);
+ _npf_aystar.addstart(&_npf_aystar, start1, 0);
+ if (start2) {
+ start2->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
+ start2->user_data[NPF_NODE_FLAGS] = 0;
+ NPFSetFlag(start2, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile2);
+ NPFSetFlag(start2, NPF_FLAG_REVERSE, true);
+ _npf_aystar.addstart(&_npf_aystar, start2, reverse_penalty);
+ }
+
+ /* Initialize result */
+ result.best_bird_dist = UINT_MAX;
+ result.best_path_dist = UINT_MAX;
+ result.best_trackdir = INVALID_TRACKDIR;
+ result.node.tile = INVALID_TILE;
+ result.res_okay = false;
+ _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_SUB_TYPE] = sub_type;
+ _npf_aystar.user_data[NPF_OWNER] = owner;
+ _npf_aystar.user_data[NPF_RAILTYPES] = railtypes;
+
+ /* GO! */
+ r = AyStarMain_Main(&_npf_aystar);
+ assert(r != AYSTAR_STILL_BUSY);
+
+ if (result.best_bird_dist != 0) {
+ if (target != NULL) {
+ DEBUG(npf, 1, "Could not find route to tile 0x%X from 0x%X.", target->dest_coords, start1->tile);
+ } else {
+ /* Assumption: target == NULL, so we are looking for a depot */
+ DEBUG(npf, 1, "Could not find route to a depot from tile 0x%X.", start1->tile);
+ }
+
+ }
+ return result;
+}
+
+NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
+{
+ AyStarNode start1;
+ AyStarNode start2;
+
+ start1.tile = tile1;
+ start2.tile = tile2;
+ /* We set this in case the target is also the start tile, we will just
+ * return a not found then */
+ start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
+ start1.direction = trackdir1;
+ start2.direction = trackdir2;
+ start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
+
+ return NPFRouteInternal(&start1, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, sub_type, owner, railtypes, 0);
+}
+
+NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
+{
+ return NPFRouteToStationOrTileTwoWay(tile, trackdir, ignore_start_tile, INVALID_TILE, INVALID_TRACKDIR, false, target, type, sub_type, owner, railtypes);
+}
+
+NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, TransportType type, uint sub_type, Owner owner, RailTypes railtypes, uint reverse_penalty)
+{
+ AyStarNode start1;
+ AyStarNode start2;
+
+ start1.tile = tile1;
+ start2.tile = tile2;
+ /* We set this in case the target is also the start tile, we will just
+ * return a not found then */
+ start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
+ start1.direction = trackdir1;
+ start2.direction = trackdir2;
+ start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
+
+ /* perform a breadth first search. Target is NULL,
+ * since we are just looking for any depot...*/
+ return NPFRouteInternal(&start1, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, NULL, NPFFindDepot, NPFCalcZero, type, sub_type, owner, railtypes, reverse_penalty);
+}
+
+NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
+{
+ return NPFRouteToDepotBreadthFirstTwoWay(tile, trackdir, ignore_start_tile, INVALID_TILE, INVALID_TRACKDIR, false, type, sub_type, owner, railtypes, 0);
+}
+
+NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
+{
+ /* 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 = {UINT_MAX, UINT_MAX, INVALID_TRACKDIR, {INVALID_TILE, INVALID_TRACKDIR, {0, 0}}, false};
+ 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 (IsDepotTypeTile(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;
+ switch (type) {
+ default: NOT_REACHED();
+ case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
+ case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
+ case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
+ }
+
+ /* Initialize target */
+ target.station_index = INVALID_STATION; // We will initialize dest_coords inside the loop below
+ _npf_aystar.user_target = &target;
+
+ /* Initialize user_data */
+ _npf_aystar.user_data[NPF_TYPE] = type;
+ _npf_aystar.user_data[NPF_SUB_TYPE] = sub_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_MAX;
+ best_result.best_bird_dist = UINT_MAX;
+
+ /* Just iterate the depots in order of increasing distance */
+ while ((current = (Depot*)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] = INVALID_TRACKDIR;
+ start.user_data[NPF_NODE_FLAGS] = 0;
+ NPFSetFlag(&start, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile);
+ _npf_aystar.addstart(&_npf_aystar, &start, 0);
+
+ /* Initialize result */
+ result.best_bird_dist = UINT_MAX;
+ result.best_path_dist = UINT_MAX;
+ result.best_trackdir = INVALID_TRACKDIR;
+
+ /* 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(npf, 1, "Could not find route to any depot from tile 0x%X.", tile);
+ }
+ return best_result;
+}
+
+NPFFoundTargetData NPFRouteToSafeTile(const Train *v, TileIndex tile, Trackdir trackdir, bool override_railtype)
+{
+ assert(v->type == VEH_TRAIN);
+
+ NPFFindStationOrTileData fstd;
+ fstd.v = v;
+ fstd.reserve_path = true;
+
+ AyStarNode start1;
+ start1.tile = tile;
+ /* We set this in case the target is also the start tile, we will just
+ * return a not found then */
+ start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
+ start1.direction = trackdir;
+ NPFSetFlag(&start1, NPF_FLAG_IGNORE_RESERVED, true);
+
+ RailTypes railtypes = v->compatible_railtypes;
+ if (override_railtype) railtypes |= GetRailTypeInfo(v->railtype)->compatible_railtypes;
+
+ /* perform a breadth first search. Target is NULL,
+ * since we are just looking for any safe tile...*/
+ return NPFRouteInternal(&start1, true, NULL, false, &fstd, NPFFindSafeTile, NPFCalcZero, TRANSPORT_RAIL, 0, v->owner, railtypes, 0);
+}
+
+void InitializeNPF()
+{
+ static bool first_init = true;
+ if (first_init) {
+ first_init = false;
+ init_AyStar(&_npf_aystar, NPFHash, NPF_HASH_SIZE);
+ } else {
+ AyStarMain_Clear(&_npf_aystar);
+ }
+ _npf_aystar.loops_per_tick = 0;
+ _npf_aystar.max_path_cost = 0;
+ //_npf_aystar.max_search_nodes = 0;
+ /* We will limit the number of nodes for now, until we have a better
+ * solution to really fix performance */
+ _npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
+}
+
+void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, Vehicle *v, bool reserve_path)
+{
+ /* 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->type == VEH_TRAIN && (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_WAYPOINT))) {
+ fstd->station_index = v->current_order.GetDestination();
+ /* Let's take the closest tile of the station as our target for trains */
+ fstd->dest_coords = CalcClosestStationTile(fstd->station_index, v->tile);
+ } else {
+ fstd->dest_coords = v->dest_tile;
+ fstd->station_index = INVALID_STATION;
+ }
+ fstd->reserve_path = reserve_path;
+ fstd->v = v;
+}