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+/*
+ * This file has the core function for AyStar
+ * AyStar is a fast pathfinding routine and is used for things like
+ * AI_pathfinding and Train_pathfinding.
+ * For more information about AyStar (A* Algorithm), you can look at
+ * http://en.wikipedia.org/wiki/A-star_search_algorithm
+ */
+
+/*
+ * Friendly reminder:
+ * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
+ * And when not free'd, it can cause system-crashes.
+ * Also remember that when you stop an algorithm before it is finished, your
+ * should call clear() yourself!
+ */
+
+#include "stdafx.h"
+#include "ttd.h"
+#include "aystar.h"
+// This looks in the Hash if a node exists in ClosedList
+// If so, it returns the PathNode, else NULL
+PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node) {
+ return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction);
+}
+
+// This adds a node to the ClosedList
+// It makes a copy of the data
+void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node) {
+ // Add a node to the ClosedList
+ PathNode *new_node = malloc(sizeof(PathNode));
+ *new_node = *node;
+ Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node);
+}
+
+// Checks if a node is in the OpenList
+// If so, it returns the OpenListNode, else NULL
+OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node) {
+ return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction);
+}
+
+// Gets the best node from OpenList
+// returns the best node, or NULL of none is found
+// Also it deletes the node from the OpenList
+OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) {
+ // Return the item the Queue returns.. the best next OpenList item.
+ OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue);
+ if (res != NULL)
+ Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction);
+
+ return res;
+}
+
+// Adds a node to the OpenList
+// It makes a copy of node, and puts the pointer of parent in the struct
+void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g, int userdata) {
+ // Add a new Node to the OpenList
+ OpenListNode* new_node = malloc(sizeof(OpenListNode));
+ new_node->g = g;
+ new_node->path.parent = parent;
+ new_node->path.node = *node;
+ Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node);
+
+ // Add it to the queue
+ aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f);
+}
+
+/*
+ * Checks one tile and calculate his f-value
+ * return values:
+ * AYSTAR_DONE : indicates we are done
+ */
+int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
+ int new_f, new_g, new_h;
+ PathNode *closedlist_parent;
+ OpenListNode *check;
+
+ // Check the new node against the ClosedList
+ if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE;
+
+ // Calculate the G-value for this node
+ new_g = aystar->CalculateG(aystar, current, parent);
+ // If the value was INVALID_NODE, we don't do anything with this node
+ if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE;
+
+ // There should not be given any other error-code..
+ assert(new_g >= 0);
+ // Add the parent g-value to the new g-value
+ new_g += parent->g;
+ if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE;
+
+ // Calculate the h-value
+ new_h = aystar->CalculateH(aystar, current, parent);
+ // There should not be given any error-code..
+ assert(new_h >= 0);
+
+ // The f-value if g + h
+ new_f = new_g + new_h;
+
+ // Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList)
+ closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node);
+
+ // Check if this item is already in the OpenList
+ if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) {
+ int i;
+ // Yes, check if this g value is lower..
+ if (new_g > check->g) return AYSTAR_DONE;
+ aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0);
+ // It is lower, so change it to this item
+ check->g = new_g;
+ check->path.parent = closedlist_parent;
+ /* Copy user data, will probably have changed */
+ for (i=0;i<lengthof(current->user_data);i++)
+ check->path.node.user_data[i] = current->user_data[i];
+ // Readd him in the OpenListQueue
+ aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f);
+ } else {
+ // A new node, add him to the OpenList
+ AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g, 0);
+ }
+
+ return AYSTAR_DONE;
+}
+
+/*
+ * This function is the core of AyStar. It handles one item and checks
+ * his neighbour items. If they are valid, they are added to be checked too.
+ * return values:
+ * AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path
+ * has been found.
+ * AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been
+ * reached.
+ * AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
+ * AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
+ */
+int AyStarMain_Loop(AyStar *aystar) {
+ int i, r;
+
+ // Get the best node from OpenList
+ OpenListNode *current = AyStarMain_OpenList_Pop(aystar);
+ // If empty, drop an error
+ if (current == NULL) return AYSTAR_EMPTY_OPENLIST;
+
+ // Check for end node and if found, return that code
+ if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) {
+ if (aystar->FoundEndNode != NULL)
+ aystar->FoundEndNode(aystar, current);
+ free(current);
+ return AYSTAR_FOUND_END_NODE;
+ }
+
+ // Add the node to the ClosedList
+ AyStarMain_ClosedList_Add(aystar, &current->path);
+
+ // Load the neighbours
+ aystar->GetNeighbours(aystar, current);
+
+ // Go through all neighbours
+ for (i=0;i<aystar->num_neighbours;i++) {
+ // Check and add them to the OpenList if needed
+ r = aystar->checktile(aystar, &aystar->neighbours[i], current);
+ }
+
+ // Free the node
+ free(current);
+
+ if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes)
+ /* We've expanded enough nodes */
+ return AYSTAR_LIMIT_REACHED;
+ else
+ // Return that we are still busy
+ return AYSTAR_STILL_BUSY;
+}
+
+/*
+ * This function frees the memory it allocated
+ */
+void AyStarMain_Free(AyStar *aystar) {
+ aystar->OpenListQueue.free(&aystar->OpenListQueue, false);
+ /* 2nd argument above is false, below is true, to free the values only
+ * once */
+ delete_Hash(&aystar->OpenListHash, true);
+ delete_Hash(&aystar->ClosedListHash, true);
+#ifdef AYSTAR_DEBUG
+ printf("[AyStar] Memory free'd\n");
+#endif
+}
+
+/*
+ * This function make the memory go back to zero
+ * This function should be called when you are using the same instance again.
+ */
+void AyStarMain_Clear(AyStar *aystar) {
+ // Clean the Queue, but not the elements within. That will be done by
+ // the hash.
+ aystar->OpenListQueue.clear(&aystar->OpenListQueue, false);
+ // Clean the hashes
+ clear_Hash(&aystar->OpenListHash, true);
+ clear_Hash(&aystar->ClosedListHash, true);
+
+#ifdef AYSTAR_DEBUG
+ printf("[AyStar] Cleared AyStar\n");
+#endif
+}
+
+/*
+ * This is the function you call to run AyStar.
+ * return values:
+ * AYSTAR_FOUND_END_NODE : indicates we found an end node.
+ * AYSTAR_NO_PATH : indicates that there was no path found.
+ * AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
+ * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY)
+ * aystar->clear() is called. Note that when you stop the algorithm halfway,
+ * you should still call clear() yourself!
+ */
+int AyStarMain_Main(AyStar *aystar) {
+ int r, i = 0;
+ // Loop through the OpenList
+ // Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick
+ while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
+#ifdef AYSTAR_DEBUG
+ if (r == AYSTAR_FOUND_END_NODE)
+ printf("[AyStar] Found path!\n");
+ else if (r == AYSTAR_EMPTY_OPENLIST)
+ printf("[AyStar] OpenList run dry, no path found\n");
+ else if (r == AYSTAR_LIMIT_REACHED)
+ printf("[AyStar] Exceeded search_nodes, no path found\n");
+#endif
+ if (r != AYSTAR_STILL_BUSY)
+ /* We're done, clean up */
+ aystar->clear(aystar);
+
+ // Check result-value
+ if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE;
+ // Check if we have some left in the OpenList
+ if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH;
+
+ // Return we are still busy
+ return AYSTAR_STILL_BUSY;
+}
+
+/*
+ * Adds a node from where to start an algorithm. Multiple nodes can be added
+ * if wanted. You should make sure that clear() is called before adding nodes
+ * if the AyStar has been used before (though the normal main loop calls
+ * clear() automatically when the algorithm finishes
+ */
+void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node) {
+#ifdef AYSTAR_DEBUG
+ printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", GET_TILE_X(start_node->tile), GET_TILE_Y(start_node->tile), start_node->direction);
+#endif
+ AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, 0, 0);
+}
+
+void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) {
+ // Allocated the Hash for the OpenList and ClosedList
+ init_Hash(&aystar->OpenListHash, hash, num_buckets);
+ init_Hash(&aystar->ClosedListHash, hash, num_buckets);
+
+ // Set up our sorting queue
+ // BinaryHeap allocates a block of 1024 nodes
+ // When thatone gets full it reserves an otherone, till this number
+ // That is why it can stay this high
+ init_BinaryHeap(&aystar->OpenListQueue, 102400);
+
+ aystar->addstart = AyStarMain_AddStartNode;
+ aystar->main = AyStarMain_Main;
+ aystar->loop = AyStarMain_Loop;
+ aystar->free = AyStarMain_Free;
+ aystar->clear = AyStarMain_Clear;
+ aystar->checktile = AyStarMain_CheckTile;
+}