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diff --git a/src/npf.cpp b/src/npf.cpp
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+++ b/src/npf.cpp
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+/* $Id$ */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "bridge_map.h"
+#include "debug.h"
+#include "functions.h"
+#include "npf.h"
+#include "aystar.h"
+#include "macros.h"
+#include "pathfind.h"
+#include "station.h"
+#include "station_map.h"
+#include "tile.h"
+#include "depot.h"
+#include "tunnel_map.h"
+#include "network/network.h"
+#include "water_map.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 = abs(TileX(t0) - TileX(t1));
+ const uint dy = abs(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(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 tile of given station that is closest to a given tile
+ * for this we assume the station is a rectangle,
+ * as defined by its top tile (st->train_tile) and its width/height (st->trainst_w, st->trainst_h)
+ */
+static TileIndex CalcClosestStationTile(StationID station, TileIndex tile)
+{
+ const Station* st = GetStation(station);
+
+ uint minx = TileX(st->train_tile); // topmost corner of station
+ uint miny = TileY(st->train_tile);
+ uint maxx = minx + st->trainst_w - 1; // lowermost corner of station
+ uint maxy = miny + st->trainst_h - 1;
+ uint x;
+ uint y;
+
+ // we are going the aim for the x coordinate of the closest corner
+ // but if we are between those coordinates, we will aim for our own x coordinate
+ x = clamp(TileX(tile), minx, maxx);
+
+ // same for y coordinate, see above comment
+ y = clamp(TileY(tile), miny, maxy);
+
+ // return the tile of our target coordinates
+ return TileXY(x, y);
+}
+
+/* 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 = 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 = (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((Trackdir)current->direction);
+ TileIndex tile = current->tile;
+ if (GetTunnelDirection(tile) == ReverseDiagDir(exitdir)) {
+ /* We just popped out if this tunnel, since were
+ * facing the tunnel exit */
+ FindLengthOfTunnelResult flotr;
+ flotr = FindLengthOfTunnel(tile, ReverseDiagDir(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;
+ }
+}
+
+static inline uint NPFBridgeCost(AyStarNode *current)
+{
+ return NPF_TILE_LENGTH * GetBridgeLength(current->tile, GetOtherBridgeEnd(current->tile));
+}
+
+static uint NPFSlopeCost(AyStarNode* current)
+{
+ TileIndex next = current->tile + TileOffsByDiagDir(TrackdirToExitdir(current->direction));
+ int x,y;
+ int8 z1,z2;
+
+ x = TileX(current->tile) * TILE_SIZE;
+ y = TileY(current->tile) * TILE_SIZE;
+ /* get the height of the center of the current tile */
+ z1 = GetSlopeZ(x + TILE_SIZE / 2, y + TILE_SIZE / 2);
+
+ x = TileX(next) * TILE_SIZE;
+ y = TileY(next) * TILE_SIZE;
+ /* get the height of the center of the next tile */
+ z2 = GetSlopeZ(x + TILE_SIZE / 2, y + TILE_SIZE / 2);
+
+ if (z2 - z1 > 1) {
+ /* 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... */
+}
+
+/**
+ * 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 (!IsTileDepotType(tile, TRANSPORT_RAIL)) {
+ SetRailGroundType(tile, RAIL_GROUND_BARREN);
+ MarkTileDirtyByTile(tile);
+ }
+ break;
+
+ case MP_STREET:
+ if (!IsTileDepotType(tile, TRANSPORT_ROAD)) {
+ 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 = (Trackdir)current->direction;
+
+ cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
+
+ if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir))
+ cost += _patches.npf_buoy_penalty; /* A small penalty for going over buoys */
+
+ if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
+ cost += _patches.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_STREET:
+ cost = NPF_TILE_LENGTH;
+ /* Increase the cost for level crossings */
+ if (IsLevelCrossing(tile)) cost += _patches.npf_crossing_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 += _patches.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 = (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_STREET: /* 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 + _patches.npf_rail_station_penalty;
+ break;
+
+ default:
+ break;
+ }
+
+ /* Determine extra costs */
+
+ /* Check for signals */
+ if (IsTileType(tile, MP_RAILWAY) && 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);
+ if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
+ /* Penalise exit and combo signals differently (heavier) */
+ cost += _patches.npf_rail_firstred_exit_penalty;
+ } else {
+ cost += _patches.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);
+ }
+ NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true);
+ }
+
+ /* 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 += _patches.npf_rail_lastred_penalty;
+
+ /* Check for slope */
+ cost += NPFSlopeCost(current);
+
+ /* Check for turns */
+ if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
+ cost += _patches.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 (IsTileDepotType(tile, TRANSPORT_RAIL) && 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 += _patches.npf_rail_depot_reverse_penalty;
+ }
+
+ /* Check for occupied track */
+ //TODO
+
+ 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 IsTileDepotType(current->path.node.tile, as->user_data[NPF_TYPE]) ?
+ 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;
+ }
+}
+
+/* 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].
+ */
+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;
+}
+
+/**
+ * Finds out if a given player'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 from 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 VehicleMayEnterTile(Owner owner, TileIndex tile, DiagDirection enterdir)
+{
+ if (IsTileType(tile, MP_RAILWAY) || /* Rail tile (also rail depot) */
+ IsRailwayStationTile(tile) || /* Rail station tile */
+ IsTileDepotType(tile, TRANSPORT_ROAD) || /* Road depot tile */
+ IsRoadStopTile(tile) || /* Road station tile */
+ IsTileDepotType(tile, TRANSPORT_WATER)) { /* Water depot tile */
+ return IsTileOwner(tile, owner); /* You need to own these tiles entirely to use them */
+ }
+
+ switch (GetTileType(tile)) {
+ case MP_STREET:
+ /* 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 ((IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) ||
+ (IsBridge(tile) && GetBridgeTransportType(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(IsTileDepotType(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 */
+ }
+}
+
+
+/* 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)
+{
+ Trackdir src_trackdir = (Trackdir)current->path.node.direction;
+ TileIndex src_tile = current->path.node.tile;
+ DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
+ TileIndex dst_tile = INVALID_TILE;
+ int i;
+ TrackdirBits trackdirbits, ts;
+ TransportType type = aystar->user_data[NPF_TYPE];
+ bool override_dst_check = false;
+ /* 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);
+
+ /* Find dest tile */
+ if (IsTunnelTile(src_tile) && GetTunnelDirection(src_tile) == 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 */
+ dst_tile = GetOtherTunnelEnd(src_tile);
+ override_dst_check = true;
+ } else if (IsBridgeTile(src_tile) && GetBridgeRampDirection(src_tile) == src_exitdir) {
+ dst_tile = GetOtherBridgeEnd(src_tile);
+ override_dst_check = true;
+ } else if (type != TRANSPORT_WATER && (IsRoadStopTile(src_tile) || IsTileDepotType(src_tile, type))) {
+ /* 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. */
+
+ DiagDirection exitdir;
+ /* Find out the exit direction first */
+ if (IsRoadStopTile(src_tile)) {
+ exitdir = GetRoadStopDir(src_tile);
+ } else { /* Train or road depot */
+ exitdir = GetDepotDirection(src_tile, type);
+ }
+
+ /* Let's see if were headed the right way into the depot */
+ if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagDir(exitdir))) {
+ /* We are headed inwards. We cannot go through the back of the depot.
+ * For rail, we can now reverse. Reversing for road vehicles is never
+ * useful, since you cannot take paths you couldn't take before
+ * reversing (as with rail). */
+ if (type == TRANSPORT_RAIL) {
+ /* We can only reverse here, so we'll not consider this direction, but
+ * jump ahead to the reverse direction. It would be nicer to return
+ * one neighbour here (the reverse trackdir of the one we are
+ * considering now) and then considering that one to return the tracks
+ * outside of the depot. But, because the code layout is cleaner this
+ * way, we will just pretend we are reversed already */
+ src_trackdir = ReverseTrackdir(src_trackdir);
+ dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(exitdir));
+ } else {
+ dst_tile = INVALID_TILE; /* Road vehicle heading inwards: dead end */
+ }
+ } else {
+ dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(exitdir));
+ }
+ } else {
+ /* This a normal tile, a bridge, a tunnel exit, etc. */
+ dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(TrackdirToExitdir(src_trackdir)));
+ }
+ if (dst_tile == INVALID_TILE) {
+ /* We reached the border of the map */
+ /* TODO Nicer control flow for this */
+ return;
+ }
+
+ /* I can't enter a tunnel entry/exit tile from a tile above the tunnel. Note
+ * that I can enter the tunnel from a tile below the tunnel entrance. This
+ * solves the problem of vehicles wanting to drive off a tunnel entrance */
+ if (!override_dst_check) {
+ if (IsTileType(dst_tile, MP_TUNNELBRIDGE)) {
+ if (IsTunnel(dst_tile)) {
+ if (GetTunnelDirection(dst_tile) != src_exitdir) return;
+ } else {
+ if (GetBridgeRampDirection(dst_tile) != src_exitdir) return;
+ }
+ }
+ }
+
+ /* check correct rail type (mono, maglev, etc) */
+ if (type == TRANSPORT_RAIL) {
+ RailType dst_type = GetTileRailType(dst_tile, src_trackdir);
+ if (!HASBIT(aystar->user_data[NPF_RAILTYPES], dst_type))
+ return;
+ }
+
+ /* Check the owner of the tile */
+ if (!VehicleMayEnterTile(aystar->user_data[NPF_OWNER], dst_tile, TrackdirToExitdir(src_trackdir))) {
+ return;
+ }
+
+ /* Determine available tracks */
+ if (type != TRANSPORT_WATER && (IsRoadStopTile(dst_tile) || IsTileDepotType(dst_tile, type))){
+ /* Road stations and road and train depots return 0 on GTTS, so we have to do this by hand... */
+ DiagDirection exitdir;
+ if (IsRoadStopTile(dst_tile)) {
+ exitdir = GetRoadStopDir(dst_tile);
+ } else { /* Road or train depot */
+ exitdir = GetDepotDirection(dst_tile, type);
+ }
+ /* Find the trackdirs that are available for a depot or station with this
+ * orientation. They are only "inwards", since we are reaching this tile
+ * from some other tile. This prevents vehicles driving into depots from
+ * the back */
+ ts = TrackdirToTrackdirBits(DiagdirToDiagTrackdir(ReverseDiagDir(exitdir)));
+ } else {
+ ts = GetTileTrackStatus(dst_tile, type);
+ }
+ trackdirbits = ts & TRACKDIR_BIT_MASK; /* Filter out signal status and the unused bits */
+
+ 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);
+ if (_patches.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) /* Filter out trackdirs that would make 90 deg turns for trains */
+ trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
+
+ DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits);
+
+ i = 0;
+ /* Enumerate possible track */
+ while (trackdirbits != 0) {
+ Trackdir dst_trackdir;
+ dst_trackdir = FindFirstBit2x64(trackdirbits);
+ trackdirbits = KillFirstBit2x64(trackdirbits);
+ DEBUG(npf, 5, "Expanded into trackdir: %d, remaining trackdirs: 0x%X", dst_trackdir, trackdirbits);
+
+ /* Check for oneway signal against us */
+ if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TILE_SIGNALS) {
+ if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir))
+ // if 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, AyStarNode* start2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, Owner owner, RailTypeMask 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;
+ _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_REVERSE, true);
+ _npf_aystar.addstart(&_npf_aystar, start2, reverse_penalty);
+ }
+
+ /* Initialize result */
+ result.best_bird_dist = (uint)-1;
+ result.best_path_dist = (uint)-1;
+ result.best_trackdir = INVALID_TRACKDIR;
+ _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_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, TileIndex tile2, Trackdir trackdir2, NPFFindStationOrTileData* target, TransportType type, Owner owner, RailTypeMask 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, (IsValidTile(tile2) ? &start2 : NULL), target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, owner, railtypes, 0);
+}
+
+NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, NPFFindStationOrTileData* target, TransportType type, Owner owner, RailTypeMask railtypes)
+{
+ return NPFRouteToStationOrTileTwoWay(tile, trackdir, INVALID_TILE, 0, target, type, owner, railtypes);
+}
+
+NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, TileIndex tile2, Trackdir trackdir2, TransportType type, Owner owner, RailTypeMask 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, (IsValidTile(tile2) ? &start2 : NULL), NULL, NPFFindDepot, NPFCalcZero, type, owner, railtypes, reverse_penalty);
+}
+
+NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, TransportType type, Owner owner, RailTypeMask railtypes)
+{
+ return NPFRouteToDepotBreadthFirstTwoWay(tile, trackdir, INVALID_TILE, 0, type, owner, railtypes, 0);
+}
+
+NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, TransportType type, Owner owner, RailTypeMask 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)-1, (uint)-1, INVALID_TRACKDIR, {INVALID_TILE, 0, {0, 0}}};
+ 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 (IsTileDepotType(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_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)-1;
+ best_result.best_bird_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] = INVALID_TRACKDIR;
+ start.user_data[NPF_NODE_FLAGS] = 0;
+ _npf_aystar.addstart(&_npf_aystar, &start, 0);
+
+ /* Initialize result */
+ result.best_bird_dist = (uint)-1;
+ result.best_path_dist = (uint)-1;
+ 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;
+}
+
+void InitializeNPF(void)
+{
+ init_AyStar(&_npf_aystar, NPFHash, NPF_HASH_SIZE);
+ _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 = _patches.npf_max_search_nodes;
+}
+
+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.dest;
+ /* Let's take the closest tile of the station as our target for trains */
+ fstd->dest_coords = CalcClosestStationTile(v->current_order.dest, v->tile);
+ } else {
+ fstd->dest_coords = v->dest_tile;
+ fstd->station_index = INVALID_STATION;
+ }
+}