From e373ea7096c741a8189f7a480863fd21dd6f6be1 Mon Sep 17 00:00:00 2001 From: KUDr Date: Wed, 10 Jan 2007 18:12:09 +0000 Subject: (svn r8033) [cpp] - Prepare for merge from branches/cpp (all .c files renamed to .cpp) --- src/npf.cpp | 894 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 894 insertions(+) create mode 100644 src/npf.cpp (limited to 'src/npf.cpp') diff --git a/src/npf.cpp b/src/npf.cpp new file mode 100644 index 000000000..97b9bf367 --- /dev/null +++ b/src/npf.cpp @@ -0,0 +1,894 @@ +/* $Id$ */ + +#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 = ¤t->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 = ⌖ + + /* 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; + } +} -- cgit v1.2.3-54-g00ecf