From f52e27c688b00fd2b44887f0694717cd8449d31d Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 1 Dec 2009 22:45:39 +0000 Subject: (svn r18364) -Codechange: move the pathfinders and their related files into a separate directory --- src/pathfinder/npf/npf.cpp | 1120 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1120 insertions(+) create mode 100644 src/pathfinder/npf/npf.cpp (limited to 'src/pathfinder/npf/npf.cpp') diff --git a/src/pathfinder/npf/npf.cpp b/src/pathfinder/npf/npf.cpp new file mode 100644 index 000000000..f4211c298 --- /dev/null +++ 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 . + */ + +/** @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 = ¤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; + } +} + +/** + * 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(¤t->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(¤t->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(¤t->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 = ⌖ + + /* 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; +} -- cgit v1.2.3-54-g00ecf