#include "stdafx.h" #include "ttd.h" #include "debug.h" #include "map.h" #include "tile.h" #include "command.h" #include "ai.h" #include "depot.h" #define TEST_STATION_NO_DIR 0xFF // Tests if a station can be build on the given spot // TODO: make it train compatible static bool TestCanBuildStationHere(uint tile, byte dir) { Player *p = DEREF_PLAYER(_current_player); if (dir == TEST_STATION_NO_DIR) { int32 ret; // TODO: currently we only allow spots that can be access from al 4 directions... // should be fixed!!! for (dir=0;dir<4;dir++) { ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST); if (!CmdFailed(ret)) return true; } return false; } // return true if command succeeded, so the inverse of CmdFailed() return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST)); } static bool IsRoad(TileIndex tile) { return // MP_STREET, but not a road depot? (IsTileType(tile, MP_STREET) && !(IsTileDepotType(tile, TRANSPORT_ROAD))) || (IsTileType(tile, MP_TUNNELBRIDGE) && ( // road tunnel? ((_map5[tile] & 0x80) == 0 && (_map5[tile] & 0x4) == 0x4) || // road bridge? ((_map5[tile] & 0x80) != 0 && (_map5[tile] & 0x2) == 0x2) )); } // Checks if a tile 'a' is between the tiles 'b' and 'c' #define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c)) // Check if the current tile is in our end-area static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current) { Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; // It is not allowed to have a station on the end of a bridge or tunnel ;) if (current->path.node.user_data[0] != 0) return AYSTAR_DONE; if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES)) if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile))) return AYSTAR_FOUND_END_NODE; return AYSTAR_DONE; } // Calculates the hash // Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64) static uint AiPathFinder_Hash(uint key1, uint key2) { return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5); } // Clear the memory of all the things static void AyStar_AiPathFinder_Free(AyStar *aystar) { AyStarMain_Free(aystar); free(aystar); } static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent); static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent); static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current); static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current); // This creates the AiPathFinder AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo) { PathNode start_node; uint x,y; // Create AyStar AyStar *result = malloc(sizeof(AyStar)); init_AyStar(result, AiPathFinder_Hash, 1 << 10); // Set the function pointers result->CalculateG = AyStar_AiPathFinder_CalculateG; result->CalculateH = AyStar_AiPathFinder_CalculateH; result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck; result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode; result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours; result->free = AyStar_AiPathFinder_Free; // Set some information result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK; result->max_path_cost = 0; result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES; // Set the user_data to the PathFinderInfo result->user_target = PathFinderInfo; // Set the start node start_node.parent = NULL; start_node.node.direction = 0; start_node.node.user_data[0] = 0; // Now we add all the starting tiles for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) { for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) { start_node.node.tile = TILE_XY(x,y); result->addstart(result, &start_node.node); } } return result; } // To reuse AyStar we sometimes have to clean all the memory void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo) { PathNode start_node; uint x,y; aystar->clear(aystar); // Set the user_data to the PathFinderInfo aystar->user_target = PathFinderInfo; // Set the start node start_node.parent = NULL; start_node.node.direction = 0; start_node.node.user_data[0] = 0; start_node.node.tile = PathFinderInfo->start_tile_tl; // Now we add all the starting tiles for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) { for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) { if (!(IsTileType(TILE_XY(x,y), MP_CLEAR) || IsTileType(TILE_XY(x,y), MP_TREES))) continue; if (!TestCanBuildStationHere(TILE_XY(x,y),TEST_STATION_NO_DIR)) continue; start_node.node.tile = TILE_XY(x,y); aystar->addstart(aystar, &start_node.node); } } } // The h-value, simple calculation static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; int r, r2; if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) { // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction)); r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(PathFinderInfo->end_direction)); } else { // No direction, so just get the fastest route to the station r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl); r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br); } // See if the bottomright is faster than the topleft.. if (r2 < r) r = r2; return r * AI_PATHFINDER_H_MULTIPLER; } // We found the end.. let's get the route back and put it in an array static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current) { Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; uint i = 0; PathNode *parent = ¤t->path; do { PathFinderInfo->route_extra[i] = parent->node.user_data[0]; PathFinderInfo->route[i++] = parent->node.tile; if (i > lengthof(PathFinderInfo->route)) { // We ran out of space for the PathFinder DEBUG(ai,0)("[AiPathFinder] Ran out of spacein the route[] array!!!"); PathFinderInfo->route_length = -1; // -1 indicates out of space return; } parent = parent->parent; } while (parent != NULL); PathFinderInfo->route_length = i; DEBUG(ai,1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching",i,Hash_Size(&aystar->ClosedListHash)); } // What tiles are around us. static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) { uint i; int ret; int dir; Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; aystar->num_neighbours = 0; // Go through all surrounding tiles and check if they are within the limits for (i=0;i<4;i++) { if (TileX(TileOffsByDir(i) + current->path.node.tile) > 1 && TileX(TileOffsByDir(i) + current->path.node.tile) < MapMaxX() - 1 && TileY(TileOffsByDir(i) + current->path.node.tile) > 1 && TileY(TileOffsByDir(i) + current->path.node.tile) < MapMaxY() - 1) { // We also directly test if the current tile can connect to this tile.. // We do this simply by just building the tile! // If the next step is a bridge, we have to enter it the right way if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile + TileOffsByDir(i))) { if (IsTileType(current->path.node.tile + TileOffsByDir(i), MP_TUNNELBRIDGE)) { // An existing bridge... let's test the direction ;) if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 1U) != (i & 1)) continue; // This problem only is valid for tunnels: // When the last tile was not yet a tunnel, check if we enter from the right side.. if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 0x80) == 0) { if (i != (_map5[current->path.node.tile + TileOffsByDir(i)] & 3U)) continue; } } } // But also if we are on a bridge, we can only move a certain direction if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile)) { if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) { // An existing bridge/tunnel... let's test the direction ;) if ((_map5[current->path.node.tile] & 1U) != (i & 1)) continue; } } if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 || (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) { // We are a bridge/tunnel, how cool!! // This means we can only point forward.. get the direction from the user_data if (i != (current->path.node.user_data[0] >> 8)) continue; } dir = 0; // First, check if we have a parent if (current->path.parent == NULL && current->path.node.user_data[0] == 0) { // If not, this means we are at the starting station if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) { // We do need a direction? if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + TileOffsByDir(i)) != PathFinderInfo->start_direction) // We are not pointing the right way, invalid tile continue; } } else if (current->path.node.user_data[0] == 0) { if (PathFinderInfo->rail_or_road) { // Rail check dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i)); ret = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(ret)) continue; #ifdef AI_PATHFINDER_NO_90DEGREES_TURN if (current->path.parent->parent != NULL) { // Check if we don't make a 90degree curve int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile); if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) { continue; } } #endif } else { // Road check dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i)); if (IsRoad(current->path.node.tile)) { if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) { // We have a bridge, how nicely! We should mark it... dir = 0; } else { // It already has road.. check if we miss any bits! if ((_map5[current->path.node.tile] & dir) != dir) { // We do miss some pieces :( dir &= ~_map5[current->path.node.tile]; } else { dir = 0; } } } // Only destruct things if it is MP_CLEAR of MP_TREES if (dir != 0) { ret = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); if (CmdFailed(ret)) continue; } } } // The tile can be connected aystar->neighbours[aystar->num_neighbours].tile = TileOffsByDir(i) + current->path.node.tile; aystar->neighbours[aystar->num_neighbours].user_data[0] = 0; aystar->neighbours[aystar->num_neighbours++].direction = 0; } } // Next step, check for bridges and tunnels if (current->path.parent != NULL && current->path.node.user_data[0] == 0) { TileInfo ti; // First we get the dir from this tile and his parent int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile); // It means we can only walk with the track, so the bridge has to be in the same direction TileIndex tile = current->path.node.tile; TileIndex new_tile = tile; FindLandscapeHeightByTile(&ti, tile); // Bridges can only be build on land that is not flat // And if there is a road or rail blocking if (ti.tileh != 0 || (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) || (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) { for (;;) { new_tile += TileOffsByDir(dir); // Precheck, is the length allowed? if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break; // Check if we hit the station-tile.. we don't like that! if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break; // Try building the bridge.. ret = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE); if (CmdFailed(ret)) continue; // We can build a bridge here.. add him to the neighbours aystar->neighbours[aystar->num_neighbours].tile = new_tile; aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8); aystar->neighbours[aystar->num_neighbours++].direction = 0; // We can only have 12 neighbours, and we need 1 left for tunnels if (aystar->num_neighbours == 11) break; } } // Next, check for tunnels! // Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction // For now, we check both sides for this tile.. terraforming gives fuzzy result if ((dir == 0 && ti.tileh == 12) || (dir == 1 && ti.tileh == 6) || (dir == 2 && ti.tileh == 3) || (dir == 3 && ti.tileh == 9)) { // Now simply check if a tunnel can be build ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8); aystar->neighbours[aystar->num_neighbours++].direction = 0; } } } } extern uint GetRailFoundation(uint tileh, uint bits); extern uint GetRoadFoundation(uint tileh, uint bits); extern uint GetBridgeFoundation(uint tileh, byte direction); enum { BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12, }; // The most important function: it calculates the g-value static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent) { Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; int r, res = 0; TileInfo ti, parent_ti; // Gather some information about the tile.. FindLandscapeHeightByTile(&ti, current->tile); FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile); // Check if we hit the end-tile if (TILES_BETWEEN(current->tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) { // We are at the end-tile, check if we had a direction or something... if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) // We are not pointing the right way, invalid tile return AYSTAR_INVALID_NODE; // If it was valid, drop out.. we don't build on the endtile return 0; } // Give everything a small penalty res += AI_PATHFINDER_PENALTY; if (!PathFinderInfo->rail_or_road) { // Road has the lovely advantage it can use other road... check if // the current tile is road, and if so, give a good bonus if (IsRoad(current->tile)) { res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS; } } // We should give a penalty when the tile is going up or down.. this is one way to do so! // Too bad we have to count it from the parent.. but that is not so bad. // We also dislike long routes on slopes, since they do not look too realistic // when there is a flat land all around, they are more expensive to build, and // especially they essentially block the ability to connect or cross the road // from one side. if (parent_ti.tileh != 0 && parent->path.parent != NULL) { // Skip if the tile was from a bridge or tunnel if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) { if (PathFinderInfo->rail_or_road) { r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information.. if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) { res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; } else { res += AI_PATHFINDER_FOUNDATION_PENALTY; } } else { if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) { r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); if (r >= 15 || r == 0) res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; else res += AI_PATHFINDER_FOUNDATION_PENALTY; } } } } // Are we part of a tunnel? if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) { // Tunnels are very expensive when build on long routes.. // Ironicly, we are using BridgeCode here ;) r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); res += r + (r >> 8); } // Are we part of a bridge? if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) { // That means for every length a penalty res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); // Check if we are going up or down, first for the starting point // In user_data[0] is at the 8th bit the direction if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) { if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } // Second for the end point if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) { if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } // To prevent the AI from taking the fastest way in tiles, but not the fastest way // in speed, we have to give a good penalty to direction changing // This way, we get almost the fastest way in tiles, and a very good speed on the track if (!PathFinderInfo->rail_or_road) { if (parent->path.parent != NULL && AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) { // When road exists, we don't like turning, but its free, so don't be to piggy about it if (IsRoad(parent->path.node.tile)) res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY; else res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; } } else { // For rail we have 1 exeption: diagonal rail.. // So we fetch 2 raildirection. That of the current one, and of the one before that if (parent->path.parent != NULL && parent->path.parent->parent != NULL) { int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile); int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile); // First, see if we are on diagonal path, that is better than straight path if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; } // First see if they are different if (dir1 != dir2) { // dir 2 and 3 are 1 diagonal track, and 4 and 5. if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) { // It is not, so we changed of direction res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY; } if (parent->path.parent->parent->parent != NULL) { int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile); // Check if we changed 3 tiles of direction in 3 tiles.. bad!!! if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) { res += AI_PATHFINDER_CURVE_PENALTY; } } } } } // Res should never be below zero.. if so, make it zero! if (res < 0) { res = 0; } // Return our value return res; }