/* $Id$ */ /** @file npf.h New A* pathfinder. */ #ifndef NPF_H #define NPF_H #include "aystar.h" #include "station_type.h" #include "rail_type.h" #include "company_type.h" #include "vehicle_type.h" #include "tile_type.h" #include "track_type.h" #include "core/bitmath_func.hpp" #include "transport_type.h" /* mowing grass */ enum { NPF_HASH_BITS = 12, ///< The size of the hash used in pathfinding. Just changing this value should be sufficient to change the hash size. Should be an even value. /* Do no change below values */ NPF_HASH_SIZE = 1 << NPF_HASH_BITS, NPF_HASH_HALFBITS = NPF_HASH_BITS / 2, NPF_HASH_HALFMASK = (1 << NPF_HASH_HALFBITS) - 1 }; /* For new pathfinding. Define here so it is globally available without having * to include npf.h */ enum { NPF_TILE_LENGTH = 100 }; enum { /** This penalty is the equivalent of "inifite", which means that paths that * get this penalty will be chosen, but only if there is no other route * without it. Be careful with not applying this penalty to often, or the * total path cost might overflow.. * For now, this is just a Very Big Penalty, we might actually implement * this in a nicer way :-) */ NPF_INFINITE_PENALTY = 1000 * NPF_TILE_LENGTH }; /* Meant to be stored in AyStar.targetdata */ struct NPFFindStationOrTileData { TileIndex dest_coords; ///< An indication of where the station is, for heuristic purposes, or the target tile StationID station_index; ///< station index we're heading for, or INVALID_STATION when we're heading for a tile bool reserve_path; ///< Indicates whether the found path should be reserved const Vehicle *v; ///< The vehicle we are pathfinding for }; /* Indices into AyStar.userdata[] */ enum { NPF_TYPE = 0, ///< Contains a TransportTypes value NPF_SUB_TYPE, ///< Contains the sub transport type NPF_OWNER, ///< Contains an Owner value NPF_RAILTYPES, ///< Contains a bitmask the compatible RailTypes of the engine when NPF_TYPE == TRANSPORT_RAIL. Unused otherwise. }; /* Indices into AyStarNode.userdata[] */ enum { NPF_TRACKDIR_CHOICE = 0, ///< The trackdir chosen to get here NPF_NODE_FLAGS, }; /* Flags for AyStarNode.userdata[NPF_NODE_FLAGS]. Use NPFGetBit() and NPFGetBit() to use them. */ enum NPFNodeFlag { NPF_FLAG_SEEN_SIGNAL, ///< Used to mark that a signal was seen on the way, for rail only NPF_FLAG_2ND_SIGNAL, ///< Used to mark that two signals were seen, rail only NPF_FLAG_3RD_SIGNAL, ///< Used to mark that three signals were seen, rail only NPF_FLAG_REVERSE, ///< Used to mark that this node was reached from the second start node, if applicable NPF_FLAG_LAST_SIGNAL_RED, ///< Used to mark that the last signal on this path was red NPF_FLAG_IGNORE_START_TILE, ///< Used to mark that the start tile is invalid, and searching should start from the second tile on NPF_FLAG_TARGET_RESERVED, ///< Used to mark that the possible reservation target is already reserved NPF_FLAG_IGNORE_RESERVED, ///< Used to mark that reserved tiles should be considered impassable }; /* Meant to be stored in AyStar.userpath */ struct NPFFoundTargetData { uint best_bird_dist; ///< The best heuristic found. Is 0 if the target was found uint best_path_dist; ///< The shortest path. Is UINT_MAX if no path is found Trackdir best_trackdir; ///< The trackdir that leads to the shortest path/closest birds dist AyStarNode node; ///< The node within the target the search led us to bool res_okay; ///< True if a path reservation could be made }; /* These functions below are _not_ re-entrant, in favor of speed! */ /* Will search from the given tile and direction, for a route to the given * station for the given transport type. See the declaration of * NPFFoundTargetData above for the meaning of the result. */ NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes); /* Will search as above, but with two start nodes, the second being the * reverse. Look at the NPF_FLAG_REVERSE flag in the result node to see which * direction was taken (NPFGetBit(result.node, NPF_FLAG_REVERSE)) */ 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); /* Will search a route to the closest depot. */ /* Search using breadth first. Good for little track choice and inaccurate * heuristic, such as railway/road.*/ NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes); /* Same as above but with two start nodes, the second being the reverse. Call * NPFGetBit(result.node, NPF_FLAG_REVERSE) to see from which node the path * orginated. All pathfs from the second node will have the given * reverse_penalty applied (NPF_TILE_LENGTH is the equivalent of one full * tile). */ 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); /* Search by trying each depot in order of Manhattan Distance. Good for lots * of choices and accurate heuristics, such as water. */ NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes); /** * Search for any safe tile using a breadth first search and try to reserve a path. */ NPFFoundTargetData NPFRouteToSafeTile(const Vehicle *v, TileIndex tile, Trackdir trackdir,bool override_railtype); void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, Vehicle *v, bool reserve_path = false); /* * Functions to manipulate the various NPF related flags on an AyStarNode. */ /** * Returns the current value of the given flag on the given AyStarNode. */ static inline bool NPFGetFlag(const AyStarNode *node, NPFNodeFlag flag) { return HasBit(node->user_data[NPF_NODE_FLAGS], flag); } /** * Sets the given flag on the given AyStarNode to the given value. */ static inline void NPFSetFlag(AyStarNode *node, NPFNodeFlag flag, bool value) { if (value) SetBit(node->user_data[NPF_NODE_FLAGS], flag); else ClrBit(node->user_data[NPF_NODE_FLAGS], flag); } #endif /* NPF_H */