/* $Id$ */ /* * 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 aystar.h * This file has the header for %AyStar. * %AyStar is a fast path finding routine and is used for things like AI path finding and Train path finding. * For more information about AyStar (A* Algorithm), you can look at * http://en.wikipedia.org/wiki/A-star_search_algorithm. */ #ifndef AYSTAR_H #define AYSTAR_H #include "queue.h" #include "../../tile_type.h" #include "../../track_type.h" //#define AYSTAR_DEBUG /** Return status of #AyStar methods. */ enum AystarStatus { AYSTAR_FOUND_END_NODE, ///< An end node was found. AYSTAR_EMPTY_OPENLIST, ///< All items are tested, and no path has been found. AYSTAR_STILL_BUSY, ///< Some checking was done, but no path found yet, and there are still items left to try. AYSTAR_NO_PATH, ///< No path to the goal was found. AYSTAR_LIMIT_REACHED, ///< The #max_nodes limit has been reached, aborting search. AYSTAR_DONE, ///< Not an end-tile, or wrong direction. }; static const int AYSTAR_INVALID_NODE = -1; ///< Item is not valid (for example, not walkable). /** Node in the search. */ struct AyStarNode { TileIndex tile; Trackdir direction; uint user_data[2]; }; /** A path of nodes. */ struct PathNode { AyStarNode node; PathNode *parent; ///< The parent of this item. }; /** * Internal node. * @note We do not save the h-value, because it is only needed to calculate the f-value. * h-value should \em always be the distance left to the end-tile. */ struct OpenListNode { int g; PathNode path; }; struct AyStar; /** * Check whether the end-tile is found. * @param aystar %AyStar search algorithm data. * @param current Node to exam one. * @note The 2nd parameter should be #OpenListNode, and \em not #AyStarNode. #AyStarNode is * part of #OpenListNode and so it could be accessed without any problems. * The good part about #OpenListNode is, and how AIs use it, that you can * access the parent of the current node, and so check if you, for example * don't try to enter the file tile with a 90-degree curve. So please, leave * this an #OpenListNode, it works just fine. * @return Status of the node: * - #AYSTAR_FOUND_END_NODE : indicates this is the end tile * - #AYSTAR_DONE : indicates this is not the end tile (or direction was wrong) */ typedef int32 AyStar_EndNodeCheck(AyStar *aystar, OpenListNode *current); /** * Calculate the G-value for the %AyStar algorithm. * @return G value of the node: * - #AYSTAR_INVALID_NODE : indicates an item is not valid (e.g.: unwalkable) * - Any value >= 0 : the g-value for this tile */ typedef int32 AyStar_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent); /** * Calculate the H-value for the %AyStar algorithm. * Mostly, this must return the distance (Manhattan way) between the current point and the end point. * @return The h-value for this tile (any value >= 0) */ typedef int32 AyStar_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent); /** * This function requests the tiles around the current tile and put them in #tiles_around. * #tiles_around is never reset, so if you are not using directions, just leave it alone. * \warning Never add more tiles_around than memory allocated for it. */ typedef void AyStar_GetNeighbours(AyStar *aystar, OpenListNode *current); /** * If the End Node is found, this function is called. * It can do, for example, calculate the route and put that in an array. */ typedef void AyStar_FoundEndNode(AyStar *aystar, OpenListNode *current); /** * %AyStar search algorithm struct. * Before calling #Init(), fill #CalculateG, #CalculateH, #GetNeighbours, #EndNodeCheck, and #FoundEndNode. * If you want to change them after calling #Init(), first call #Free() ! * * The #user_path, #user_target, and #user_data[10] are intended to be used by the user routines. The data not accessed by the #AyStar code itself. * The user routines can change any moment they like. */ struct AyStar { /* These fields should be filled before initing the AyStar, but not changed * afterwards (except for user_data and user_path)! (free and init again to change them) */ /* These should point to the application specific routines that do the * actual work */ AyStar_CalculateG *CalculateG; AyStar_CalculateH *CalculateH; AyStar_GetNeighbours *GetNeighbours; AyStar_EndNodeCheck *EndNodeCheck; AyStar_FoundEndNode *FoundEndNode; /* These are completely untouched by AyStar, they can be accessed by * the application specific routines to input and output data. * user_path should typically contain data about the resulting path * afterwards, user_target should typically contain information about * what you where looking for, and user_data can contain just about * everything */ void *user_path; void *user_target; void *user_data; byte loops_per_tick; ///< How many loops are there called before Main() gives control back to the caller. 0 = until done. uint max_path_cost; ///< If the g-value goes over this number, it stops searching, 0 = infinite. uint max_search_nodes; ///< The maximum number of nodes that will be expanded, 0 = infinite. /* These should be filled with the neighbours of a tile by * GetNeighbours */ AyStarNode neighbours[12]; byte num_neighbours; void Init(Hash_HashProc hash, uint num_buckets); /* These will contain the methods for manipulating the AyStar. Only * Main() should be called externally */ void AddStartNode(AyStarNode *start_node, uint g); int Main(); int Loop(); void Free(); void Clear(); void CheckTile(AyStarNode *current, OpenListNode *parent); protected: Hash closedlist_hash; ///< The actual closed list. BinaryHeap openlist_queue; ///< The open queue. Hash openlist_hash; ///< An extra hash to speed up the process of looking up an element in the open list. void OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g); OpenListNode *OpenListIsInList(const AyStarNode *node); OpenListNode *OpenListPop(); void ClosedListAdd(const PathNode *node); PathNode *ClosedListIsInList(const AyStarNode *node); }; #endif /* AYSTAR_H */