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#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;
}
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