mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r18373) -Codechange: unify some road pathfinder functions
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c56c892b2c
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c10e953141
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@ -18,8 +18,9 @@
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#include "../../functions.h"
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#include "../../tunnelbridge.h"
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#include "../../pbs.h"
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#include "../../train.h"
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#include "../../roadveh.h"
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#include "../../ship.h"
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#include "../../train.h"
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#include "../pathfinder_func.h"
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#include "../pathfinder_type.h"
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#include "npf.h"
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@ -1097,6 +1098,46 @@ void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, const Vehicle *v, bool
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fstd->v = v;
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}
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/*** Road vehicles ***/
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FindDepotData NPFRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance)
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{
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Trackdir trackdir = v->GetVehicleTrackdir();
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NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0);
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if (ftd.best_bird_dist != 0) return FindDepotData();
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/* Found target */
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/* Our caller expects a number of tiles, so we just approximate that
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* number by this. It might not be completely what we want, but it will
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* work for now :-) We can possibly change this when the old pathfinder
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* is removed. */
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return FindDepotData(ftd.node.tile, ftd.best_path_dist / NPF_TILE_LENGTH);
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}
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Trackdir NPFRoadVehicleChooseTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs)
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{
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NPFFindStationOrTileData fstd;
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NPFFillWithOrderData(&fstd, v);
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Trackdir trackdir = DiagDirToDiagTrackdir(enterdir);
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NPFFoundTargetData ftd = NPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES);
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if (ftd.best_trackdir == INVALID_TRACKDIR) {
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/* We are already at our target. Just do something
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* @todo: maybe display error?
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* @todo: go straight ahead if possible? */
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return (Trackdir)FindFirstBit2x64(trackdirs);
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}
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/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
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* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
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* we did not find our target, but ftd.best_trackdir contains the direction leading
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* to the tile closest to our target. */
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return ftd.best_trackdir;
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}
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/*** Ships ***/
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Track NPFShipChooseTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
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@ -1127,7 +1168,7 @@ FindDepotData NPFTrainFindNearestDepot(const Train *v, int max_distance)
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assert(trackdir != INVALID_TRACKDIR);
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NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->compatible_railtypes, NPF_INFINITE_PENALTY);
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if (ftd.best_bird_dist != 0) FindDepotData();
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if (ftd.best_bird_dist != 0) return FindDepotData();
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/* Found target */
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/* Our caller expects a number of tiles, so we just approximate that
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@ -16,6 +16,26 @@
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#include "../../direction_type.h"
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#include "../pathfinder_type.h"
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/**
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* Used when user sends road vehicle to the nearest depot or if road vehicle needs servicing using NPF.
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* @param v vehicle that needs to go to some depot
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* @param max_distance max distance (number of track tiles) from the current vehicle position
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* (used also as optimization - the pathfinder can stop path finding if max_distance
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* was reached and no depot was seen)
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* @return the data about the depot
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*/
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FindDepotData NPFRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance);
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/**
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* Finds the best path for given road vehicle using NPF.
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* @param v the RV that needs to find a path
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* @param tile the tile to find the path from (should be next tile the RV is about to enter)
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* @param enterdir diagonal direction which the RV will enter this new tile from
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* @param trackdirs available trackdirs on the new tile (to choose from)
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* @return the best trackdir for next turn or INVALID_TRACKDIR if the path could not be found
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*/
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Trackdir NPFRoadVehicleChooseTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs);
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/**
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* Finds the best path for given ship using NPF.
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* @param v the ship that needs to find a path
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@ -24,15 +24,17 @@
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* @param tracks available tracks on the new tile (to choose from)
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* @return the best trackdir for next turn or INVALID_TRACK if the path could not be found
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*/
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Track YapfChooseShipTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks);
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Track YapfShipChooseTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks);
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/** Finds the best path for given road vehicle.
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* @param v the RV that needs to find a path
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* @param tile the tile to find the path from (should be next tile the RV is about to enter)
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* @param enterdir diagonal direction which the RV will enter this new tile from
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* @return the best trackdir for next turn or INVALID_TRACKDIR if the path could not be found
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/**
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* Finds the best path for given road vehicle using YAPF.
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* @param v the RV that needs to find a path
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* @param tile the tile to find the path from (should be next tile the RV is about to enter)
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* @param enterdir diagonal direction which the RV will enter this new tile from
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* @param trackdirs available trackdirs on the new tile (to choose from)
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* @return the best trackdir for next turn or INVALID_TRACKDIR if the path could not be found
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*/
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Trackdir YapfChooseRoadTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir);
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Trackdir YapfRoadVehicleChooseTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs);
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/**
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* Finds the best path for given train using YAPF.
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@ -62,15 +64,15 @@ uint YapfRoadVehDistanceToTile(const RoadVehicle *v, TileIndex tile);
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*/
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bool YapfFindNearestRoadVehicleCompatibleStop(const RoadVehicle *v, StationID station, TileIndex *stop_tile);
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/** Used when user sends road vehicle to the nearest depot or if road vehicle needs servicing.
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/**
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* Used when user sends road vehicle to the nearest depot or if road vehicle needs servicing using YAPF.
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* @param v vehicle that needs to go to some depot
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* @param max_distance max distance (number of track tiles) from the current vehicle position
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* (used also as optimization - the pathfinder can stop path finding if max_distance
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* was reached and no depot was seen)
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* @param depot_tile receives the depot tile if depot was found
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* @return true if depot was found.
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* @return the data about the depot
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*/
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bool YapfFindNearestRoadDepot(const RoadVehicle *v, int max_distance, TileIndex *depot_tile);
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FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance);
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/**
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* Used when user sends train to the nearest depot or if train needs servicing using YAPF.
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@ -539,7 +539,7 @@ struct CYapfRoadAnyRoadVehicleCompatibleStopOfGivenStation1 : CYapfT<CYapfRoad_T
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struct CYapfRoadAnyRoadVehicleCompatibleStopOfGivenStation2 : CYapfT<CYapfRoad_TypesT<CYapfRoadAnyRoadVehicleCompatibleStopOfGivenStation2, CRoadNodeListExitDir , CYapfDestinationAnyRoadVehicleCompatibleStopOfGivenStationT> > {};
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Trackdir YapfChooseRoadTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
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Trackdir YapfRoadVehicleChooseTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs)
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{
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/* default is YAPF type 2 */
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typedef Trackdir (*PfnChooseRoadTrack)(const RoadVehicle*, TileIndex, DiagDirection);
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@ -551,7 +551,7 @@ Trackdir YapfChooseRoadTrack(const RoadVehicle *v, TileIndex tile, DiagDirection
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}
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Trackdir td_ret = pfnChooseRoadTrack(v, tile, enterdir);
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return td_ret;
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return (td_ret != INVALID_TRACKDIR) ? td_ret : (Trackdir)FindFirstBit2x64(trackdirs);
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}
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uint YapfRoadVehDistanceToTile(const RoadVehicle *v, TileIndex tile)
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@ -575,21 +575,12 @@ uint YapfRoadVehDistanceToTile(const RoadVehicle *v, TileIndex tile)
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return dist;
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}
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bool YapfFindNearestRoadDepot(const RoadVehicle *v, int max_distance, TileIndex *depot_tile)
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FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance)
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{
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*depot_tile = INVALID_TILE;
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TileIndex tile = v->tile;
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Trackdir trackdir = v->GetVehicleTrackdir();
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if ((TrackStatusToTrackdirBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes)) & TrackdirToTrackdirBits(trackdir)) == 0) {
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return false;
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}
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/* handle the case when our vehicle is already in the depot tile */
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if (IsRoadDepotTile(tile)) {
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/* only what we need to return is the Depot* */
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*depot_tile = tile;
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return true;
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return FindDepotData();
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}
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/* default is YAPF type 2 */
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@ -601,7 +592,9 @@ bool YapfFindNearestRoadDepot(const RoadVehicle *v, int max_distance, TileIndex
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pfnFindNearestDepot = &CYapfRoadAnyDepot1::stFindNearestDepot; // Trackdir, allow 90-deg
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}
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bool ret = pfnFindNearestDepot(v, tile, trackdir, max_distance, depot_tile);
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FindDepotData fdd;
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bool ret = pfnFindNearestDepot(v, tile, trackdir, max_distance, &fdd.tile);
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fdd.best_length = ret ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
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return ret;
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}
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@ -169,7 +169,7 @@ struct CYapfShip2 : CYapfT<CYapfShip_TypesT<CYapfShip2, CFollowTrackWater , C
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struct CYapfShip3 : CYapfT<CYapfShip_TypesT<CYapfShip3, CFollowTrackWaterNo90, CShipNodeListTrackDir> > {};
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/** Ship controller helper - path finder invoker */
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Track YapfChooseShipTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
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Track YapfShipChooseTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
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{
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/* default is YAPF type 2 */
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typedef Trackdir (*PfnChooseShipTrack)(const Ship*, TileIndex, DiagDirection, TrackBits);
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@ -15,6 +15,7 @@
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#include "command_func.h"
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#include "news_func.h"
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#include "pathfinder/npf/npf.h"
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#include "pathfinder/npf/npf_func.h"
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#include "station_base.h"
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#include "company_func.h"
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#include "vehicle_gui.h"
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@ -76,15 +77,6 @@ static const Trackdir _road_reverse_table[DIAGDIR_END] = {
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TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
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};
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/** 'Convert' the DiagDirection where a road vehicle should exit to
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* the trackdirs it can use to drive to the exit direction*/
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static const TrackdirBits _road_exit_dir_to_incoming_trackdirs[DIAGDIR_END] = {
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TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_LEFT_S,
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TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_Y_NW,
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TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_X_NE,
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TRACKDIR_BIT_RIGHT_S | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_Y_SE
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};
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/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
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static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
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TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
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@ -365,58 +357,21 @@ CommandCost CmdSellRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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return ret;
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}
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struct RoadFindDepotData {
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uint best_length;
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TileIndex tile;
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OwnerByte owner;
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};
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static const DiagDirection _road_pf_directions[] = {
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DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR,
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DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, INVALID_DIAGDIR, INVALID_DIAGDIR
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};
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static RoadFindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
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static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
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{
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RoadFindDepotData rfdd;
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rfdd.owner = v->owner;
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if (IsRoadDepotTile(v->tile)) {
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rfdd.tile = v->tile;
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rfdd.best_length = 0;
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return rfdd;
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}
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rfdd.best_length = UINT_MAX;
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if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
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switch (_settings_game.pf.pathfinder_for_roadvehs) {
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case VPF_YAPF: { // YAPF
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bool found = YapfFindNearestRoadDepot(v, max_distance, &rfdd.tile);
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rfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
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} break;
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case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
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case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
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case VPF_NPF: { // NPF
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/* See where we are now */
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Trackdir trackdir = v->GetVehicleTrackdir();
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NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0);
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if (ftd.best_bird_dist == 0) {
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rfdd.tile = ftd.node.tile;
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rfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
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}
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} break;
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default:
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NOT_REACHED();
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default: NOT_REACHED();
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}
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return rfdd; // Target not found
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}
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bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
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{
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RoadFindDepotData rfdd = FindClosestRoadDepot(this, 0);
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FindDepotData rfdd = FindClosestRoadDepot(this, 0);
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if (rfdd.best_length == UINT_MAX) return false;
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if (location != NULL) *location = rfdd.tile;
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@ -973,15 +928,6 @@ static int PickRandomBit(uint bits)
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return i;
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}
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static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
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{
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void *perf = NpfBeginInterval();
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NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, sub_type, owner, railtypes);
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int t = NpfEndInterval(perf);
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DEBUG(yapf, 4, "[NPFR] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
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return ret;
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}
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/**
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* Returns direction to for a road vehicle to take or
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* INVALID_TRACKDIR if the direction is currently blocked
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@ -1071,36 +1017,10 @@ static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection
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}
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switch (_settings_game.pf.pathfinder_for_roadvehs) {
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case VPF_YAPF: { // YAPF
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Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir);
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if (trackdir != INVALID_TRACKDIR) return_track(trackdir);
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return_track(PickRandomBit(trackdirs));
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} break;
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case VPF_NPF: return_track(NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs));
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case VPF_YAPF: return_track(YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs));
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case VPF_NPF: { // NPF
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NPFFindStationOrTileData fstd;
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NPFFillWithOrderData(&fstd, v);
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Trackdir trackdir = DiagDirToDiagTrackdir(enterdir);
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/* debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir); */
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NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES);
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if (ftd.best_trackdir == INVALID_TRACKDIR) {
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/* We are already at our target. Just do something
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* @todo: maybe display error?
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* @todo: go straight ahead if possible? */
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return_track(FindFirstBit2x64(trackdirs));
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} else {
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/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
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* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
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* we did not find our target, but ftd.best_trackdir contains the direction leading
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* to the tile closest to our target. */
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return_track(ftd.best_trackdir);
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}
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} break;
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default:
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NOT_REACHED();
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default: NOT_REACHED();
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}
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found_best_track:;
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@ -1771,7 +1691,7 @@ static void CheckIfRoadVehNeedsService(RoadVehicle *v)
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return;
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}
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RoadFindDepotData rfdd = FindClosestRoadDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
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FindDepotData rfdd = FindClosestRoadDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
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/* Only go to the depot if it is not too far out of our way. */
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if (rfdd.best_length == UINT_MAX || rfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
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if (v->current_order.IsType(OT_GOTO_DEPOT)) {
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@ -369,7 +369,7 @@ static Track ChooseShipTrack(const Ship *v, TileIndex tile, DiagDirection enterd
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switch (_settings_game.pf.pathfinder_for_ships) {
|
||||
case VPF_OPF: return OPFShipChooseTrack(v, tile, enterdir, tracks);
|
||||
case VPF_NPF: return NPFShipChooseTrack(v, tile, enterdir, tracks);
|
||||
case VPF_YAPF: return YapfChooseShipTrack(v, tile, enterdir, tracks);
|
||||
case VPF_YAPF: return YapfShipChooseTrack(v, tile, enterdir, tracks);
|
||||
default: NOT_REACHED();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue