(svn r15518) -Fix [FS#2631]: use distance to closest station tile as estimate for YAPF too (NPF already does so). This makes it behave 'better' with wide stations.

This commit is contained in:
rubidium 2009-02-19 00:15:36 +00:00
parent 336fda62be
commit c2d9c85c0f
4 changed files with 35 additions and 44 deletions

View File

@ -15,6 +15,7 @@
#include "tunnelbridge.h"
#include "pbs.h"
#include "settings_type.h"
#include "pathfind.h"
static AyStar _npf_aystar;
@ -83,35 +84,6 @@ static int32 NPFCalcZero(AyStar *as, AyStarNode *current, OpenListNode *parent)
return 0;
}
/* Calcs the tile of given station that is closest to a given tile
* for this we assume the station is a rectangle,
* as defined by its top tile (st->train_tile) and its width/height (st->trainst_w, st->trainst_h)
*/
static TileIndex CalcClosestStationTile(StationID station, TileIndex tile)
{
const Station *st = GetStation(station);
/* If the rail station is (temporarily) not present, use the station sign to drive near the station */
if (!IsValidTile(st->train_tile)) return st->xy;
uint minx = TileX(st->train_tile); // topmost corner of station
uint miny = TileY(st->train_tile);
uint maxx = minx + st->trainst_w - 1; // lowermost corner of station
uint maxy = miny + st->trainst_h - 1;
uint x;
uint y;
/* we are going the aim for the x coordinate of the closest corner
* but if we are between those coordinates, we will aim for our own x coordinate */
x = Clamp(TileX(tile), minx, maxx);
/* same for y coordinate, see above comment */
y = Clamp(TileY(tile), miny, maxy);
/* return the tile of our target coordinates */
return TileXY(x, y);
}
/* Calcs the heuristic to the target station or tile. For train stations, it
* takes into account the direction of approach.
*/

View File

@ -77,4 +77,36 @@ DECLARE_ENUM_AS_BIT_SET(PathfindFlags)
void FollowTrack(TileIndex tile, PathfindFlags flags, TransportType tt, uint sub_type, DiagDirection direction, TPFEnumProc *enum_proc, TPFAfterProc *after_proc, void *data);
void NewTrainPathfind(TileIndex tile, TileIndex dest, RailTypes railtypes, DiagDirection direction, NTPEnumProc *enum_proc, void *data);
/**
* Calculates the tile of given station that is closest to a given tile
* for this we assume the station is a rectangle,
* as defined by its top tile (st->train_tile) and its width/height (st->trainst_w, st->trainst_h)
* @param station The station to calculate the distance to
* @param tile The tile from where to calculate the distance
* @return The closest station tile to the given tile.
*/
static inline TileIndex CalcClosestStationTile(StationID station, TileIndex tile)
{
const Station *st = GetStation(station);
/* If the rail station is (temporarily) not present, use the station sign to drive near the station */
if (st->train_tile == INVALID_TILE) return st->xy;
uint minx = TileX(st->train_tile); // topmost corner of station
uint miny = TileY(st->train_tile);
uint maxx = minx + st->trainst_w - 1; // lowermost corner of station
uint maxy = miny + st->trainst_h - 1;
/* we are going the aim for the x coordinate of the closest corner
* but if we are between those coordinates, we will aim for our own x coordinate */
uint x = ClampU(TileX(tile), minx, maxx);
/* same for y coordinate, see above comment */
uint y = ClampU(TileY(tile), miny, maxy);
/* return the tile of our target coordinates */
return TileXY(x, y);
}
#endif /* PATHFIND_H */

View File

@ -7,7 +7,6 @@
#include "landscape.h"
#include "timetable.h"
#include "command_func.h"
#include "pathfind.h"
#include "station_map.h"
#include "news_func.h"
#include "company_func.h"
@ -30,6 +29,7 @@
#include "effectvehicle_func.h"
#include "settings_type.h"
#include "ai/ai.hpp"
#include "pathfind.h"
#include "table/strings.h"
#include "table/sprites.h"

View File

@ -115,25 +115,12 @@ protected:
/// to access inherited path finder
Tpf& Yapf() {return *static_cast<Tpf*>(this);}
static TileIndex CalcStationCenterTile(StationID station)
{
const Station *st = GetStation(station);
/* If the rail station is (temporarily) not present, use the station sign to drive near the station */
if (!IsValidTile(st->train_tile)) return st->xy;
uint x = TileX(st->train_tile) + st->trainst_w / 2;
uint y = TileY(st->train_tile) + st->trainst_h / 2;
// return the tile of our target coordinates
return TileXY(x, y);
}
public:
void SetDestination(const Vehicle *v)
{
switch (v->current_order.GetType()) {
case OT_GOTO_STATION:
m_destTile = CalcStationCenterTile(v->current_order.GetDestination());
m_destTile = CalcClosestStationTile(v->current_order.GetDestination(), v->tile);
m_dest_station_id = v->current_order.GetDestination();
m_destTrackdirs = INVALID_TRACKDIR_BIT;
break;