OpenTTD/src/pathfinder/yapf/nodelist.hpp

161 lines
4.6 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file nodelist.hpp List of nodes used for the A-star pathfinder. */
#ifndef NODELIST_HPP
#define NODELIST_HPP
#include "../../misc/array.hpp"
#include "../../misc/hashtable.hpp"
#include "../../misc/binaryheap.hpp"
/**
* Hash table based node list multi-container class.
* Implements open list, closed list and priority queue for A-star
* path finder.
*/
template <class Titem_, int Thash_bits_open_, int Thash_bits_closed_>
class CNodeList_HashTableT {
public:
typedef Titem_ Titem; ///< Make #Titem_ visible from outside of class.
typedef typename Titem_::Key Key; ///< Make Titem_::Key a property of this class.
typedef SmallArray<Titem_, 65536, 256> CItemArray; ///< Type that we will use as item container.
typedef CHashTableT<Titem_, Thash_bits_open_ > COpenList; ///< How pointers to open nodes will be stored.
typedef CHashTableT<Titem_, Thash_bits_closed_> CClosedList; ///< How pointers to closed nodes will be stored.
typedef CBinaryHeapT<Titem_> CPriorityQueue; ///< How the priority queue will be managed.
protected:
CItemArray m_arr; ///< Here we store full item data (Titem_).
COpenList m_open; ///< Hash table of pointers to open item data.
CClosedList m_closed; ///< Hash table of pointers to closed item data.
CPriorityQueue m_open_queue; ///< Priority queue of pointers to open item data.
Titem *m_new_node; ///< New open node under construction.
public:
/** default constructor */
CNodeList_HashTableT() : m_open_queue(2048)
{
m_new_node = nullptr;
}
/** destructor */
~CNodeList_HashTableT()
{
}
/** return number of open nodes */
inline int OpenCount()
{
return m_open.Count();
}
/** return number of closed nodes */
inline int ClosedCount()
{
return m_closed.Count();
}
/** allocate new data item from m_arr */
inline Titem_ *CreateNewNode()
{
if (m_new_node == nullptr) m_new_node = m_arr.AppendC();
return m_new_node;
}
/** Notify the nodelist that we don't want to discard the given node. */
inline void FoundBestNode(Titem_ &item)
{
/* for now it is enough to invalidate m_new_node if it is our given node */
if (&item == m_new_node) {
m_new_node = nullptr;
}
/* TODO: do we need to store best nodes found in some extra list/array? Probably not now. */
}
/** insert given item as open node (into m_open and m_open_queue) */
inline void InsertOpenNode(Titem_ &item)
{
assert(m_closed.Find(item.GetKey()) == nullptr);
m_open.Push(item);
m_open_queue.Include(&item);
if (&item == m_new_node) {
m_new_node = nullptr;
}
}
/** return the best open node */
inline Titem_ *GetBestOpenNode()
{
if (!m_open_queue.IsEmpty()) {
return m_open_queue.Begin();
}
return nullptr;
}
/** remove and return the best open node */
inline Titem_ *PopBestOpenNode()
{
if (!m_open_queue.IsEmpty()) {
Titem_ *item = m_open_queue.Shift();
m_open.Pop(*item);
return item;
}
return nullptr;
}
/** return the open node specified by a key or nullptr if not found */
inline Titem_ *FindOpenNode(const Key &key)
{
Titem_ *item = m_open.Find(key);
return item;
}
/** remove and return the open node specified by a key */
inline Titem_ &PopOpenNode(const Key &key)
{
Titem_ &item = m_open.Pop(key);
uint idxPop = m_open_queue.FindIndex(item);
m_open_queue.Remove(idxPop);
return item;
}
/** close node */
inline void InsertClosedNode(Titem_ &item)
{
assert(m_open.Find(item.GetKey()) == nullptr);
m_closed.Push(item);
}
/** return the closed node specified by a key or nullptr if not found */
inline Titem_ *FindClosedNode(const Key &key)
{
Titem_ *item = m_closed.Find(key);
return item;
}
/** The number of items. */
inline int TotalCount()
{
return m_arr.Length();
}
/** Get a particular item. */
inline Titem_ &ItemAt(int idx)
{
return m_arr[idx];
}
/** Helper for creating output of this array. */
template <class D> void Dump(D &dmp) const
{
dmp.WriteStructT("m_arr", &m_arr);
}
};
#endif /* NODELIST_HPP */