mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Turn AyStar into an actual class with virtual methods instead of function pointers.
parent
97ead8e241
commit
43ea6c9b88
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@ -1207,103 +1207,92 @@ static bool FlowsDown(TileIndex begin, TileIndex end)
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return slope_end == SLOPE_FLAT || slope_begin == SLOPE_FLAT;
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}
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/** Parameters for river generation to pass as AyStar user data. */
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struct River_UserData {
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TileIndex spring; ///< The current spring during river generation.
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bool main_river; ///< Whether the current river is a big river that others flow into.
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};
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/* AyStar callback for checking whether we reached our destination. */
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static AyStarStatus River_EndNodeCheck(const AyStar *aystar, const PathNode *current)
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{
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return current->GetTile() == *static_cast<TileIndex *>(aystar->user_target) ? AyStarStatus::FoundEndNode : AyStarStatus::Done;
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}
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/* AyStar callback for getting the cost of the current node. */
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static int32_t River_CalculateG(AyStar *, AyStarNode *, PathNode *)
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{
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return 1 + RandomRange(_settings_game.game_creation.river_route_random);
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}
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/* AyStar callback for getting the estimated cost to the destination. */
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static int32_t River_CalculateH(AyStar *aystar, AyStarNode *current, PathNode *)
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{
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return DistanceManhattan(*static_cast<TileIndex *>(aystar->user_target), current->tile);
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}
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/* AyStar callback for getting the neighbouring nodes of the given node. */
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static void River_GetNeighbours(AyStar *aystar, PathNode *current)
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{
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TileIndex tile = current->GetTile();
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aystar->neighbours.clear();
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t = tile + TileOffsByDiagDir(d);
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if (IsValidTile(t) && FlowsDown(tile, t)) {
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auto &neighbour = aystar->neighbours.emplace_back();
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neighbour.tile = t;
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neighbour.td = INVALID_TRACKDIR;
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}
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/** Search path and build river */
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class RiverBuilder : public AyStar {
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protected:
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AyStarStatus EndNodeCheck(const PathNode ¤t) const override
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{
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return current.GetTile() == this->end ? AyStarStatus::FoundEndNode : AyStarStatus::Done;
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}
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}
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/* AyStar callback when an route has been found. */
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static void River_FoundEndNode(AyStar *aystar, PathNode *current)
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{
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River_UserData *data = static_cast<River_UserData *>(aystar->user_data);
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int32_t CalculateG(const AyStarNode &, const PathNode &) const override
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{
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return 1 + RandomRange(_settings_game.game_creation.river_route_random);
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}
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/* First, build the river without worrying about its width. */
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for (PathNode *path = current->parent; path != nullptr; path = path->parent) {
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TileIndex tile = path->GetTile();
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if (!IsWaterTile(tile)) {
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MakeRiverAndModifyDesertZoneAround(tile);
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int32_t CalculateH(const AyStarNode ¤t, const PathNode &) const override
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{
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return DistanceManhattan(this->end, current.tile);
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}
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void GetNeighbours(const PathNode ¤t, std::vector<AyStarNode> &neighbours) const override
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{
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TileIndex tile = current.GetTile();
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neighbours.clear();
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t = tile + TileOffsByDiagDir(d);
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if (IsValidTile(t) && FlowsDown(tile, t)) {
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auto &neighbour = neighbours.emplace_back();
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neighbour.tile = t;
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neighbour.td = INVALID_TRACKDIR;
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}
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}
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}
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/* If the river is a main river, go back along the path to widen it.
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* Don't make wide rivers if we're using the original landscape generator.
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*/
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if (_settings_game.game_creation.land_generator != LG_ORIGINAL && data->main_river) {
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const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
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for (PathNode *path = current->parent; path != nullptr; path = path->parent) {
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void FoundEndNode(const PathNode ¤t) override
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{
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/* First, build the river without worrying about its width. */
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for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
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TileIndex tile = path->GetTile();
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if (!IsWaterTile(tile)) {
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MakeRiverAndModifyDesertZoneAround(tile);
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}
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}
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/* Check if we should widen river depending on how far we are away from the source. */
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uint current_river_length = DistanceManhattan(data->spring, tile);
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uint radius = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
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/* If the river is a main river, go back along the path to widen it.
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* Don't make wide rivers if we're using the original landscape generator.
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*/
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if (_settings_game.game_creation.land_generator != LG_ORIGINAL && this->main_river) {
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const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
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if (radius > 1) CircularTileSearch(&tile, radius, RiverMakeWider, &path->key.tile);
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for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
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TileIndex tile = path->GetTile();
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/* Check if we should widen river depending on how far we are away from the source. */
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uint current_river_length = DistanceManhattan(this->spring, tile);
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uint radius = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
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if (radius > 1) CircularTileSearch(&tile, radius, RiverMakeWider, &path->key.tile);
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}
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}
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}
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}
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/**
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* Actually build the river between the begin and end tiles using AyStar.
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* @param begin The begin of the river.
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* @param end The end of the river.
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* @param spring The springing point of the river.
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* @param main_river Whether the current river is a big river that others flow into.
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*/
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static void BuildRiver(TileIndex begin, TileIndex end, TileIndex spring, bool main_river)
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{
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River_UserData user_data = { spring, main_river };
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RiverBuilder(TileIndex end, TileIndex spring, bool main_river) : end(end), spring(spring), main_river(main_river) {}
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AyStar finder = {};
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finder.CalculateG = River_CalculateG;
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finder.CalculateH = River_CalculateH;
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finder.GetNeighbours = River_GetNeighbours;
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finder.EndNodeCheck = River_EndNodeCheck;
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finder.FoundEndNode = River_FoundEndNode;
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finder.user_target = &end;
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finder.user_data = &user_data;
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private:
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TileIndex end; ///< Destination for the river.
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TileIndex spring; ///< The current spring during river generation.
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bool main_river; ///< Whether the current river is a big river that others flow into.
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AyStarNode start;
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start.tile = begin;
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start.td = INVALID_TRACKDIR;
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finder.AddStartNode(&start, 0);
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finder.Main();
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}
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public:
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/**
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* Actually build the river between the begin and end tiles using AyStar.
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* @param begin The begin of the river.
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* @param end The end of the river.
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* @param spring The springing point of the river.
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* @param main_river Whether the current river is a big river that others flow into.
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*/
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static void Exec(TileIndex begin, TileIndex end, TileIndex spring, bool main_river)
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{
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RiverBuilder builder(end, spring, main_river);
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AyStarNode start;
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start.tile = begin;
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start.td = INVALID_TRACKDIR;
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builder.AddStartNode(&start, 0);
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builder.Main();
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}
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};
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/**
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* Try to flow the river down from a given begin.
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@ -1383,7 +1372,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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}
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marks.clear();
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if (found) BuildRiver(begin, end, spring, main_river);
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if (found) RiverBuilder::Exec(begin, end, spring, main_river);
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return { found, main_river };
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}
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@ -41,7 +41,7 @@ void AyStar::CheckTile(AyStarNode *current, PathNode *parent)
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if (this->nodes.FindClosedNode(*current) != nullptr) return;
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/* Calculate the G-value for this node */
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int new_g = this->CalculateG(this, current, parent);
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int new_g = this->CalculateG(*current, *parent);
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/* If the value was INVALID_NODE, we don't do anything with this node */
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if (new_g == AYSTAR_INVALID_NODE) return;
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@ -51,7 +51,7 @@ void AyStar::CheckTile(AyStarNode *current, PathNode *parent)
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new_g += parent->cost;
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/* Calculate the h-value */
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int new_h = this->CalculateH(this, current, parent);
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int new_h = this->CalculateH(*current, *parent);
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/* There should not be given any error-code.. */
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assert(new_h >= 0);
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@ -96,10 +96,8 @@ AyStarStatus AyStar::Loop()
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if (current == nullptr) return AyStarStatus::EmptyOpenList;
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/* Check for end node and if found, return that code */
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if (this->EndNodeCheck(this, current) == AyStarStatus::FoundEndNode && current->parent != nullptr) {
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if (this->FoundEndNode != nullptr) {
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this->FoundEndNode(this, current);
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}
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if (this->EndNodeCheck(*current) == AyStarStatus::FoundEndNode && current->parent != nullptr) {
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this->FoundEndNode(*current);
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return AyStarStatus::FoundEndNode;
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}
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@ -107,7 +105,7 @@ AyStarStatus AyStar::Loop()
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this->nodes.InsertClosedNode(*current);
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/* Load the neighbours */
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this->GetNeighbours(this, current);
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this->GetNeighbours(*current, this->neighbours);
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/* Go through all neighbours */
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for (auto &neighbour : this->neighbours) {
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@ -38,95 +38,61 @@ using AyStarNode = CYapfNodeKeyTrackDir;
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struct PathNode : CYapfNodeT<AyStarNode, PathNode> {
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};
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struct AyStar;
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/**
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* Check whether the end-tile is found.
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* @param aystar %AyStar search algorithm data.
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* @param current Node to exam one.
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* @note The 2nd parameter should be #OpenListNode, and \em not #AyStarNode. #AyStarNode is
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* part of #OpenListNode and so it could be accessed without any problems.
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* The good part about #OpenListNode is, and how AIs use it, that you can
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* access the parent of the current node, and so check if you, for example
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* don't try to enter the file tile with a 90-degree curve. So please, leave
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* this an #OpenListNode, it works just fine.
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* @return Status of the node:
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* - #AyStarStatus::FoundEndNode : indicates this is the end tile
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* - #AyStarStatus::Done : indicates this is not the end tile (or direction was wrong)
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*/
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typedef AyStarStatus AyStar_EndNodeCheck(const AyStar *aystar, const PathNode *current);
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/**
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* Calculate the G-value for the %AyStar algorithm.
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* @return G value of the node:
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* - #AYSTAR_INVALID_NODE : indicates an item is not valid (e.g.: unwalkable)
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* - Any value >= 0 : the g-value for this tile
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*/
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typedef int32_t AyStar_CalculateG(AyStar *aystar, AyStarNode *current, PathNode *parent);
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/**
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* Calculate the H-value for the %AyStar algorithm.
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* Mostly, this must return the distance (Manhattan way) between the current point and the end point.
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* @return The h-value for this tile (any value >= 0)
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*/
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typedef int32_t AyStar_CalculateH(AyStar *aystar, AyStarNode *current, PathNode *parent);
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/**
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* This function requests the tiles around the current tile and put them in #neighbours.
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* #neighbours is never reset, so if you are not using directions, just leave it alone.
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* @warning Never add more #neighbours than memory allocated for it.
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*/
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typedef void AyStar_GetNeighbours(AyStar *aystar, PathNode *current);
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/**
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* If the End Node is found, this function is called.
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* It can do, for example, calculate the route and put that in an array.
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*/
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typedef void AyStar_FoundEndNode(AyStar *aystar, PathNode *current);
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/**
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* %AyStar search algorithm struct.
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* Before calling #Init(), fill #CalculateG, #CalculateH, #GetNeighbours, #EndNodeCheck, and #FoundEndNode.
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* If you want to change them after calling #Init(), first call #Free() !
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*
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* 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.
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* The user routines can change any moment they like.
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*/
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struct AyStar {
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/* These fields should be filled before initing the AyStar, but not changed
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* afterwards (except for user_data)! (free and init again to change them) */
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/* These should point to the application specific routines that do the
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* actual work */
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AyStar_CalculateG *CalculateG;
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AyStar_CalculateH *CalculateH;
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AyStar_GetNeighbours *GetNeighbours;
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AyStar_EndNodeCheck *EndNodeCheck;
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AyStar_FoundEndNode *FoundEndNode;
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/* These are completely untouched by AyStar, they can be accessed by
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* the application specific routines to input and output data.
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* user_path should typically contain data about the resulting path
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* afterwards, user_target should typically contain information about
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* what you where looking for, and user_data can contain just about
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* everything */
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void *user_target;
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void *user_data;
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/* These should be filled with the neighbours of a tile by GetNeighbours */
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std::vector<AyStarNode> neighbours;
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/* These will contain the methods for manipulating the AyStar. Only
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* Main() should be called externally */
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void AddStartNode(AyStarNode *start_node, int g);
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AyStarStatus Main();
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AyStarStatus Loop();
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void CheckTile(AyStarNode *current, PathNode *parent);
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class AyStar {
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protected:
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NodeList<PathNode, 8, 10> nodes;
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/**
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* Calculate the G-value for the %AyStar algorithm.
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* @return G value of the node:
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* - #AYSTAR_INVALID_NODE : indicates an item is not valid (e.g.: unwalkable)
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* - Any value >= 0 : the g-value for this tile
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*/
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virtual int32_t CalculateG(const AyStarNode ¤t, const PathNode &parent) const = 0;
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/**
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* Calculate the H-value for the %AyStar algorithm.
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* Mostly, this must return the distance (Manhattan way) between the current point and the end point.
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* @return The h-value for this tile (any value >= 0)
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*/
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virtual int32_t CalculateH(const AyStarNode ¤t, const PathNode &parent) const = 0;
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/**
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* This function requests the tiles around the current tile.
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* #neighbours is never reset, so if you are not using directions, just leave it alone.
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*/
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virtual void GetNeighbours(const PathNode ¤t, std::vector<AyStarNode> &neighours) const = 0;
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/**
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* Check whether the end-tile is found.
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* @param current Node to exam.
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* @return Status of the node:
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* - #AyStarStatus::FoundEndNode : indicates this is the end tile
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* - #AyStarStatus::Done : indicates this is not the end tile (or direction was wrong)
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*/
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virtual AyStarStatus EndNodeCheck(const PathNode ¤t) const = 0;
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/**
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* If the End Node is found, this function is called.
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* It can do, for example, calculate the route and put that in an array.
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*/
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virtual void FoundEndNode(const PathNode ¤t) = 0;
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void AddStartNode(AyStarNode *start_node, int g);
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AyStarStatus Main();
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public:
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virtual ~AyStar() = default;
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private:
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NodeList<PathNode, 8, 10> nodes;
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mutable std::vector<AyStarNode> neighbours;
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AyStarStatus Loop();
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void OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g);
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void CheckTile(AyStarNode *current, PathNode *parent);
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};
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#endif /* AYSTAR_H */
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