mirror of https://github.com/OpenTTD/OpenTTD
(svn r2892) Fix indentation
parent
a38d2f15b7
commit
8b85cf53e5
277
ai_build.c
277
ai_build.c
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@ -23,6 +23,7 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
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return true;
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}
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// Build station
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// Params:
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// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
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@ -42,6 +43,7 @@ int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte
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return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
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}
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// Builds a brdige. The second best out of the ones available for this player
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// Params:
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// tile_a : starting point
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@ -59,8 +61,7 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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type2 = type;
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type = bridge_type;
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// We found two bridges, exit
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if (type2 != 0)
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break;
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if (type2 != 0) break;
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}
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}
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// There is only one bridge that can be build..
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@ -84,8 +85,9 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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// part : Which part we need to build
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//
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// TODO: skip already builded road-pieces (e.g.: cityroad)
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
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int part = PathFinderInfo->position;
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
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{
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int part = PathFinderInfo->position;
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byte *route_extra = PathFinderInfo->route_extra;
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TileIndex *route = PathFinderInfo->route;
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int dir;
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@ -101,144 +103,147 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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if (PathFinderInfo->rail_or_road) {
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// Tunnel code
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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return 0;
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}
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return cost;
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}
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// Bridge code
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if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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}
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return cost;
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}
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// Bridge code
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if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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return 0;
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}
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return cost;
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}
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}
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return cost;
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}
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// Build normal rail
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// Keep it doing till we go an other way
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if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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while (route_extra[part] == 0) {
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// Get the current direction
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dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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// Is it the same as the last one?
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if (old_dir != -1 && old_dir != dir) break;
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old_dir = dir;
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// Build the tile
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res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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if (CmdFailed(res)) {
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// Problem.. let's just abort it all!
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p->ainew.state = AI_STATE_NOTHING;
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return 0;
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}
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cost += res;
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// Go to the next tile
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part++;
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// Check if it is still in range..
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if (part >= PathFinderInfo->route_length - 1) break;
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}
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part--;
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}
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// We want to return the last position, so we go back one
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PathFinderInfo->position = part;
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} else {
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// Build normal rail
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// Keep it doing till we go an other way
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if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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while (route_extra[part] == 0) {
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// Get the current direction
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dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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// Is it the same as the last one?
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if (old_dir != -1 && old_dir != dir) break;
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old_dir = dir;
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// Build the tile
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res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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if (CmdFailed(res)) {
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// Problem.. let's just abort it all!
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p->ainew.state = AI_STATE_NOTHING;
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return 0;
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}
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cost += res;
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// Go to the next tile
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part++;
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// Check if it is still in range..
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if (part >= PathFinderInfo->route_length - 1) break;
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}
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part--;
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}
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// We want to return the last position, so we go back one
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PathFinderInfo->position = part;
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} else {
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// Tunnel code
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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return 0;
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}
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return cost;
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}
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// Bridge code
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if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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}
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return cost;
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}
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// Bridge code
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if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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return 0;
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}
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return cost;
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}
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}
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return cost;
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}
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// Build normal road
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// Keep it doing till we go an other way
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// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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// it will wait till the vehicle is gone..
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if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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// Get the current direction
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dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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// Is it the same as the last one?
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if (old_dir != -1 && old_dir != dir) break;
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old_dir = dir;
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// There is already some road, and it is a bridge.. don't build!!!
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if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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// Build the tile
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res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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// Currently, we ignore CMD_ERRORs!
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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// Problem.. let's just abort it all!
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DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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p->ainew.state = AI_STATE_NOTHING;
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return 0;
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}
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// Build normal road
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// Keep it doing till we go an other way
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// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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// it will wait till the vehicle is gone..
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if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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// Get the current direction
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dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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// Is it the same as the last one?
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if (old_dir != -1 && old_dir != dir) break;
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old_dir = dir;
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// There is already some road, and it is a bridge.. don't build!!!
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if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
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// Build the tile
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res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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// Currently, we ignore CMD_ERRORs!
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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// Problem.. let's just abort it all!
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DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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p->ainew.state = AI_STATE_NOTHING;
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return 0;
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}
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if (!CmdFailed(res)) cost += res;
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}
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// Go to the next tile
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part++;
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// Check if it is still in range..
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if (part >= PathFinderInfo->route_length - 1) break;
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}
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part--;
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// We want to return the last position, so we go back one
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}
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if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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PathFinderInfo->position = part;
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}
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if (!CmdFailed(res)) cost += res;
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}
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// Go to the next tile
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part++;
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// Check if it is still in range..
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if (part >= PathFinderInfo->route_length - 1) break;
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}
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part--;
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// We want to return the last position, so we go back one
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}
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if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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PathFinderInfo->position = part;
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}
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return cost;
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return cost;
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}
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// This functions tries to find the best vehicle for this type of cargo
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// It returns vehicle_id or -1 if not found
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int AiNew_PickVehicle(Player *p) {
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if (p->ainew.tbt == AI_TRAIN) {
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// Not supported yet
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return -1;
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} else {
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int start, count, i, ret = CMD_ERROR;
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start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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int AiNew_PickVehicle(Player *p)
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{
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if (p->ainew.tbt == AI_TRAIN) {
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// Not supported yet
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return -1;
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} else {
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int start, count, i, ret = CMD_ERROR;
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start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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// Let's check it backwards.. we simply want to best engine available..
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for (i=start+count-1;i>=start;i--) {
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// Is it availiable?
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// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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// Can we build it?
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ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret)) break;
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}
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// We did not find a vehicle :(
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if (CmdFailed(ret)) { return -1; }
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return i;
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}
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// Let's check it backwards.. we simply want to best engine available..
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for (i=start+count-1;i>=start;i--) {
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// Is it availiable?
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// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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// Can we build it?
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ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret)) break;
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}
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// We did not find a vehicle :(
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if (CmdFailed(ret)) { return -1; }
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return i;
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}
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}
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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@ -246,7 +251,7 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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if (i == -1) return CMD_ERROR;
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if (p->ainew.tbt == AI_TRAIN)
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return CMD_ERROR;
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return CMD_ERROR;
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return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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@ -255,14 +260,14 @@ int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
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{
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static const byte _roadbits_by_dir[4] = {2,1,8,4};
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int ret, ret2;
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if (p->ainew.tbt == AI_TRAIN)
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return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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if (p->ainew.tbt == AI_TRAIN)
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return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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if (CmdFailed(ret)) return ret;
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// Try to build the road from the depot
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ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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// If it fails, ignore it..
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if (CmdFailed(ret2)) return ret;
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return ret + ret2;
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ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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if (CmdFailed(ret)) return ret;
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// Try to build the road from the depot
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ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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// If it fails, ignore it..
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if (CmdFailed(ret2)) return ret;
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return ret + ret2;
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}
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48
ai_new.h
48
ai_new.h
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@ -166,33 +166,33 @@
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// This stops 90degrees curves
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static const byte _illegal_curves[6] = {
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255, 255, // Horz and vert, don't have the effect
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5, // upleft and upright are not valid
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4, // downright and downleft are not valid
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2, // downleft and upleft are not valid
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3, // upright and downright are not valid
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255, 255, // Horz and vert, don't have the effect
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5, // upleft and upright are not valid
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4, // downright and downleft are not valid
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2, // downleft and upleft are not valid
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3, // upright and downright are not valid
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};
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enum {
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AI_STATE_STARTUP = 0,
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AI_STATE_FIRST_TIME,
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AI_STATE_NOTHING,
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AI_STATE_WAKE_UP,
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AI_STATE_LOCATE_ROUTE,
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AI_STATE_FIND_STATION,
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AI_STATE_FIND_PATH,
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AI_STATE_FIND_DEPOT,
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AI_STATE_VERIFY_ROUTE,
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AI_STATE_BUILD_STATION,
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AI_STATE_BUILD_PATH,
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AI_STATE_BUILD_DEPOT,
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AI_STATE_BUILD_VEHICLE,
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AI_STATE_GIVE_ORDERS,
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AI_STATE_START_VEHICLE,
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AI_STATE_REPAY_MONEY,
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AI_STATE_STARTUP = 0,
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AI_STATE_FIRST_TIME,
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AI_STATE_NOTHING,
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AI_STATE_WAKE_UP,
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AI_STATE_LOCATE_ROUTE,
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AI_STATE_FIND_STATION,
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AI_STATE_FIND_PATH,
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AI_STATE_FIND_DEPOT,
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AI_STATE_VERIFY_ROUTE,
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AI_STATE_BUILD_STATION,
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AI_STATE_BUILD_PATH,
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AI_STATE_BUILD_DEPOT,
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AI_STATE_BUILD_VEHICLE,
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AI_STATE_GIVE_ORDERS,
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AI_STATE_START_VEHICLE,
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AI_STATE_REPAY_MONEY,
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AI_STATE_CHECK_ALL_VEHICLES,
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AI_STATE_ACTION_DONE,
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AI_STATE_STOP, // Temporary function to stop the AI
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AI_STATE_ACTION_DONE,
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AI_STATE_STOP, // Temporary function to stop the AI
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};
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// Used for tbt (train/bus/truck)
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@ -212,7 +212,7 @@ enum {
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// Used for from_type/to_type
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enum {
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AI_NO_TYPE = 0,
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AI_NO_TYPE = 0,
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AI_CITY,
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AI_INDUSTRY,
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||||
};
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||||
|
|
|
@ -52,6 +52,7 @@ static bool IsRoad(TileIndex tile)
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// 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)
|
||||
{
|
||||
|
@ -66,6 +67,7 @@ static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *curr
|
|||
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)
|
||||
|
@ -73,6 +75,7 @@ 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)
|
||||
{
|
||||
|
@ -80,11 +83,13 @@ static void AyStar_AiPathFinder_Free(AyStar *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)
|
||||
{
|
||||
|
@ -129,6 +134,7 @@ AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFin
|
|||
return result;
|
||||
}
|
||||
|
||||
|
||||
// To reuse AyStar we sometimes have to clean all the memory
|
||||
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
|
||||
{
|
||||
|
@ -158,6 +164,7 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// The h-value, simple calculation
|
||||
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
|
||||
{
|
||||
|
@ -177,6 +184,7 @@ static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current,
|
|||
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)
|
||||
{
|
||||
|
@ -199,6 +207,7 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
|
|||
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)
|
||||
{
|
||||
|
@ -321,7 +330,6 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
|
|||
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);
|
||||
|
||||
|
@ -362,6 +370,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
extern uint GetRailFoundation(uint tileh, uint bits);
|
||||
extern uint GetRoadFoundation(uint tileh, uint bits);
|
||||
extern uint GetBridgeFoundation(uint tileh, byte direction);
|
||||
|
@ -383,9 +392,10 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
|
|||
// 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)
|
||||
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;
|
||||
}
|
||||
|
@ -453,10 +463,8 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
|
|||
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;
|
||||
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
|
||||
|
@ -464,7 +472,7 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
|
|||
// 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)) {
|
||||
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;
|
||||
|
|
Loading…
Reference in New Issue