mirror of https://github.com/OpenTTD/OpenTTD
(svn r2218) Indentation
parent
c8f07a2dd9
commit
c731091941
278
ai_pathfinder.c
278
ai_pathfinder.c
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@ -57,7 +57,7 @@ static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *curr
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if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
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if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
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if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
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return AYSTAR_FOUND_END_NODE;
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return AYSTAR_FOUND_END_NODE;
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return AYSTAR_DONE;
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}
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@ -173,7 +173,7 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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PathNode *parent = ¤t->path;
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do {
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PathFinderInfo->route_extra[i] = parent->node.user_data[0];
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PathFinderInfo->route_extra[i] = parent->node.user_data[0];
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PathFinderInfo->route[i++] = parent->node.tile;
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if (i > lengthof(PathFinderInfo->route)) {
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// We ran out of space for the PathFinder
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@ -189,171 +189,171 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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// What tiles are around us.
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) {
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uint i;
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int ret;
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int dir;
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uint i;
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int ret;
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int dir;
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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aystar->num_neighbours = 0;
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aystar->num_neighbours = 0;
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// Go through all surrounding tiles and check if they are within the limits
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for (i=0;i<4;i++) {
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if (TileX(TileOffsByDir(i) + current->path.node.tile) > 1 &&
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TileX(TileOffsByDir(i) + current->path.node.tile) < MapMaxX() - 1 &&
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TileY(TileOffsByDir(i) + current->path.node.tile) > 1 &&
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TileY(TileOffsByDir(i) + current->path.node.tile) < MapMaxY() - 1) {
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// We also directly test if the current tile can connect to this tile..
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// We do this simply by just building the tile!
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// Go through all surrounding tiles and check if they are within the limits
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for (i = 0; i < 4; i++) {
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if (TileX(TileOffsByDir(i) + current->path.node.tile) > 1 &&
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TileX(TileOffsByDir(i) + current->path.node.tile) < MapMaxX() - 1 &&
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TileY(TileOffsByDir(i) + current->path.node.tile) > 1 &&
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TileY(TileOffsByDir(i) + current->path.node.tile) < MapMaxY() - 1) {
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// We also directly test if the current tile can connect to this tile..
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// We do this simply by just building the tile!
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// If the next step is a bridge, we have to enter it the right way
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if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile + TileOffsByDir(i))) {
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if (IsTileType(current->path.node.tile + TileOffsByDir(i), MP_TUNNELBRIDGE)) {
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// An existing bridge... let's test the direction ;)
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if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 1U) != (i & 1)) continue;
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// This problem only is valid for tunnels:
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// When the last tile was not yet a tunnel, check if we enter from the right side..
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if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 0x80) == 0) {
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if (i != (_map5[current->path.node.tile + TileOffsByDir(i)] & 3U)) continue;
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}
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}
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}
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// But also if we are on a bridge, we can only move a certain direction
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if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile)) {
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if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
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// An existing bridge/tunnel... let's test the direction ;)
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if ((_map5[current->path.node.tile] & 1U) != (i & 1)) continue;
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}
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}
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// If the next step is a bridge, we have to enter it the right way
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if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile + TileOffsByDir(i))) {
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if (IsTileType(current->path.node.tile + TileOffsByDir(i), MP_TUNNELBRIDGE)) {
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// An existing bridge... let's test the direction ;)
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if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 1U) != (i & 1)) continue;
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// This problem only is valid for tunnels:
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// When the last tile was not yet a tunnel, check if we enter from the right side..
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if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 0x80) == 0) {
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if (i != (_map5[current->path.node.tile + TileOffsByDir(i)] & 3U)) continue;
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}
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}
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}
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// But also if we are on a bridge, we can only move a certain direction
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if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile)) {
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if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
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// An existing bridge/tunnel... let's test the direction ;)
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if ((_map5[current->path.node.tile] & 1U) != (i & 1)) continue;
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}
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}
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if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
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(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
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// We are a bridge/tunnel, how cool!!
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// This means we can only point forward.. get the direction from the user_data
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if (i != (current->path.node.user_data[0] >> 8)) continue;
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}
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dir = 0;
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if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
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(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
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// We are a bridge/tunnel, how cool!!
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// This means we can only point forward.. get the direction from the user_data
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if (i != (current->path.node.user_data[0] >> 8)) continue;
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}
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dir = 0;
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// First, check if we have a parent
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if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
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// If not, this means we are at the starting station
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if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
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// We do need a direction?
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if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + TileOffsByDir(i)) != PathFinderInfo->start_direction)
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// We are not pointing the right way, invalid tile
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continue;
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}
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} else if (current->path.node.user_data[0] == 0) {
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if (PathFinderInfo->rail_or_road) {
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// Rail check
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dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
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ret = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
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if (CmdFailed(ret)) continue;
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// First, check if we have a parent
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if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
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// If not, this means we are at the starting station
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if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
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// We do need a direction?
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if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + TileOffsByDir(i)) != PathFinderInfo->start_direction) {
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// We are not pointing the right way, invalid tile
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continue;
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}
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}
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} else if (current->path.node.user_data[0] == 0) {
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if (PathFinderInfo->rail_or_road) {
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// Rail check
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dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
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ret = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
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if (CmdFailed(ret)) continue;
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#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
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if (current->path.parent->parent != NULL) {
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// Check if we don't make a 90degree curve
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int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
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if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
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continue;
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}
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}
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if (current->path.parent->parent != NULL) {
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// Check if we don't make a 90degree curve
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int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
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if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
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continue;
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}
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}
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#endif
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} else {
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// Road check
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dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
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if (IsRoad(current->path.node.tile)) {
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if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
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// We have a bridge, how nicely! We should mark it...
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dir = 0;
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} else {
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// It already has road.. check if we miss any bits!
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if ((_map5[current->path.node.tile] & dir) != dir) {
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// We do miss some pieces :(
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dir &= ~_map5[current->path.node.tile];
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} else {
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dir = 0;
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}
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}
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}
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// Only destruct things if it is MP_CLEAR of MP_TREES
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if (dir != 0) {
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ret = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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if (CmdFailed(ret)) continue;
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}
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}
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}
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} else {
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// Road check
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dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
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if (IsRoad(current->path.node.tile)) {
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if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
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// We have a bridge, how nicely! We should mark it...
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dir = 0;
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} else {
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// It already has road.. check if we miss any bits!
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if ((_map5[current->path.node.tile] & dir) != dir) {
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// We do miss some pieces :(
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dir &= ~_map5[current->path.node.tile];
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} else {
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dir = 0;
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}
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}
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}
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// Only destruct things if it is MP_CLEAR of MP_TREES
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if (dir != 0) {
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ret = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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if (CmdFailed(ret)) continue;
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}
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}
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}
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// The tile can be connected
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aystar->neighbours[aystar->num_neighbours].tile = TileOffsByDir(i) + current->path.node.tile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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}
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}
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aystar->neighbours[aystar->num_neighbours].tile = TileOffsByDir(i) + current->path.node.tile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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}
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}
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// Next step, check for bridges and tunnels
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if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
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// Next step, check for bridges and tunnels
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if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
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TileInfo ti;
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// First we get the dir from this tile and his parent
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int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
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// It means we can only walk with the track, so the bridge has to be in the same direction
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TileIndex tile = current->path.node.tile;
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TileIndex new_tile = tile;
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TileInfo ti;
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// First we get the dir from this tile and his parent
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int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
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// It means we can only walk with the track, so the bridge has to be in the same direction
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TileIndex tile = current->path.node.tile;
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TileIndex new_tile = tile;
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FindLandscapeHeightByTile(&ti, tile);
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FindLandscapeHeightByTile(&ti, tile);
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// Bridges can only be build on land that is not flat
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// And if there is a road or rail blocking
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if (ti.tileh != 0 ||
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(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
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(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
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// Bridges can only be build on land that is not flat
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// And if there is a road or rail blocking
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if (ti.tileh != 0 ||
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(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
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(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
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for (;;) {
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new_tile += TileOffsByDir(dir);
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for (;;) {
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new_tile += TileOffsByDir(dir);
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// Precheck, is the length allowed?
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if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
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// Precheck, is the length allowed?
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if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
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// Check if we hit the station-tile.. we don't like that!
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if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
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// Check if we hit the station-tile.. we don't like that!
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if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
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// Try building the bridge..
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ret = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdFailed(ret)) continue;
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// We can build a bridge here.. add him to the neighbours
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aystar->neighbours[aystar->num_neighbours].tile = new_tile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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// Try building the bridge..
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ret = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdFailed(ret)) continue;
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// We can build a bridge here.. add him to the neighbours
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aystar->neighbours[aystar->num_neighbours].tile = new_tile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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// We can only have 12 neighbours, and we need 1 left for tunnels
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if (aystar->num_neighbours == 11) break;
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}
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}
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}
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// Next, check for tunnels!
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// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
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// For now, we check both sides for this tile.. terraforming gives fuzzy result
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if ((dir == 0 && ti.tileh == 12) ||
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(dir == 1 && ti.tileh == 6) ||
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(dir == 2 && ti.tileh == 3) ||
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(dir == 3 && ti.tileh == 9)) {
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// Now simply check if a tunnel can be build
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ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
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if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
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aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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}
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}
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}
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// Next, check for tunnels!
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// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
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// For now, we check both sides for this tile.. terraforming gives fuzzy result
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if ((dir == 0 && ti.tileh == 12) ||
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(dir == 1 && ti.tileh == 6) ||
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(dir == 2 && ti.tileh == 3) ||
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(dir == 3 && ti.tileh == 9)) {
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// Now simply check if a tunnel can be build
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ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
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if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
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aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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}
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}
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}
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}
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extern uint GetRailFoundation(uint tileh, uint bits);
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extern uint GetRoadFoundation(uint tileh, uint bits);
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extern uint GetBridgeFoundation(uint tileh, byte direction);
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enum {
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BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
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BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
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};
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// The most important function: it calculates the g-value
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