mirror of https://github.com/OpenTTD/OpenTTD
177 lines
6.3 KiB
C++
177 lines
6.3 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file aystar.cpp Implementation of A*.
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*
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* This file has the core function for %AyStar.
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* %AyStar is a fast path finding routine and is used for things like AI path finding and Train path finding.
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* For more information about %AyStar (A* Algorithm), you can look at
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* <A HREF='http://en.wikipedia.org/wiki/A-star_search_algorithm'>http://en.wikipedia.org/wiki/A-star_search_algorithm</A>.
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*/
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#include "../../stdafx.h"
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#include "aystar.h"
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#include "../../safeguards.h"
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/**
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* Adds a node to the open list.
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* It makes a copy of node, and puts the pointer of parent in the struct.
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*/
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void AyStar::OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g)
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{
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/* Add a new Node to the OpenList */
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PathNode &new_node = this->nodes.CreateNewNode();
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new_node.Set(parent, node->tile, node->td, true);
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new_node.estimate = f;
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new_node.cost = g;
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this->nodes.InsertOpenNode(new_node);
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}
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/**
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* Checks one tile and calculate its f-value
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*/
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void AyStar::CheckTile(AyStarNode *current, PathNode *parent)
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{
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/* Check the new node against the ClosedList */
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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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/* 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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/* There should not be given any other error-code.. */
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assert(new_g >= 0);
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/* Add the parent g-value to the new g-value */
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new_g += parent->cost;
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if (this->max_path_cost != 0 && new_g > this->max_path_cost) return;
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/* Calculate the h-value */
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int new_h = this->CalculateH(this, 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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/* The f-value if g + h */
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int new_f = new_g + new_h;
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/* Get the pointer to the parent in the ClosedList (the current one is to a copy of the one in the OpenList) */
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PathNode *closedlist_parent = this->nodes.FindClosedNode(parent->key);
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/* Check if this item is already in the OpenList */
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PathNode *check = this->nodes.FindOpenNode(*current);
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if (check != nullptr) {
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/* Yes, check if this g value is lower.. */
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if (new_g > check->cost) return;
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this->nodes.PopOpenNode(check->key);
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/* It is lower, so change it to this item */
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check->estimate = new_f;
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check->cost = new_g;
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check->parent = closedlist_parent;
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/* Re-add it in the openlist_queue. */
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this->nodes.InsertOpenNode(*check);
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} else {
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/* A new node, add it to the OpenList */
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this->OpenListAdd(closedlist_parent, current, new_f, new_g);
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}
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}
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/**
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* This function is the core of %AyStar. It handles one item and checks
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* its neighbour items. If they are valid, they are added to be checked too.
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* @return Possible values:
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* - #AyStarStatus::EmptyOpenList
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* - #AyStarStatus::LimitReached
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* - #AyStarStatus::FoundEndNode
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* - #AyStarStatus::StillBusy
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*/
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AyStarStatus AyStar::Loop()
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{
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/* Get the best node from OpenList */
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PathNode *current = this->nodes.PopBestOpenNode();
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/* If empty, drop an error */
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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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return AyStarStatus::FoundEndNode;
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}
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/* Add the node to the ClosedList */
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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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/* Go through all neighbours */
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for (auto &neighbour : this->neighbours) {
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/* Check and add them to the OpenList if needed */
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this->CheckTile(&neighbour, current);
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}
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if (this->max_search_nodes != 0 && this->nodes.ClosedCount() >= this->max_search_nodes) {
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/* We've expanded enough nodes */
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return AyStarStatus::LimitReached;
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} else {
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/* Return that we are still busy */
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return AyStarStatus::StillBusy;
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}
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}
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/**
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* This is the function you call to run AyStar.
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* @return Possible values:
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* - #AyStarStatus::FoundEndNode
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* - #AyStarStatus::NoPath
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* - #AyStarStatus::StillBusy
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* @note When the algorithm is done (when the return value is not #AyStarStatus::StillBusy) #Clear() is called automatically.
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* When you stop the algorithm halfway, you should call #Clear() yourself!
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*/
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AyStarStatus AyStar::Main()
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{
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AyStarStatus r = AyStarStatus::FoundEndNode;
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int i = 0;
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/* Loop through the OpenList
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* Quit if result is no AyStarStatus::StillBusy or is more than loops_per_tick */
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while ((r = this->Loop()) == AyStarStatus::StillBusy && (this->loops_per_tick == 0 || ++i < this->loops_per_tick)) { }
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#ifdef AYSTAR_DEBUG
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switch (r) {
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case AyStarStatus::FoundEndNode: Debug(misc, 0, "[AyStar] Found path!"); break;
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case AyStarStatus::EmptyOpenList: Debug(misc, 0, "[AyStar] OpenList run dry, no path found"); break;
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case AyStarStatus::LimitReached: Debug(misc, 0, "[AyStar] Exceeded search_nodes, no path found"); break;
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default: break;
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}
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#endif
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switch (r) {
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case AyStarStatus::FoundEndNode: return AyStarStatus::FoundEndNode;
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case AyStarStatus::EmptyOpenList:
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case AyStarStatus::LimitReached: return AyStarStatus::NoPath;
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default: return AyStarStatus::StillBusy;
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}
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}
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/**
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* Adds a node from where to start an algorithm. Multiple nodes can be added
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* if wanted. You should make sure that #Clear() is called before adding nodes
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* if the #AyStar has been used before (though the normal main loop calls
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* #Clear() automatically when the algorithm finishes.
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* @param start_node Node to start with.
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* @param g the cost for starting with this node.
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*/
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void AyStar::AddStartNode(AyStarNode *start_node, int g)
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{
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#ifdef AYSTAR_DEBUG
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Debug(misc, 0, "[AyStar] Starting A* Algorithm from node ({}, {}, {})\n",
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TileX(start_node->tile), TileY(start_node->tile), start_node->direction);
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#endif
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this->OpenListAdd(nullptr, start_node, 0, g);
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}
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