forked from mirror/OpenTTD
(svn r1751) - Feature: New PathFinder (NPF).
- Supports trains, road vehicles and ships. - Uses A* pathfinding (same codebase as the new ai). - Currently unlimited search depth, so might perform badly on large maps/networks (especially ships). - Will always find a route if there is one. - Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values). - With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again. - Feature: Disabling 90 degree turns for trains and ships. - Requires NPF to be enabled. - Ships and trains can no longer make weird 90 degree turns on tile borders. - Codechange: Removed table/directions.h. - table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location? - Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault. - Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64. - Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED. - Codechange: Moved TileAddWrap() to map.[ch] - Add TileIndexDiffCByDir(), TileIndexDiffCByDir(). - Codechange: Moved IsTrainStationTile() to station.h - Add: IsRoadStationTile() and GetRoadStationDir().
This commit is contained in:
90
ship_cmd.c
90
ship_cmd.c
@@ -13,6 +13,7 @@
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#include "gui.h"
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#include "player.h"
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#include "sound.h"
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#include "npf.h"
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static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
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static const byte _ship_sometracks[4] = {0x19, 0x16, 0x25, 0x2A};
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@@ -70,17 +71,26 @@ static int FindClosestShipDepot(Vehicle *v)
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byte owner = v->owner;
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uint tile2 = v->tile;
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for(i=0; i!=lengthof(_depots); i++) {
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tile = _depots[i].xy;
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if (IsTileType(tile, MP_WATER) && _map_owner[tile] == owner) {
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dist = DistanceManhattan(tile, tile2);
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if (dist < best_dist) {
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best_dist = dist;
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best_depot = i;
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if (_patches.new_pathfinding_all) {
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NPFFoundTargetData ftd;
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byte trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.ship.state)][v->direction];
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ftd = NPFRouteToDepotTrialError(v->tile, trackdir, TRANSPORT_ROAD);
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if (ftd.best_bird_dist == 0)
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best_depot = ftd.node.tile; /* Found target */
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else
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best_depot = -1; /* Did not find target */
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} else {
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for(i=0; i!=lengthof(_depots); i++) {
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tile = _depots[i].xy;
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if (IsTileType(tile, MP_WATER) && _map_owner[tile] == owner) {
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dist = DistanceManhattan(tile, tile2);
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if (dist < best_dist) {
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best_dist = dist;
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best_depot = i;
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}
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}
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}
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}
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return best_depot;
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}
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@@ -568,27 +578,55 @@ bad:;
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return best_bird_dist;
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}
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static int ChooseShipTrack(Vehicle *v, uint tile, int dir, uint tracks)
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/* returns the track to choose on the next tile, or -1 when it's better to
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* reverse. The tile given is the tile we are about to enter, enterdir is the
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* direction in which we are entering the tile */
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static int ChooseShipTrack(Vehicle *v, uint tile, int enterdir, uint tracks)
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{
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uint b;
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uint tot_dist, dist;
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int track;
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uint tile2;
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assert(enterdir>=0 && enterdir<=3);
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assert(dir>=0 && dir<=3);
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tile2 = TILE_ADD(tile, -TileOffsByDir(dir));
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dir ^= 2;
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tot_dist = (uint)-1;
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b = GetTileShipTrackStatus(tile2) & _ship_sometracks[dir] & v->u.ship.state;
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if (b != 0) {
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dist = FindShipTrack(v, tile2, dir, b, tile, &track);
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if (dist != (uint)-1)
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tot_dist = dist + 1;
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if (_patches.new_pathfinding_all) {
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NPFFindStationOrTileData fstd;
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NPFFoundTargetData ftd;
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uint src_tile = TILE_ADD(tile, TileOffsByDir(_reverse_dir[enterdir]));
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byte track = FIND_FIRST_BIT(v->u.ship.state);
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assert (KILL_FIRST_BIT(v->u.ship.state) == 0); /* Check that only one bit is set in state */
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assert (v->u.ship.state != 0x80); /* Check that we are not in a depot */
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assert (track < 6);
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NPFFillWithOrderData(&fstd, v);
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ftd = NPFRouteToStationOrTile(src_tile, _track_direction_to_trackdir[track][v->direction], &fstd, TRANSPORT_WATER);
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if (ftd.best_bird_dist == 0 && ftd.best_trackdir != 0xff)
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/* Found the target, and it is not our current tile */
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return ftd.best_trackdir & 7; /* TODO: Wrapper function? */
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else
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return -1; /* Couldn't find target, reverse */
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/* TODO: When the target is unreachable, the ship will keep reversing */
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} else {
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uint b;
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uint tot_dist, dist;
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int track;
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uint tile2;
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tile2 = TILE_ADD(tile, -TileOffsByDir(enterdir));
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tot_dist = (uint)-1;
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/* Let's find out how far it would be if we would reverse first */
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b = GetTileShipTrackStatus(tile2) & _ship_sometracks[_reverse_dir[enterdir]] & v->u.ship.state;
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if (b != 0) {
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dist = FindShipTrack(v, tile2, _reverse_dir[enterdir], b, tile, &track);
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if (dist != (uint)-1)
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tot_dist = dist + 1;
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}
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/* And if we would not reverse? */
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dist = FindShipTrack(v, tile, enterdir, tracks, 0, &track);
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if (dist > tot_dist)
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/* We could better reverse */
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return -1;
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return track;
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}
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dist = FindShipTrack(v, tile, dir^2, tracks, 0, &track);
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if (dist > tot_dist)
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return -1;
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return track;
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}
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static const byte _new_vehicle_direction_table[11] = {
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