Пример #1
0
	/**
	 * Check whether a ship should reverse to reach its destination.
	 * Called when leaving depot.
	 * @param v Ship
	 * @param tile Current position
	 * @param td1 Forward direction
	 * @param td2 Reverse direction
	 * @return true if the reverse direction is better
	 */
	static bool CheckShipReverse(const Ship *v, TileIndex tile, Trackdir td1, Trackdir td2)
	{
		/* get available trackdirs on the destination tile */
		TrackdirBits dest_trackdirs = TrackStatusToTrackdirBits(GetTileTrackStatus(v->dest_tile, TRANSPORT_WATER, 0));

		/* create pathfinder instance */
		Tpf pf;
		/* set origin and destination nodes */
		pf.SetOrigin(tile, TrackdirToTrackdirBits(td1) | TrackdirToTrackdirBits(td2));
		pf.SetDestination(v->dest_tile, dest_trackdirs);
		/* find best path */
		if (!pf.FindPath(v)) return false;

		Node *pNode = pf.GetBestNode();
		if (pNode == NULL) return false;

		/* path was found
		 * walk through the path back to the origin */
		while (pNode->m_parent != NULL) {
			pNode = pNode->m_parent;
		}

		Trackdir best_trackdir = pNode->GetTrackdir();
		assert(best_trackdir == td1 || best_trackdir == td2);
		return best_trackdir == td2;
	}
Пример #2
0
	static Trackdir ChooseShipTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found)
	{
		/* handle special case - when next tile is destination tile */
		if (tile == v->dest_tile) {
			/* convert tracks to trackdirs */
			TrackdirBits trackdirs = (TrackdirBits)(tracks | ((int)tracks << 8));
			/* limit to trackdirs reachable from enterdir */
			trackdirs &= DiagdirReachesTrackdirs(enterdir);

			/* use vehicle's current direction if that's possible, otherwise use first usable one. */
			Trackdir veh_dir = v->GetVehicleTrackdir();
			return ((trackdirs & TrackdirToTrackdirBits(veh_dir)) != 0) ? veh_dir : (Trackdir)FindFirstBit2x64(trackdirs);
		}

		/* move back to the old tile/trackdir (where ship is coming from) */
		TileIndex src_tile = TILE_ADD(tile, TileOffsByDiagDir(ReverseDiagDir(enterdir)));
		Trackdir trackdir = v->GetVehicleTrackdir();
		assert(IsValidTrackdir(trackdir));

		/* convert origin trackdir to TrackdirBits */
		TrackdirBits trackdirs = TrackdirToTrackdirBits(trackdir);
		/* get available trackdirs on the destination tile */
		TrackdirBits dest_trackdirs = TrackStatusToTrackdirBits(GetTileTrackStatus(v->dest_tile, TRANSPORT_WATER, 0));

		/* create pathfinder instance */
		Tpf pf;
		/* set origin and destination nodes */
		pf.SetOrigin(src_tile, trackdirs);
		pf.SetDestination(v->dest_tile, dest_trackdirs);
		/* find best path */
		path_found = pf.FindPath(v);

		Trackdir next_trackdir = INVALID_TRACKDIR; // this would mean "path not found"

		Node *pNode = pf.GetBestNode();
		if (pNode != NULL) {
			/* walk through the path back to the origin */
			Node *pPrevNode = NULL;
			while (pNode->m_parent != NULL) {
				pPrevNode = pNode;
				pNode = pNode->m_parent;
			}
			/* return trackdir from the best next node (direct child of origin) */
			Node& best_next_node = *pPrevNode;
			assert(best_next_node.GetTile() == tile);
			next_trackdir = best_next_node.GetTrackdir();
		}
		return next_trackdir;
	}