/** main follower routine. Fills all members and return true on success. * Otherwise returns false if track can't be followed. */ inline bool Follow(TileIndex old_tile, Trackdir old_td) { m_old_tile = old_tile; m_old_td = old_td; m_err = EC_NONE; assert(((TrackStatusToTrackdirBits(GetTileTrackStatus(m_old_tile, TT(), IsRoadTT() && m_veh != NULL ? RoadVehicle::From(m_veh)->compatible_roadtypes : 0)) & TrackdirToTrackdirBits(m_old_td)) != 0) || (IsTram() && GetSingleTramBit(m_old_tile) != INVALID_DIAGDIR)); // Disable the assertion for single tram bits m_exitdir = TrackdirToExitdir(m_old_td); if (ForcedReverse()) return true; if (!CanExitOldTile()) return false; FollowTileExit(); if (!QueryNewTileTrackStatus()) return TryReverse(); if (!CanEnterNewTile()) return false; m_new_td_bits &= DiagdirReachesTrackdirs(m_exitdir); if (m_new_td_bits == TRACKDIR_BIT_NONE) { m_err = EC_NO_WAY; return false; } if (!Allow90degTurns()) { m_new_td_bits &= (TrackdirBits)~(int)TrackdirCrossesTrackdirs(m_old_td); if (m_new_td_bits == TRACKDIR_BIT_NONE) { m_err = EC_90DEG; return false; } } return true; }
/** * Returns the driveable Trackdirs on a tile. * * One-way-roads are taken into account. Signals are not tested. * * @param dst_tile The tile of interest. * @param src_trackdir The direction the vehicle is currently moving. * @param type The transporttype of the vehicle. * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle. * @return The Trackdirs the vehicle can continue moving on. */ static TrackdirBits GetDriveableTrackdirBits(TileIndex dst_tile, Trackdir src_trackdir, TransportType type, uint subtype) { TrackdirBits trackdirbits = TrackStatusToTrackdirBits(GetTileTrackStatus(dst_tile, type, subtype)); if (trackdirbits == 0 && type == TRANSPORT_ROAD && HasBit(subtype, ROADTYPE_TRAM)) { /* GetTileTrackStatus() returns 0 for single tram bits. * As we cannot change it there (easily) without breaking something, change it here */ switch (GetSingleTramBit(dst_tile)) { case DIAGDIR_NE: case DIAGDIR_SW: trackdirbits = TRACKDIR_BIT_X_NE | TRACKDIR_BIT_X_SW; break; case DIAGDIR_NW: case DIAGDIR_SE: trackdirbits = TRACKDIR_BIT_Y_NW | TRACKDIR_BIT_Y_SE; break; default: break; } } DEBUG(npf, 4, "Next node: (%d, %d) [%d], possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirbits); /* Select only trackdirs we can reach from our current trackdir */ trackdirbits &= TrackdirReachesTrackdirs(src_trackdir); /* Filter out trackdirs that would make 90 deg turns for trains */ if (_settings_game.pf.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir); DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits); return trackdirbits; }
/** * 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; }
void SetDestination(const Train *v) { switch (v->current_order.GetType()) { case OT_GOTO_WAYPOINT: if (!Waypoint::Get(v->current_order.GetDestination())->IsSingleTile()) { /* In case of 'complex' waypoints we need to do a look * ahead. This look ahead messes a bit about, which * means that it 'corrupts' the cache. To prevent this * we disable caching when we're looking for a complex * waypoint. */ Yapf().DisableCache(true); } /* FALL THROUGH */ case OT_GOTO_STATION: m_destTile = CalcClosestStationTile(v->current_order.GetDestination(), v->tile, v->current_order.IsType(OT_GOTO_STATION) ? STATION_RAIL : STATION_WAYPOINT); m_dest_station_id = v->current_order.GetDestination(); m_destTrackdirs = INVALID_TRACKDIR_BIT; break; default: m_destTile = v->dest_tile; m_dest_station_id = INVALID_STATION; m_destTrackdirs = TrackStatusToTrackdirBits(GetTileTrackStatus(v->dest_tile, TRANSPORT_RAIL, 0)); break; } CYapfDestinationRailBase::SetDestination(v); }
/** Return true if the valid origin (tile/trackdir) was set from the current vehicle position. */ inline bool SetOriginFromVehiclePos(const RoadVehicle *v) { /* set origin (tile, trackdir) */ TileIndex src_tile = v->tile; Trackdir src_td = v->GetVehicleTrackdir(); if ((TrackStatusToTrackdirBits(GetTileTrackStatus(src_tile, TRANSPORT_ROAD, v->compatible_roadtypes)) & TrackdirToTrackdirBits(src_td)) == 0) { /* sometimes the roadveh is not on the road (it resides on non-existing track) * how should we handle that situation? */ return false; } Yapf().SetOrigin(src_tile, TrackdirToTrackdirBits(src_td)); return true; }
void SetDestination(const RoadVehicle *v) { if (v->current_order.IsType(OT_GOTO_STATION)) { m_dest_station = v->current_order.GetDestination(); m_bus = v->IsBus(); m_destTile = CalcClosestStationTile(m_dest_station, v->tile, m_bus ? STATION_BUS : STATION_TRUCK); m_non_artic = !v->HasArticulatedPart(); m_destTrackdirs = INVALID_TRACKDIR_BIT; } else { m_dest_station = INVALID_STATION; m_destTile = v->dest_tile; m_destTrackdirs = TrackStatusToTrackdirBits(GetTileTrackStatus(v->dest_tile, TRANSPORT_ROAD, v->compatible_roadtypes)); } }
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; }
/** * main follower routine. Fills all members and return true on success. * Otherwise returns false if track can't be followed. */ inline bool Follow(TileIndex old_tile, Trackdir old_td) { m_old_tile = old_tile; m_old_td = old_td; m_err = EC_NONE; assert( ((TrackStatusToTrackdirBits( GetTileTrackStatus(m_old_tile, TT(), (IsRoadTT() && m_veh != NULL) ? RoadVehicle::From(m_veh)->compatible_roadtypes : 0) ) & TrackdirToTrackdirBits(m_old_td)) != 0) || (IsTram() && GetSingleTramBit(m_old_tile) != INVALID_DIAGDIR) // Disable the assertion for single tram bits ); m_exitdir = TrackdirToExitdir(m_old_td); if (ForcedReverse()) return true; if (!CanExitOldTile()) return false; FollowTileExit(); if (!QueryNewTileTrackStatus()) return TryReverse(); m_new_td_bits &= DiagdirReachesTrackdirs(m_exitdir); if (m_new_td_bits == TRACKDIR_BIT_NONE || !CanEnterNewTile()) { /* In case we can't enter the next tile, but are * a normal road vehicle, then we can actually * try to reverse as this is the end of the road. * Trams can only turn on the appropriate bits in * which case reaching this would mean a dead end * near a building and in that case there would * a "false" QueryNewTileTrackStatus result and * as such reversing is already tried. The fact * that function failed can have to do with a * missing road bit, or inability to connect the * different bits due to slopes. */ if (IsRoadTT() && !IsTram() && TryReverse()) return true; /* CanEnterNewTile already set a reason. * Do NOT overwrite it (important for example for EC_RAIL_TYPE). * Only set a reason if CanEnterNewTile was not called */ if (m_new_td_bits == TRACKDIR_BIT_NONE) m_err = EC_NO_WAY; return false; } if (!Allow90degTurns()) { m_new_td_bits &= (TrackdirBits)~(int)TrackdirCrossesTrackdirs(m_old_td); if (m_new_td_bits == TRACKDIR_BIT_NONE) { m_err = EC_90DEG; return false; } } return true; }
FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance) { TileIndex tile = v->tile; Trackdir trackdir = v->GetVehicleTrackdir(); if (!HasTrackdir(TrackStatusToTrackdirBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes)), trackdir)) { return FindDepotData(); } /* default is YAPF type 2 */ typedef FindDepotData (*PfnFindNearestDepot)(const RoadVehicle*, TileIndex, Trackdir, int); PfnFindNearestDepot pfnFindNearestDepot = &CYapfRoadAnyDepot2::stFindNearestDepot; /* check if non-default YAPF type should be used */ if (_settings_game.pf.yapf.disable_node_optimization) { pfnFindNearestDepot = &CYapfRoadAnyDepot1::stFindNearestDepot; // Trackdir } return pfnFindNearestDepot(v, tile, trackdir, max_distance); }
inline Trackdir ChooseRoadTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, bool &path_found) { /* Handle special case - when next tile is destination tile. * However, when going to a station the (initial) destination * tile might not be a station, but a junction, in which case * this method forces the vehicle to jump in circles. */ if (tile == v->dest_tile && !v->current_order.IsType(OT_GOTO_STATION)) { /* choose diagonal trackdir reachable from enterdir */ return DiagDirToDiagTrackdir(enterdir); } /* our source tile will be the next vehicle tile (should be the given one) */ TileIndex src_tile = tile; /* get available trackdirs on the start tile */ TrackdirBits src_trackdirs = TrackStatusToTrackdirBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes)); /* select reachable trackdirs only */ src_trackdirs &= DiagdirReachesTrackdirs(enterdir); /* set origin and destination nodes */ Yapf().SetOrigin(src_tile, src_trackdirs); Yapf().SetDestination(v); /* find the best path */ path_found = Yapf().FindPath(v); /* if path not found - return INVALID_TRACKDIR */ Trackdir next_trackdir = INVALID_TRACKDIR; Node *pNode = Yapf().GetBestNode(); if (pNode != NULL) { /* path was found or at least suggested * walk through the path back to its origin */ while (pNode->m_parent != NULL) { pNode = pNode->m_parent; } /* return trackdir from the best origin node (one of start nodes) */ Node& best_next_node = *pNode; assert(best_next_node.GetTile() == tile); next_trackdir = best_next_node.GetTrackdir(); } return next_trackdir; }
FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance) { TileIndex tile = v->tile; Trackdir trackdir = v->GetVehicleTrackdir(); if ((TrackStatusToTrackdirBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes)) & TrackdirToTrackdirBits(trackdir)) == 0) { return FindDepotData(); } /* default is YAPF type 2 */ typedef bool (*PfnFindNearestDepot)(const RoadVehicle*, TileIndex, Trackdir, int, TileIndex*); PfnFindNearestDepot pfnFindNearestDepot = &CYapfRoadAnyDepot2::stFindNearestDepot; /* check if non-default YAPF type should be used */ if (_settings_game.pf.yapf.disable_node_optimization) { pfnFindNearestDepot = &CYapfRoadAnyDepot1::stFindNearestDepot; // Trackdir, allow 90-deg } FindDepotData fdd; bool ret = pfnFindNearestDepot(v, tile, trackdir, max_distance, &fdd.tile); fdd.best_length = ret ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND return fdd; }