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mirror of https://github.com/OpenTTD/OpenTTD synced 2026-01-21 19:32:54 +01:00

Codechange: Turn AyStar into an actual class with virtual methods instead of function pointers.

This commit is contained in:
frosch
2025-04-18 19:38:29 +02:00
committed by frosch
parent 97ead8e241
commit 43ea6c9b88
3 changed files with 127 additions and 174 deletions

View File

@@ -1207,103 +1207,92 @@ static bool FlowsDown(TileIndex begin, TileIndex end)
return slope_end == SLOPE_FLAT || slope_begin == SLOPE_FLAT;
}
/** Parameters for river generation to pass as AyStar user data. */
struct River_UserData {
TileIndex spring; ///< The current spring during river generation.
bool main_river; ///< Whether the current river is a big river that others flow into.
};
/* AyStar callback for checking whether we reached our destination. */
static AyStarStatus River_EndNodeCheck(const AyStar *aystar, const PathNode *current)
{
return current->GetTile() == *static_cast<TileIndex *>(aystar->user_target) ? AyStarStatus::FoundEndNode : AyStarStatus::Done;
}
/* AyStar callback for getting the cost of the current node. */
static int32_t River_CalculateG(AyStar *, AyStarNode *, PathNode *)
{
return 1 + RandomRange(_settings_game.game_creation.river_route_random);
}
/* AyStar callback for getting the estimated cost to the destination. */
static int32_t River_CalculateH(AyStar *aystar, AyStarNode *current, PathNode *)
{
return DistanceManhattan(*static_cast<TileIndex *>(aystar->user_target), current->tile);
}
/* AyStar callback for getting the neighbouring nodes of the given node. */
static void River_GetNeighbours(AyStar *aystar, PathNode *current)
{
TileIndex tile = current->GetTile();
aystar->neighbours.clear();
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t = tile + TileOffsByDiagDir(d);
if (IsValidTile(t) && FlowsDown(tile, t)) {
auto &neighbour = aystar->neighbours.emplace_back();
neighbour.tile = t;
neighbour.td = INVALID_TRACKDIR;
}
/** Search path and build river */
class RiverBuilder : public AyStar {
protected:
AyStarStatus EndNodeCheck(const PathNode &current) const override
{
return current.GetTile() == this->end ? AyStarStatus::FoundEndNode : AyStarStatus::Done;
}
}
/* AyStar callback when an route has been found. */
static void River_FoundEndNode(AyStar *aystar, PathNode *current)
{
River_UserData *data = static_cast<River_UserData *>(aystar->user_data);
int32_t CalculateG(const AyStarNode &, const PathNode &) const override
{
return 1 + RandomRange(_settings_game.game_creation.river_route_random);
}
/* First, build the river without worrying about its width. */
for (PathNode *path = current->parent; path != nullptr; path = path->parent) {
TileIndex tile = path->GetTile();
if (!IsWaterTile(tile)) {
MakeRiverAndModifyDesertZoneAround(tile);
int32_t CalculateH(const AyStarNode &current, const PathNode &) const override
{
return DistanceManhattan(this->end, current.tile);
}
void GetNeighbours(const PathNode &current, std::vector<AyStarNode> &neighbours) const override
{
TileIndex tile = current.GetTile();
neighbours.clear();
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t = tile + TileOffsByDiagDir(d);
if (IsValidTile(t) && FlowsDown(tile, t)) {
auto &neighbour = neighbours.emplace_back();
neighbour.tile = t;
neighbour.td = INVALID_TRACKDIR;
}
}
}
/* If the river is a main river, go back along the path to widen it.
* Don't make wide rivers if we're using the original landscape generator.
*/
if (_settings_game.game_creation.land_generator != LG_ORIGINAL && data->main_river) {
const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
for (PathNode *path = current->parent; path != nullptr; path = path->parent) {
void FoundEndNode(const PathNode &current) override
{
/* First, build the river without worrying about its width. */
for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
TileIndex tile = path->GetTile();
if (!IsWaterTile(tile)) {
MakeRiverAndModifyDesertZoneAround(tile);
}
}
/* Check if we should widen river depending on how far we are away from the source. */
uint current_river_length = DistanceManhattan(data->spring, tile);
uint radius = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
/* If the river is a main river, go back along the path to widen it.
* Don't make wide rivers if we're using the original landscape generator.
*/
if (_settings_game.game_creation.land_generator != LG_ORIGINAL && this->main_river) {
const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
if (radius > 1) CircularTileSearch(&tile, radius, RiverMakeWider, &path->key.tile);
for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
TileIndex tile = path->GetTile();
/* Check if we should widen river depending on how far we are away from the source. */
uint current_river_length = DistanceManhattan(this->spring, tile);
uint radius = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
if (radius > 1) CircularTileSearch(&tile, radius, RiverMakeWider, &path->key.tile);
}
}
}
}
/**
* Actually build the river between the begin and end tiles using AyStar.
* @param begin The begin of the river.
* @param end The end of the river.
* @param spring The springing point of the river.
* @param main_river Whether the current river is a big river that others flow into.
*/
static void BuildRiver(TileIndex begin, TileIndex end, TileIndex spring, bool main_river)
{
River_UserData user_data = { spring, main_river };
RiverBuilder(TileIndex end, TileIndex spring, bool main_river) : end(end), spring(spring), main_river(main_river) {}
AyStar finder = {};
finder.CalculateG = River_CalculateG;
finder.CalculateH = River_CalculateH;
finder.GetNeighbours = River_GetNeighbours;
finder.EndNodeCheck = River_EndNodeCheck;
finder.FoundEndNode = River_FoundEndNode;
finder.user_target = &end;
finder.user_data = &user_data;
private:
TileIndex end; ///< Destination for the river.
TileIndex spring; ///< The current spring during river generation.
bool main_river; ///< Whether the current river is a big river that others flow into.
AyStarNode start;
start.tile = begin;
start.td = INVALID_TRACKDIR;
finder.AddStartNode(&start, 0);
finder.Main();
}
public:
/**
* Actually build the river between the begin and end tiles using AyStar.
* @param begin The begin of the river.
* @param end The end of the river.
* @param spring The springing point of the river.
* @param main_river Whether the current river is a big river that others flow into.
*/
static void Exec(TileIndex begin, TileIndex end, TileIndex spring, bool main_river)
{
RiverBuilder builder(end, spring, main_river);
AyStarNode start;
start.tile = begin;
start.td = INVALID_TRACKDIR;
builder.AddStartNode(&start, 0);
builder.Main();
}
};
/**
* Try to flow the river down from a given begin.
@@ -1383,7 +1372,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
}
marks.clear();
if (found) BuildRiver(begin, end, spring, main_river);
if (found) RiverBuilder::Exec(begin, end, spring, main_river);
return { found, main_river };
}