mirror of
https://github.com/OpenTTD/OpenTTD
synced 2026-01-29 23:24:31 +01:00
Codechange: Use YAPF for river builder pathfinder. (#14606)
This commit is contained in:
@@ -32,13 +32,13 @@
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#include "object_base.h"
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#include "company_func.h"
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#include "company_gui.h"
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#include "pathfinder/aystar.h"
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#include "saveload/saveload.h"
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#include "framerate_type.h"
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#include "landscape_cmd.h"
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#include "terraform_cmd.h"
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#include "station_func.h"
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#include "pathfinder/water_regions.h"
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#include "pathfinder/yapf/yapf_river_builder.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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@@ -1037,7 +1037,7 @@ static void MakeLake(TileIndex tile, uint height_lake)
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* @param tile The tile to try expanding the river into.
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* @param origin_tile The tile to try surrounding the river around.
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*/
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static void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
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void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
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{
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/* Don't expand into void tiles. */
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if (!IsValidTile(tile)) return;
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@@ -1180,7 +1180,7 @@ static void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
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* @param end The destination of the flow.
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* @return True iff the water can be flowing down.
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*/
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static bool FlowsDown(TileIndex begin, TileIndex end)
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bool RiverFlowsDown(TileIndex begin, TileIndex end)
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{
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assert(DistanceManhattan(begin, end) == 1);
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@@ -1201,96 +1201,6 @@ static bool FlowsDown(TileIndex begin, TileIndex end)
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return slope_end == SLOPE_FLAT || slope_begin == SLOPE_FLAT;
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}
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/** Search path and build river */
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class RiverBuilder : public AyStar {
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protected:
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AyStarStatus EndNodeCheck(const PathNode ¤t) const override
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{
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return current.GetTile() == this->end ? AyStarStatus::FoundEndNode : AyStarStatus::Done;
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}
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int32_t CalculateG(const AyStarNode &, const PathNode &) const override
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{
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return 1 + RandomRange(_settings_game.game_creation.river_route_random);
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}
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int32_t CalculateH(const AyStarNode ¤t, const PathNode &) const override
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{
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return DistanceManhattan(this->end, current.tile);
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}
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void GetNeighbours(const PathNode ¤t, std::vector<AyStarNode> &neighbours) const override
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{
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TileIndex tile = current.GetTile();
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neighbours.clear();
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t = tile + TileOffsByDiagDir(d);
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if (IsValidTile(t) && FlowsDown(tile, t)) {
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auto &neighbour = neighbours.emplace_back();
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neighbour.tile = t;
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neighbour.td = INVALID_TRACKDIR;
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}
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}
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}
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void FoundEndNode(const PathNode ¤t) override
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{
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/* First, build the river without worrying about its width. */
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for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
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TileIndex tile = path->GetTile();
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if (!IsWaterTile(tile)) {
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MakeRiverAndModifyDesertZoneAround(tile);
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}
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}
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/* If the river is a main river, go back along the path to widen it.
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* Don't make wide rivers if we're using the original landscape generator.
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*/
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if (_settings_game.game_creation.land_generator != LG_ORIGINAL && this->main_river) {
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const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
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for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
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TileIndex origin_tile = path->GetTile();
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/* Check if we should widen river depending on how far we are away from the source. */
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uint current_river_length = DistanceManhattan(this->spring, origin_tile);
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uint diameter = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
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if (diameter <= 1) continue;
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for (auto tile : SpiralTileSequence(origin_tile, diameter)) {
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RiverMakeWider(tile, origin_tile);
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}
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}
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}
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}
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RiverBuilder(TileIndex end, TileIndex spring, bool main_river) : end(end), spring(spring), main_river(main_river) {}
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private:
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TileIndex end; ///< Destination for the river.
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TileIndex spring; ///< The current spring during river generation.
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bool main_river; ///< Whether the current river is a big river that others flow into.
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public:
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/**
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* Actually build the river between the begin and end tiles using AyStar.
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* @param begin The begin of the river.
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* @param end The end of the river.
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* @param spring The springing point of the river.
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* @param main_river Whether the current river is a big river that others flow into.
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*/
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static void Exec(TileIndex begin, TileIndex end, TileIndex spring, bool main_river)
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{
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RiverBuilder builder(end, spring, main_river);
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AyStarNode start;
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start.tile = begin;
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start.td = INVALID_TRACKDIR;
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builder.AddStartNode(&start, 0);
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builder.Main();
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}
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};
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/**
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* Try to flow the river down from a given begin.
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* @param spring The springing point of the river.
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@@ -1328,7 +1238,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t = end + TileOffsByDiagDir(d);
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if (IsValidTile(t) && !marks.contains(t) && FlowsDown(end, t)) {
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if (IsValidTile(t) && !marks.contains(t) && RiverFlowsDown(end, t)) {
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marks.insert(t);
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count++;
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queue.push_back(t);
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@@ -1373,7 +1283,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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}
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marks.clear();
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if (found) RiverBuilder::Exec(begin, end, spring, main_river);
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if (found) YapfBuildRiver(begin, end, spring, main_river);
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return { found, main_river };
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}
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@@ -1,8 +1,6 @@
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add_subdirectory(yapf)
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add_files(
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aystar.h
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aystar.cpp
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follow_track.hpp
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pathfinder_func.h
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pathfinder_type.h
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@@ -1,168 +0,0 @@
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/*
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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(*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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/* Calculate the h-value */
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int new_h = this->CalculateH(*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(*current) == AyStarStatus::FoundEndNode && current->parent != nullptr) {
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this->FoundEndNode(*current);
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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(*current, this->neighbours);
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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->nodes.ClosedCount() >= AYSTAR_DEF_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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*/
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AyStarStatus AyStar::Main()
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{
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AyStarStatus r;
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do {
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r = this->Loop();
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} while (r == AyStarStatus::StillBusy);
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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.
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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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@@ -1,98 +0,0 @@
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/*
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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.
|
||||
* 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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|
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/**
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* @file aystar.h
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* This file has the header 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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#ifndef AYSTAR_H
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#define AYSTAR_H
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#include "yapf/nodelist.hpp"
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#include "yapf/yapf_node.hpp"
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static const int AYSTAR_DEF_MAX_SEARCH_NODES = 10000; ///< Reference limit for #AyStar::max_search_nodes
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/** Return status of #AyStar methods. */
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enum class AyStarStatus : uint8_t {
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FoundEndNode, ///< An end node was found.
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EmptyOpenList, ///< All items are tested, and no path has been found.
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StillBusy, ///< Some checking was done, but no path found yet, and there are still items left to try.
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NoPath, ///< No path to the goal was found.
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LimitReached, ///< The AYSTAR_DEF_MAX_SEARCH_NODES limit has been reached, aborting search.
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Done, ///< Not an end-tile, or wrong direction.
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};
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static const int AYSTAR_INVALID_NODE = -1; ///< Item is not valid (for example, not walkable).
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using AyStarNode = CYapfNodeKeyTrackDir;
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struct PathNode : CYapfNodeT<AyStarNode, PathNode> {
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};
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/**
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* %AyStar search algorithm struct.
|
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*/
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class AyStar {
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||||
protected:
|
||||
/**
|
||||
* Calculate the G-value for the %AyStar algorithm.
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* @return G value of the node:
|
||||
* - #AYSTAR_INVALID_NODE : indicates an item is not valid (e.g.: unwalkable)
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* - Any value >= 0 : the g-value for this tile
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*/
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virtual int32_t CalculateG(const AyStarNode ¤t, const PathNode &parent) const = 0;
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|
||||
/**
|
||||
* Calculate the H-value for the %AyStar algorithm.
|
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* Mostly, this must return the distance (Manhattan way) between the current point and the end point.
|
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* @return The h-value for this tile (any value >= 0)
|
||||
*/
|
||||
virtual int32_t CalculateH(const AyStarNode ¤t, const PathNode &parent) const = 0;
|
||||
|
||||
/**
|
||||
* This function requests the tiles around the current tile.
|
||||
* #neighbours is never reset, so if you are not using directions, just leave it alone.
|
||||
*/
|
||||
virtual void GetNeighbours(const PathNode ¤t, std::vector<AyStarNode> &neighours) const = 0;
|
||||
|
||||
/**
|
||||
* Check whether the end-tile is found.
|
||||
* @param current Node to exam.
|
||||
* @return Status of the node:
|
||||
* - #AyStarStatus::FoundEndNode : indicates this is the end tile
|
||||
* - #AyStarStatus::Done : indicates this is not the end tile (or direction was wrong)
|
||||
*/
|
||||
virtual AyStarStatus EndNodeCheck(const PathNode ¤t) const = 0;
|
||||
|
||||
/**
|
||||
* If the End Node is found, this function is called.
|
||||
* It can do, for example, calculate the route and put that in an array.
|
||||
*/
|
||||
virtual void FoundEndNode(const PathNode ¤t) = 0;
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||||
|
||||
void AddStartNode(AyStarNode *start_node, int g);
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||||
|
||||
AyStarStatus Main();
|
||||
|
||||
public:
|
||||
virtual ~AyStar() = default;
|
||||
|
||||
private:
|
||||
NodeList<PathNode, 8, 10> nodes;
|
||||
mutable std::vector<AyStarNode> neighbours;
|
||||
|
||||
AyStarStatus Loop();
|
||||
void OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g);
|
||||
void CheckTile(AyStarNode *current, PathNode *parent);
|
||||
};
|
||||
|
||||
#endif /* AYSTAR_H */
|
||||
@@ -14,6 +14,8 @@ add_files(
|
||||
yapf_node_road.hpp
|
||||
yapf_node_ship.hpp
|
||||
yapf_rail.cpp
|
||||
yapf_river_builder.h
|
||||
yapf_river_builder.cpp
|
||||
yapf_road.cpp
|
||||
yapf_ship.cpp
|
||||
yapf_ship_regions.h
|
||||
|
||||
152
src/pathfinder/yapf/yapf_river_builder.cpp
Normal file
152
src/pathfinder/yapf/yapf_river_builder.cpp
Normal file
@@ -0,0 +1,152 @@
|
||||
/*
|
||||
* This file is part of OpenTTD.
|
||||
* 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.
|
||||
* 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.
|
||||
* 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/>.
|
||||
*/
|
||||
|
||||
/** @file yapf_river_builder.cpp Pathfinder for river building. */
|
||||
|
||||
#include "../../stdafx.h"
|
||||
|
||||
#include "../../water.h"
|
||||
#include "../../genworld.h"
|
||||
#include "yapf.hpp"
|
||||
|
||||
#include "../../safeguards.h"
|
||||
|
||||
/* River builder pathfinder node. */
|
||||
struct YapfRiverBuilderNode : CYapfNodeT<CYapfNodeKeyTrackDir, YapfRiverBuilderNode> {};
|
||||
|
||||
/* River builder pathfinder node list. */
|
||||
using RiverBuilderNodeList = NodeList<YapfRiverBuilderNode, 8, 10>;
|
||||
|
||||
/* We don't need a follower but YAPF requires one. */
|
||||
struct DummyFollower {};
|
||||
|
||||
/* We don't need a vehicle but YAPF requires one. */
|
||||
struct DummyVehicle : Vehicle {};
|
||||
|
||||
class YapfRiverBuilder;
|
||||
|
||||
/* Types struct required for YAPF components. */
|
||||
struct RiverBuilderTypes {
|
||||
using Tpf = YapfRiverBuilder;
|
||||
using TrackFollower = DummyFollower;
|
||||
using NodeList = RiverBuilderNodeList;
|
||||
using VehicleType = DummyVehicle;
|
||||
};
|
||||
|
||||
/* River builder pathfinder implementation. */
|
||||
class YapfRiverBuilder
|
||||
: public CYapfBaseT<RiverBuilderTypes>
|
||||
, public CYapfSegmentCostCacheNoneT<RiverBuilderTypes>
|
||||
{
|
||||
public:
|
||||
using Node = RiverBuilderTypes::NodeList::Item;
|
||||
using Key = Node::Key;
|
||||
|
||||
protected:
|
||||
TileIndex start_tile; ///< Start tile of the river
|
||||
TileIndex end_tile; ///< End tile of the river
|
||||
|
||||
inline YapfRiverBuilder &Yapf()
|
||||
{
|
||||
return *static_cast<YapfRiverBuilder *>(this);
|
||||
}
|
||||
|
||||
public:
|
||||
YapfRiverBuilder(TileIndex start_tile, TileIndex end_tile)
|
||||
{
|
||||
this->start_tile = start_tile;
|
||||
this->end_tile = end_tile;
|
||||
}
|
||||
|
||||
void PfSetStartupNodes()
|
||||
{
|
||||
Node &node = Yapf().CreateNewNode();
|
||||
node.Set(nullptr, this->start_tile, INVALID_TRACKDIR, false);
|
||||
Yapf().AddStartupNode(node);
|
||||
}
|
||||
|
||||
inline bool PfDetectDestination(Node &n) const
|
||||
{
|
||||
return n.GetTile() == this->end_tile;
|
||||
}
|
||||
|
||||
inline bool PfCalcCost(Node &n, const DummyFollower *)
|
||||
{
|
||||
n.cost = n.parent->cost + 1 + RandomRange(_settings_game.game_creation.river_route_random);
|
||||
return true;
|
||||
}
|
||||
|
||||
inline bool PfCalcEstimate(Node &n)
|
||||
{
|
||||
n.estimate = n.cost + DistanceManhattan(this->end_tile, n.GetTile());
|
||||
assert(n.estimate >= n.parent->estimate);
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void PfFollowNode(Node &old_node)
|
||||
{
|
||||
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; ++d) {
|
||||
const TileIndex t = old_node.GetTile() + TileOffsByDiagDir(d);
|
||||
if (IsValidTile(t) && RiverFlowsDown(old_node.GetTile(), t)) {
|
||||
Node &node = Yapf().CreateNewNode();
|
||||
node.Set(&old_node, t, INVALID_TRACKDIR, true);
|
||||
Yapf().AddNewNode(node, DummyFollower{});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline char TransportTypeChar() const
|
||||
{
|
||||
return '~';
|
||||
}
|
||||
|
||||
static void BuildRiver(TileIndex start_tile, TileIndex end_tile, TileIndex spring_tile, bool main_river)
|
||||
{
|
||||
YapfRiverBuilder pf(start_tile, end_tile);
|
||||
if (pf.FindPath(nullptr) == false) return; // No path found
|
||||
|
||||
/* First, build the river without worrying about its width. */
|
||||
for (Node *node = pf.GetBestNode(); node != nullptr; node = node->parent) {
|
||||
TileIndex tile = node->GetTile();
|
||||
if (!IsWaterTile(tile)) {
|
||||
MakeRiverAndModifyDesertZoneAround(tile);
|
||||
}
|
||||
}
|
||||
|
||||
/* 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 && main_river) {
|
||||
const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
|
||||
|
||||
for (Node *node = pf.GetBestNode(); node != nullptr; node = node->parent) {
|
||||
const TileIndex center_tile = node->GetTile();
|
||||
|
||||
/* Check if we should widen river depending on how far we are away from the source. */
|
||||
uint current_river_length = DistanceManhattan(spring_tile, center_tile);
|
||||
uint diameter = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
|
||||
if (diameter <= 1) continue;
|
||||
|
||||
for (auto tile : SpiralTileSequence(center_tile, diameter)) {
|
||||
RiverMakeWider(tile, center_tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Builds a river from the start tile to the end tile.
|
||||
* @param start_tile Start tile of the river.
|
||||
* @param end_tile End tile of the river.
|
||||
* @param spring_tile spring_tile Tile in which the spring of the river is located.
|
||||
* @param main_river Whether it is a main river. Main rivers can get wider than one tile.
|
||||
*/
|
||||
void YapfBuildRiver(TileIndex start_tile, TileIndex end_tile, TileIndex spring_tile, bool main_river)
|
||||
{
|
||||
YapfRiverBuilder::BuildRiver(start_tile, end_tile, spring_tile, main_river);
|
||||
}
|
||||
17
src/pathfinder/yapf/yapf_river_builder.h
Normal file
17
src/pathfinder/yapf/yapf_river_builder.h
Normal file
@@ -0,0 +1,17 @@
|
||||
/*
|
||||
* This file is part of OpenTTD.
|
||||
* 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.
|
||||
* 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.
|
||||
* 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/>.
|
||||
*/
|
||||
|
||||
/** @file yapf_river_builder.h Pathfinder for river building. */
|
||||
|
||||
#ifndef YAPF_RIVER_BUILDER_H
|
||||
#define YAPF_RIVER_BUILDER_H
|
||||
|
||||
#include "../../tile_type.h"
|
||||
|
||||
void YapfBuildRiver(TileIndex start_tile, TileIndex end_tile, TileIndex spring_tile, bool main_river);
|
||||
|
||||
#endif /* YAPF_RIVER_BUILDER_H */
|
||||
@@ -17,7 +17,6 @@
|
||||
#include "network/network_func.h"
|
||||
#include "network/core/config.h"
|
||||
#include "pathfinder/pathfinder_type.h"
|
||||
#include "pathfinder/aystar.h"
|
||||
#include "linkgraph/linkgraphschedule.h"
|
||||
#include "genworld.h"
|
||||
#include "train.h"
|
||||
|
||||
@@ -102,7 +102,7 @@ cat = SC_EXPERT
|
||||
var = pf.yapf.max_search_nodes
|
||||
type = SLE_UINT
|
||||
from = SLV_28
|
||||
def = AYSTAR_DEF_MAX_SEARCH_NODES
|
||||
def = 10000
|
||||
min = 500
|
||||
max = 1000000
|
||||
cat = SC_EXPERT
|
||||
|
||||
@@ -39,6 +39,8 @@ void MakeWaterKeepingClass(TileIndex tile, Owner o);
|
||||
void CheckForDockingTile(TileIndex t);
|
||||
|
||||
void MakeRiverAndModifyDesertZoneAround(TileIndex tile);
|
||||
void RiverMakeWider(TileIndex tile, TileIndex origin_tile);
|
||||
bool RiverFlowsDown(TileIndex begin, TileIndex end);
|
||||
static const uint RIVER_OFFSET_DESERT_DISTANCE = 5; ///< Circular tile search diameter to create non-desert around a river tile.
|
||||
|
||||
bool IsWateredTile(TileIndex tile, Direction from);
|
||||
|
||||
Reference in New Issue
Block a user