# HG changeset patch # User truebrain # Date 1213304845 0 # Node ID 5f5a5dd407d88eb917a2594e5e59721696ddda99 # Parent cd3f2d07199f24f96c5ede14d3c84d2ba2ca927b (svn r13497) [NoAI] -Add [Library]: pathfinder.road, a basic road pathfinder (no bridges/tunnels (yet)) (patch by Yexo, very nice job!) diff -r cd3f2d07199f -r 5f5a5dd407d8 bin/ai/library/pathfinder/road/library.nut --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/bin/ai/library/pathfinder/road/library.nut Thu Jun 12 21:07:25 2008 +0000 @@ -0,0 +1,12 @@ +/* $Id$ */ + +class Road extends AILibrary { + function GetAuthor() { return "OpenTTD NoAI Developers Team"; } + function GetName() { return "Road"; } + function GetDescription() { return "An implementation of a road pathfinder"; } + function GetVersion() { return 1; } + function GetDate() { return "2008-06-12"; } + function CreateInstance() { return "Road"; } +} + +RegisterLibrary(Road()); diff -r cd3f2d07199f -r 5f5a5dd407d8 bin/ai/library/pathfinder/road/main.nut --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/bin/ai/library/pathfinder/road/main.nut Thu Jun 12 21:07:25 2008 +0000 @@ -0,0 +1,301 @@ +/* $Id$ */ + +/** + * A Road Pathfinder. + * This road pathfinder tries to find a buildable / existing route for + * road vehicles. You can changes the costs below using for example + * roadpf.cost.turn = 30. Note that it's not allowed to change the cost + * between consecutive calls to FindPath. You can change the cost before + * the first call to FindPath and after FindPath has returned an actual + * route. To use only existing roads, set cost.no_existing_road to + * cost.max_cost. + */ +class Road +{ + _aystar_class = import("graph.aystar", "", 3); + _max_cost = null; ///< The maximum cost for a route. + _cost_tile = null; ///< The cost for a single tile. + _cost_no_existing_road = null; ///< The cost that is added to _cost_tile if no road exists yet. + _cost_turn = null; ///< The cost that is added to _cost_tile if the direction changes. + _cost_slope = null; ///< The extra cost if a road tile is sloped. + _cost_bridge_per_tile = null; ///< The cost per tile of a bridge. + _cost_tunnel_per_tile = null; ///< The cost per tile of a tunnel. + _cost_coast = null; ///< The extra cost for a coast tile. + _pathfinder = null; ///< A reference to the used AyStar object. + _lowest_cost = null; ///< min(_cost_tile, _cost_bridge_per_tile, _cost_tunnel_per_tile) + + cost = null; ///< Used to change the costs. + _running = null; + + constructor() + { + this._max_cost = 2000000000; + this._cost_tile = 100; + this._cost_no_existing_road = 40; + this._cost_turn = 100; + this._cost_slope = 200; + this._cost_bridge_per_tile = 105; + this._cost_tunnel_per_tile = 105; + this._cost_coast = 20; + this._pathfinder = this._aystar_class(this._Cost, this._Estimate, this._Neighbours, this, this, this); + + this.cost = this.Cost(this); + this._running = false; + this._lowest_cost = 0; + } + + /** + * Initialize a path search between sources and goals. + * @param sources The source nodes. + * @param goals The target nodes. + * @see AyStar::InitializePath() + */ + function InitializePath(sources, goals) { this._pathfinder.InitializePath(sources, goals); } + + /** + * Try to find the path as indicated with InitializePath with the lowest cost. + * @param iterations After how many iterations it should abort for a moment. + * This value should either be -1 for infinite, or > 0. Any other value + * aborts immediatly and will never find a path. + * @return A route if one was found, or false if the amount of iterations was + * reached, or null if no path was found. + * You can call this function over and over as long as it returns false, + * which is an indication it is not yet done looking for a route. + * @see AyStar::FindPath() + */ + function FindPath(iterations); +} + +class Road.Cost +{ + _main = null; + + function _set(idx, val) + { + if (this._main._running) throw("You are not allowed to change parameters of a running pathfinder."); + + switch (idx) { + case "max_cost": this._main._max_cost = val; break; + case "tile": this._main._cost_tile = val; break; + case "no_existing_road": this._main._cost_no_existing_road = val; break; + case "turn": this._main._cost_turn = val; break; + case "slope": this._main._cost_slope = val; break; + case "bridge_per_tile": this._main._cost_bridge_per_tile = val; break; + case "tunnel_per_tile": this._main._cost_tunnel_per_tile = val; break; + case "coast": this._main._cost_coast = val; break; + default: throw("the index '" + idx + "' does not exist"); + } + + return val; + } + + function _get(idx) + { + switch (idx) { + case "max_cost": return this._main._max_cost; + case "tile": return this._main._cost_tile; + case "no_existing_road": return this._main._cost_no_existing_road; + case "turn": return this._main._cost_turn; + case "slope": return this._main._cost_slope; + case "bridge_per_tile": return this._main._cost_bridge_per_tile; + case "tunnel_per_tile": return this._main._cost_tunnel_per_tile; + case "coast": return this._main._cost_coast; + default: throw("the index '" + idx + "' does not exist"); + } + } + + function constructor(main) + { + this._main = main; + } +} + +function Road::FindPath(iterations) +{ + this._lowest_cost = min(min(this._cost_tile, this._cost_bridge_per_tile), this._cost_tunnel_per_tile); + local ret = this._pathfinder.FindPath(iterations); + this._running = (ret == false) ? true : false; + return ret; +} + +function Road::_Cost(path, new_node, self) +{ + /* path == null means this is the first node of a path, so the cost is 0. */ + if (path == null) return 0; + + local prev_node = path.GetNode(); + + /* If the new tile is a bridge / tunnel tile, check wether we came from the other + * end of the bridge / tunnel or if we just entered the bridge / tunnel. */ + if (AIBridge.IsBridgeTile(new_node)) { + if (AIBridge.GetOtherBridgeEnd(new_node) != prev_node) return path.GetCost() + self._cost_tile; + return path.GetCost() + AIMap.DistanceManhattan(new_node, prev_node) * self._cost_bridge_per_tile; + } + if (AITunnel.IsTunnelTile(new_node)) { + if (AITunnel.GetOtherTunnelEnd(new_node) != prev_node) return path.GetCost() + self._cost_tile; + return path.GetCost() + AIMap.DistanceManhattan(new_node, prev_node) * self._cost_tunnel_per_tile; + } + + /* Check for a turn. We do this by substracting the TileID of the current node from + * the TileID of the previous node and comparing that to the difference between the + * previous node and the node before that. */ + + local cost = self._cost_tile; + if (path.GetParent() != null && (prev_node - path.GetParent().GetNode()) != (new_node - prev_node)) { + cost += self._cost_turn; + } + /* Check if the new tile is a coast tile. */ + if (AITile.IsCoastTile(new_node)) { + cost += self._cost_coast; + } + /* Check if the last tile was sloped. */ + if (path.GetParent() != null && !AIBridge.IsBridgeTile(path.GetNode()) && !AITunnel.IsTunnelTile(path.GetNode()) && + self._IsSlopedRoad(path.GetParent().GetNode(), path.GetNode(), new_node)) { + cost += self._cost_slope; + } + if (!AIRoad.AreRoadTilesConnected(prev_node, new_node)) { + cost += self._cost_no_existing_road; + } + return path.GetCost() + cost; +} + +function Road::_Estimate(cur_tile, goal_tiles, self) +{ + local min_cost = self._max_cost; + /* As estimate we multiply the lowest possible cost for a single tile with + * with the minimum number of tiles we need to traverse. */ + foreach (tile in goal_tiles) { + min_cost = min(AIMap.DistanceManhattan(cur_tile, tile) * self._lowest_cost, min_cost); + } + return min_cost; +} + +function Road::_Neighbours(path, cur_node, self) +{ + /* self._max_cost is the maximum path cost, if we go over it, the path isn't valid. */ + if (path.GetCost() >= self._max_cost) return []; + local tiles = []; + + /* Check if the current tile is part of a bridge or tunnel */ + if ((AIBridge.IsBridgeTile(cur_node) || AITunnel.IsTunnelTile(cur_node)) && + AITile.HasTransportType(cur_node, AITile.TRANSPORT_ROAD)) { + local other_end = AIBridge.IsBridgeTile(cur_node) ? AIBridge.GetOtherBridgeEnd(cur_node) : AITunnel.GetOtherTunnelEnd(cur_node); + /* The other end of the bridge / tunnel is a neighbour. */ + tiles.push(other_end); + local next_tile = null; + if (other_end < cur_node) { + if (other_end <= cur_node - AIMap.GetMapSizeX()) { + next_tile = cur_node + AIMap.GetMapSizeX(); + } else { + next_tile = cur_node + 1; + } + } else { + if (other_end >= cur_node + AIMap.GetMapSizeX()) { + next_tile = cur_node - AIMap.GetMapSizeX(); + } else { + next_tile = cur_node - 1; + } + } + if (AIRoad.AreRoadTilesConnected(cur_node, next_tile) || AITile.IsBuildable(next_tile) || + AIRoad.IsRoadTile(next_tile)) { + tiles.push(next_tile); + } + } else { + local offsets = [AIMap.GetTileIndex(0,1), AIMap.GetTileIndex(0, -1), + AIMap.GetTileIndex(1,0), AIMap.GetTileIndex(-1,0)]; + /* Check all tiles adjacent to the current tile. */ + foreach (offset in offsets) { + local next_tile = cur_node + offset; + /* We add them to the to the neighbours-list if one of the following applies: + * 1) There already is a connections between the current tile and the next tile. + * 2) We can build a road to the next tile. + * 3) The next tile is the entrance of a tunnel / bridge in the correct direction. */ + if (AIRoad.AreRoadTilesConnected(cur_node, next_tile)) { + tiles.push(next_tile); + } else if ((AITile.IsBuildable(next_tile) || AIRoad.IsRoadTile(next_tile)) && + (path.GetParent() == null || self._CheckSlopes(path.GetParent().GetNode(), cur_node, next_tile))) { + tiles.push(next_tile); + } else if (self._CheckTunnelBridge(cur_node, next_tile)) { + tiles.push(next_tile); + } + } + } + return tiles; +} + +function Road::_IsSlopedRoad(start, middle, end) +{ + local NW = 0; //Set to true if we want to build a road to / from the north-west + local NE = 0; //Set to true if we want to build a road to / from the north-east + local SW = 0; //Set to true if we want to build a road to / from the south-west + local SE = 0; //Set to true if we want to build a road to / from the south-east + + if (middle - AIMap.GetMapSizeX() == start || middle - AIMap.GetMapSizeX() == end) NW = 1; + if (middle - 1 == start || middle - 1 == end) NE = 1; + if (middle + AIMap.GetMapSizeX() == start || middle + AIMap.GetMapSizeX() == end) SE = 1; + if (middle + 1 == start || middle + 1 == end) SW = 1; + + /* If there is a turn in the current tile, it can't be sloped. */ + if ((NW || SE) && (NE || SW)) return false; + + local slope = AITile.GetSlope(middle); + /* A road on a steep slope is always sloped. */ + if (AITile.IsSteepSlope(slope)) return true; + + /* If only one corner is raised, the road is sloped. */ + if (slope == AITile.SLOPE_N || slope == AITile.SLOPE_W) return true; + if (slope == AITile.SLOPE_S || slope == AITile.SLOPE_E) return true; + + if (NW && (slope == AITile.SLOPE_NW || slope == AITile.SLOPE_SE)) return true; + if (NE && (slope == AITile.SLOPE_NE || slope == AITile.SLOPE_SW)) return true; + + return false; +} + +function Road::_CheckSlopes(start, middle, end) +{ + local NW = 0; //Set to true if we want to build a road to / from the north-west + local NE = 0; //Set to true if we want to build a road to / from the north-east + local SW = 0; //Set to true if we want to build a road to / from the south-west + local SE = 0; //Set to true if we want to build a road to / from the south-east + + if (middle - AIMap.GetMapSizeX() == start || middle - AIMap.GetMapSizeX() == end) NW = 1; + if (middle - 1 == start || middle - 1 == end) NE = 1; + if (middle + AIMap.GetMapSizeX() == start || middle + AIMap.GetMapSizeX() == end) SE = 1; + if (middle + 1 == start || middle + 1 == end) SW = 1; + + { + local test_mode = AITestMode(); + if (!AIRoad.AreRoadTilesConnected(start, middle) && !AIRoad.BuildRoad(start, middle)) return false; + if (!AIRoad.AreRoadTilesConnected(middle, end) && !AIRoad.BuildRoad(middle, end)) return false; + } + + if ((NW && SE) || (NE && SW)) return true; + + local slope = AITile.GetSlope(middle); + if (AITile.IsSteepSlope(slope)) return false; + + if (slope == AITile.SLOPE_NS || slope == AITile.SLOPE_EW) return true; + + if (NW && SW && (slope == AITile.SLOPE_E || slope == AITile.SLOPE_NE || slope == AITile.SLOPE_SE)) return false; + if (NE && SE && (slope == AITile.SLOPE_W || slope == AITile.SLOPE_NW || slope == AITile.SLOPE_SW)) return false; + if (NW && NE && (slope == AITile.SLOPE_S || slope == AITile.SLOPE_SE || slope == AITile.SLOPE_SW)) return false; + if (SW && SE && (slope == AITile.SLOPE_N || slope == AITile.SLOPE_NE || slope == AITile.SLOPE_NW)) return false; + + return true; +} + +function Road::_CheckTunnelBridge(current_node, new_node) +{ + if (!AIBridge.IsBridgeTile(new_node) && !AITunnel.IsTunnelTile(new_node)) return false; + local dir = new_node - current_node; + local other_end = AIBridge.IsBridgeTile(new_node) ? AIBridge.GetOtherBridgeEnd(new_node) : AITunnel.GetOtherTunnelEnd(new_node); + local dir2 = other_end - new_node; + if ((dir < 0 && dir2 > 0) || (dir > 0 && dir2 < 0)) return false; + dir = abs(dir); + dir2 = abs(dir2); + if ((dir >= AIMap.GetMapSizeX() && dir2 < AIMap.GetMapSizeX()) || + (dir < AIMap.GetMapSizeX() && dir2 >= AIMap.GetMapSizeX())) return false; + + return true; +}