(svn r13595) [NoAI] -Add [Library CHANGE]: introducing graph.aystar v4 and pathfinder.road v3, allowing directional searches, tweaking those few bad routes into perfect routes (Yexo)
--- a/bin/ai/library/graph/aystar/library.nut Thu Jun 19 18:09:29 2008 +0000
+++ b/bin/ai/library/graph/aystar/library.nut Fri Jun 20 23:12:21 2008 +0000
@@ -4,7 +4,7 @@
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
function GetName() { return "AyStar"; }
function GetDescription() { return "An implementation of AyStar"; }
- function GetVersion() { return 3; }
+ function GetVersion() { return 4; }
function GetDate() { return "2008-06-11"; }
function CreateInstance() { return "AyStar"; }
}
--- a/bin/ai/library/graph/aystar/main.nut Thu Jun 19 18:09:29 2008 +0000
+++ b/bin/ai/library/graph/aystar/main.nut Fri Jun 20 23:12:21 2008 +0000
@@ -10,58 +10,70 @@
_cost_callback = null;
_estimate_callback = null;
_neighbours_callback = null;
+ _check_direction_callback = null;
_cost_callback_param = null;
_estimate_callback_param = null;
_neighbours_callback_param = null;
+ _check_direction_callback_param = null;
_open = null;
_closed = null;
_goals = null;
/**
* @param cost_callback A function that returns the cost of a path. It
- * should accept three parameters, old_path, new_node and
+ * should accept four parameters, old_path, new_tile, new_direction and
* cost_callback_param. old_path is an instance of AyStar.Path, and
* new_node is the new node that is added to that path. It should return
* the cost of the path including new_node.
* @param estimate_callback A function that returns an estimate from a node
- * to the goal node. It should accept three parameters, node, goal_nodes and
- * estimate_callback_param. It should return an estimate to the cost from
- * the lowest cost between node and any node out of goal_nodes. Note that
- * this estimate is not allowed to be higher than the real cost between node
- * and any of goal_nodes. A lower value is fine, however the closer it is to
- * the real value, the better the performance.
+ * to the goal node. It should accept four parameters, tile, direction,
+ * goal_nodes and estimate_callback_param. It should return an estimate to
+ * the cost from the lowest cost between node and any node out of goal_nodes.
+ * Note that this estimate is not allowed to be higher than the real cost
+ * between node and any of goal_nodes. A lower value is fine, however the
+ * closer it is to the real value, the better the performance.
* @param neighbours_callback A function that returns all neighbouring nodes
* from a given node. It should accept three parameters, current_path, node
* and neighbours_callback_param. It should return an array containing all
- * neighbouring nodes.
+ * neighbouring nodes, which are an array in the form [tile, direction].
+ * @param check_direction_callback A function that returns either false or
+ * true. It should accept four parameters, tile, existing_direction,
+ * new_direction and check_direction_callback_param. It should check
+ * if both directions can go together on a single tile.
* @param cost_callback_param This parameters will be passed to cost_callback
- * as third parameter. Useful to send is an instance of an object.
+ * as fourth parameter. Useful to send is an instance of an object.
* @param estimate_callback_param This parameters will be passed to
- * estimate_callback as third parameter. Useful to send is an instance of an
+ * estimate_callback as fourth parameter. Useful to send is an instance of an
* object.
* @param neighbours_callback_param This parameters will be passed to
* neighbours_callback as third parameter. Useful to send is an instance of
* an object.
+ * @param check_direction_callback_param This parameters will be passed to
+ * check_direction_callback as fourth parameter. Useful to send is an
+ * instance of an object.
*/
- constructor(cost_callback, estimate_callback, neighbours_callback, cost_callback_param = null,
- estimate_callback_param = null, neighbours_callback_param = null)
+ constructor(cost_callback, estimate_callback, neighbours_callback, check_direction_callback, cost_callback_param = null,
+ estimate_callback_param = null, neighbours_callback_param = null, check_direction_callback_param = null)
{
- if (typeof(cost_callback) != "function") throw("'cost_callback' has be a function-pointer.");
- if (typeof(estimate_callback) != "function") throw("'estimate_callback' has be a function-pointer.");
- if (typeof(neighbours_callback) != "function") throw("'neighbours_callback' has be a function-pointer.");
+ if (typeof(cost_callback) != "function") throw("'cost_callback' has to be a function-pointer.");
+ if (typeof(estimate_callback) != "function") throw("'estimate_callback' has to be a function-pointer.");
+ if (typeof(neighbours_callback) != "function") throw("'neighbours_callback' has to be a function-pointer.");
+ if (typeof(check_direction_callback) != "function") throw("'check_direction_callback' has to be a function-pointer.");
this._cost_callback = cost_callback;
this._estimate_callback = estimate_callback;
this._neighbours_callback = neighbours_callback;
+ this._check_direction_callback = check_direction_callback;
this._cost_callback_param = cost_callback_param;
this._estimate_callback_param = estimate_callback_param;
this._neighbours_callback_param = neighbours_callback_param;
+ this._check_direction_callback_param = check_direction_callback_param;
}
/**
* Initialize a path search between sources and goals.
- * @param sources The source nodes.
- * @param goals The target nodes.
+ * @param sources The source nodes, pairs of [tile, direction].
+ * @param goals The target tiles.
*/
function InitializePath(sources, goals);
@@ -87,8 +99,10 @@
this._closed = AIList();
foreach (node in sources) {
- local new_path = this.Path(null, node, this._cost_callback, this._cost_callback_param);
- this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node, goals, this._estimate_callback_param));
+ if (node[1] <= 0) throw("directional value should never be zero or negative.");
+
+ local new_path = this.Path(null, node[0], node[1], this._cost_callback, this._cost_callback_param);
+ this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], goals, this._estimate_callback_param));
}
this._goals = goals;
@@ -101,24 +115,49 @@
while (this._open.Count() > 0 && (iterations == -1 || iterations-- > 0)) {
/* Get the path with the best score so far */
local path = this._open.Pop();
- local cur_node = path.GetNode();
+ local cur_tile = path.GetTile();
/* Make sure we didn't already passed it */
- if (this._closed.HasItem(cur_node)) continue;
+ if (this._closed.HasItem(cur_tile)) {
+ /* If the direction is already on the list, skip this entry */
+ if ((this._closed.GetValue(cur_tile) & path.GetDirection()) != 0) continue;
+
+ /* Scan the path for a possible collision */
+ local scan_path = path.GetParent();
+
+ local mismatch = false;
+ while (scan_path != null) {
+ if (scan_path.GetTile() == cur_tile) {
+ if (!this._check_direction_callback(cur_tile, scan_path.GetDirection(), path.GetDirection(), this._check_direction_callback_param)) {
+ mismatch = true;
+ break;
+ }
+ }
+ scan_path = scan_path.GetParent();
+ }
+ if (mismatch) continue;
+
+ /* Add the new direction */
+ this._closed.SetValue(cur_tile, this._closed.GetValue(cur_tile) | path.GetDirection());
+ } else {
+ /* New entry, make sure we don't check it again */
+ this._closed.AddItem(cur_tile, path.GetDirection());
+ }
/* Check if we found the end */
- foreach (node in this._goals) {
- if (cur_node == node) {
+ foreach (tile in this._goals) {
+ if (cur_tile == tile) {
this._CleanPath();
return path;
}
}
- this._closed.AddItem(cur_node, 0);
/* Scan all neighbours */
- local neighbours = this._neighbours_callback(path, cur_node, this._neighbours_callback_param);
+ local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
foreach (node in neighbours) {
- if (this._closed.HasItem(node)) continue;
+ if (node[1] <= 0) throw("directional value should never be zero or negative.");
+
+ if ((this._closed.GetValue(node[0]) & node[1]) != 0) continue;
/* Calculate the new paths and add them to the open list */
- local new_path = this.Path(path, node, this._cost_callback, this._cost_callback_param);
- this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node, this._goals, this._estimate_callback_param));
+ local new_path = this.Path(path, node[0], node[1], this._cost_callback, this._cost_callback_param);
+ this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], this._goals, this._estimate_callback_param));
}
}
@@ -143,20 +182,27 @@
class AyStar.Path
{
_prev = null;
- _node = null;
+ _tile = null;
+ _direction = null;
_cost = null;
- constructor(old_path, new_node, cost_callback, cost_callback_param)
+ constructor(old_path, new_tile, new_direction, cost_callback, cost_callback_param)
{
this._prev = old_path;
- this._node = new_node;
- this._cost = cost_callback(old_path, new_node, cost_callback_param);
+ this._tile = new_tile;
+ this._direction = new_direction;
+ this._cost = cost_callback(old_path, new_tile, new_direction, cost_callback_param);
};
/**
- * Return the node where this (partial-)path ends.
+ * Return the tile where this (partial-)path ends.
*/
- function GetNode() { return this._node; }
+ function GetTile() { return this._tile; }
+
+ /**
+ * Return the direction from which we entered the tile in this (partial-)path.
+ */
+ function GetDirection() { return this._direction; }
/**
* Return an instance of this class leading to the previous node.
--- a/bin/ai/library/pathfinder/road/library.nut Thu Jun 19 18:09:29 2008 +0000
+++ b/bin/ai/library/pathfinder/road/library.nut Fri Jun 20 23:12:21 2008 +0000
@@ -4,7 +4,7 @@
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
function GetName() { return "Road"; }
function GetDescription() { return "An implementation of a road pathfinder"; }
- function GetVersion() { return 2; }
+ function GetVersion() { return 3; }
function GetDate() { return "2008-06-18"; }
function CreateInstance() { return "Road"; }
}
--- a/bin/ai/library/pathfinder/road/main.nut Thu Jun 19 18:09:29 2008 +0000
+++ b/bin/ai/library/pathfinder/road/main.nut Fri Jun 20 23:12:21 2008 +0000
@@ -12,7 +12,7 @@
*/
class Road
{
- _aystar_class = import("graph.aystar", "", 3);
+ _aystar_class = import("graph.aystar", "", 4);
_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.
@@ -40,7 +40,7 @@
this._cost_coast = 20;
this._max_bridge_length = 10;
this._max_tunnel_length = 20;
- this._pathfinder = this._aystar_class(this._Cost, this._Estimate, this._Neighbours, this, this, this);
+ this._pathfinder = this._aystar_class(this._Cost, this._Estimate, this._Neighbours, this._CheckDirection, this, this, this, this);
this.cost = this.Cost(this);
this._running = false;
@@ -48,11 +48,18 @@
/**
* Initialize a path search between sources and goals.
- * @param sources The source nodes.
- * @param goals The target nodes.
+ * @param sources The source tiles.
+ * @param goals The target tiles.
* @see AyStar::InitializePath()
*/
- function InitializePath(sources, goals) { this._pathfinder.InitializePath(sources, goals); }
+ function InitializePath(sources, goals) {
+ local nsources = [];
+
+ foreach (node in sources) {
+ nsources.push([node, 0xFF]);
+ }
+ this._pathfinder.InitializePath(nsources, goals);
+ }
/**
* Try to find the path as indicated with InitializePath with the lowest cost.
@@ -145,32 +152,32 @@
return slopes;
}
-function Road::_Cost(path, new_node, self)
+function Road::_Cost(path, new_tile, new_direction, 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();
+ local prev_tile = path.GetTile();
/* If the new tile is a bridge / tunnel tile, check whether 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_tile + self._GetBridgeNumSlopes(new_node, prev_node) * self._cost_slope;
+ if (AIBridge.IsBridgeTile(new_tile)) {
+ if (AIBridge.GetOtherBridgeEnd(new_tile) != prev_tile) return path.GetCost() + self._cost_tile;
+ return path.GetCost() + AIMap.DistanceManhattan(new_tile, prev_tile) * self._cost_tile + self._GetBridgeNumSlopes(new_tile, prev_tile) * self._cost_slope;
}
- 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_tile;
+ if (AITunnel.IsTunnelTile(new_tile)) {
+ if (AITunnel.GetOtherTunnelEnd(new_tile) != prev_tile) return path.GetCost() + self._cost_tile;
+ return path.GetCost() + AIMap.DistanceManhattan(new_tile, prev_tile) * self._cost_tile;
}
/* If the two tiles are more then 1 tile apart, the pathfinder wants a bridge or tunnel
* to be build. It isn't an existing bridge / tunnel, as that case is already handled. */
- if (AIMap.DistanceManhattan(new_node, prev_node) > 1) {
+ if (AIMap.DistanceManhattan(new_tile, prev_tile) > 1) {
/* Check if we should build a bridge or a tunnel. */
- if (AITunnel.GetOtherTunnelEnd(new_node) == prev_node) {
- return path.GetCost() + AIMap.DistanceManhattan(new_node, prev_node) * (self._cost_tile + self._cost_tunnel_per_tile);
+ if (AITunnel.GetOtherTunnelEnd(new_tile) == prev_tile) {
+ return path.GetCost() + AIMap.DistanceManhattan(new_tile, prev_tile) * (self._cost_tile + self._cost_tunnel_per_tile);
} else {
- return path.GetCost() + AIMap.DistanceManhattan(new_node, prev_node) * (self._cost_tile + self._cost_bridge_per_tile) + self._GetBridgeNumSlopes(new_node, prev_node) * self._cost_slope;
+ return path.GetCost() + AIMap.DistanceManhattan(new_tile, prev_tile) * (self._cost_tile + self._cost_bridge_per_tile) + self._GetBridgeNumSlopes(new_tile, prev_tile) * self._cost_slope;
}
}
@@ -178,30 +185,30 @@
* 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) &&
- AIMap.DistanceManhattan(path.GetParent().GetNode(), prev_node) == 1) {
+ if (path.GetParent() != null && (prev_tile - path.GetParent().GetTile()) != (new_tile - prev_tile) &&
+ AIMap.DistanceManhattan(path.GetParent().GetTile(), prev_tile) == 1) {
cost += self._cost_turn;
}
/* Check if the new tile is a coast tile. */
- if (AITile.IsCoastTile(new_node)) {
+ if (AITile.IsCoastTile(new_tile)) {
cost += self._cost_coast;
}
/* Check if the last tile was sloped. */
- if (path.GetParent() != null && !AIBridge.IsBridgeTile(prev_node) && !AITunnel.IsTunnelTile(prev_node) &&
- self._IsSlopedRoad(path.GetParent().GetNode(), prev_node, new_node)) {
+ if (path.GetParent() != null && !AIBridge.IsBridgeTile(prev_tile) && !AITunnel.IsTunnelTile(prev_tile) &&
+ self._IsSlopedRoad(path.GetParent().GetTile(), prev_tile, new_tile)) {
cost += self._cost_slope;
}
- if (!AIRoad.AreRoadTilesConnected(prev_node, new_node)) {
+ if (!AIRoad.AreRoadTilesConnected(prev_tile, new_tile)) {
cost += self._cost_no_existing_road;
}
return path.GetCost() + cost;
}
-function Road::_Estimate(cur_tile, goal_tiles, self)
+function Road::_Estimate(cur_tile, cur_direction, goal_tiles, self)
{
local min_cost = self._max_cost;
/* As estimate we multiply the lowest possible cost for a single tile with
@@ -222,21 +229,21 @@
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 = cur_node + (cur_node - other_end) / AIMap.DistanceManhattan(cur_node, other_end);
if (AIRoad.AreRoadTilesConnected(cur_node, next_tile) || AITile.IsBuildable(next_tile) || AIRoad.IsRoadTile(next_tile)) {
- tiles.push(next_tile);
+ tiles.push([next_tile, self._GetDirection(cur_node, next_tile)]);
}
- } else if (path.GetParent() != null && AIMap.DistanceManhattan(cur_node, path.GetParent().GetNode()) > 1) {
- local other_end = path.GetParent().GetNode();
+ /* The other end of the bridge / tunnel is a neighbour. */
+ tiles.push([other_end, self._GetDirection(next_tile, cur_node) << 4]);
+ } else if (path.GetParent() != null && AIMap.DistanceManhattan(cur_node, path.GetParent().GetTile()) > 1) {
+ local other_end = path.GetParent().GetTile();
local next_tile = cur_node + (cur_node - other_end) / AIMap.DistanceManhattan(cur_node, other_end);
if (AIRoad.AreRoadTilesConnected(cur_node, next_tile) || AIRoad.BuildRoad(cur_node, next_tile)) {
- tiles.push(next_tile);
+ tiles.push([next_tile, self._GetDirection(cur_node, next_tile)]);
}
} else {
- local offsets = [AIMap.GetTileIndex(0,1), AIMap.GetTileIndex(0, -1),
- AIMap.GetTileIndex(1,0), AIMap.GetTileIndex(-1,0)];
+ 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;
@@ -245,17 +252,17 @@
* 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);
+ tiles.push([next_tile, self._GetDirection(cur_node, next_tile)]);
} else if ((AITile.IsBuildable(next_tile) || AIRoad.IsRoadTile(next_tile)) &&
- (path.GetParent() == null || AIRoad.CanBuildConnectedRoadPartsHere(cur_node, path.GetParent().GetNode(), next_tile)) &&
+ (path.GetParent() == null || AIRoad.CanBuildConnectedRoadPartsHere(cur_node, path.GetParent().GetTile(), next_tile)) &&
AIRoad.BuildRoad(cur_node, next_tile)) {
- tiles.push(next_tile);
+ tiles.push([next_tile, self._GetDirection(cur_node, next_tile)]);
} else if (self._CheckTunnelBridge(cur_node, next_tile)) {
- tiles.push(next_tile);
+ tiles.push([next_tile, self._GetDirection(cur_node, next_tile)]);
}
}
if (path.GetParent() != null) {
- local bridges = self._GetTunnelsBridges(path.GetParent().GetNode(), cur_node);
+ local bridges = self._GetTunnelsBridges(path.GetParent().GetTile(), cur_node, self._GetDirection(path.GetParent().GetTile(), cur_node) << 4);
foreach (tile in bridges) {
tiles.push(tile);
}
@@ -264,13 +271,26 @@
return tiles;
}
+function Road::_CheckDirection(tile, existing_direction, new_direction, self)
+{
+ return false;
+}
+
+function Road::_GetDirection(from, to)
+{
+ if (from - to == 1) return 1;
+ if (from - to == -1) return 2;
+ if (from - to == AIMap.GetMapSizeX()) return 4;
+ if (from - to == -AIMap.GetMapSizeX()) return 8;
+}
+
/**
* Get a list of all bridges and tunnels that can be build from the
* current tile. Bridges will only be build starting on non-flat tiles
* for performance reasons. Tunnels will only be build if no terraforming
* is needed on both ends.
*/
-function Road::_GetTunnelsBridges(last_node, cur_node)
+function Road::_GetTunnelsBridges(last_node, cur_node, bridge_dir)
{
local slope = AITile.GetSlope(cur_node);
if (slope == AITile.SLOPE_FLAT) return [];
@@ -280,7 +300,7 @@
local bridge_list = AIBridgeList_Length(i + 1);
local target = cur_node + i * (cur_node - last_node);
if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VEHICLE_ROAD, bridge_list.Begin(), cur_node, target)) {
- tiles.push(target);
+ tiles.push([target, bridge_dir]);
}
}
@@ -292,7 +312,7 @@
local prev_tile = cur_node + (cur_node - other_tunnel_end) / tunnel_length;
if (AITunnel.GetOtherTunnelEnd(other_tunnel_end) == cur_node && tunnel_length >= 2 &&
prev_tile == last_node && tunnel_length < _max_tunnel_length && AITunnel.BuildTunnel(AIVehicle.VEHICLE_ROAD, cur_node)) {
- tiles.push(other_tunnel_end);
+ tiles.push([other_tunnel_end, bridge_dir]);
}
return tiles;
}
@@ -326,12 +346,12 @@
return false;
}
-function Road::_CheckTunnelBridge(current_node, new_node)
+function Road::_CheckTunnelBridge(current_tile, new_tile)
{
- 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 (!AIBridge.IsBridgeTile(new_tile) && !AITunnel.IsTunnelTile(new_tile)) return false;
+ local dir = new_tile - current_tile;
+ local other_end = AIBridge.IsBridgeTile(new_tile) ? AIBridge.GetOtherBridgeEnd(new_tile) : AITunnel.GetOtherTunnelEnd(new_tile);
+ local dir2 = other_end - new_tile;
if ((dir < 0 && dir2 > 0) || (dir > 0 && dir2 < 0)) return false;
dir = abs(dir);
dir2 = abs(dir2);
--- a/bin/ai/regression/regression.nut Thu Jun 19 18:09:29 2008 +0000
+++ b/bin/ai/regression/regression.nut Fri Jun 20 23:12:21 2008 +0000
@@ -1,7 +1,7 @@
import("queue.priority_queue", "PQ", 2);
import("queue.binary_heap", "BH", 1);
-import("graph.aystar", "AS", 3);
-import("pathfinder.road", "RPF", 2);
+import("graph.aystar", "AS", 4);
+import("pathfinder.road", "RPF", 3);
class Regression extends AIController {
function Start();
@@ -377,22 +377,23 @@
AIEventController.EnableAllEvents();
}
-function cost_callback(old_path, new_tile, self) { if (old_path == null) return 0; return old_path.GetCost() + 1; }
-function estimate_callback(tile, goals, self) { return goals[0] - tile; }
-function neighbours_callback(path, cur_tile, self) { return [cur_tile + 1]; }
+function cost_callback(old_path, new_tile, new_direction, self) { if (old_path == null) return 0; return old_path.GetCost() + 1; }
+function estimate_callback(tile, direction, goals, self) { return goals[0] - tile; }
+function neighbours_callback(path, cur_tile, self) { return [[cur_tile + 1, 1]]; }
+function check_direction_callback(tile, existing_direction, new_direction, self) { return false; }
function Regression::Graph()
{
print("--AyStar--");
print(" Fastest path:");
- local as = AS(cost_callback, estimate_callback, neighbours_callback);
+ local as = AS(cost_callback, estimate_callback, neighbours_callback, check_direction_callback);
local path = false;
- as.InitializePath([1], [10]);
+ as.InitializePath([[1, 1]], [10]);
while (path == false) path = as.FindPath(5);
while (path != null) {
- print(" Tile " + path.GetNode());
+ print(" Tile " + path.GetTile());
path = path.GetParent();
}
}
@@ -744,7 +745,7 @@
while (path == false) path = pathfinder.FindPath(1000);
while (path != null) {
- print(" Tile " + path.GetNode());
+ print(" Tile " + path.GetTile());
path = path.GetParent();
}
}
--- a/bin/ai/regression/regression.txt Thu Jun 19 18:09:29 2008 +0000
+++ b/bin/ai/regression/regression.txt Fri Jun 20 23:12:21 2008 +0000
@@ -5843,20 +5843,20 @@
Tile 44443
Tile 44187
Tile 43931
- Tile 43930
- Tile 43929
- Tile 43928
- Tile 43927
- Tile 43926
- Tile 43925
- Tile 43669
- Tile 43413
- Tile 43157
- Tile 42901
- Tile 42645
- Tile 42389
- Tile 42133
- Tile 41877
+ Tile 43675
+ Tile 43419
+ Tile 43163
+ Tile 42907
+ Tile 42651
+ Tile 42395
+ Tile 42139
+ Tile 41883
+ Tile 41627
+ Tile 41626
+ Tile 41625
+ Tile 41624
+ Tile 41623
+ Tile 41622
Tile 41621
Tile 41365
Tile 41109