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(svn r15128) -Remove: remove WrightAI and AI Libraries from SVN, as they are now available via the content service
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@ -1,14 +0,0 @@
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/* $Id$ */
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class AyStar extends AILibrary {
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function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
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function GetName() { return "AyStar"; }
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function GetShortName() { return "GRA*"; }
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function GetDescription() { return "An implementation of AyStar"; }
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function GetVersion() { return 4; }
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function GetDate() { return "2008-06-11"; }
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function CreateInstance() { return "AyStar"; }
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function GetCategory() { return "Graph"; }
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}
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RegisterLibrary(AyStar());
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@ -1,238 +0,0 @@
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/* $Id$ */
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/**
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* An AyStar implementation.
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* It solves graphs by finding the fastest route from one point to the other.
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*/
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class AyStar
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{
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_queue_class = import("queue.binary_heap", "", 1);
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_cost_callback = null;
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_estimate_callback = null;
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_neighbours_callback = null;
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_check_direction_callback = null;
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_cost_callback_param = null;
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_estimate_callback_param = null;
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_neighbours_callback_param = null;
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_check_direction_callback_param = null;
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_open = null;
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_closed = null;
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_goals = null;
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/**
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* @param cost_callback A function that returns the cost of a path. It
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* should accept four parameters, old_path, new_tile, new_direction and
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* cost_callback_param. old_path is an instance of AyStar.Path, and
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* new_node is the new node that is added to that path. It should return
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* the cost of the path including new_node.
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* @param estimate_callback A function that returns an estimate from a node
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* to the goal node. It should accept four parameters, tile, direction,
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* goal_nodes and estimate_callback_param. It should return an estimate to
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* the cost from the lowest cost between node and any node out of goal_nodes.
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* Note that this estimate is not allowed to be higher than the real cost
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* between node and any of goal_nodes. A lower value is fine, however the
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* closer it is to the real value, the better the performance.
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* @param neighbours_callback A function that returns all neighbouring nodes
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* from a given node. It should accept three parameters, current_path, node
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* and neighbours_callback_param. It should return an array containing all
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* neighbouring nodes, which are an array in the form [tile, direction].
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* @param check_direction_callback A function that returns either false or
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* true. It should accept four parameters, tile, existing_direction,
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* new_direction and check_direction_callback_param. It should check
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* if both directions can go together on a single tile.
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* @param cost_callback_param This parameters will be passed to cost_callback
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* as fourth parameter. Useful to send is an instance of an object.
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* @param estimate_callback_param This parameters will be passed to
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* estimate_callback as fourth parameter. Useful to send is an instance of an
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* object.
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* @param neighbours_callback_param This parameters will be passed to
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* neighbours_callback as third parameter. Useful to send is an instance of
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* an object.
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* @param check_direction_callback_param This parameters will be passed to
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* check_direction_callback as fourth parameter. Useful to send is an
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* instance of an object.
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*/
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constructor(cost_callback, estimate_callback, neighbours_callback, check_direction_callback, cost_callback_param = null,
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estimate_callback_param = null, neighbours_callback_param = null, check_direction_callback_param = null)
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{
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if (typeof(cost_callback) != "function") throw("'cost_callback' has to be a function-pointer.");
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if (typeof(estimate_callback) != "function") throw("'estimate_callback' has to be a function-pointer.");
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if (typeof(neighbours_callback) != "function") throw("'neighbours_callback' has to be a function-pointer.");
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if (typeof(check_direction_callback) != "function") throw("'check_direction_callback' has to be a function-pointer.");
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this._cost_callback = cost_callback;
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this._estimate_callback = estimate_callback;
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this._neighbours_callback = neighbours_callback;
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this._check_direction_callback = check_direction_callback;
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this._cost_callback_param = cost_callback_param;
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this._estimate_callback_param = estimate_callback_param;
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this._neighbours_callback_param = neighbours_callback_param;
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this._check_direction_callback_param = check_direction_callback_param;
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}
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/**
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* Initialize a path search between sources and goals.
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* @param sources The source nodes. This can an array of either [tile, direction]-pairs or AyStar.Path-instances.
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* @param goals The target tiles. This can be an array of either tiles or [tile, next_tile]-pairs.
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* @param ignored_tiles An array of tiles that cannot occur in the final path.
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*/
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function InitializePath(sources, goals, ignored_tiles = []);
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/**
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* Try to find the path as indicated with InitializePath with the lowest cost.
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* @param iterations After how many iterations it should abort for a moment.
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* This value should either be -1 for infinite, or > 0. Any other value
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* aborts immediatly and will never find a path.
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* @return A route if one was found, or false if the amount of iterations was
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* reached, or null if no path was found.
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* You can call this function over and over as long as it returns false,
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* which is an indication it is not yet done looking for a route.
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*/
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function FindPath(iterations);
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};
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function AyStar::InitializePath(sources, goals, ignored_tiles = [])
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{
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if (typeof(sources) != "array" || sources.len() == 0) throw("sources has be a non-empty array.");
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if (typeof(goals) != "array" || goals.len() == 0) throw("goals has be a non-empty array.");
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this._open = this._queue_class();
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this._closed = AIList();
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foreach (node in sources) {
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if (typeof(node) == "array") {
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if (node[1] <= 0) throw("directional value should never be zero or negative.");
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local new_path = this.Path(null, node[0], node[1], this._cost_callback, this._cost_callback_param);
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this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], goals, this._estimate_callback_param));
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} else {
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this._open.Insert(node, node.GetCost());
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}
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}
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this._goals = goals;
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foreach (tile in ignored_tiles) {
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this._closed.AddItem(tile, ~0);
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}
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}
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function AyStar::FindPath(iterations)
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{
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if (this._open == null) throw("can't execute over an uninitialized path");
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while (this._open.Count() > 0 && (iterations == -1 || iterations-- > 0)) {
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/* Get the path with the best score so far */
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local path = this._open.Pop();
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local cur_tile = path.GetTile();
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/* Make sure we didn't already passed it */
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if (this._closed.HasItem(cur_tile)) {
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/* If the direction is already on the list, skip this entry */
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if ((this._closed.GetValue(cur_tile) & path.GetDirection()) != 0) continue;
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/* Scan the path for a possible collision */
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local scan_path = path.GetParent();
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local mismatch = false;
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while (scan_path != null) {
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if (scan_path.GetTile() == cur_tile) {
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if (!this._check_direction_callback(cur_tile, scan_path.GetDirection(), path.GetDirection(), this._check_direction_callback_param)) {
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mismatch = true;
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break;
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}
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}
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scan_path = scan_path.GetParent();
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}
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if (mismatch) continue;
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/* Add the new direction */
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this._closed.SetValue(cur_tile, this._closed.GetValue(cur_tile) | path.GetDirection());
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} else {
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/* New entry, make sure we don't check it again */
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this._closed.AddItem(cur_tile, path.GetDirection());
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}
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/* Check if we found the end */
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foreach (goal in this._goals) {
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if (typeof(goal) == "array") {
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if (cur_tile == goal[0]) {
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local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
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foreach (node in neighbours) {
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if (node[0] == goal[1]) {
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this._CleanPath();
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return path;
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}
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}
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continue;
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}
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} else {
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if (cur_tile == goal) {
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this._CleanPath();
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return path;
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}
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}
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}
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/* Scan all neighbours */
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local neighbours = this._neighbours_callback(path, cur_tile, this._neighbours_callback_param);
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foreach (node in neighbours) {
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if (node[1] <= 0) throw("directional value should never be zero or negative.");
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if ((this._closed.GetValue(node[0]) & node[1]) != 0) continue;
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/* Calculate the new paths and add them to the open list */
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local new_path = this.Path(path, node[0], node[1], this._cost_callback, this._cost_callback_param);
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this._open.Insert(new_path, new_path.GetCost() + this._estimate_callback(node[0], node[1], this._goals, this._estimate_callback_param));
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}
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}
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if (this._open.Count() > 0) return false;
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this._CleanPath();
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return null;
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}
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function AyStar::_CleanPath()
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{
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this._closed = null;
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this._open = null;
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this._goals = null;
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}
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/**
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* The path of the AyStar algorithm.
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* It is reversed, that is, the first entry is more close to the goal-nodes
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* than his GetParent(). You can walk this list to find the whole path.
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* The last entry has a GetParent() of null.
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*/
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class AyStar.Path
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{
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_prev = null;
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_tile = null;
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_direction = null;
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_cost = null;
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constructor(old_path, new_tile, new_direction, cost_callback, cost_callback_param)
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{
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this._prev = old_path;
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this._tile = new_tile;
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this._direction = new_direction;
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this._cost = cost_callback(old_path, new_tile, new_direction, cost_callback_param);
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};
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/**
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* Return the tile where this (partial-)path ends.
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*/
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function GetTile() { return this._tile; }
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/**
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* Return the direction from which we entered the tile in this (partial-)path.
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*/
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function GetDirection() { return this._direction; }
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/**
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* Return an instance of this class leading to the previous node.
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*/
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function GetParent() { return this._prev; }
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/**
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* Return the cost of this (partial-)path from the beginning up to this node.
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*/
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function GetCost() { return this._cost; }
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};
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/* $Id$ */
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class Rail extends AILibrary {
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function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
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function GetName() { return "Rail"; }
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function GetShortName() { return "PFRL"; }
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function GetDescription() { return "An implementation of a rail pathfinder"; }
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function GetVersion() { return 1; }
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function GetDate() { return "2008-09-22"; }
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function CreateInstance() { return "Rail"; }
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function GetCategory() { return "Pathfinder"; }
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}
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RegisterLibrary(Rail());
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/* $Id$ */
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/**
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* A Rail Pathfinder.
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*/
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class Rail
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{
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_aystar_class = import("graph.aystar", "", 4);
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_max_cost = null; ///< The maximum cost for a route.
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_cost_tile = null; ///< The cost for a single tile.
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_cost_diagonal_tile = null; ///< The cost for a diagonal tile.
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_cost_turn = null; ///< The cost that is added to _cost_tile if the direction changes.
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_cost_slope = null; ///< The extra cost if a rail tile is sloped.
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_cost_bridge_per_tile = null; ///< The cost per tile of a new bridge, this is added to _cost_tile.
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_cost_tunnel_per_tile = null; ///< The cost per tile of a new tunnel, this is added to _cost_tile.
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_cost_coast = null; ///< The extra cost for a coast tile.
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_pathfinder = null; ///< A reference to the used AyStar object.
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_max_bridge_length = null; ///< The maximum length of a bridge that will be build.
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_max_tunnel_length = null; ///< The maximum length of a tunnel that will be build.
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cost = null; ///< Used to change the costs.
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_running = null;
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_goals = null;
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constructor()
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{
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this._max_cost = 10000000;
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this._cost_tile = 100;
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this._cost_diagonal_tile = 70;
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this._cost_turn = 50;
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this._cost_slope = 100;
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this._cost_bridge_per_tile = 150;
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this._cost_tunnel_per_tile = 120;
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this._cost_coast = 20;
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this._max_bridge_length = 6;
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this._max_tunnel_length = 6;
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this._pathfinder = this._aystar_class(this._Cost, this._Estimate, this._Neighbours, this._CheckDirection, this, this, this, this);
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this.cost = this.Cost(this);
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this._running = false;
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}
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/**
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* Initialize a path search between sources and goals.
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* @param sources The source tiles.
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* @param goals The target tiles.
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* @param ignored_tiles An array of tiles that cannot occur in the final path.
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* @see AyStar::InitializePath()
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*/
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function InitializePath(sources, goals, ignored_tiles = []) {
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local nsources = [];
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foreach (node in sources) {
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local path = this._pathfinder.Path(null, node[1], 0xFF, this._Cost, this);
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path = this._pathfinder.Path(path, node[0], 0xFF, this._Cost, this);
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nsources.push(path);
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}
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this._goals = goals;
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this._pathfinder.InitializePath(nsources, goals, ignored_tiles);
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}
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/**
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* Try to find the path as indicated with InitializePath with the lowest cost.
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* @param iterations After how many iterations it should abort for a moment.
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* This value should either be -1 for infinite, or > 0. Any other value
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* aborts immediatly and will never find a path.
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* @return A route if one was found, or false if the amount of iterations was
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* reached, or null if no path was found.
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* You can call this function over and over as long as it returns false,
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* which is an indication it is not yet done looking for a route.
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* @see AyStar::FindPath()
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*/
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function FindPath(iterations);
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};
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class Rail.Cost
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{
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_main = null;
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function _set(idx, val)
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{
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if (this._main._running) throw("You are not allowed to change parameters of a running pathfinder.");
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switch (idx) {
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case "max_cost": this._main._max_cost = val; break;
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case "tile": this._main._cost_tile = val; break;
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case "diagonal_tile": this._cost_diagonal_tile = val; break;
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case "turn": this._main._cost_turn = val; break;
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case "slope": this._main._cost_slope = val; break;
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case "bridge_per_tile": this._main._cost_bridge_per_tile = val; break;
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case "tunnel_per_tile": this._main._cost_tunnel_per_tile = val; break;
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case "coast": this._main._cost_coast = val; break;
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case "max_bridge_length": this._main._max_bridge_length = val; break;
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case "max_tunnel_length": this._main._max_tunnel_length = val; break;
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default: throw("the index '" + idx + "' does not exist");
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}
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return val;
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}
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function _get(idx)
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{
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switch (idx) {
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case "max_cost": return this._main._max_cost;
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case "tile": return this._main._cost_tile;
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case "diagonal_tile": return this._cost_diagonal_tile;
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case "turn": return this._main._cost_turn;
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case "slope": return this._main._cost_slope;
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case "bridge_per_tile": return this._main._cost_bridge_per_tile;
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case "tunnel_per_tile": return this._main._cost_tunnel_per_tile;
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case "coast": return this._main._cost_coast;
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case "max_bridge_length": return this._main._max_bridge_length;
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case "max_tunnel_length": return this._main._max_tunnel_length;
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default: throw("the index '" + idx + "' does not exist");
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}
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}
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constructor(main)
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{
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this._main = main;
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}
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};
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function Rail::FindPath(iterations)
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{
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local test_mode = AITestMode();
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local ret = this._pathfinder.FindPath(iterations);
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this._running = (ret == false) ? true : false;
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if (!this._running && ret != null) {
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foreach (goal in this._goals) {
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if (goal[0] == ret.GetTile()) {
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return this._pathfinder.Path(ret, goal[1], 0, this._Cost, this);
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}
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}
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}
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return ret;
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}
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function Rail::_GetBridgeNumSlopes(end_a, end_b)
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{
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local slopes = 0;
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local direction = (end_b - end_a) / AIMap.DistanceManhattan(end_a, end_b);
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local slope = AITile.GetSlope(end_a);
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if (!((slope == AITile.SLOPE_NE && direction == 1) || (slope == AITile.SLOPE_SE && direction == -AIMap.GetMapSizeX()) ||
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(slope == AITile.SLOPE_SW && direction == -1) || (slope == AITile.SLOPE_NW && direction == AIMap.GetMapSizeX()) ||
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slope == AITile.SLOPE_N || slope == AITile.SLOPE_E || slope == AITile.SLOPE_S || slope == AITile.SLOPE_W)) {
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slopes++;
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}
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local slope = AITile.GetSlope(end_b);
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direction = -direction;
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if (!((slope == AITile.SLOPE_NE && direction == 1) || (slope == AITile.SLOPE_SE && direction == -AIMap.GetMapSizeX()) ||
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(slope == AITile.SLOPE_SW && direction == -1) || (slope == AITile.SLOPE_NW && direction == AIMap.GetMapSizeX()) ||
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slope == AITile.SLOPE_N || slope == AITile.SLOPE_E || slope == AITile.SLOPE_S || slope == AITile.SLOPE_W)) {
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slopes++;
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}
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return slopes;
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}
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|
||||
function Rail::_nonzero(a, b)
|
||||
{
|
||||
return a != 0 ? a : b;
|
||||
}
|
||||
|
||||
function Rail::_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_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_tile)) {
|
||||
if (AIBridge.GetOtherBridgeEnd(new_tile) != prev_tile) {
|
||||
local cost = path.GetCost() + self._cost_tile;
|
||||
if (path.GetParent() != null && path.GetParent().GetTile() - prev_tile != prev_tile - new_tile) cost += self._cost_turn;
|
||||
return cost;
|
||||
}
|
||||
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_tile)) {
|
||||
if (AITunnel.GetOtherTunnelEnd(new_tile) != prev_tile) {
|
||||
local cost = path.GetCost() + self._cost_tile;
|
||||
if (path.GetParent() != null && path.GetParent().GetTile() - prev_tile != prev_tile - new_tile) cost += self._cost_turn;
|
||||
return cost;
|
||||
}
|
||||
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_tile, prev_tile) > 1) {
|
||||
/* Check if we should build a bridge or a tunnel. */
|
||||
local cost = path.GetCost();
|
||||
if (AITunnel.GetOtherTunnelEnd(new_tile) == prev_tile) {
|
||||
cost += AIMap.DistanceManhattan(new_tile, prev_tile) * (self._cost_tile + self._cost_tunnel_per_tile);
|
||||
} else {
|
||||
cost += AIMap.DistanceManhattan(new_tile, prev_tile) * (self._cost_tile + self._cost_bridge_per_tile) + self._GetBridgeNumSlopes(new_tile, prev_tile) * self._cost_slope;
|
||||
}
|
||||
if (path.GetParent() != null && path.GetParent().GetParent() != null &&
|
||||
path.GetParent().GetParent().GetTile() - path.GetParent().GetTile() != max(AIMap.GetTileX(prev_tile) - AIMap.GetTileX(new_tile), AIMap.GetTileY(prev_tile) - AIMap.GetTileY(new_tile)) / AIMap.DistanceManhattan(new_tile, prev_tile)) {
|
||||
cost += self._cost_turn;
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
|
||||
/* 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 tile before the previous node and the node before
|
||||
* that. */
|
||||
local cost = self._cost_tile;
|
||||
if (path.GetParent() != null && AIMap.DistanceManhattan(path.GetParent().GetTile(), prev_tile) == 1 && path.GetParent().GetTile() - prev_tile != prev_tile - new_tile) cost = self._cost_diagonal_tile;
|
||||
if (path.GetParent() != null && path.GetParent().GetParent() != null &&
|
||||
AIMap.DistanceManhattan(new_tile, path.GetParent().GetParent().GetTile()) == 3 &&
|
||||
path.GetParent().GetParent().GetTile() - path.GetParent().GetTile() != prev_tile - new_tile) {
|
||||
cost += self._cost_turn;
|
||||
}
|
||||
|
||||
/* Check if the new tile is a coast tile. */
|
||||
if (AITile.IsCoastTile(new_tile)) {
|
||||
cost += self._cost_coast;
|
||||
}
|
||||
|
||||
/* Check if the last tile was sloped. */
|
||||
if (path.GetParent() != null && !AIBridge.IsBridgeTile(prev_tile) && !AITunnel.IsTunnelTile(prev_tile) &&
|
||||
self._IsSlopedRail(path.GetParent().GetTile(), prev_tile, new_tile)) {
|
||||
cost += self._cost_slope;
|
||||
}
|
||||
|
||||
/* We don't use already existing rail, so the following code is unused. It
|
||||
* assigns if no rail exists along the route. */
|
||||
/*
|
||||
if (path.GetParent() != null && !AIRail.AreTilesConnected(path.GetParent().GetTile(), prev_tile, new_tile)) {
|
||||
cost += self._cost_no_existing_rail;
|
||||
}
|
||||
*/
|
||||
|
||||
return path.GetCost() + cost;
|
||||
}
|
||||
|
||||
function Rail::_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
|
||||
* with the minimum number of tiles we need to traverse. */
|
||||
foreach (tile in goal_tiles) {
|
||||
local dx = abs(AIMap.GetTileX(cur_tile) - AIMap.GetTileX(tile[0]));
|
||||
local dy = abs(AIMap.GetTileY(cur_tile) - AIMap.GetTileY(tile[0]));
|
||||
min_cost = min(min_cost, min(dx, dy) * self._cost_diagonal_tile * 2 + (max(dx, dy) - min(dx, dy)) * self._cost_tile);
|
||||
}
|
||||
return min_cost;
|
||||
}
|
||||
|
||||
function Rail::_Neighbours(path, cur_node, self)
|
||||
{
|
||||
if (AITile.HasTransportType(cur_node, AITile.TRANSPORT_RAIL)) return [];
|
||||
/* 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 = [];
|
||||
local offsets = [AIMap.GetTileIndex(0, 1), AIMap.GetTileIndex(0, -1),
|
||||
AIMap.GetTileIndex(1, 0), AIMap.GetTileIndex(-1, 0)];
|
||||
|
||||
/* Check if the current tile is part of a bridge or tunnel. */
|
||||
if (AIBridge.IsBridgeTile(cur_node) || AITunnel.IsTunnelTile(cur_node)) {
|
||||
/* We don't use existing rails, so neither existing bridges / tunnels. */
|
||||
} 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);
|
||||
foreach (offset in offsets) {
|
||||
if (AIRail.BuildRail(cur_node, next_tile, next_tile + offset)) {
|
||||
tiles.push([next_tile, self._GetDirection(other_end, cur_node, next_tile, true)]);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
/* Check all tiles adjacent to the current tile. */
|
||||
foreach (offset in offsets) {
|
||||
local next_tile = cur_node + offset;
|
||||
/* Don't turn back */
|
||||
if (path.GetParent() != null && next_tile == path.GetParent().GetTile()) continue;
|
||||
/* Disallow 90 degree turns */
|
||||
if (path.GetParent() != null && path.GetParent().GetParent() != null &&
|
||||
next_tile - cur_node == path.GetParent().GetParent().GetTile() - path.GetParent().GetTile()) continue;
|
||||
/* We add them to the to the neighbours-list if we can build a rail to
|
||||
* them and no rail exists there. */
|
||||
if ((path.GetParent() == null || AIRail.BuildRail(path.GetParent().GetTile(), cur_node, next_tile))) {
|
||||
if (path.GetParent() != null) {
|
||||
tiles.push([next_tile, self._GetDirection(path.GetParent().GetTile(), cur_node, next_tile, false)]);
|
||||
} else {
|
||||
tiles.push([next_tile, self._GetDirection(null, cur_node, next_tile, false)]);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (path.GetParent() != null && path.GetParent().GetParent() != null) {
|
||||
local bridges = self._GetTunnelsBridges(path.GetParent().GetTile(), cur_node, self._GetDirection(path.GetParent().GetParent().GetTile(), path.GetParent().GetTile(), cur_node, true));
|
||||
foreach (tile in bridges) {
|
||||
tiles.push(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
return tiles;
|
||||
}
|
||||
|
||||
function Rail::_CheckDirection(tile, existing_direction, new_direction, self)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
function Rail::_dir(from, to)
|
||||
{
|
||||
if (from - to == 1) return 0;
|
||||
if (from - to == -1) return 1;
|
||||
if (from - to == AIMap.GetMapSizeX()) return 2;
|
||||
if (from - to == -AIMap.GetMapSizeX()) return 3;
|
||||
throw("Shouldn't come here in _dir");
|
||||
}
|
||||
|
||||
function Rail::_GetDirection(pre_from, from, to, is_bridge)
|
||||
{
|
||||
if (is_bridge) {
|
||||
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;
|
||||
}
|
||||
return 1 << (4 + (pre_from == null ? 0 : 4 * this._dir(pre_from, from)) + this._dir(from, to));
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 Rail::_GetTunnelsBridges(last_node, cur_node, bridge_dir)
|
||||
{
|
||||
local slope = AITile.GetSlope(cur_node);
|
||||
if (slope == AITile.SLOPE_FLAT && AITile.IsBuildable(cur_node + (cur_node - last_node))) return [];
|
||||
local tiles = [];
|
||||
|
||||
for (local i = 2; i < this._max_bridge_length; i++) {
|
||||
local bridge_list = AIBridgeList_Length(i + 1);
|
||||
local target = cur_node + i * (cur_node - last_node);
|
||||
if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VT_RAIL, bridge_list.Begin(), cur_node, target)) {
|
||||
tiles.push([target, bridge_dir]);
|
||||
}
|
||||
}
|
||||
|
||||
if (slope != AITile.SLOPE_SW && slope != AITile.SLOPE_NW && slope != AITile.SLOPE_SE && slope != AITile.SLOPE_NE) return tiles;
|
||||
local other_tunnel_end = AITunnel.GetOtherTunnelEnd(cur_node);
|
||||
if (!AIMap.IsValidTile(other_tunnel_end)) return tiles;
|
||||
|
||||
local tunnel_length = AIMap.DistanceManhattan(cur_node, other_tunnel_end);
|
||||
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.VT_RAIL, cur_node)) {
|
||||
tiles.push([other_tunnel_end, bridge_dir]);
|
||||
}
|
||||
return tiles;
|
||||
}
|
||||
|
||||
function Rail::_IsSlopedRail(start, middle, end)
|
||||
{
|
||||
local NW = 0; // Set to true if we want to build a rail to / from the north-west
|
||||
local NE = 0; // Set to true if we want to build a rail to / from the north-east
|
||||
local SW = 0; // Set to true if we want to build a rail to / from the south-west
|
||||
local SE = 0; // Set to true if we want to build a rail 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 rail on a steep slope is always sloped. */
|
||||
if (AITile.IsSteepSlope(slope)) return true;
|
||||
|
||||
/* If only one corner is raised, the rail 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;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
class Road extends AILibrary {
|
||||
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
|
||||
function GetName() { return "Road"; }
|
||||
function GetShortName() { return "PFRO"; }
|
||||
function GetDescription() { return "An implementation of a road pathfinder"; }
|
||||
function GetVersion() { return 3; }
|
||||
function GetDate() { return "2008-06-18"; }
|
||||
function CreateInstance() { return "Road"; }
|
||||
function GetCategory() { return "Pathfinder"; }
|
||||
}
|
||||
|
||||
RegisterLibrary(Road());
|
@ -1,363 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* 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", "", 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.
|
||||
_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 new bridge, this is added to _cost_tile.
|
||||
_cost_tunnel_per_tile = null; ///< The cost per tile of a new tunnel, this is added to _cost_tile.
|
||||
_cost_coast = null; ///< The extra cost for a coast tile.
|
||||
_pathfinder = null; ///< A reference to the used AyStar object.
|
||||
_max_bridge_length = null; ///< The maximum length of a bridge that will be build.
|
||||
_max_tunnel_length = null; ///< The maximum length of a tunnel that will be build.
|
||||
|
||||
cost = null; ///< Used to change the costs.
|
||||
_running = null;
|
||||
|
||||
constructor()
|
||||
{
|
||||
this._max_cost = 10000000;
|
||||
this._cost_tile = 100;
|
||||
this._cost_no_existing_road = 40;
|
||||
this._cost_turn = 100;
|
||||
this._cost_slope = 200;
|
||||
this._cost_bridge_per_tile = 150;
|
||||
this._cost_tunnel_per_tile = 120;
|
||||
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._CheckDirection, this, this, this, this);
|
||||
|
||||
this.cost = this.Cost(this);
|
||||
this._running = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize a path search between sources and goals.
|
||||
* @param sources The source tiles.
|
||||
* @param goals The target tiles.
|
||||
* @see AyStar::InitializePath()
|
||||
*/
|
||||
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.
|
||||
* @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;
|
||||
case "max_bridge_length": this._main._max_bridge_length = val; break;
|
||||
case "max_tunnel_length": this._main._max_tunnel_length = 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;
|
||||
case "max_bridge_length": return this._main._max_bridge_length;
|
||||
case "max_tunnel_length": return this._main._max_tunnel_length;
|
||||
default: throw("the index '" + idx + "' does not exist");
|
||||
}
|
||||
}
|
||||
|
||||
constructor(main)
|
||||
{
|
||||
this._main = main;
|
||||
}
|
||||
};
|
||||
|
||||
function Road::FindPath(iterations)
|
||||
{
|
||||
local test_mode = AITestMode();
|
||||
local ret = this._pathfinder.FindPath(iterations);
|
||||
this._running = (ret == false) ? true : false;
|
||||
return ret;
|
||||
}
|
||||
|
||||
function Road::_GetBridgeNumSlopes(end_a, end_b)
|
||||
{
|
||||
local slopes = 0;
|
||||
local direction = (end_b - end_a) / AIMap.DistanceManhattan(end_a, end_b);
|
||||
local slope = AITile.GetSlope(end_a);
|
||||
if (!((slope == AITile.SLOPE_NE && direction == 1) || (slope == AITile.SLOPE_SE && direction == -AIMap.GetMapSizeX()) ||
|
||||
(slope == AITile.SLOPE_SW && direction == -1) || (slope == AITile.SLOPE_NW && direction == AIMap.GetMapSizeX()) ||
|
||||
slope == AITile.SLOPE_N || slope == AITile.SLOPE_E || slope == AITile.SLOPE_S || slope == AITile.SLOPE_W)) {
|
||||
slopes++;
|
||||
}
|
||||
|
||||
local slope = AITile.GetSlope(end_b);
|
||||
direction = -direction;
|
||||
if (!((slope == AITile.SLOPE_NE && direction == 1) || (slope == AITile.SLOPE_SE && direction == -AIMap.GetMapSizeX()) ||
|
||||
(slope == AITile.SLOPE_SW && direction == -1) || (slope == AITile.SLOPE_NW && direction == AIMap.GetMapSizeX()) ||
|
||||
slope == AITile.SLOPE_N || slope == AITile.SLOPE_E || slope == AITile.SLOPE_S || slope == AITile.SLOPE_W)) {
|
||||
slopes++;
|
||||
}
|
||||
return slopes;
|
||||
}
|
||||
|
||||
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_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_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_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_tile, prev_tile) > 1) {
|
||||
/* Check if we should build a bridge or a tunnel. */
|
||||
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_tile, prev_tile) * (self._cost_tile + self._cost_bridge_per_tile) + self._GetBridgeNumSlopes(new_tile, prev_tile) * self._cost_slope;
|
||||
}
|
||||
}
|
||||
|
||||
/* 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_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_tile)) {
|
||||
cost += self._cost_coast;
|
||||
}
|
||||
|
||||
/* Check if the last tile was sloped. */
|
||||
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_tile, new_tile)) {
|
||||
cost += self._cost_no_existing_road;
|
||||
}
|
||||
|
||||
return path.GetCost() + cost;
|
||||
}
|
||||
|
||||
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
|
||||
* with the minimum number of tiles we need to traverse. */
|
||||
foreach (tile in goal_tiles) {
|
||||
min_cost = min(AIMap.DistanceManhattan(cur_tile, tile) * self._cost_tile, 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);
|
||||
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, self._GetDirection(cur_node, next_tile, false)]);
|
||||
}
|
||||
/* The other end of the bridge / tunnel is a neighbour. */
|
||||
tiles.push([other_end, self._GetDirection(next_tile, cur_node, true) << 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, self._GetDirection(cur_node, next_tile, false)]);
|
||||
}
|
||||
} 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, self._GetDirection(cur_node, next_tile, false)]);
|
||||
} else if ((AITile.IsBuildable(next_tile) || AIRoad.IsRoadTile(next_tile)) &&
|
||||
(path.GetParent() == null || AIRoad.CanBuildConnectedRoadPartsHere(cur_node, path.GetParent().GetTile(), next_tile)) &&
|
||||
AIRoad.BuildRoad(cur_node, next_tile)) {
|
||||
tiles.push([next_tile, self._GetDirection(cur_node, next_tile, false)]);
|
||||
} else if (self._CheckTunnelBridge(cur_node, next_tile)) {
|
||||
tiles.push([next_tile, self._GetDirection(cur_node, next_tile, false)]);
|
||||
}
|
||||
}
|
||||
if (path.GetParent() != null) {
|
||||
local bridges = self._GetTunnelsBridges(path.GetParent().GetTile(), cur_node, self._GetDirection(path.GetParent().GetTile(), cur_node, true) << 4);
|
||||
foreach (tile in bridges) {
|
||||
tiles.push(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
return tiles;
|
||||
}
|
||||
|
||||
function Road::_CheckDirection(tile, existing_direction, new_direction, self)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
function Road::_GetDirection(from, to, is_bridge)
|
||||
{
|
||||
if (!is_bridge && AITile.GetSlope(to) == AITile.SLOPE_FLAT) return 0xFF;
|
||||
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, bridge_dir)
|
||||
{
|
||||
local slope = AITile.GetSlope(cur_node);
|
||||
if (slope == AITile.SLOPE_FLAT) return [];
|
||||
local tiles = [];
|
||||
|
||||
for (local i = 2; i < this._max_bridge_length; i++) {
|
||||
local bridge_list = AIBridgeList_Length(i + 1);
|
||||
local target = cur_node + i * (cur_node - last_node);
|
||||
if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VT_ROAD, bridge_list.Begin(), cur_node, target)) {
|
||||
tiles.push([target, bridge_dir]);
|
||||
}
|
||||
}
|
||||
|
||||
if (slope != AITile.SLOPE_SW && slope != AITile.SLOPE_NW && slope != AITile.SLOPE_SE && slope != AITile.SLOPE_NE) return tiles;
|
||||
local other_tunnel_end = AITunnel.GetOtherTunnelEnd(cur_node);
|
||||
if (!AIMap.IsValidTile(other_tunnel_end)) return tiles;
|
||||
|
||||
local tunnel_length = AIMap.DistanceManhattan(cur_node, other_tunnel_end);
|
||||
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.VT_ROAD, cur_node)) {
|
||||
tiles.push([other_tunnel_end, bridge_dir]);
|
||||
}
|
||||
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::_CheckTunnelBridge(current_tile, new_tile)
|
||||
{
|
||||
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);
|
||||
if ((dir >= AIMap.GetMapSizeX() && dir2 < AIMap.GetMapSizeX()) ||
|
||||
(dir < AIMap.GetMapSizeX() && dir2 >= AIMap.GetMapSizeX())) return false;
|
||||
|
||||
return true;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
class Binary_Heap extends AILibrary {
|
||||
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
|
||||
function GetName() { return "Binary Heap"; }
|
||||
function GetShortName() { return "QUBH"; }
|
||||
function GetDescription() { return "An implementation of a Binary Heap"; }
|
||||
function GetVersion() { return 1; }
|
||||
function GetDate() { return "2008-06-10"; }
|
||||
function CreateInstance() { return "Binary_Heap"; }
|
||||
function GetCategory() { return "Queue"; }
|
||||
}
|
||||
|
||||
RegisterLibrary(Binary_Heap());
|
@ -1,131 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* Binary Heap.
|
||||
* Peek and Pop always return the current lowest value in the list.
|
||||
* Sort is done on insertion and on deletion.
|
||||
*/
|
||||
class Binary_Heap
|
||||
{
|
||||
_queue = null;
|
||||
_count = 0;
|
||||
|
||||
constructor()
|
||||
{
|
||||
_queue = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Insert a new entry in the list.
|
||||
* The complexity of this operation is O(ln n).
|
||||
* @param item The item to add to the list.
|
||||
* @param priority The priority this item has.
|
||||
*/
|
||||
function Insert(item, priority);
|
||||
|
||||
/**
|
||||
* Pop the first entry of the list.
|
||||
* This is always the item with the lowest priority.
|
||||
* The complexity of this operation is O(ln n).
|
||||
* @return The item of the entry with the lowest priority.
|
||||
*/
|
||||
function Pop();
|
||||
|
||||
/**
|
||||
* Peek the first entry of the list.
|
||||
* This is always the item with the lowest priority.
|
||||
* The complexity of this operation is O(1).
|
||||
* @return The item of the entry with the lowest priority.
|
||||
*/
|
||||
function Peek();
|
||||
|
||||
/**
|
||||
* Get the amount of current items in the list.
|
||||
* The complexity of this operation is O(1).
|
||||
* @return The amount of items currently in the list.
|
||||
*/
|
||||
function Count();
|
||||
|
||||
/**
|
||||
* Check if an item exists in the list.
|
||||
* The complexity of this operation is O(n).
|
||||
* @param item The item to check for.
|
||||
* @return True if the item is already in the list.
|
||||
*/
|
||||
function Exists(item);
|
||||
};
|
||||
|
||||
function Binary_Heap::Insert(item, priority)
|
||||
{
|
||||
/* Append dummy entry */
|
||||
_queue.append(0);
|
||||
_count++;
|
||||
|
||||
local hole;
|
||||
/* Find the point of insertion */
|
||||
for (hole = _count - 1; hole > 0 && priority <= _queue[hole / 2][1]; hole /= 2)
|
||||
_queue[hole] = _queue[hole / 2];
|
||||
/* Insert new pair */
|
||||
_queue[hole] = [item, priority];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function Binary_Heap::Pop()
|
||||
{
|
||||
if (_count == 0) return null;
|
||||
|
||||
local node = _queue[0];
|
||||
/* Remove the item from the list by putting the last value on top */
|
||||
_queue[0] = _queue[_count - 1];
|
||||
_queue.pop();
|
||||
_count--;
|
||||
/* Bubble down the last value to correct the tree again */
|
||||
_BubbleDown();
|
||||
|
||||
return node[0];
|
||||
}
|
||||
|
||||
function Binary_Heap::Peek()
|
||||
{
|
||||
if (_count == 0) return null;
|
||||
|
||||
return _queue[0][0];
|
||||
}
|
||||
|
||||
function Binary_Heap::Count()
|
||||
{
|
||||
return _count;
|
||||
}
|
||||
|
||||
function Binary_Heap::Exists(item)
|
||||
{
|
||||
/* Brute-force find the item (there is no faster way, as we don't have the priority number) */
|
||||
foreach (node in _queue) {
|
||||
if (node[0] == item) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
function Binary_Heap::_BubbleDown()
|
||||
{
|
||||
if (_count == 0) return;
|
||||
|
||||
local hole = 1;
|
||||
local tmp = _queue[0];
|
||||
|
||||
/* Start switching parent and child until the tree is restored */
|
||||
while (hole * 2 < _count + 1) {
|
||||
local child = hole * 2;
|
||||
if (child != _count && _queue[child][1] <= _queue[child - 1][1]) child++;
|
||||
if (_queue[child - 1][1] > tmp[1]) break;
|
||||
|
||||
_queue[hole - 1] = _queue[child - 1];
|
||||
hole = child;
|
||||
}
|
||||
/* The top value is now at his new place */
|
||||
_queue[hole - 1] = tmp;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
class Fibonacci_Heap extends AILibrary {
|
||||
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
|
||||
function GetName() { return "Fibonacci Heap"; }
|
||||
function GetShortName() { return "QUFH"; }
|
||||
function GetDescription() { return "An implementation of a Fibonacci Heap"; }
|
||||
function GetVersion() { return 1; }
|
||||
function GetDate() { return "2008-08-22"; }
|
||||
function CreateInstance() { return "Fibonacci_Heap"; }
|
||||
function GetCategory() { return "Queue"; }
|
||||
}
|
||||
|
||||
RegisterLibrary(Fibonacci_Heap());
|
@ -1,204 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* Fibonacci heap.
|
||||
* This heap is heavily optimized for the Insert and Pop functions.
|
||||
* Peek and Pop always return the current lowest value in the list.
|
||||
* Insert is implemented as a lazy insert, as it will simply add the new
|
||||
* node to the root list. Sort is done on every Pop operation.
|
||||
*/
|
||||
class Fibonacci_Heap {
|
||||
_min = null;
|
||||
_min_index = 0;
|
||||
_min_priority = 0;
|
||||
_count = 0;
|
||||
_root_list = null;
|
||||
|
||||
/**
|
||||
* Create a new fibonacci heap.
|
||||
* http://en.wikipedia.org/wiki/Fibonacci_heap
|
||||
*/
|
||||
constructor() {
|
||||
_count = 0;
|
||||
_min = Node();
|
||||
_min.priority = 0x7FFFFFFF;
|
||||
_min_index = 0;
|
||||
_min_priority = 0x7FFFFFFF;
|
||||
_root_list = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Insert a new entry in the heap.
|
||||
* The complexity of this operation is O(1).
|
||||
* @param item The item to add to the list.
|
||||
* @param priority The priority this item has.
|
||||
*/
|
||||
function Insert(item, priority);
|
||||
|
||||
/**
|
||||
* Pop the first entry of the list.
|
||||
* This is always the item with the lowest priority.
|
||||
* The complexity of this operation is O(ln n).
|
||||
* @return The item of the entry with the lowest priority.
|
||||
*/
|
||||
function Pop();
|
||||
|
||||
/**
|
||||
* Peek the first entry of the list.
|
||||
* This is always the item with the lowest priority.
|
||||
* The complexity of this operation is O(1).
|
||||
* @return The item of the entry with the lowest priority.
|
||||
*/
|
||||
function Peek();
|
||||
|
||||
/**
|
||||
* Get the amount of current items in the list.
|
||||
* The complexity of this operation is O(1).
|
||||
* @return The amount of items currently in the list.
|
||||
*/
|
||||
function Count();
|
||||
|
||||
/**
|
||||
* Check if an item exists in the list.
|
||||
* The complexity of this operation is O(n).
|
||||
* @param item The item to check for.
|
||||
* @return True if the item is already in the list.
|
||||
*/
|
||||
function Exists(item);
|
||||
};
|
||||
|
||||
function Fibonacci_Heap::Insert(item, priority) {
|
||||
/* Create a new node instance to add to the heap. */
|
||||
local node = Node();
|
||||
/* Changing params is faster than using constructor values */
|
||||
node.item = item;
|
||||
node.priority = priority;
|
||||
|
||||
/* Update the reference to the minimum node if this node has a
|
||||
* smaller priority. */
|
||||
if (_min_priority > priority) {
|
||||
_min = node;
|
||||
_min_index = _root_list.len();
|
||||
_min_priority = priority;
|
||||
}
|
||||
|
||||
_root_list.append(node);
|
||||
_count++;
|
||||
}
|
||||
|
||||
function Fibonacci_Heap::Pop() {
|
||||
|
||||
if (_count == 0) return null;
|
||||
|
||||
/* Bring variables from the class scope to this scope explicitly to
|
||||
* optimize variable lookups by Squirrel. */
|
||||
local z = _min;
|
||||
local tmp_root_list = _root_list;
|
||||
|
||||
/* If there are any children, bring them all to the root level. */
|
||||
tmp_root_list.extend(z.child);
|
||||
|
||||
/* Remove the minimum node from the rootList. */
|
||||
tmp_root_list.remove(_min_index);
|
||||
local root_cache = {};
|
||||
|
||||
/* Now we decrease the number of nodes on the root level by
|
||||
* merging nodes which have the same degree. The node with
|
||||
* the lowest priority value will become the parent. */
|
||||
foreach(x in tmp_root_list) {
|
||||
local y;
|
||||
|
||||
/* See if we encountered a node with the same degree already. */
|
||||
while (y = root_cache.rawdelete(x.degree)) {
|
||||
/* Check the priorities. */
|
||||
if (x.priority > y.priority) {
|
||||
local tmp = x;
|
||||
x = y;
|
||||
y = tmp;
|
||||
}
|
||||
|
||||
/* Make y a child of x. */
|
||||
x.child.append(y);
|
||||
x.degree++;
|
||||
}
|
||||
|
||||
root_cache[x.degree] <- x;
|
||||
}
|
||||
|
||||
/* The root_cache contains all the nodes which will form the
|
||||
* new rootList. We reset the priority to the maximum number
|
||||
* for a 32 signed integer to find a new minumum. */
|
||||
tmp_root_list.resize(root_cache.len());
|
||||
local i = 0;
|
||||
local tmp_min_priority = 0x7FFFFFFF;
|
||||
|
||||
/* Now we need to find the new minimum among the root nodes. */
|
||||
foreach (val in root_cache) {
|
||||
if (val.priority < tmp_min_priority) {
|
||||
_min = val;
|
||||
_min_index = i;
|
||||
tmp_min_priority = val.priority;
|
||||
}
|
||||
|
||||
tmp_root_list[i++] = val;
|
||||
}
|
||||
|
||||
/* Update global variables. */
|
||||
_min_priority = tmp_min_priority;
|
||||
|
||||
_count--;
|
||||
return z.item;
|
||||
}
|
||||
|
||||
function Fibonacci_Heap::Peek() {
|
||||
if (_count == 0) return null;
|
||||
return _min.item;
|
||||
}
|
||||
|
||||
function Fibonacci_Heap::Count() {
|
||||
return _count;
|
||||
}
|
||||
|
||||
function Fibonacci_Heap::Exists(item) {
|
||||
return ExistsIn(_root_list, item);
|
||||
}
|
||||
|
||||
/**
|
||||
* Auxilary function to search through the whole heap.
|
||||
* @param list The list of nodes to look through.
|
||||
* @param item The item to search for.
|
||||
* @return True if the item is found, false otherwise.
|
||||
*/
|
||||
function Fibonacci_Heap::ExistsIn(list, item) {
|
||||
|
||||
foreach (val in list) {
|
||||
if (val.item == item) {
|
||||
return true;
|
||||
}
|
||||
|
||||
foreach (c in val.child) {
|
||||
if (ExistsIn(c, item)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* No luck, item doesn't exists in the tree rooted under list. */
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Basic class the fibonacci heap is composed of.
|
||||
*/
|
||||
class Fibonacci_Heap.Node {
|
||||
degree = null;
|
||||
child = null;
|
||||
|
||||
item = null;
|
||||
priority = null;
|
||||
|
||||
constructor() {
|
||||
child = [];
|
||||
degree = 0;
|
||||
}
|
||||
};
|
@ -1,14 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
class Priority_Queue extends AILibrary {
|
||||
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
|
||||
function GetName() { return "Priority Queue"; }
|
||||
function GetShortName() { return "QUPQ"; }
|
||||
function GetDescription() { return "An implementation of a Priority Queue"; }
|
||||
function GetVersion() { return 2; }
|
||||
function GetDate() { return "2008-06-10"; }
|
||||
function CreateInstance() { return "Priority_Queue"; }
|
||||
function GetCategory() { return "Queue"; }
|
||||
}
|
||||
|
||||
RegisterLibrary(Priority_Queue());
|
@ -1,115 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* Priority Queue.
|
||||
* Peek and Pop always return the current lowest value in the list.
|
||||
* Sort is done on insertion only.
|
||||
*/
|
||||
class Priority_Queue
|
||||
{
|
||||
_queue = null;
|
||||
_count = 0;
|
||||
|
||||
constructor()
|
||||
{
|
||||
_count = 0;
|
||||
_queue = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Insert a new entry in the list.
|
||||
* The complexity of this operation is O(n).
|
||||
* @param item The item to add to the list.
|
||||
* @param priority The priority this item has.
|
||||
*/
|
||||
function Insert(item, priority);
|
||||
|
||||
/**
|
||||
* Pop the first entry of the list.
|
||||
* This is always the item with the lowest priority.
|
||||
* The complexity of this operation is O(1).
|
||||
* @return The item of the entry with the lowest priority.
|
||||
*/
|
||||
function Pop();
|
||||
|
||||
/**
|
||||
* Peek the first entry of the list.
|
||||
* This is always the item with the lowest priority.
|
||||
* The complexity of this operation is O(1).
|
||||
* @return The item of the entry with the lowest priority.
|
||||
*/
|
||||
function Peek();
|
||||
|
||||
/**
|
||||
* Get the amount of current items in the list.
|
||||
* The complexity of this operation is O(1).
|
||||
* @return The amount of items currently in the list.
|
||||
*/
|
||||
function Count();
|
||||
|
||||
/**
|
||||
* Check if an item exists in the list.
|
||||
* The complexity of this operation is O(n).
|
||||
* @param item The item to check for.
|
||||
* @return True if the item is already in the list.
|
||||
*/
|
||||
function Exists(item);
|
||||
};
|
||||
|
||||
function Priority_Queue::Insert(item, priority)
|
||||
{
|
||||
/* Append dummy entry */
|
||||
_queue.append(0);
|
||||
_count++;
|
||||
|
||||
local i;
|
||||
/* Find the point of insertion */
|
||||
for (i = _count - 2; i >= 0; i--) {
|
||||
if (priority > _queue[i][1]) {
|
||||
/* All items bigger move one place to the right */
|
||||
_queue[i + 1] = _queue[i];
|
||||
} else if (item == _queue[i][0]) {
|
||||
/* Same item, ignore insertion */
|
||||
return false;
|
||||
} else {
|
||||
/* Found place to insert at */
|
||||
break;
|
||||
}
|
||||
}
|
||||
/* Insert new pair */
|
||||
_queue[i + 1] = [item, priority];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function Priority_Queue::Pop()
|
||||
{
|
||||
if (_count == 0) return null;
|
||||
|
||||
local node = _queue.pop();
|
||||
_count--;
|
||||
|
||||
return node[0];
|
||||
}
|
||||
|
||||
function Priority_Queue::Peek()
|
||||
{
|
||||
if (_count == 0) return null;
|
||||
|
||||
return _queue[_count - 1][0];
|
||||
}
|
||||
|
||||
function Priority_Queue::Count()
|
||||
{
|
||||
return _count;
|
||||
}
|
||||
|
||||
function Priority_Queue::Exists(item)
|
||||
{
|
||||
/* Brute-force find the item (there is no faster way, as we don't have the priority number) */
|
||||
foreach (node in _queue) {
|
||||
if (node[0] == item) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
class WrightAI extends AIInfo {
|
||||
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
|
||||
function GetName() { return "WrightAI"; }
|
||||
function GetShortName() { return "WRAI"; }
|
||||
function GetDescription() { return "A simple AI that tries to beat you with only aircrafts"; }
|
||||
function GetVersion() { return 2; }
|
||||
function GetDate() { return "2008-02-24"; }
|
||||
function CreateInstance() { return "WrightAI"; }
|
||||
function GetSettings() {
|
||||
AddSetting({name = "min_town_size", description = "The minimal size of towns to work on", min_value = 100, max_value = 1000, easy_value = 500, medium_value = 400, hard_value = 300, custom_value = 500, flags = 0});
|
||||
}
|
||||
}
|
||||
|
||||
RegisterAI(WrightAI());
|
@ -1,387 +0,0 @@
|
||||
/* $Id$ */
|
||||
|
||||
class WrightAI extends AIController {
|
||||
name = null;
|
||||
towns_used = null;
|
||||
route_1 = null;
|
||||
route_2 = null;
|
||||
distance_of_route = {};
|
||||
vehicle_to_depot = {};
|
||||
delay_build_airport_route = 1000;
|
||||
passenger_cargo_id = -1;
|
||||
|
||||
function Start();
|
||||
|
||||
constructor() {
|
||||
this.towns_used = AIList();
|
||||
this.route_1 = AIList();
|
||||
this.route_2 = AIList();
|
||||
|
||||
local list = AICargoList();
|
||||
for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
|
||||
if (AICargo.HasCargoClass(i, AICargo.CC_PASSENGERS)) {
|
||||
this.passenger_cargo_id = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Check if we have enough money (via loan and on bank).
|
||||
*/
|
||||
function WrightAI::HasMoney(money)
|
||||
{
|
||||
if (AICompany.GetBankBalance(AICompany.COMPANY_SELF) + (AICompany.GetMaxLoanAmount() - AICompany.GetLoanAmount()) > money) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the amount of money requested, loan if needed.
|
||||
*/
|
||||
function WrightAI::GetMoney(money)
|
||||
{
|
||||
if (!this.HasMoney(money)) return;
|
||||
if (AICompany.GetBankBalance(AICompany.COMPANY_SELF) > money) return;
|
||||
|
||||
local loan = money - AICompany.GetBankBalance(AICompany.COMPANY_SELF) + AICompany.GetLoanInterval() + AICompany.GetLoanAmount();
|
||||
loan = loan - loan % AICompany.GetLoanInterval();
|
||||
AILog.Info("Need a loan to get " + money + ": " + loan);
|
||||
AICompany.SetLoanAmount(loan);
|
||||
}
|
||||
|
||||
/**
|
||||
* Build an airport route. Find 2 cities that are big enough and try to build airport in both cities.
|
||||
* Then we can build an aircraft and make some money.
|
||||
*/
|
||||
function WrightAI::BuildAirportRoute()
|
||||
{
|
||||
local airport_type = (AIAirport.AirportAvailable(AIAirport.AT_SMALL) ? AIAirport.AT_SMALL : AIAirport.AT_LARGE);
|
||||
|
||||
/* Get enough money to work with */
|
||||
this.GetMoney(150000);
|
||||
|
||||
AILog.Info("Trying to build an airport route");
|
||||
|
||||
local tile_1 = this.FindSuitableAirportSpot(airport_type, 0);
|
||||
if (tile_1 < 0) return -1;
|
||||
local tile_2 = this.FindSuitableAirportSpot(airport_type, tile_1);
|
||||
if (tile_2 < 0) {
|
||||
this.towns_used.RemoveValue(tile_1);
|
||||
return -2;
|
||||
}
|
||||
|
||||
/* Build the airports for real */
|
||||
if (!AIAirport.BuildAirport(tile_1, airport_type, true)) {
|
||||
AILog.Error("Although the testing told us we could build 2 airports, it still failed on the first airport at tile " + tile_1 + ".");
|
||||
this.towns_used.RemoveValue(tile_1);
|
||||
this.towns_used.RemoveValue(tile_2);
|
||||
return -3;
|
||||
}
|
||||
if (!AIAirport.BuildAirport(tile_2, airport_type, true)) {
|
||||
AILog.Error("Although the testing told us we could build 2 airports, it still failed on the second airport at tile " + tile_2 + ".");
|
||||
AIAirport.RemoveAirport(tile_1);
|
||||
this.towns_used.RemoveValue(tile_1);
|
||||
this.towns_used.RemoveValue(tile_2);
|
||||
return -4;
|
||||
}
|
||||
|
||||
local ret = this.BuildAircraft(tile_1, tile_2);
|
||||
if (ret < 0) {
|
||||
AIAirport.RemoveAirport(tile_1);
|
||||
AIAirport.RemoveAirport(tile_2);
|
||||
this.towns_used.RemoveValue(tile_1);
|
||||
this.towns_used.RemoveValue(tile_2);
|
||||
return ret;
|
||||
}
|
||||
|
||||
AILog.Info("Done building a route");
|
||||
return ret;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build an aircraft with orders from tile_1 to tile_2.
|
||||
* The best available aircraft of that time will be bought.
|
||||
*/
|
||||
function WrightAI::BuildAircraft(tile_1, tile_2)
|
||||
{
|
||||
/* Build an aircraft */
|
||||
local hangar = AIAirport.GetHangarOfAirport(tile_1);
|
||||
local engine = null;
|
||||
|
||||
local engine_list = AIEngineList(AIVehicle.VT_AIR);
|
||||
|
||||
/* When bank balance < 300000, buy cheaper planes */
|
||||
local balance = AICompany.GetBankBalance(AICompany.COMPANY_SELF);
|
||||
engine_list.Valuate(AIEngine.GetPrice);
|
||||
engine_list.KeepBelowValue(balance < 300000 ? 50000 : (balance < 1000000 ? 300000 : 1000000));
|
||||
|
||||
engine_list.Valuate(AIEngine.GetCargoType);
|
||||
engine_list.KeepValue(this.passenger_cargo_id);
|
||||
|
||||
engine_list.Valuate(AIEngine.GetCapacity);
|
||||
engine_list.KeepTop(1);
|
||||
|
||||
engine = engine_list.Begin();
|
||||
|
||||
if (!AIEngine.IsValidEngine(engine)) {
|
||||
AILog.Error("Couldn't find a suitable engine");
|
||||
return -5;
|
||||
}
|
||||
local vehicle = AIVehicle.BuildVehicle(hangar, engine);
|
||||
if (!AIVehicle.IsValidVehicle(vehicle)) {
|
||||
AILog.Error("Couldn't build the aircraft");
|
||||
return -6;
|
||||
}
|
||||
/* Send him on his way */
|
||||
AIOrder.AppendOrder(vehicle, tile_1, AIOrder.AIOF_NONE);
|
||||
AIOrder.AppendOrder(vehicle, tile_2, AIOrder.AIOF_NONE);
|
||||
AIVehicle.StartStopVehicle(vehicle);
|
||||
this.distance_of_route.rawset(vehicle, AIMap.DistanceManhattan(tile_1, tile_2));
|
||||
this.route_1.AddItem(vehicle, tile_1);
|
||||
this.route_2.AddItem(vehicle, tile_2);
|
||||
|
||||
AILog.Info("Done building an aircraft");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find a suitable spot for an airport, walking all towns hoping to find one.
|
||||
* When a town is used, it is marked as such and not re-used.
|
||||
*/
|
||||
function WrightAI::FindSuitableAirportSpot(airport_type, center_tile)
|
||||
{
|
||||
local airport_x, airport_y, airport_rad;
|
||||
|
||||
airport_x = AIAirport.GetAirportWidth(airport_type);
|
||||
airport_y = AIAirport.GetAirportHeight(airport_type);
|
||||
airport_rad = AIAirport.GetAirportCoverageRadius(airport_type);
|
||||
|
||||
local town_list = AITownList();
|
||||
/* Remove all the towns we already used */
|
||||
town_list.RemoveList(this.towns_used);
|
||||
|
||||
town_list.Valuate(AITown.GetPopulation);
|
||||
town_list.KeepAboveValue(GetSetting("min_town_size"));
|
||||
/* Keep the best 10, if we can't find 2 stations in there, just leave it anyway */
|
||||
town_list.KeepTop(10);
|
||||
town_list.Valuate(AIBase.RandItem);
|
||||
|
||||
/* Now find 2 suitable towns */
|
||||
for (local town = town_list.Begin(); town_list.HasNext(); town = town_list.Next()) {
|
||||
/* Don't make this a CPU hog */
|
||||
Sleep(1);
|
||||
|
||||
local tile = AITown.GetLocation(town);
|
||||
|
||||
/* Create a 30x30 grid around the core of the town and see if we can find a spot for a small airport */
|
||||
local list = AITileList();
|
||||
/* XXX -- We assume we are more than 15 tiles away from the border! */
|
||||
list.AddRectangle(tile - AIMap.GetTileIndex(15, 15), tile + AIMap.GetTileIndex(15, 15));
|
||||
list.Valuate(AITile.IsBuildableRectangle, airport_x, airport_y);
|
||||
list.KeepValue(1);
|
||||
if (center_tile != 0) {
|
||||
/* If we have a tile defined, we don't want to be within 25 tiles of this tile */
|
||||
list.Valuate(AITile.GetDistanceSquareToTile, center_tile);
|
||||
list.KeepAboveValue(625);
|
||||
}
|
||||
/* Sort on acceptance, remove places that don't have acceptance */
|
||||
list.Valuate(AITile.GetCargoAcceptance, this.passenger_cargo_id, airport_x, airport_y, airport_rad);
|
||||
list.RemoveBelowValue(10);
|
||||
|
||||
/* Couldn't find a suitable place for this town, skip to the next */
|
||||
if (list.Count() == 0) continue;
|
||||
/* Walk all the tiles and see if we can build the airport at all */
|
||||
{
|
||||
local test = AITestMode();
|
||||
local good_tile = 0;
|
||||
|
||||
for (tile = list.Begin(); list.HasNext(); tile = list.Next()) {
|
||||
Sleep(1);
|
||||
if (!AIAirport.BuildAirport(tile, airport_type, true)) continue;
|
||||
good_tile = tile;
|
||||
break;
|
||||
}
|
||||
|
||||
/* Did we found a place to build the airport on? */
|
||||
if (good_tile == 0) continue;
|
||||
}
|
||||
|
||||
AILog.Info("Found a good spot for an airport in town " + town + " at tile " + tile);
|
||||
|
||||
/* Make the town as used, so we don't use it again */
|
||||
this.towns_used.AddItem(town, tile);
|
||||
|
||||
return tile;
|
||||
}
|
||||
|
||||
AILog.Info("Couldn't find a suitable town to build an airport in");
|
||||
return -1;
|
||||
}
|
||||
|
||||
function WrightAI::ManageAirRoutes()
|
||||
{
|
||||
local list = AIVehicleList();
|
||||
list.Valuate(AIVehicle.GetAge);
|
||||
/* Give the plane at least 2 years to make a difference */
|
||||
list.KeepAboveValue(365 * 2);
|
||||
list.Valuate(AIVehicle.GetProfitLastYear);
|
||||
|
||||
for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
|
||||
local profit = list.GetValue(i);
|
||||
/* Profit last year and this year bad? Let's sell the vehicle */
|
||||
if (profit < 10000 && AIVehicle.GetProfitThisYear(i) < 10000) {
|
||||
/* Send the vehicle to depot if we didn't do so yet */
|
||||
if (!vehicle_to_depot.rawin(i) || vehicle_to_depot.rawget(i) != true) {
|
||||
AILog.Info("Sending " + i + " to depot as profit is: " + profit + " / " + AIVehicle.GetProfitThisYear(i));
|
||||
AIVehicle.SendVehicleToDepot(i);
|
||||
vehicle_to_depot.rawset(i, true);
|
||||
}
|
||||
}
|
||||
/* Try to sell it over and over till it really is in the depot */
|
||||
if (vehicle_to_depot.rawin(i) && vehicle_to_depot.rawget(i) == true) {
|
||||
if (AIVehicle.SellVehicle(i)) {
|
||||
AILog.Info("Selling " + i + " as it finally is in a depot.");
|
||||
/* Check if we are the last one serving those airports; else sell the airports */
|
||||
local list2 = AIVehicleList_Station(AIStation.GetStationID(this.route_1.GetValue(i)));
|
||||
if (list2.Count() == 0) this.SellAirports(i);
|
||||
vehicle_to_depot.rawdelete(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Don't try to add planes when we are short on cash */
|
||||
if (!this.HasMoney(50000)) return;
|
||||
|
||||
list = AIStationList(AIStation.STATION_AIRPORT);
|
||||
list.Valuate(AIStation.GetCargoWaiting, this.passenger_cargo_id);
|
||||
list.KeepAboveValue(250);
|
||||
|
||||
for (local i = list.Begin(); list.HasNext(); i = list.Next()) {
|
||||
local list2 = AIVehicleList_Station(i);
|
||||
/* No vehicles going to this station, abort and sell */
|
||||
if (list2.Count() == 0) {
|
||||
this.SellAirports(i);
|
||||
continue;
|
||||
};
|
||||
|
||||
/* Find the first vehicle that is going to this station */
|
||||
local v = list2.Begin();
|
||||
local dist = this.distance_of_route.rawget(v);
|
||||
|
||||
list2.Valuate(AIVehicle.GetAge);
|
||||
list2.KeepBelowValue(dist);
|
||||
/* Do not build a new vehicle if we bought a new one in the last DISTANCE days */
|
||||
if (list2.Count() != 0) continue;
|
||||
|
||||
AILog.Info("Station " + i + " (" + AIStation.GetLocation(i) + ") has too many cargo, adding a new vehicle for the route.");
|
||||
|
||||
/* Make sure we have enough money */
|
||||
this.GetMoney(50000);
|
||||
|
||||
return this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sells the airports from route index i
|
||||
* Removes towns from towns_used list too
|
||||
*/
|
||||
function WrightAI::SellAirports(i) {
|
||||
/* Remove the airports */
|
||||
AILog.Info("Removing airports as nobody serves them anymore.");
|
||||
AIAirport.RemoveAirport(this.route_1.GetValue(i));
|
||||
AIAirport.RemoveAirport(this.route_2.GetValue(i));
|
||||
/* Free the towns_used entries */
|
||||
this.towns_used.RemoveValue(this.route_1.GetValue(i));
|
||||
this.towns_used.RemoveValue(this.route_2.GetValue(i));
|
||||
/* Remove the route */
|
||||
this.route_1.RemoveItem(i);
|
||||
this.route_2.RemoveItem(i);
|
||||
}
|
||||
|
||||
function WrightAI::HandleEvents()
|
||||
{
|
||||
while (AIEventController.IsEventWaiting()) {
|
||||
local e = AIEventController.GetNextEvent();
|
||||
switch (e.GetEventType()) {
|
||||
case AIEvent.AI_ET_VEHICLE_CRASHED: {
|
||||
local ec = AIEventVehicleCrashed.Convert(e);
|
||||
local v = ec.GetVehicleID();
|
||||
AILog.Info("We have a crashed vehicle (" + v + "), buying a new one as replacement");
|
||||
this.BuildAircraft(this.route_1.GetValue(v), this.route_2.GetValue(v));
|
||||
this.route_1.RemoveItem(v);
|
||||
this.route_2.RemoveItem(v);
|
||||
} break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function WrightAI::Start()
|
||||
{
|
||||
if (this.passenger_cargo_id == -1) {
|
||||
AILog.Error("WrightAI could not find the passenger cargo");
|
||||
return;
|
||||
}
|
||||
|
||||
/* Give the boy a name */
|
||||
if (!AICompany.SetName("WrightAI")) {
|
||||
local i = 2;
|
||||
while (!AICompany.SetName("WrightAI #" + i)) {
|
||||
i++;
|
||||
}
|
||||
}
|
||||
this.name = AICompany.GetName(AICompany.COMPANY_SELF);
|
||||
/* Say hello to the user */
|
||||
AILog.Info("Welcome to WrightAI. I will be building airports all day long.");
|
||||
AILog.Info(" - Minimum Town Size: " + GetSetting("min_town_size"));
|
||||
|
||||
/* We start with almost no loan, and we take a loan when we want to build something */
|
||||
AICompany.SetLoanAmount(AICompany.GetLoanInterval());
|
||||
|
||||
/* We need our local ticker, as GetTick() will skip ticks */
|
||||
local ticker = 0;
|
||||
/* Determine time we may sleep */
|
||||
local sleepingtime = 100;
|
||||
if (this.delay_build_airport_route < sleepingtime)
|
||||
sleepingtime = this.delay_build_airport_route;
|
||||
|
||||
/* Let's go on for ever */
|
||||
while (true) {
|
||||
/* Once in a while, with enough money, try to build something */
|
||||
if ((ticker % this.delay_build_airport_route == 0 || ticker == 0) && this.HasMoney(100000)) {
|
||||
local ret = this.BuildAirportRoute();
|
||||
if (ret == -1 && ticker != 0) {
|
||||
/* No more route found, delay even more before trying to find an other */
|
||||
this.delay_build_airport_route = 10000;
|
||||
}
|
||||
else if (ret < 0 && ticker == 0) {
|
||||
/* The AI failed to build a first airport and is deemed */
|
||||
AICompany.SetName("Failed " + this.name);
|
||||
AILog.Error("Failed to build first airport route, now giving up building. Repaying loan. Have a nice day!");
|
||||
AICompany.SetLoanAmount(0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
/* Manage the routes once in a while */
|
||||
if (ticker % 2000 == 0) {
|
||||
this.ManageAirRoutes();
|
||||
}
|
||||
/* Try to get ride of our loan once in a while */
|
||||
if (ticker % 5000 == 0) {
|
||||
AICompany.SetLoanAmount(0);
|
||||
}
|
||||
/* Check for events once in a while */
|
||||
if (ticker % 100 == 0) {
|
||||
this.HandleEvents();
|
||||
}
|
||||
/* Make sure we do not create infinite loops */
|
||||
Sleep(sleepingtime);
|
||||
ticker += sleepingtime;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user