(svn r3644) Don't use FindLandscapeHeightByTile() when it's overkill - often it was just a complicated way of writing GetTileSlope(tile, NULL)

This commit is contained in:
tron
2006-02-21 07:41:54 +00:00
parent 35fb17947a
commit 4b46883751
6 changed files with 83 additions and 86 deletions

View File

@@ -315,18 +315,18 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
// Next step, check for bridges and tunnels
if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
TileInfo ti;
// First we get the dir from this tile and his parent
int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
// It means we can only walk with the track, so the bridge has to be in the same direction
TileIndex tile = current->path.node.tile;
TileIndex new_tile = tile;
uint tileh;
FindLandscapeHeightByTile(&ti, tile);
tileh = GetTileSlope(tile, NULL);
// Bridges can only be build on land that is not flat
// And if there is a road or rail blocking
if (ti.tileh != 0 ||
if (tileh != 0 ||
(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
for (;;) {
@@ -353,14 +353,14 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
// Next, check for tunnels!
// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
// For now, we check both sides for this tile.. terraforming gives fuzzy result
if ((dir == 0 && ti.tileh == 12) ||
(dir == 1 && ti.tileh == 6) ||
(dir == 2 && ti.tileh == 3) ||
(dir == 3 && ti.tileh == 9)) {
if ((dir == 0 && tileh == 12) ||
(dir == 1 && tileh == 6) ||
(dir == 2 && tileh == 3) ||
(dir == 3 && tileh == 9)) {
// Now simply check if a tunnel can be build
ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
tileh = GetTileSlope(_build_tunnel_endtile, NULL);
if (!CmdFailed(ret) && (tileh == 3 || tileh == 6 || tileh == 9 || tileh == 12)) {
aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
aystar->neighbours[aystar->num_neighbours++].direction = 0;
@@ -382,11 +382,8 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
{
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
int r, res = 0;
TileInfo ti, parent_ti;
// Gather some information about the tile..
FindLandscapeHeightByTile(&ti, current->tile);
FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
uint tileh = GetTileSlope(current->tile, NULL);
uint parent_tileh = GetTileSlope(parent->path.node.tile, NULL);
// Check if we hit the end-tile
if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
@@ -416,20 +413,20 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
// when there is a flat land all around, they are more expensive to build, and
// especially they essentially block the ability to connect or cross the road
// from one side.
if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
if (parent_tileh != 0 && parent->path.parent != NULL) {
// Skip if the tile was from a bridge or tunnel
if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
if (PathFinderInfo->rail_or_road) {
r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
r = GetRailFoundation(parent_tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << tileh)))) {
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
} else {
res += AI_PATHFINDER_FOUNDATION_PENALTY;
}
} else {
if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) {
r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
r = GetRoadFoundation(parent_tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
if (r >= 15 || r == 0)
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
else
@@ -453,17 +450,17 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
// Check if we are going up or down, first for the starting point
// In user_data[0] is at the 8th bit the direction
if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
if (!(BRIDGE_NO_FOUNDATION & (1 << parent_tileh))) {
if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15)
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
}
// Second for the end point
if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
if (!(BRIDGE_NO_FOUNDATION & (1 << tileh))) {
if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15)
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
}
if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
if (parent_tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
if (tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
}
// To prevent the AI from taking the fastest way in tiles, but not the fastest way

View File

@@ -840,10 +840,8 @@ static void AiNew_State_FindDepot(Player *p)
// Is the terrain clear?
if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) ||
IsTileType(tile + TileOffsByDir(j), MP_TREES)) {
TileInfo ti;
FindLandscapeHeightByTile(&ti, tile);
// If the current tile is on a slope (tileh != 0) then we do not allow this
if (ti.tileh != 0) continue;
if (GetTileSlope(tile, NULL) != 0) continue;
// Check if everything went okay..
r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
if (CmdFailed(r)) continue;