(svn r18367) -Codechange: unify the ship pathfinder 'calls'

This commit is contained in:
rubidium
2009-12-01 23:56:04 +00:00
parent 291f6490c6
commit 76fe20cdcc
13 changed files with 183 additions and 151 deletions

View File

@@ -16,7 +16,7 @@
#include "command_func.h"
#include "news_func.h"
#include "company_func.h"
#include "pathfinder/npf/npf.h"
#include "pathfinder/npf/npf_func.h"
#include "depot_base.h"
#include "station_base.h"
#include "vehicle_gui.h"
@@ -99,17 +99,7 @@ SpriteID Ship::GetImage(Direction direction) const
static const Depot *FindClosestShipDepot(const Vehicle *v)
{
if (_settings_game.pf.pathfinder_for_ships == VPF_NPF) { // NPF is used
Trackdir trackdir = v->GetVehicleTrackdir();
NPFFoundTargetData ftd = NPFRouteToDepotTrialError(v->tile, trackdir, false, TRANSPORT_WATER, 0, v->owner, INVALID_RAILTYPES);
if (ftd.best_bird_dist == 0) return Depot::GetByTile(ftd.node.tile); // Found target
return NULL; // Did not find target
}
/* OPF or YAPF - find the closest depot */
/* Find the closest depot */
const Depot *depot;
const Depot *best_depot = NULL;
uint best_dist = UINT_MAX;
@@ -369,16 +359,6 @@ static void ShipArrivesAt(const Vehicle *v, Station *st)
}
static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, Owner owner, RailTypes railtypes)
{
void *perf = NpfBeginInterval();
NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, 0, owner, railtypes);
int t = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NPFW] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
return ret;
}
/** returns the track to choose on the next tile, or -1 when it's better to
* reverse. The tile given is the tile we are about to enter, enterdir is the
* direction in which we are entering the tile */
@@ -387,33 +367,11 @@ static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, Tr
assert(IsValidDiagDirection(enterdir));
switch (_settings_game.pf.pathfinder_for_ships) {
case VPF_YAPF: { // YAPF
Trackdir trackdir = YapfChooseShipTrack(v, tile, enterdir, tracks);
if (trackdir != INVALID_TRACKDIR) return TrackdirToTrack(trackdir);
} break;
case VPF_NPF: { // NPF
NPFFindStationOrTileData fstd;
Trackdir trackdir = v->GetVehicleTrackdir();
assert(trackdir != INVALID_TRACKDIR); // Check that we are not in a depot
NPFFillWithOrderData(&fstd, v);
NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_WATER, v->owner, INVALID_RAILTYPES);
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
if (ftd.best_trackdir != 0xff) return TrackdirToTrack(ftd.best_trackdir); // TODO: Wrapper function?
} break;
default: NOT_REACHED();
case VPF_OPF: return OPFShipChooseTrack(v, tile, enterdir, tracks);
case VPF_NPF: return NPFShipChooseTrack(v, tile, enterdir, tracks);
case VPF_YAPF: return YapfChooseShipTrack(v, tile, enterdir, tracks);
default: NOT_REACHED();
}
return INVALID_TRACK; // We could better reverse
}
static const Direction _new_vehicle_direction_table[] = {