(svn r1834) - Fix: NPF does not check the owner of its target, busses try to enter other players' depots. TODO
- Add: asserts to find the v->u.rail.track == 0 problem. - Add: IsValidDepot(), IsValidTown(), IsValidSign(), IsValidVehicle(), IsValidStation() - Add: GetTileOwner(), IsTileOwner() - Codechange: Replaced IsShipDepotTile(), IsTrainDepotTile(), IsRoadDepotTile() by IsTileDepotType(). - Codechange: typedeffed the MAP_OWNERS as Owner. Should be used as variable type. - Codechange: Replaced a few uint by TileIndex.
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15
npf.h
15
npf.h
@@ -15,7 +15,8 @@ typedef struct NPFFindStationOrTileData { /* Meant to be stored in AyStar.target
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} NPFFindStationOrTileData;
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enum { /* Indices into AyStar.userdata[] */
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NPF_TYPE = 0, /* Contains an TransportTypes value */
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NPF_TYPE = 0, /* Contains a TransportTypes value */
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NPF_OWNER, /* Contains an Owner value */
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};
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enum { /* Indices into AyStarNode.userdata[] */
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@@ -30,7 +31,7 @@ enum { /* Flags for AyStarNode.userdata[NPF_NODE_FLAGS]*/
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typedef struct NPFFoundTargetData { /* Meant to be stored in AyStar.userpath */
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uint best_bird_dist; /* The best heuristic found. Is 0 if the target was found */
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uint best_path_dist; /* The shortest path. Is (uint)-1 if no path is found */
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byte best_trackdir; /* The trackdir that leads to the shortes path/closest birds dist */
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byte best_trackdir; /* The trackdir that leads to the shortest path/closest birds dist */
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AyStarNode node; /* The node within the target the search led us to */
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} NPFFoundTargetData;
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@@ -39,20 +40,20 @@ typedef struct NPFFoundTargetData { /* Meant to be stored in AyStar.userpath */
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/* Will search from the given tile and direction, for a route to the given
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* station for the given transport type. See the declaration of
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* NPFFoundTargetData above for the meaning of the result. */
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NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type);
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NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type, Owner owner);
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/* Will search as above, but with two start nodes, the second being the
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* reverse. Look at the NPF_NODE_REVERSE flag in the result node to see which
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* direction was taken */
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NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type);
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NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type, Owner owner);
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/* Will search a route to the closest depot. */
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/* Search using breadth first. Good for little track choice and inaccurate
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* heuristic, such as railway/road */
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NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type);
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NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type, Owner owner);
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/* Search by trying each depot in order of Manhattan Distance. Good for lots
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* of choices and accurate heuristics, such as water */
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NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type);
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* of choices and accurate heuristics, such as water. */
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NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type, Owner owner);
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void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v);
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