4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
10 /** @file aystar.cpp Implementation of A*.
12 * This file has the core function for %AyStar.
13 * %AyStar is a fast path finding routine and is used for things like AI path finding and Train path finding.
14 * For more information about %AyStar (A* Algorithm), you can look at
15 * <A HREF='http://en.wikipedia.org/wiki/A-star_search_algorithm'>http://en.wikipedia.org/wiki/A-star_search_algorithm</A>.
20 * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
21 * And when not free'd, it can cause system-crashes.
22 * Also remember that when you stop an algorithm before it is finished, your
23 * should call clear() yourself!
26 #include "../../stdafx.h"
27 #include "../../core/alloc_func.hpp"
30 #include "../../safeguards.h"
33 * This looks in the hash whether a node exists in the closed list.
34 * @param node Node to search.
35 * @return The #PathNode if it is available, else \c nullptr
37 PathNode
*AyStar::ClosedListIsInList(const AyStarNode
*node
)
39 return (PathNode
*)this->closedlist_hash
.Get(node
->tile
, node
->direction
);
43 * This adds a node to the closed list.
44 * It makes a copy of the data.
45 * @param node Node to add to the closed list.
47 void AyStar::ClosedListAdd(const PathNode
*node
)
49 /* Add a node to the ClosedList */
50 PathNode
*new_node
= MallocT
<PathNode
>(1);
52 this->closedlist_hash
.Set(node
->node
.tile
, node
->node
.direction
, new_node
);
56 * Check whether a node is in the open list.
57 * @param node Node to search.
58 * @return If the node is available, it is returned, else \c nullptr is returned.
60 OpenListNode
*AyStar::OpenListIsInList(const AyStarNode
*node
)
62 return (OpenListNode
*)this->openlist_hash
.Get(node
->tile
, node
->direction
);
66 * Gets the best node from the open list.
67 * It deletes the returned node from the open list.
68 * @returns the best node available, or \c nullptr of none is found.
70 OpenListNode
*AyStar::OpenListPop()
72 /* Return the item the Queue returns.. the best next OpenList item. */
73 OpenListNode
*res
= (OpenListNode
*)this->openlist_queue
.Pop();
75 this->openlist_hash
.DeleteValue(res
->path
.node
.tile
, res
->path
.node
.direction
);
82 * Adds a node to the open list.
83 * It makes a copy of node, and puts the pointer of parent in the struct.
85 void AyStar::OpenListAdd(PathNode
*parent
, const AyStarNode
*node
, int f
, int g
)
87 /* Add a new Node to the OpenList */
88 OpenListNode
*new_node
= MallocT
<OpenListNode
>(1);
90 new_node
->path
.parent
= parent
;
91 new_node
->path
.node
= *node
;
92 this->openlist_hash
.Set(node
->tile
, node
->direction
, new_node
);
94 /* Add it to the queue */
95 this->openlist_queue
.Push(new_node
, f
);
99 * Checks one tile and calculate its f-value
101 void AyStar::CheckTile(AyStarNode
*current
, OpenListNode
*parent
)
103 int new_f
, new_g
, new_h
;
104 PathNode
*closedlist_parent
;
107 /* Check the new node against the ClosedList */
108 if (this->ClosedListIsInList(current
) != nullptr) return;
110 /* Calculate the G-value for this node */
111 new_g
= this->CalculateG(this, current
, parent
);
112 /* If the value was INVALID_NODE, we don't do anything with this node */
113 if (new_g
== AYSTAR_INVALID_NODE
) return;
115 /* There should not be given any other error-code.. */
117 /* Add the parent g-value to the new g-value */
119 if (this->max_path_cost
!= 0 && (uint
)new_g
> this->max_path_cost
) return;
121 /* Calculate the h-value */
122 new_h
= this->CalculateH(this, current
, parent
);
123 /* There should not be given any error-code.. */
126 /* The f-value if g + h */
127 new_f
= new_g
+ new_h
;
129 /* Get the pointer to the parent in the ClosedList (the current one is to a copy of the one in the OpenList) */
130 closedlist_parent
= this->ClosedListIsInList(&parent
->path
.node
);
132 /* Check if this item is already in the OpenList */
133 check
= this->OpenListIsInList(current
);
134 if (check
!= nullptr) {
136 /* Yes, check if this g value is lower.. */
137 if (new_g
> check
->g
) return;
138 this->openlist_queue
.Delete(check
, 0);
139 /* It is lower, so change it to this item */
141 check
->path
.parent
= closedlist_parent
;
142 /* Copy user data, will probably have changed */
143 for (i
= 0; i
< lengthof(current
->user_data
); i
++) {
144 check
->path
.node
.user_data
[i
] = current
->user_data
[i
];
146 /* Re-add it in the openlist_queue. */
147 this->openlist_queue
.Push(check
, new_f
);
149 /* A new node, add him to the OpenList */
150 this->OpenListAdd(closedlist_parent
, current
, new_f
, new_g
);
155 * This function is the core of %AyStar. It handles one item and checks
156 * his neighbour items. If they are valid, they are added to be checked too.
157 * @return Possible values:
158 * - #AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path has been found.
159 * - #AYSTAR_LIMIT_REACHED : Indicates that the max_search_nodes limit has been reached.
160 * - #AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
161 * - #AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
167 /* Get the best node from OpenList */
168 OpenListNode
*current
= this->OpenListPop();
169 /* If empty, drop an error */
170 if (current
== nullptr) return AYSTAR_EMPTY_OPENLIST
;
172 /* Check for end node and if found, return that code */
173 if (this->EndNodeCheck(this, current
) == AYSTAR_FOUND_END_NODE
&& !CheckIgnoreFirstTile(¤t
->path
)) {
174 if (this->FoundEndNode
!= nullptr) {
175 this->FoundEndNode(this, current
);
178 return AYSTAR_FOUND_END_NODE
;
181 /* Add the node to the ClosedList */
182 this->ClosedListAdd(¤t
->path
);
184 /* Load the neighbours */
185 this->GetNeighbours(this, current
);
187 /* Go through all neighbours */
188 for (i
= 0; i
< this->num_neighbours
; i
++) {
189 /* Check and add them to the OpenList if needed */
190 this->CheckTile(&this->neighbours
[i
], current
);
196 if (this->max_search_nodes
!= 0 && this->closedlist_hash
.GetSize() >= this->max_search_nodes
) {
197 /* We've expanded enough nodes */
198 return AYSTAR_LIMIT_REACHED
;
200 /* Return that we are still busy */
201 return AYSTAR_STILL_BUSY
;
206 * This function frees the memory it allocated
210 this->openlist_queue
.Free(false);
211 /* 2nd argument above is false, below is true, to free the values only
213 this->openlist_hash
.Delete(true);
214 this->closedlist_hash
.Delete(true);
216 printf("[AyStar] Memory free'd\n");
221 * This function make the memory go back to zero.
222 * This function should be called when you are using the same instance again.
226 /* Clean the Queue, but not the elements within. That will be done by
228 this->openlist_queue
.Clear(false);
229 /* Clean the hashes */
230 this->openlist_hash
.Clear(true);
231 this->closedlist_hash
.Clear(true);
234 printf("[AyStar] Cleared AyStar\n");
239 * This is the function you call to run AyStar.
240 * @return Possible values:
241 * - #AYSTAR_FOUND_END_NODE : indicates we found an end node.
242 * - #AYSTAR_NO_PATH : indicates that there was no path found.
243 * - #AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
244 * @note When the algorithm is done (when the return value is not #AYSTAR_STILL_BUSY) #Clear() is called automatically.
245 * When you stop the algorithm halfway, you should call #Clear() yourself!
250 /* Loop through the OpenList
251 * Quit if result is no AYSTAR_STILL_BUSY or is more than loops_per_tick */
252 while ((r
= this->Loop()) == AYSTAR_STILL_BUSY
&& (this->loops_per_tick
== 0 || ++i
< this->loops_per_tick
)) { }
255 case AYSTAR_FOUND_END_NODE
: printf("[AyStar] Found path!\n"); break;
256 case AYSTAR_EMPTY_OPENLIST
: printf("[AyStar] OpenList run dry, no path found\n"); break;
257 case AYSTAR_LIMIT_REACHED
: printf("[AyStar] Exceeded search_nodes, no path found\n"); break;
261 if (r
!= AYSTAR_STILL_BUSY
) {
262 /* We're done, clean up */
267 case AYSTAR_FOUND_END_NODE
: return AYSTAR_FOUND_END_NODE
;
268 case AYSTAR_EMPTY_OPENLIST
:
269 case AYSTAR_LIMIT_REACHED
: return AYSTAR_NO_PATH
;
270 default: return AYSTAR_STILL_BUSY
;
275 * Adds a node from where to start an algorithm. Multiple nodes can be added
276 * if wanted. You should make sure that #Clear() is called before adding nodes
277 * if the #AyStar has been used before (though the normal main loop calls
278 * #Clear() automatically when the algorithm finishes.
279 * @param start_node Node to start with.
280 * @param g the cost for starting with this node.
282 void AyStar::AddStartNode(AyStarNode
*start_node
, uint g
)
285 printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n",
286 TileX(start_node
->tile
), TileY(start_node
->tile
), start_node
->direction
);
288 this->OpenListAdd(nullptr, start_node
, 0, g
);
292 * Initialize an #AyStar. You should fill all appropriate fields before
293 * calling #Init (see the declaration of #AyStar for which fields are internal).
295 void AyStar::Init(Hash_HashProc hash
, uint num_buckets
)
297 /* Allocated the Hash for the OpenList and ClosedList */
298 this->openlist_hash
.Init(hash
, num_buckets
);
299 this->closedlist_hash
.Init(hash
, num_buckets
);
301 /* Set up our sorting queue
302 * BinaryHeap allocates a block of 1024 nodes
303 * When that one gets full it reserves another one, till this number
304 * That is why it can stay this high */
305 this->openlist_queue
.Init(102400);