148 lines
4.7 KiB
C++
148 lines
4.7 KiB
C++
/*
|
|
* This file is part of OpenTTD.
|
|
* 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.
|
|
* 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.
|
|
* 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/>.
|
|
*/
|
|
|
|
/** @file yapf_river_builder.cpp Pathfinder for river building. */
|
|
|
|
#include "../../stdafx.h"
|
|
|
|
#include "../../water.h"
|
|
#include "../../genworld.h"
|
|
#include "yapf.hpp"
|
|
|
|
#include "../../safeguards.h"
|
|
|
|
/* River builder pathfinder node. */
|
|
struct YapfRiverBuilderNode : CYapfNodeT<CYapfNodeKeyTrackDir, YapfRiverBuilderNode> {};
|
|
|
|
/* River builder pathfinder node list. */
|
|
using RiverBuilderNodeList = NodeList<YapfRiverBuilderNode, 8, 10>;
|
|
|
|
/* We don't need a follower but YAPF requires one. */
|
|
struct RiverBuilderFollower {};
|
|
|
|
/* We don't need a vehicle but YAPF requires one. */
|
|
struct DummyVehicle : Vehicle {};
|
|
|
|
class YapfRiverBuilder;
|
|
|
|
/* Types struct required for YAPF components. */
|
|
struct RiverBuilderTypes {
|
|
using Tpf = YapfRiverBuilder;
|
|
using TrackFollower = RiverBuilderFollower;
|
|
using NodeList = RiverBuilderNodeList;
|
|
using VehicleType = DummyVehicle;
|
|
};
|
|
|
|
/* River builder pathfinder implementation. */
|
|
class YapfRiverBuilder
|
|
: public CYapfBaseT<RiverBuilderTypes>
|
|
, public CYapfSegmentCostCacheNoneT<RiverBuilderTypes>
|
|
{
|
|
public:
|
|
using Node = RiverBuilderTypes::NodeList::Item;
|
|
using Key = Node::Key;
|
|
|
|
protected:
|
|
TileIndex end_tile; ///< End tile of the river
|
|
|
|
inline YapfRiverBuilder &Yapf()
|
|
{
|
|
return *static_cast<YapfRiverBuilder *>(this);
|
|
}
|
|
|
|
public:
|
|
YapfRiverBuilder(TileIndex start_tile, TileIndex end_tile)
|
|
{
|
|
this->end_tile = end_tile;
|
|
|
|
Node &node = Yapf().CreateNewNode();
|
|
node.Set(nullptr, start_tile, INVALID_TRACKDIR, false);
|
|
Yapf().AddStartupNode(node);
|
|
}
|
|
|
|
inline bool PfDetectDestination(Node &n) const
|
|
{
|
|
return n.GetTile() == this->end_tile;
|
|
}
|
|
|
|
inline bool PfCalcCost(Node &n, const RiverBuilderFollower *)
|
|
{
|
|
n.cost = n.parent->cost + 1 + RandomRange(_settings_game.game_creation.river_route_random);
|
|
return true;
|
|
}
|
|
|
|
inline bool PfCalcEstimate(Node &n)
|
|
{
|
|
n.estimate = n.cost + DistanceManhattan(this->end_tile, n.GetTile());
|
|
assert(n.estimate >= n.parent->estimate);
|
|
return true;
|
|
}
|
|
|
|
inline void PfFollowNode(Node &old_node)
|
|
{
|
|
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; ++d) {
|
|
const TileIndex t = old_node.GetTile() + TileOffsByDiagDir(d);
|
|
if (IsValidTile(t) && RiverFlowsDown(old_node.GetTile(), t)) {
|
|
Node &node = Yapf().CreateNewNode();
|
|
node.Set(&old_node, t, INVALID_TRACKDIR, true);
|
|
Yapf().AddNewNode(node, RiverBuilderFollower{});
|
|
}
|
|
}
|
|
}
|
|
|
|
inline char TransportTypeChar() const
|
|
{
|
|
return '~';
|
|
}
|
|
|
|
static void BuildRiver(TileIndex start_tile, TileIndex end_tile, TileIndex spring_tile, bool main_river)
|
|
{
|
|
YapfRiverBuilder pf(start_tile, end_tile);
|
|
if (pf.FindPath(nullptr) == false) return; // No path found
|
|
|
|
/* First, build the river without worrying about its width. */
|
|
for (Node *node = pf.GetBestNode(); node != nullptr; node = node->parent) {
|
|
TileIndex tile = node->GetTile();
|
|
if (!IsWaterTile(tile)) {
|
|
MakeRiverAndModifyDesertZoneAround(tile);
|
|
}
|
|
}
|
|
|
|
/* If the river is a main river, go back along the path to widen it.
|
|
* Don't make wide rivers if we're using the original landscape generator.
|
|
*/
|
|
if (_settings_game.game_creation.land_generator != LG_ORIGINAL && main_river) {
|
|
const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
|
|
|
|
for (Node *node = pf.GetBestNode(); node != nullptr; node = node->parent) {
|
|
const TileIndex center_tile = node->GetTile();
|
|
|
|
/* Check if we should widen river depending on how far we are away from the source. */
|
|
uint current_river_length = DistanceManhattan(spring_tile, center_tile);
|
|
uint diameter = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
|
|
if (diameter <= 1) continue;
|
|
|
|
for (auto tile : SpiralTileSequence(center_tile, diameter)) {
|
|
RiverMakeWider(tile, center_tile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Builds a river from the start tile to the end tile.
|
|
* @param start_tile Start tile of the river.
|
|
* @param end_tile End tile of the river.
|
|
* @param spring_tile spring_tile Tile in which the spring of the river is located.
|
|
* @param main_river Whether it is a main river. Main rivers can get wider than one tile.
|
|
*/
|
|
void YapfBuildRiver(TileIndex start_tile, TileIndex end_tile, TileIndex spring_tile, bool main_river)
|
|
{
|
|
YapfRiverBuilder::BuildRiver(start_tile, end_tile, spring_tile, main_river);
|
|
}
|