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openttd-cmclient/src/pathfinder/yapf/yapf_river_builder.cpp
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/*
* 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);
}