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@ -47,6 +47,7 @@ static uint NPFDistanceTrack(TileIndex t0, TileIndex t1)
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return diagTracks * NPF_TILE_LENGTH + straightTracks * NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH;
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}
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#if 0
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static uint NTPHash(uint key1, uint key2)
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{
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@ -70,7 +71,7 @@ static uint NPFHash(uint key1, uint key2)
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assert(IsValidTrackdir(key2));
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assert(IsValidTile(key1));
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return ((((part1 << NPF_HASH_HALFBITS) | part2)) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
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return ((part1 << NPF_HASH_HALFBITS | part2) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
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}
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static int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent)
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@ -116,15 +117,16 @@ static int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, Open
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uint dist;
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// for train-stations, we are going to aim for the closest station tile
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if ((as->user_data[NPF_TYPE] == TRANSPORT_RAIL) && (fstd->station_index != -1))
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if (as->user_data[NPF_TYPE] == TRANSPORT_RAIL && fstd->station_index != -1)
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to = CalcClosestStationTile(fstd->station_index, from);
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if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD)
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if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD) {
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/* Since roads only have diagonal pieces, we use manhattan distance here */
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dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
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else
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} else {
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/* Ships and trains can also go diagonal, so the minimum distance is shorter */
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dist = NPFDistanceTrack(from, to);
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}
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DEBUG(npf, 4)("Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
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@ -135,6 +137,7 @@ static int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, Open
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return dist;
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}
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/* Fills AyStarNode.user_data[NPF_TRACKDIRCHOICE] with the chosen direction to
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* get here, either getting it from the current choice or from the parent's
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* choice */
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@ -147,11 +150,9 @@ static void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
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current->user_data[NPF_TRACKDIR_CHOICE] = trackdir;
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DEBUG(npf, 6)("Saving trackdir: %#x", trackdir);
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} else {
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/* We've already made the decision, so just save our parent's
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* decision */
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/* We've already made the decision, so just save our parent's decision */
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current->user_data[NPF_TRACKDIR_CHOICE] = parent->path.node.user_data[NPF_TRACKDIR_CHOICE];
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}
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}
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/* Will return the cost of the tunnel. If it is an entry, it will return the
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@ -191,7 +192,7 @@ static uint NPFSlopeCost(AyStarNode* current)
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/* get the height of the center of the next tile */
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z2 = GetSlopeZ(x+TILE_HEIGHT, y+TILE_HEIGHT);
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if ((z2 - z1) > 1) {
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if (z2 - z1 > 1) {
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/* Slope up */
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return _patches.npf_rail_slope_penalty;
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}
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@ -263,12 +264,14 @@ static int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
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}
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cost = NPF_TILE_LENGTH;
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break;
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case MP_STREET:
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cost = NPF_TILE_LENGTH;
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/* Increase the cost for level crossings */
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if (IsLevelCrossing(tile))
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cost += _patches.npf_crossing_penalty;
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break;
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default:
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break;
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}
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@ -307,22 +310,25 @@ static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
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}
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/* Fall through if above if is false, it is a bridge
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* then. We treat that as ordinary rail */
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case MP_RAILWAY:
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cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
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break;
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case MP_STREET: /* Railway crossing */
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cost = NPF_TILE_LENGTH;
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break;
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case MP_STATION:
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/* We give a station tile a penalty. Logically we would only
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* want to give station tiles that are not our destination
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* this penalty. This would discourage trains to drive through
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* busy stations. But, we can just give any station tile a
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* penalty, because every possible route will get this penalty
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* exactly once, on its end tile (if it's a station) and it
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* will therefore not make a difference. */
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/* We give a station tile a penalty. Logically we would only want to give
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* station tiles that are not our destination this penalty. This would
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* discourage trains to drive through busy stations. But, we can just
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* give any station tile a penalty, because every possible route will get
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* this penalty exactly once, on its end tile (if it's a station) and it
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* will therefore not make a difference. */
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cost = NPF_TILE_LENGTH + _patches.npf_rail_station_penalty;
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break;
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default:
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break;
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}
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@ -340,11 +346,12 @@ static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
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/* Is this a presignal exit or combo? */
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SignalType sigtype = GetSignalType(tile, TrackdirToTrack(trackdir));
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if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO)
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if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
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/* Penalise exit and combo signals differently (heavier) */
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cost += _patches.npf_rail_firstred_exit_penalty;
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else
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} else {
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cost += _patches.npf_rail_firstred_penalty;
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}
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}
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/* Record the state of this signal */
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NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, true);
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@ -372,14 +379,12 @@ static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
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//TODO, with realistic acceleration, also the amount of straight track between
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// curves should be taken into account, as this affects the speed limit.
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/* Check for reverse in depot */
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if (IsTileDepotType(tile, TRANSPORT_RAIL) && as->EndNodeCheck(as, &new_node) != AYSTAR_FOUND_END_NODE) {
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/* Penalise any depot tile that is not the last tile in the path. This
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* _should_ penalise every occurence of reversing in a depot (and only
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* that) */
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cost += _patches.npf_rail_depot_reverse_penalty;
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}
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/* Check for occupied track */
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@ -397,10 +402,11 @@ static int32 NPFFindDepot(AyStar* as, OpenListNode *current)
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/* It's not worth caching the result with NPF_FLAG_IS_TARGET here as below,
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* since checking the cache not that much faster than the actual check */
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if (IsTileDepotType(tile, as->user_data[NPF_TYPE]))
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if (IsTileDepotType(tile, as->user_data[NPF_TYPE])) {
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return AYSTAR_FOUND_END_NODE;
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else
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} else {
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return AYSTAR_DONE;
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}
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}
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/* Will find a station identified using the NPFFindStationOrTileData */
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@ -446,14 +452,13 @@ static void NPFSaveTargetData(AyStar* as, OpenListNode* current)
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*/
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static bool VehicleMayEnterTile(Owner owner, TileIndex tile, DiagDirection enterdir)
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{
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if (
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IsTileType(tile, MP_RAILWAY) /* Rail tile (also rail depot) */
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|| IsTrainStationTile(tile) /* Rail station tile */
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|| IsTileDepotType(tile, TRANSPORT_ROAD) /* Road depot tile */
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|| IsRoadStationTile(tile) /* Road station tile */
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|| IsTileDepotType(tile, TRANSPORT_WATER) /* Water depot tile */
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)
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if (IsTileType(tile, MP_RAILWAY) || /* Rail tile (also rail depot) */
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IsTrainStationTile(tile) || /* Rail station tile */
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IsTileDepotType(tile, TRANSPORT_ROAD) || /* Road depot tile */
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IsRoadStationTile(tile) || /* Road station tile */
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IsTileDepotType(tile, TRANSPORT_WATER)) { /* Water depot tile */
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return IsTileOwner(tile, owner); /* You need to own these tiles entirely to use them */
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}
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switch (GetTileType(tile)) {
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case MP_STREET:
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@ -461,6 +466,7 @@ static bool VehicleMayEnterTile(Owner owner, TileIndex tile, DiagDirection enter
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if (IsLevelCrossing(tile) && GetCrossingTransportType(tile, TrackdirToTrack(DiagdirToDiagTrackdir(enterdir))) == TRANSPORT_RAIL)
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return IsTileOwner(tile, owner); /* Railway needs owner check, while the street is public */
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break;
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case MP_TUNNELBRIDGE:
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#if 0
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/* OPTIMISATION: If we are on the middle of a bridge, we will not do the cpu
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@ -475,13 +481,13 @@ static bool VehicleMayEnterTile(Owner owner, TileIndex tile, DiagDirection enter
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}
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/* if we were on a railway middle part, we are now at a railway bridge ending */
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#endif
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if (
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(_m[tile].m5 & 0xFC) == 0 /* railway tunnel */
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|| (_m[tile].m5 & 0xC6) == 0x80 /* railway bridge ending */
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|| ((_m[tile].m5 & 0xF8) == 0xE0 && GB(_m[tile].m5, 0, 1) != (enterdir & 0x1)) /* railway under bridge */
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)
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if ((_m[tile].m5 & 0xFC) == 0 || /* railway tunnel */
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(_m[tile].m5 & 0xC6) == 0x80 || /* railway bridge ending */
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((_m[tile].m5 & 0xF8) == 0xE0 && GB(_m[tile].m5, 0, 1) != (enterdir & 0x1))) { /* railway under bridge */
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return IsTileOwner(tile, owner);
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}
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break;
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default:
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break;
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}
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@ -510,7 +516,8 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
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DEBUG(npf, 4)("Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
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/* Find dest tile */
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if (IsTileType(src_tile, MP_TUNNELBRIDGE) && GB(_m[src_tile].m5, 4, 4) == 0 &&
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if (IsTileType(src_tile, MP_TUNNELBRIDGE) &&
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GB(_m[src_tile].m5, 4, 4) == 0 &&
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(DiagDirection)GB(_m[src_tile].m5, 0, 2) == src_exitdir) {
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/* This is a tunnel. We know this tunnel is our type,
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* otherwise we wouldn't have got here. It is also facing us,
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@ -525,16 +532,17 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
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DiagDirection exitdir;
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/* Find out the exit direction first */
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if (IsRoadStationTile(src_tile))
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if (IsRoadStationTile(src_tile)) {
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exitdir = GetRoadStationDir(src_tile);
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else /* Train or road depot. Direction is stored the same for both, in map5 */
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} else { /* Train or road depot. Direction is stored the same for both, in map5 */
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exitdir = GetDepotDirection(src_tile, type);
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}
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/* Let's see if were headed the right way into the depot, and reverse
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* otherwise (only for trains, since only with trains you can
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* (sometimes) reach tiles after reversing that you couldn't reach
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* without reversing. */
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if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagdir(exitdir)) && type == TRANSPORT_RAIL)
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if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagdir(exitdir)) && type == TRANSPORT_RAIL) {
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/* We are headed inwards. We can only reverse here, so we'll not
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* consider this direction, but jump ahead to the reverse direction.
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* It would be nicer to return one neighbour here (the reverse
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@ -543,6 +551,7 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
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* the code layout is cleaner this way, we will just pretend we are
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* reversed already */
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src_trackdir = ReverseTrackdir(src_trackdir);
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}
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}
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/* This a normal tile, a bridge, a tunnel exit, etc. */
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dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDir(TrackdirToExitdir(src_trackdir)));
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@ -577,10 +586,11 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
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if (type != TRANSPORT_WATER && (IsRoadStationTile(dst_tile) || IsTileDepotType(dst_tile, type))){
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/* Road stations and road and train depots return 0 on GTTS, so we have to do this by hand... */
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DiagDirection exitdir;
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if (IsRoadStationTile(dst_tile))
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if (IsRoadStationTile(dst_tile)) {
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exitdir = GetRoadStationDir(dst_tile);
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else /* Road or train depot */
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} else { /* Road or train depot */
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exitdir = GetDepotDirection(dst_tile, type);
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}
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/* Find the trackdirs that are available for a depot or station with this
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* orientation. They are only "inwards", since we are reaching this tile
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* from some other tile. This prevents vehicles driving into depots from
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@ -862,7 +872,7 @@ void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v)
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* dest_tile, not just any stop of that station.
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* So only for train orders to stations we fill fstd->station_index, for all
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* others only dest_coords */
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if ((v->current_order.type) == OT_GOTO_STATION && v->type == VEH_Train) {
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if (v->current_order.type == OT_GOTO_STATION && v->type == VEH_Train) {
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fstd->station_index = v->current_order.station;
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/* Let's take the closest tile of the station as our target for trains */
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fstd->dest_coords = CalcClosestStationTile(v->current_order.station, v->tile);
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