pathfinder.cpp

00001 /* $Id: pathfinder.cpp 11983 2008-01-25 15:47:58Z frosch $ */
00002 
00003 #include "../../stdafx.h"
00004 #include "../../openttd.h"
00005 #include "../../bridge_map.h"
00006 #include "../../debug.h"
00007 #include "../../command_func.h"
00008 #include "trolly.h"
00009 #include "../../depot.h"
00010 #include "../../tunnel_map.h"
00011 #include "../../bridge.h"
00012 #include "../../tunnelbridge_map.h"
00013 #include "../ai.h"
00014 #include "../../variables.h"
00015 #include "../../player_base.h"
00016 #include "../../player_func.h"
00017 #include "../../tunnelbridge.h"
00018 
00019 
00020 #define TEST_STATION_NO_DIR 0xFF
00021 
00022 // Tests if a station can be build on the given spot
00023 // TODO: make it train compatible
00024 static bool TestCanBuildStationHere(TileIndex tile, byte dir)
00025 {
00026   Player *p = GetPlayer(_current_player);
00027 
00028   if (dir == TEST_STATION_NO_DIR) {
00029     CommandCost ret;
00030     // TODO: currently we only allow spots that can be access from al 4 directions...
00031     //  should be fixed!!!
00032     for (dir = 0; dir < 4; dir++) {
00033       ret = AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST);
00034       if (CmdSucceeded(ret)) return true;
00035     }
00036     return false;
00037   }
00038 
00039   // return true if command succeeded, so the inverse of CmdFailed()
00040   return CmdSucceeded(AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST));
00041 }
00042 
00043 
00044 static bool IsRoad(TileIndex tile)
00045 {
00046   return
00047     // MP_ROAD, but not a road depot?
00048     (IsTileType(tile, MP_ROAD) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
00049     (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD);
00050 }
00051 
00052 
00053 // Checks if a tile 'a' is between the tiles 'b' and 'c'
00054 #define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
00055 
00056 
00057 // Check if the current tile is in our end-area
00058 static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
00059 {
00060   const Ai_PathFinderInfo* PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
00061 
00062   // It is not allowed to have a station on the end of a bridge or tunnel ;)
00063   if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
00064   if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
00065     if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
00066       if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile, AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
00067         return AYSTAR_FOUND_END_NODE;
00068 
00069   return AYSTAR_DONE;
00070 }
00071 
00072 
00073 // Calculates the hash
00074 //   Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
00075 static uint AiPathFinder_Hash(uint key1, uint key2)
00076 {
00077   return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
00078 }
00079 
00080 
00081 // Clear the memory of all the things
00082 static void AyStar_AiPathFinder_Free(AyStar *aystar)
00083 {
00084   AyStarMain_Free(aystar);
00085   delete aystar;
00086 }
00087 
00088 
00089 static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
00090 static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
00091 static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
00092 static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
00093 
00094 
00095 // This creates the AiPathFinder
00096 AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
00097 {
00098   PathNode start_node;
00099   uint x;
00100   uint y;
00101   // Create AyStar
00102   AyStar *result = new AyStar();
00103   init_AyStar(result, AiPathFinder_Hash, 1 << 10);
00104   // Set the function pointers
00105   result->CalculateG = AyStar_AiPathFinder_CalculateG;
00106   result->CalculateH = AyStar_AiPathFinder_CalculateH;
00107   result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
00108   result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
00109   result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
00110 
00111   result->free = AyStar_AiPathFinder_Free;
00112 
00113   // Set some information
00114   result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
00115   result->max_path_cost = 0;
00116   result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
00117 
00118   // Set the user_data to the PathFinderInfo
00119   result->user_target = PathFinderInfo;
00120 
00121   // Set the start node
00122   start_node.parent = NULL;
00123   start_node.node.direction = 0;
00124   start_node.node.user_data[0] = 0;
00125 
00126   // Now we add all the starting tiles
00127   for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
00128     for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
00129       start_node.node.tile = TileXY(x, y);
00130       result->addstart(result, &start_node.node, 0);
00131     }
00132   }
00133 
00134   return result;
00135 }
00136 
00137 
00138 // To reuse AyStar we sometimes have to clean all the memory
00139 void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
00140 {
00141   PathNode start_node;
00142   uint x;
00143   uint y;
00144 
00145   aystar->clear(aystar);
00146 
00147   // Set the user_data to the PathFinderInfo
00148   aystar->user_target = PathFinderInfo;
00149 
00150   // Set the start node
00151   start_node.parent = NULL;
00152   start_node.node.direction = 0;
00153   start_node.node.user_data[0] = 0;
00154   start_node.node.tile = PathFinderInfo->start_tile_tl;
00155 
00156   // Now we add all the starting tiles
00157   for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
00158     for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
00159       TileIndex tile = TileXY(x, y);
00160 
00161       if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) continue;
00162       if (!TestCanBuildStationHere(tile, TEST_STATION_NO_DIR)) continue;
00163       start_node.node.tile = tile;
00164       aystar->addstart(aystar, &start_node.node, 0);
00165     }
00166   }
00167 }
00168 
00169 
00170 // The h-value, simple calculation
00171 static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
00172 {
00173   const Ai_PathFinderInfo* PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
00174   int r, r2;
00175 
00176   if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
00177     // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
00178     r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction));
00179     r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction));
00180   } else {
00181     // No direction, so just get the fastest route to the station
00182     r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
00183     r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br);
00184   }
00185   // See if the bottomright is faster than the topleft..
00186   if (r2 < r) r = r2;
00187   return r * AI_PATHFINDER_H_MULTIPLER;
00188 }
00189 
00190 
00191 // We found the end.. let's get the route back and put it in an array
00192 static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
00193 {
00194   Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
00195   uint i = 0;
00196   PathNode *parent = &current->path;
00197 
00198   do {
00199     PathFinderInfo->route_extra[i] = parent->node.user_data[0];
00200     PathFinderInfo->route[i++] = parent->node.tile;
00201     if (i > lengthof(PathFinderInfo->route)) {
00202       // We ran out of space for the PathFinder
00203       DEBUG(ai, 0, "No more space in pathfinder route[] array");
00204       PathFinderInfo->route_length = -1; // -1 indicates out of space
00205       return;
00206     }
00207     parent = parent->parent;
00208   } while (parent != NULL);
00209   PathFinderInfo->route_length = i;
00210   DEBUG(ai, 1, "Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
00211 }
00212 
00213 
00214 // What tiles are around us.
00215 static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
00216 {
00217   CommandCost ret;
00218   int dir;
00219 
00220   Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
00221 
00222   aystar->num_neighbours = 0;
00223 
00224   // Go through all surrounding tiles and check if they are within the limits
00225   for (DiagDirection i = DIAGDIR_BEGIN; i < DIAGDIR_END; i++) {
00226     TileIndex ctile = current->path.node.tile; // Current tile
00227     TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile
00228 
00229     if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
00230         TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) {
00231       // We also directly test if the current tile can connect to this tile..
00232       //  We do this simply by just building the tile!
00233 
00234       // If the next step is a bridge, we have to enter it the right way
00235       if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
00236         if (IsTileType(atile, MP_TUNNELBRIDGE)) {
00237           if (GetTunnelBridgeDirection(atile) != i) continue;
00238         }
00239       }
00240 
00241       if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
00242           (AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
00243         // We are a bridge/tunnel, how cool!!
00244         //  This means we can only point forward.. get the direction from the user_data
00245         if ((uint)i != (current->path.node.user_data[0] >> 8)) continue;
00246       }
00247       dir = 0;
00248 
00249       // First, check if we have a parent
00250       if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
00251         // If not, this means we are at the starting station
00252         if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
00253           // We do need a direction?
00254           if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
00255             // We are not pointing the right way, invalid tile
00256             continue;
00257           }
00258         }
00259       } else if (current->path.node.user_data[0] == 0) {
00260         if (PathFinderInfo->rail_or_road) {
00261           // Rail check
00262           dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
00263           ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
00264           if (CmdFailed(ret)) continue;
00265 #ifdef AI_PATHFINDER_NO_90DEGREES_TURN
00266           if (current->path.parent->parent != NULL) {
00267             // Check if we don't make a 90degree curve
00268             int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
00269             if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
00270               continue;
00271             }
00272           }
00273 #endif
00274         } else {
00275           // Road check
00276           dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
00277           if (IsRoad(ctile)) {
00278             if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
00279               // We have a bridge, how nicely! We should mark it...
00280               dir = 0;
00281             } else {
00282               // It already has road.. check if we miss any bits!
00283               if ((GetAnyRoadBits(ctile, ROADTYPE_ROAD) & dir) != dir) {
00284                 // We do miss some pieces :(
00285                 dir &= ~GetAnyRoadBits(ctile, ROADTYPE_ROAD);
00286               } else {
00287                 dir = 0;
00288               }
00289             }
00290           }
00291           // Only destruct things if it is MP_CLEAR of MP_TREES
00292           if (dir != 0) {
00293             ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
00294             if (CmdFailed(ret)) continue;
00295           }
00296         }
00297       }
00298 
00299       // The tile can be connected
00300       aystar->neighbours[aystar->num_neighbours].tile = atile;
00301       aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
00302       aystar->neighbours[aystar->num_neighbours++].direction = 0;
00303     }
00304   }
00305 
00306   // Next step, check for bridges and tunnels
00307   if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
00308     // First we get the dir from this tile and his parent
00309     DiagDirection dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
00310     // It means we can only walk with the track, so the bridge has to be in the same direction
00311     TileIndex tile = current->path.node.tile;
00312     TileIndex new_tile = tile;
00313     Slope tileh = GetTileSlope(tile, NULL);
00314 
00315     // Bridges can only be build on land that is not flat
00316     //  And if there is a road or rail blocking
00317     if (tileh != SLOPE_FLAT ||
00318         (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_ROAD)) ||
00319         (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) {
00320       for (;;) {
00321         new_tile += TileOffsByDiagDir(dir);
00322 
00323         // Precheck, is the length allowed?
00324         if (!CheckBridge_Stuff(0, GetTunnelBridgeLength(tile, new_tile))) break;
00325 
00326         // Check if we hit the station-tile.. we don't like that!
00327         if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
00328 
00329         // Try building the bridge..
00330         ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
00331         if (CmdFailed(ret)) continue;
00332         // We can build a bridge here.. add him to the neighbours
00333         aystar->neighbours[aystar->num_neighbours].tile = new_tile;
00334         aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
00335         aystar->neighbours[aystar->num_neighbours++].direction = 0;
00336         // We can only have 12 neighbours, and we need 1 left for tunnels
00337         if (aystar->num_neighbours == 11) break;
00338       }
00339     }
00340 
00341     // Next, check for tunnels!
00342     // Tunnels can only be built on slopes corresponding to the direction
00343     //  For now, we check both sides for this tile.. terraforming gives fuzzy result
00344     if (tileh == InclinedSlope(dir)) {
00345       // Now simply check if a tunnel can be build
00346       ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
00347       tileh = GetTileSlope(_build_tunnel_endtile, NULL);
00348       if (CmdSucceeded(ret) && IsInclinedSlope(tileh)) {
00349         aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
00350         aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
00351         aystar->neighbours[aystar->num_neighbours++].direction = 0;
00352       }
00353     }
00354   }
00355 }
00356 
00357 
00358 extern Foundation GetRailFoundation(Slope tileh, TrackBits bits); // XXX function declaration in .c
00359 extern Foundation GetRoadFoundation(Slope tileh, RoadBits bits); // XXX function declaration in .c
00360 
00361 // The most important function: it calculates the g-value
00362 static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
00363 {
00364   Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
00365   int res = 0;
00366   Slope tileh = GetTileSlope(current->tile, NULL);
00367   Slope parent_tileh = GetTileSlope(parent->path.node.tile, NULL);
00368 
00369   // Check if we hit the end-tile
00370   if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
00371     // We are at the end-tile, check if we had a direction or something...
00372     if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) {
00373       // We are not pointing the right way, invalid tile
00374       return AYSTAR_INVALID_NODE;
00375     }
00376     // If it was valid, drop out.. we don't build on the endtile
00377     return 0;
00378   }
00379 
00380   // Give everything a small penalty
00381   res += AI_PATHFINDER_PENALTY;
00382 
00383   if (!PathFinderInfo->rail_or_road) {
00384     // Road has the lovely advantage it can use other road... check if
00385     //  the current tile is road, and if so, give a good bonus
00386     if (IsRoad(current->tile)) {
00387       res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
00388     }
00389   }
00390 
00391   // We should give a penalty when the tile is going up or down.. this is one way to do so!
00392   //  Too bad we have to count it from the parent.. but that is not so bad.
00393   // We also dislike long routes on slopes, since they do not look too realistic
00394   //  when there is a flat land all around, they are more expensive to build, and
00395   //  especially they essentially block the ability to connect or cross the road
00396   //  from one side.
00397   if (parent_tileh != SLOPE_FLAT && parent->path.parent != NULL) {
00398     // Skip if the tile was from a bridge or tunnel
00399     if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
00400       if (PathFinderInfo->rail_or_road) {
00401         Foundation f = GetRailFoundation(parent_tileh, (TrackBits)(1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)));
00402         if (IsInclinedFoundation(f) || (!IsFoundation(f) && IsInclinedSlope(parent_tileh))) {
00403           res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
00404         } else {
00405           res += AI_PATHFINDER_FOUNDATION_PENALTY;
00406         }
00407       } else {
00408         if (!IsRoad(parent->path.node.tile) || !IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE)) {
00409           Foundation f = GetRoadFoundation(parent_tileh, (RoadBits)AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
00410           if (IsInclinedFoundation(f) || (!IsFoundation(f) && IsInclinedSlope(parent_tileh))) {
00411             res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
00412           } else {
00413             res += AI_PATHFINDER_FOUNDATION_PENALTY;
00414           }
00415         }
00416       }
00417     }
00418   }
00419 
00420   // Are we part of a tunnel?
00421   if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
00422     int r;
00423     // Tunnels are very expensive when build on long routes..
00424     // Ironicly, we are using BridgeCode here ;)
00425     r = AI_PATHFINDER_TUNNEL_PENALTY * GetTunnelBridgeLength(current->tile, parent->path.node.tile);
00426     res += r + (r >> 8);
00427   }
00428 
00429   // Are we part of a bridge?
00430   if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
00431     // That means for every length a penalty
00432     res += AI_PATHFINDER_BRIDGE_PENALTY * GetTunnelBridgeLength(current->tile, parent->path.node.tile);
00433     // Check if we are going up or down, first for the starting point
00434     // In user_data[0] is at the 8th bit the direction
00435     if (!HasBridgeFlatRamp(parent_tileh, (Axis)((current->user_data[0] >> 8) & 1))) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
00436     // Second for the end point
00437     if (!HasBridgeFlatRamp(tileh, (Axis)((current->user_data[0] >> 8) & 1))) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
00438   }
00439 
00440   //  To prevent the AI from taking the fastest way in tiles, but not the fastest way
00441   //    in speed, we have to give a good penalty to direction changing
00442   //  This way, we get almost the fastest way in tiles, and a very good speed on the track
00443   if (!PathFinderInfo->rail_or_road) {
00444     if (parent->path.parent != NULL &&
00445         AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
00446       // When road exists, we don't like turning, but its free, so don't be to piggy about it
00447       if (IsRoad(parent->path.node.tile)) {
00448         res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
00449       } else {
00450         res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
00451       }
00452     }
00453   } else {
00454     // For rail we have 1 exeption: diagonal rail..
00455     // So we fetch 2 raildirection. That of the current one, and of the one before that
00456     if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
00457       int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
00458       int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
00459       // First, see if we are on diagonal path, that is better than straight path
00460       if (dir1 > 1) res -= AI_PATHFINDER_DIAGONAL_BONUS;
00461 
00462       // First see if they are different
00463       if (dir1 != dir2) {
00464         // dir 2 and 3 are 1 diagonal track, and 4 and 5.
00465         if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
00466           // It is not, so we changed of direction
00467           res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
00468         }
00469         if (parent->path.parent->parent->parent != NULL) {
00470           int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
00471           // Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
00472           if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
00473             res += AI_PATHFINDER_CURVE_PENALTY;
00474           }
00475         }
00476       }
00477     }
00478   }
00479 
00480   return (res < 0) ? 0 : res;
00481 }

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