]> git.mxchange.org Git - flightgear.git/commitdiff
Added a shortest-path algorithm between two nodes and removed the hardwired KEMT...
authordaveluff <daveluff>
Mon, 24 Feb 2003 19:03:15 +0000 (19:03 +0000)
committerdaveluff <daveluff>
Mon, 24 Feb 2003 19:03:15 +0000 (19:03 +0000)
src/ATC/ground.cxx
src/ATC/ground.hxx

index f713a69e71b758112c06dc0c7080c3dba708a08c..bc03a3313030869d79b184e8527ffc137111a18f 100644 (file)
 #include STL_FSTREAM
 
 #include "ground.hxx"
+#include "ATCutils.hxx"
 
 SG_USING_STD(ifstream);
 SG_USING_STD(cout);
 
+node::node() {
+}
+
+node::~node() {
+       for(unsigned int i=0; i < arcs.size(); ++i) {
+               delete arcs[i];
+       }
+}
+
+// Make sure that a_path.cost += distance is safe from the moment it's created.
+a_path::a_path() {
+       cost = 0;
+}
+
 FGGround::FGGround() {
        display = false;
        networkLoadOK = false;
@@ -63,11 +78,17 @@ void FGGround::ParseRwyExits(node* np, char* es) {
 // Return true if successfull.
 // TODO - currently the file is assumed to reside in the base/ATC directory.
 // This might change to something more thought out in the future.
+// NOTE - currently it is assumed that all nodes are loaded before any arcs.
+// It won't work ATM if this doesn't hold true.
 bool FGGround::LoadNetwork() {
        node* np;
        arc* ap;
        Gate* gp;
        
+       int gateCount = 0;      // This is used to allocate gateID's from zero upwards
+       // This may well change in the future - probably to reading in the real-world
+       // gate numbers from file.
+       
        ifstream fin;
        SGPath path = globals->get_fg_root();
        //string taxiPath = "ATC/" + ident + ".taxi";
@@ -175,6 +196,8 @@ bool FGGround::LoadNetwork() {
                                }   // we shouldn't need the 0x0A but it makes a nice safely in case someone leaves off the "
                        }
                        fin.setf(ios::skipws);
+                       ap->distance = (int)dclGetHorizontalSeparation(network[ap->n1]->pos, network[ap->n2]->pos);
+                       cout << "Distance  = " << ap->distance << '\n';
                        network[ap->n1]->arcs.push_back(ap);
                        network[ap->n2]->arcs.push_back(ap);
                } else if(!strcmp(buf, "G")) {
@@ -203,7 +226,11 @@ bool FGGround::LoadNetwork() {
                                }   // we shouldn't need the 0x0A but it makes a nice safely in case someone leaves off the "
                        }
                        fin.setf(ios::skipws);
+                       gp->id = gateCount;             // Warning - this will likely change in the future.
+                       gp->used = false;
                        network.push_back(gp);
+                       gates[gateCount] = gp;
+                       gateCount++;
                } else {
                        // Something has gone seriously pear-shaped
                        cout << "********* ERROR - unknown ground network element type... aborting read of " << path.c_str() << '\n';
@@ -241,116 +268,199 @@ void FGGround::Update() {
        // Next we need to decide where its going. 
 }
 
-// FIXME - at the moment this assumes there is at least one gate and crashes if none
-// FIXME - In fact, at the moment this routine doesn't work at all and hence is munged to always return Gate 1 !!!!
+// Return a random gate ID of an unused gate.
+// Two error values may be returned and must be checked for by the calling function:
+// -2 signifies that no gates exist at this airport.
+// -1 signifies that all gates are currently full.
 int FGGround::GetRandomGateID() {
-       //cout << "GetRandomGateID called" << endl;
-       return(1);
+       // Check that this airport actually has some gates!!
+       if(!gates.size()) {
+               return(-2);
+       }
 
        gate_vec_type gateVec;
-       //gate_vec_iterator gateVecItr;
        int num = 0;
        int thenum;
        int ID;
        
        gatesItr = gates.begin();
        while(gatesItr != gates.end()) {
-               if(gatesItr->second.used == false) {
+               if((gatesItr->second)->used == false) {
                        gateVec.push_back(gatesItr->second);
                        num++;
                }
                ++gatesItr;
        }
+
+       // Check that there are some unused gates!
+       if(!gateVec.size()) {
+               return(-1);
+       }
        
        // Randomly select one from the list
+       sg_srandom_time();
        thenum = (int)(sg_random() * gateVec.size());
-       ID = gateVec[thenum].id;
-       //cout << "Returning gate ID " << ID << " from GetRandomGateID" << endl;
+       ID = gateVec[thenum]->id;
+       
        return(ID);
 }
 
-// Return a pointer to a gate node based on the gate ID
-Gate* FGGround::GetGateNode(int gateID) {
-       //TODO - ought to add some sanity checking here - ie does a gate of this ID exist?!
-       return(&(gates[gateID]));
+// Return a pointer to an unused gate node
+Gate* FGGround::GetGateNode() {
+       int id = GetRandomGateID();
+       if(id < 0) {
+               return(NULL);
+       } else {
+               return(gates[id]);
+       }
 }
 
 // Get a path from a point on a runway to a gate
+// TODO !!
 
 // Get a path from a node to another node
 // Eventually we will need complex algorithms for this taking other traffic,
-// shortest path and suitable paths into accout.  For now we're going to hardwire for KEMT!!!!
-ground_network_path_type FGGround::GetPath(node* A, node* B) {
-       ground_network_path_type path;
-       //arc_array_iterator arcItr;
-       //bool found;
+// shortest path and suitable paths into accout.
+// For now we'll just call the shortest path algorithm.
+ground_network_path_type FGGround::GetPath(node* A, node* B) { 
+       return(GetShortestPath(A, B));
+};
 
-       // VERY HARDWIRED - this hardwires a path from the far end of R01 to Gate 1.
-       // In fact in real life the area between R01/19 and Taxiway Alpha at KEMT is tarmaced and planes
-       // are supposed to exit the rwy asap.
-       // OK - for now very hardwire this for testing
-       path.push_back(network[1]);
-       path.push_back(network[1]->arcs[1]);    // ONLY BECAUSE WE KNOW THIS IS THE ONE !!!!!
-       path.push_back(network[3]);
-       path.push_back(network[3]->arcs[1]);
-       path.push_back(network[5]);
-       path.push_back(network[5]->arcs[0]);
-       path.push_back(network[4]);
-       path.push_back(network[4]->arcs[2]);
-       path.push_back(network[6]);
-       path.push_back(network[6]->arcs[2]);
-       path.push_back(network[7]);                             // THE GATE!!  Note that for now we're not even looking at the requested exit and gate passed in !!!!!
 
-#if 0  
-       // In this hardwired scheme there are two possibilities - taxiing from rwy to gate or gate to rwy.
-       if(B->type == GATE) {
-               //return an inward path
-               path.push_back(A);
-               // In this hardwired scheme we know A is a rwy exit and should have one taxiway arc only
-               // THIS WILL NOT HOLD TRUE IN THE GENERAL CASE
-               arcItr = A->arcs.begin();
-               found = false;
-               while(arcItr != A->arcs.end()) {
-                       if(arcItr->type == TAXIWAY) {
-                               path.push_back(&(*arcItr));
-                               found = true;
-                               break;
-                       }
-               }
-               if(found == false) {
-                       //cout << "AI/ATC SUBSYSTEM ERROR - no taxiway from runway exit in airport.cxx" << endl;
+// A shortest path algorithm from memory (ie. I can't find the bl&*dy book again!)
+// I'm sure there must be enchancements that we can make to this, such as biasing the
+// order in which the nodes are searched out from in favour of those geographically
+// closer to the destination.
+// Note that we are working with the master set of nodes and arcs so we mustn't change
+// or delete them -  we only delete the paths that we create during the algorithm.
+ground_network_path_type FGGround::GetShortestPath(node* A, node* B) {
+       a_path* pathPtr;
+       shortest_path_map_type pathMap;
+       node_array_type nodesLeft;
+       
+       // Debugging check
+       int pathsCreated = 0;
+       
+       // Initialise the algorithm
+       nodesLeft.push_back(A);
+       pathPtr = new a_path;
+       pathsCreated++;
+       pathPtr->path.push_back(A);
+       pathPtr->cost = 0;
+       pathMap[A->nodeID] = pathPtr;
+       bool solution_found = false;    // Flag to indicate that at least one candidate path has been found
+       int solution_cost = -1;                 // Cost of current best cost solution.  -1 indicates no solution found yet.
+       a_path solution_path;           
+                                                                                       
+       node* nPtr;     // nPtr is used to point to the node we are currently working with
+       
+       while(nodesLeft.size()) {
+               //cout << "\n*****nodesLeft*****\n";
+               //for(unsigned int i=0; i<nodesLeft.size(); ++i) {
+                       //cout << nodesLeft[i]->nodeID << '\n';
+               //}
+               //cout << "*******************\n\n";
+               nPtr = *nodesLeft.begin();              // Thought - definate optimization possibilities here in the choice of which nodes we process first.
+               nodesLeft.erase(nodesLeft.begin());
+               //cout << "Walking out from node " << nPtr->nodeID << '\n';
+               for(unsigned int i=0; i<nPtr->arcs.size(); ++i) {
+                       //cout << "ARC TO " << ((nPtr->arcs[i]->n1 == nPtr->nodeID) ? nPtr->arcs[i]->n2 : nPtr->arcs[i]->n1) << '\n';
                }
-               // Then push back the start of taxiway node
-               // Then push back the taxiway arc
-               arcItr = A->arcs.begin();
-               found = false;
-               while(arcItr != A->arcs.end()) {
-                       if(arcItr->type == TAXIWAY) { // FIXME - OOPS - two taxiways go off this node
-                               // How are we going to differentiate, apart from one called Alpha.
-                               // I suppose eventually the traversal algorithms will select.
-                               path.push_back(&(*arcItr));
-                               found = true;
-                               break;
-               }
+               if((solution_found) && (solution_cost <= pathMap[nPtr->nodeID]->cost)) {
+                       // Do nothing - we've already found a solution and this partial path is already more expensive
+               } else {
+                       // This path could still be better than the current solution - check it out
+                       for(unsigned int i=0; i<(nPtr->arcs.size()); i++) {
+                               // Map the new path against the end node, ie. *not* the one we just started with.
+                               unsigned int end_nodeID = ((nPtr->arcs[i]->n1 == nPtr->nodeID) ? nPtr->arcs[i]->n2 : nPtr->arcs[i]->n1);
+                               //cout << "end_nodeID = " << end_nodeID << '\n';
+                               //cout << "pathMap size is " << pathMap.size() << '\n';
+                               if(end_nodeID == nPtr->nodeID) {
+                                       //cout << "Circular arc!\n";
+                                       // Then its a circular arc - don't bother!!
+                                       //nPtr->arcs.erase(nPtr->arcs.begin() + i);
+                               } else {
+                                       // see if the end node is already in the map or not
+                                       if(pathMap.find(end_nodeID) == pathMap.end()) {
+                                               //cout << "Not in the map" << endl;;
+                                               // Not in the map - easy!
+                                               pathPtr = new a_path;
+                                               pathsCreated++;
+                                               *pathPtr = *pathMap[nPtr->nodeID];      // *copy* the path
+                                               pathPtr->path.push_back(nPtr->arcs[i]);
+                                               pathPtr->path.push_back(network[end_nodeID]);
+                                               pathPtr->cost += nPtr->arcs[i]->distance;
+                                               pathMap[end_nodeID] = pathPtr;
+                                               nodesLeft.push_back(network[end_nodeID]);       // By definition this can't be in the list already, or
+                                               // it would also have been in the map and hence OR'd with this one.
+                                               if(end_nodeID == B->nodeID) {
+                                                       //cout << "Solution found!!!" << endl;
+                                                       // Since this node wasn't in the map this is by definition the first solution
+                                                       solution_cost = pathPtr->cost;
+                                                       solution_path = *pathPtr;
+                                                       solution_found = true;
+                                               }
+                                       } else {
+                                               //cout << "Already in the map" << endl;
+                                               // In the map - not so easy - need to get rid of an arc from the higher cost one.
+                                               //cout << "Current cost of node " << end_nodeID << " is " << pathMap[end_nodeID]->cost << endl;
+                                               int newCost = pathMap[nPtr->nodeID]->cost + nPtr->arcs[i]->distance;
+                                               //cout << "New cost is of node " << nPtr->nodeID << " is " << newCost << endl;
+                                               if(newCost >= pathMap[end_nodeID]->cost) {
+                                                       // No need to do anything.
+                                                       //cout << "Not doing anything!" << endl;
+                                               } else {
+                                                       delete pathMap[end_nodeID];
+                                                       pathsCreated--;
+                                                       
+                                                       pathPtr = new a_path;
+                                                       pathsCreated++;
+                                                       *pathPtr = *pathMap[nPtr->nodeID];      // *copy* the path
+                                                       pathPtr->path.push_back(nPtr->arcs[i]);
+                                                       pathPtr->path.push_back(network[end_nodeID]);
+                                                       pathPtr->cost += nPtr->arcs[i]->distance;
+                                                       pathMap[end_nodeID] = pathPtr;
+                                                       
+                                                       // We need to add this node to the list-to-do again to force a recalculation 
+                                                       // onwards from this node with the new lower cost to node cost.
+                                                       nodesLeft.push_back(network[end_nodeID]);
+                                                       
+                                                       if(end_nodeID == B->nodeID) {
+                                                               //cout << "Solution found!!!" << endl;
+                                                               // Need to check if there is a previous better solution
+                                                               if((solution_cost < 0) || (pathPtr->cost < solution_cost)) {
+                                                                       solution_cost = pathPtr->cost;
+                                                                       solution_path = *pathPtr;
+                                                                       solution_found = true;
+                                                               }
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
                }
-               if(found == false) {
-               //cout << "AI/ATC SUBSYSTEM ERROR - no taxiway from runway exit in airport.cxx" << endl;
+       }
+       
+       // delete all the paths before returning
+       shortest_path_map_iterator spItr = pathMap.begin();
+       while(spItr != pathMap.end()) {
+               if(spItr->second != NULL) {
+                       delete spItr->second;
+                       --pathsCreated;
                }
-               // Then push back the junction node
-               // Planes always face one way in the parking, so depending on which parking exit we have either take it or push back another taxiway node
-               // Repeat if necessary
-               // Then push back the gate B
-               path.push_back(B);
-       } else {
-               //return an outward path
-       }       
-
-       // WARNING TODO FIXME - this is VERY FRAGILE - eg taxi to apron!!! but should be enough to
-       // see an AI plane physically taxi.
-#endif // 0
+               ++spItr;
+       }
        
-       return(path);
-};
+       //cout << "pathsCreated = " << pathsCreated << '\n';
+       if(pathsCreated > 0) {
+               SG_LOG(SG_GENERAL, SG_ALERT, "WARNING - Possible memory leak in FGGround::GetShortestPath\n\
+                                                                         Please report to flightgear-devel@flightgear.org\n");
+       }
+       
+       //cout << (solution_found ? "Result: solution found\n" : "Result: no solution found\n");
+       return(solution_path.path);             // TODO - we really ought to have a fallback position incase a solution isn't found.
+}
+               
 
 
 // Randomly or otherwise populate some of the gates with parked planes
@@ -403,3 +513,4 @@ void FGGround::AssignGate(ground_rec &g) {
        // In the long run the logic of which gate or area to send the plane to could be somewhat non-trivial.
 }
 #endif //0
+
index 93bcb83d073b0952186a613c277b39e5cbb56146..17fdcb8ea9a0f693ad9fff2f7de4ff007a8642d9 100644 (file)
@@ -95,6 +95,9 @@ typedef arc_array_type::iterator arc_array_iterator;
 typedef arc_array_type::const_iterator arc_array_const_iterator; 
 
 struct node : public ground_network_element {
+       node();
+       ~node();
+       
        unsigned int nodeID;    //each node in an airport needs a unique ID number - this is ZERO-BASED to match array position
        Point3D pos;
        Point3D orthoPos;
@@ -119,12 +122,12 @@ struct Gate : public node {
        double heading; // The direction the parked-up plane should point in degrees
 };
 
-typedef vector < Gate > gate_vec_type;
+typedef vector < Gate* > gate_vec_type;
 typedef gate_vec_type::iterator gate_vec_iterator;
 typedef gate_vec_type::const_iterator gate_vec_const_iterator;
 
 // A map of gate vs. the logical (internal FGFS) gate ID
-typedef map < int, Gate > gate_map_type;
+typedef map < int, Gate* > gate_map_type;
 typedef gate_map_type::iterator gate_map_iterator;
 typedef gate_map_type::const_iterator gate_map_const_iterator;
 
@@ -154,6 +157,25 @@ typedef ground_network_path_type::const_iterator ground_network_path_const_itera
 
 //////////////////////////////////////////////////////////////////////////////////////////
 
+////////////////////////////////////////////////
+//
+// Stuff for the shortest-path algorithms
+struct a_path {
+       a_path();
+       
+       ground_network_path_type path;
+       int cost;
+};
+
+// Paths mapped by nodeID reached so-far
+typedef map < unsigned int, a_path* > shortest_path_map_type;
+typedef shortest_path_map_type::iterator shortest_path_map_iterator;
+
+// Nodes mapped by their ID
+//typedef map < unsigned int, node* > node_map_type;
+//typedef node_map_type::iterator node_map_iterator;
+////////////////////////////////////////////////
+
 // Planes active within the ground network.
 // somewhere in the ATC/AI system we are going to have defined something like
 // typedef struct plane_rec
@@ -217,12 +239,8 @@ public:
        // Return a suitable gate (maybe this should be a list of suitable gates so the plane or controller can choose the closest one)
        void ReturnGate(Gate &gate, GateType type);
        
-       //The following two functions have been made public for now but may go private with a higher level accessor at some point
-       // Return the internal ID of a random, suitable, unused gate
-       // For now we are simply implementing as any random unused gate
-       int GetRandomGateID();
-       // Return a pointer to a node based on the gate ID
-       Gate* GetGateNode(int gateID);
+       // Return a pointer to an unused gate
+       Gate* GetGateNode();
        
        // Runway stuff - this might change in the future.
        // Get a list of exits from a given runway
@@ -284,6 +302,16 @@ private:
        
        // Parse a runway exit string and push the supplied node pointer onto the runway exit list
        void ParseRwyExits(node* np, char* es);
+       
+       // Return a random gate ID of an unused gate.
+       // Two error values may be returned and must be checked for by the calling function:
+       // -2 signifies that no gates exist at this airport.
+       // -1 signifies that all gates are currently full.
+       // TODO - modify to return a suitable gate based on aircraft size/weight.
+       int GetRandomGateID();
+       
+       // A shortest path algorithm sort of from memory (I can't find the bl&*dy book again!)
+       ground_network_path_type GetShortestPath(node* A, node* B); 
 };
 
 #endif // _FG_GROUND_HXX