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* When the path includes a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited.
* When the path includes a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited.


The route is recalculated if the train needs to stop at a chain signal. There is an invisible front point internally called the train_stop_point which is used to determine if the train needs to stop. See [[Debug mode]] and turn show_train_stop_point on to see that point.  The route also recalculated after a train has stopped at a chain signal (if the initial repath didn't find any exits), and every five seconds after that. This is to make pathing as dynamic as possible.
The route is recalculated if the train needs to stop at a signal. There is an invisible front point internally called the train_stop_point which is used to determine if the train needs to stop. See [[Debug mode]] and turn show_train_stop_point on to see that point.  The route also recalculated after a train has stopped at a chain signal (if the initial repath didn't find any exits), and every five seconds after that. This is to make pathing as dynamic as possible.


== History ==
== History ==

Revision as of 17:08, 4 October 2018

< Railway | Train path finding

Before a train moves to a target (In this case, a Train stop), it calculates the best route based on the railway network at that time.

For calculation it uses a simple A*-algorithm: The pathfinder first builds a list of non-disabled stops that match the name in the schedule, then searches outward from both ends of the train at once, if applicable, in segments. A segment is an uninterrupted plain sequence of rails, with no intersections, stops, or signals (all of which define segment borders). The cost (distance) is caluclated using the following weighting rules:

  • Base cost for a block/segment is the length of the segment (linear grid length along the center of the rail).
  • When the rail block is occupied by a train -> Add a penalty of 2 * length of the block divided by block distance from the start, so the far away occupied paths don't matter much.
  • When the rail block is guarded by a rail signal set to red by the circuit network -> Add a penalty of 1000.
  • When the path includes a train stop that is not the destination -> Add a penalty of 2000.
  • When the path includes a train stop with a train stopped in it -> Add a penalty of 500.
  • When the path includes a train stop with a train stopped in it that doesnt have other valid stops in its schedule -> Add a penalty of 1000.
  • When the path includes a manually controlled stopped train -> Add a penalty of 2000.
  • When the path includes a manually controlled stopped train without a passenger -> Add a penalty of 7000.
  • When the path includes a train currently arriving to a train stop -> Add a penalty of 100.
  • When the path includes a train currently arriving to a rail signal -> Add a penalty of 100.
  • When the path includes a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited.

The route is recalculated if the train needs to stop at a signal. There is an invisible front point internally called the train_stop_point which is used to determine if the train needs to stop. See Debug mode and turn show_train_stop_point on to see that point. The route also recalculated after a train has stopped at a chain signal (if the initial repath didn't find any exits), and every five seconds after that. This is to make pathing as dynamic as possible.

History

  • 0.16.0:
    • The specifc penalties can now be found in the utility constants, which allows mods to change them. (Undocumented)
  • 0.15.0:
    • Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
  • 0.11.17:
    • Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
  • 0.11.13:
    • Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies.
  • 0.11.11:
    • The pathfinding is based on penalties for blocked segments now. For trains waiting in station, the more remaining time in the station, the bigger penalty.

See also