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(svn r18270) -Codechange: split the code for finding a road stop to stop at into a seperate function
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@ -130,6 +130,7 @@ struct RoadVehicle : public SpecializedVehicle<RoadVehicle, VEH_ROAD> {
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Trackdir GetVehicleTrackdir() const;
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TileIndex GetOrderStationLocation(StationID station);
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bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
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void FindRoadStopSlot();
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/**
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* Check if vehicle is a front engine
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@ -1906,67 +1906,7 @@ void RoadVehicle::OnNewDay()
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}
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/* update destination */
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if (!(this->vehstatus & VS_STOPPED) && this->current_order.IsType(OT_GOTO_STATION) && !(this->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) && this->slot == NULL && !(this->vehstatus & VS_CRASHED)) {
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Station *st = Station::Get(this->current_order.GetDestination());
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RoadStop *rs = st->GetPrimaryRoadStop(this);
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RoadStop *best = NULL;
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if (rs != NULL) {
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/* We try to obtain a slot if:
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* 1) we're reasonably close to the primary road stop
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* or
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* 2) we're somewhere close to the station rectangle (to make sure we do assign
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* slots even if the station and its road stops are incredibly spread out)
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*/
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if (DistanceManhattan(this->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(this->tile), TileY(this->tile), 2)) {
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uint dist, badness;
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uint minbadness = UINT_MAX;
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DEBUG(ms, 2, "Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%X)",
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this->unitnumber, this->index, st->index, st->xy
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);
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/* Now we find the nearest road stop that has a free slot */
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for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
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if (rs->num_vehicles >= RoadStop::MAX_VEHICLES) {
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DEBUG(ms, 4, " stop 0x%X's queue is full, not treating further", rs->xy);
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continue;
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}
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dist = RoadFindPathToStop(this, rs->xy);
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if (dist == UINT_MAX) {
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DEBUG(ms, 4, " stop 0x%X is unreachable, not treating further", rs->xy);
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continue;
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}
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badness = (rs->num_vehicles + 1) * (rs->num_vehicles + 1) + dist;
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DEBUG(ms, 4, " stop 0x%X has %d vehicle%s waiting", rs->xy, rs->num_vehicles, rs->num_vehicles == 1 ? "":"s");
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DEBUG(ms, 4, " distance is %u", dist);
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DEBUG(ms, 4, " badness %u", badness);
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if (badness < minbadness) {
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best = rs;
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minbadness = badness;
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}
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}
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if (best != NULL) {
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best->num_vehicles++;
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DEBUG(ms, 3, "Assigned to stop 0x%X", best->xy);
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this->slot = best;
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this->dest_tile = best->xy;
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this->slot_age = 14;
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} else {
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DEBUG(ms, 3, "Could not find a suitable stop");
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}
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} else {
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DEBUG(ms, 5, "Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%X)",
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this->unitnumber, this->index, st->index, st->xy);
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}
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} else {
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DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)",
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this->unitnumber, this->index, st->index, st->xy);
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}
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}
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this->FindRoadStopSlot();
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if (this->running_ticks == 0) return;
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@ -1981,6 +1921,77 @@ void RoadVehicle::OnNewDay()
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SetWindowClassesDirty(WC_ROADVEH_LIST);
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}
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void RoadVehicle::FindRoadStopSlot()
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{
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if (this->slot != NULL ||
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(this->vehstatus & (VS_STOPPED | VS_CRASHED)) != 0 ||
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!this->current_order.IsType(OT_GOTO_STATION) ||
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(this->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) != 0) {
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return;
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}
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Station *st = Station::Get(this->current_order.GetDestination());
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RoadStop *rs = st->GetPrimaryRoadStop(this);
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RoadStop *best = NULL;
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if (rs == NULL) {
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DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)",
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this->unitnumber, this->index, st->index, st->xy);
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return;
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}
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/* We try to obtain a slot if:
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* 1) we're reasonably close to the primary road stop
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* or
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* 2) we're somewhere close to the station rectangle (to make sure we do assign
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* slots even if the station and its road stops are incredibly spread out)
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*/
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if (DistanceManhattan(this->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(this->tile), TileY(this->tile), 2)) {
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uint dist, badness;
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uint minbadness = UINT_MAX;
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DEBUG(ms, 2, "Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%X)",
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this->unitnumber, this->index, st->index, st->xy
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);
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/* Now we find the nearest road stop that has a free slot */
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for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
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if (rs->num_vehicles >= RoadStop::MAX_VEHICLES) {
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DEBUG(ms, 4, " stop 0x%X's queue is full, not treating further", rs->xy);
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continue;
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}
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dist = RoadFindPathToStop(this, rs->xy);
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if (dist == UINT_MAX) {
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DEBUG(ms, 4, " stop 0x%X is unreachable, not treating further", rs->xy);
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continue;
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}
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badness = (rs->num_vehicles + 1) * (rs->num_vehicles + 1) + dist;
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DEBUG(ms, 4, " stop 0x%X has %d vehicle%s waiting", rs->xy, rs->num_vehicles, rs->num_vehicles == 1 ? "":"s");
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DEBUG(ms, 4, " distance is %u", dist);
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DEBUG(ms, 4, " badness %u", badness);
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if (badness < minbadness) {
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best = rs;
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minbadness = badness;
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}
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}
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if (best != NULL) {
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best->num_vehicles++;
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DEBUG(ms, 3, "Assigned to stop 0x%X", best->xy);
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this->slot = best;
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this->dest_tile = best->xy;
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this->slot_age = 14;
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} else {
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DEBUG(ms, 3, "Could not find a suitable stop");
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}
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} else {
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DEBUG(ms, 5, "Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%X)",
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this->unitnumber, this->index, st->index, st->xy);
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}
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}
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Trackdir RoadVehicle::GetVehicleTrackdir() const
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{
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if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
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