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(svn r25736) -Codechange: move condition prediction out of GetNextStoppingOrder so that we can access both branches in calling code
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@ -201,7 +201,7 @@ private:
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friend void AfterLoadVehicles(bool part_of_load); ///< For instantiating the shared vehicle chain
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friend const struct SaveLoad *GetOrderListDescription(); ///< Saving and loading of order lists.
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const Order *GetBestLoadableNext(const Vehicle *v, const Order *o1, const Order *o2) const;
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StationID GetBestLoadableNext(const Vehicle *v, const Order *o1, const Order *o2) const;
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Order *first; ///< First order of the order list.
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VehicleOrderID num_orders; ///< NOSAVE: How many orders there are in the list.
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@ -263,8 +263,8 @@ public:
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*/
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inline VehicleOrderID GetNumManualOrders() const { return this->num_manual_orders; }
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StationID GetNextStoppingStation(const Vehicle *v) const;
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const Order *GetNextStoppingOrder(const Vehicle *v, const Order *next, uint hops, bool is_loading = false) const;
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StationID GetNextStoppingStation(const Vehicle *v, const Order *first = NULL) const;
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const Order *GetNextDecisionNode(const Order *next, uint hops) const;
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void InsertOrderAt(Order *new_order, int index);
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void DeleteOrderAt(int index);
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@ -356,17 +356,16 @@ Order *OrderList::GetOrderAt(int index) const
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* @param v Head of the consist.
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* @param o1 First order to choose from.
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* @param o2 Second order to choose from.
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* @return Either o1 or o2, depending on the amounts of cargo waiting at the
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* vehicle's current station for each.
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* @return The best option of o1 and o2 and (recursively) possibly other conditionals.
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*/
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const Order *OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, const Order *o1) const
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StationID OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, const Order *o1) const
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{
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SmallMap<CargoID, uint> capacities;
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v->GetConsistFreeCapacities(capacities);
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uint loadable1 = 0;
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uint loadable2 = 0;
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StationID st1 = o1->GetDestination();
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StationID st2 = o2->GetDestination();
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StationID st1 = this->GetNextStoppingStation(v, o1);
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StationID st2 = this->GetNextStoppingStation(v, o2);
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const Station *cur_station = Station::Get(v->last_station_visited);
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for (SmallPair<CargoID, uint> *i = capacities.Begin(); i != capacities.End(); ++i) {
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const StationCargoPacketMap *loadable_packets = cur_station->goods[i->first].cargo.Packets();
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@ -385,46 +384,33 @@ const Order *OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, c
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}
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loadable2 += min(i->second, loadable_cargo);
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}
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if (loadable1 == loadable2) return RandomRange(2) == 0 ? o1 : o2;
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return loadable1 > loadable2 ? o1 : o2;
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if (loadable1 == loadable2) return RandomRange(2) == 0 ? st1 : st2;
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return loadable1 > loadable2 ? st1 : st2;
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}
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/**
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* Get the next order which will make the given vehicle stop at a station
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* or refit at a depot if its state doesn't change.
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* @param v The vehicle in question.
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* or refit at a depot or evaluate a non-trivial condition.
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* @param next The order to start looking at.
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* @param hops The number of orders we have already looked at.
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* @param is_loading If the vehicle is loading. This triggers a different
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* behaviour on conditional orders based on load percentage.
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* @return Either an order or NULL if the vehicle won't stop anymore.
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* @see OrderList::GetBestLoadableNext
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* @return Either of
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* \li a station order
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* \li a refitting depot order
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* \li a non-trivial conditional order
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* \li NULL if the vehicle won't stop anymore.
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*/
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const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next, uint hops, bool is_loading) const
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const Order *OrderList::GetNextDecisionNode(const Order *next, uint hops) const
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{
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if (hops > this->GetNumOrders() || next == NULL) return NULL;
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if (next->IsType(OT_CONDITIONAL)) {
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if (is_loading && next->GetConditionVariable() == OCV_LOAD_PERCENTAGE) {
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/* If the condition is based on load percentage we can't
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* tell what it will do. So we choose randomly. */
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const Order *skip_to = this->GetNextStoppingOrder(v,
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this->GetOrderAt(next->GetConditionSkipToOrder()),
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hops + 1);
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const Order *advance = this->GetNextStoppingOrder(v,
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this->GetNext(next), hops + 1);
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if (advance == NULL) return skip_to;
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if (skip_to == NULL) return advance;
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return this->GetBestLoadableNext(v, skip_to, advance);
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}
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/* Otherwise we're optimistic and expect that the
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* condition value won't change until it's evaluated. */
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VehicleOrderID skip_to = ProcessConditionalOrder(next, v);
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if (skip_to != INVALID_VEH_ORDER_ID) {
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return this->GetNextStoppingOrder(v, this->GetOrderAt(skip_to),
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hops + 1);
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}
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return this->GetNextStoppingOrder(v, this->GetNext(next), hops + 1);
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if (next->GetConditionVariable() != OCV_UNCONDITIONALLY) return next;
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/* We can evaluate trivial conditions right away. They're conceptually
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* the same as regular order progression. */
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return this->GetNextDecisionNode(
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this->GetOrderAt(next->GetConditionSkipToOrder()),
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hops + 1);
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}
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if (next->IsType(OT_GOTO_DEPOT)) {
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@ -433,7 +419,7 @@ const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next
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}
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if (!next->CanLoadOrUnload()) {
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return this->GetNextStoppingOrder(v, this->GetNext(next), hops + 1);
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return this->GetNextDecisionNode(this->GetNext(next), hops + 1);
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}
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return next;
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@ -442,29 +428,65 @@ const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next
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/**
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* Recursively determine the next deterministic station to stop at.
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* @param v The vehicle we're looking at.
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* @param first Order to start searching at or NULL to start at cur_implicit_order_index + 1.
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* @return Next stoppping station or INVALID_STATION.
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* @pre The vehicle is currently loading and v->last_station_visited is meaningful.
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* @note This function may draw a random number. Don't use it from the GUI.
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* @see OrderList::GetBestLoadableNext
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*/
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StationID OrderList::GetNextStoppingStation(const Vehicle *v) const
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StationID OrderList::GetNextStoppingStation(const Vehicle *v, const Order *first) const
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{
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const Order *next = this->GetOrderAt(v->cur_implicit_order_index);
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if (next == NULL) {
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next = this->GetFirstOrder();
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if (next == NULL) return INVALID_STATION;
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} else {
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/* GetNext never returns NULL if there is a valid station in the list.
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* As the given "next" is already valid and a station in the list, we
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* don't have to check for NULL here.
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*/
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next = this->GetNext(next);
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assert(next != NULL);
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const Order *next = first;
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if (first == NULL) {
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next = this->GetOrderAt(v->cur_implicit_order_index);
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if (next == NULL) {
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next = this->GetFirstOrder();
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if (next == NULL) return INVALID_STATION;
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} else {
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/* GetNext never returns NULL if there is a valid station in the list.
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* As the given "next" is already valid and a station in the list, we
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* don't have to check for NULL here. */
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next = this->GetNext(next);
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assert(next != NULL);
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}
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}
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uint hops = 0;
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do {
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next = this->GetNextStoppingOrder(v, next, ++hops, true);
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next = this->GetNextDecisionNode(next, ++hops);
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/* Resolve possibly nested conditionals by estimation. */
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while (next != NULL && next->IsType(OT_CONDITIONAL)) {
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++hops;
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if (next->GetConditionVariable() == OCV_LOAD_PERCENTAGE) {
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/* If the condition is based on load percentage we can't
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* tell what it will do. So we choose randomly. */
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const Order *skip_to = this->GetNextDecisionNode(
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this->GetOrderAt(next->GetConditionSkipToOrder()),
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hops);
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const Order *advance = this->GetNextDecisionNode(
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this->GetNext(next), hops);
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if (advance == NULL) {
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next = skip_to;
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} else if (skip_to == NULL) {
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next = advance;
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} else {
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return this->GetBestLoadableNext(v, skip_to, advance);
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}
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} else {
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/* Otherwise we're optimistic and expect that the
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* condition value won't change until it's evaluated. */
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VehicleOrderID skip_to = ProcessConditionalOrder(next, v);
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if (skip_to != INVALID_VEH_ORDER_ID) {
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next = this->GetNextDecisionNode(this->GetOrderAt(skip_to),
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hops);
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} else {
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next = this->GetNextDecisionNode(this->GetNext(next), hops);
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}
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}
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}
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/* Don't return a next stop if the vehicle has to unload everything. */
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if (next == NULL || ((next->IsType(OT_GOTO_STATION) || next->IsType(OT_IMPLICIT)) &&
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next->GetDestination() == v->last_station_visited &&
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@ -2156,8 +2156,8 @@ void Vehicle::RefreshNextHopsStats()
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const Order *first = this->GetOrder(this->cur_implicit_order_index);
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/* Make sure the first order is a station order. */
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first = this->orders.list->GetNextStoppingOrder(this, first, 0);
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/* Make sure the first order is a useful order. */
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first = this->orders.list->GetNextDecisionNode(first, 0);
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if (first == NULL) return;
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const Order *cur = first;
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@ -2231,7 +2231,7 @@ void Vehicle::RefreshNextHopsStats()
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/* Reassign next with the following stop. This can be a station or a
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* depot. Allow the order list to be walked twice so that we can
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* reassign "first" below without afterwards terminating early here. */
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next = this->orders.list->GetNextStoppingOrder(this,
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next = this->orders.list->GetNextDecisionNode(
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this->orders.list->GetNext(next), hops++ / 2);
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if (next == NULL) break;
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