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(svn r14406) -Fix [FS#Eddi]: Autoreplace did not work for vehicles in free wagon chains.
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@ -8,6 +8,8 @@
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#include "debug.h"
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#include "vehicle_gui.h"
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#include "train.h"
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#include "aircraft.h"
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#include "roadveh.h"
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#include "rail.h"
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#include "command_func.h"
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#include "engine_base.h"
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@ -87,15 +89,27 @@ bool CheckAutoreplaceValidity(EngineID from, EngineID to, PlayerID player)
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/** Transfer cargo from a single (articulated )old vehicle to the new vehicle chain
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* @param old_veh Old vehicle that will be sold
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* @param new_head Head of the completely constructed new vehicle chain
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* @param part_of_chain The vehicle is part of a train
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*/
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static void TransferCargo(Vehicle *old_veh, Vehicle *new_head)
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static void TransferCargo(Vehicle *old_veh, Vehicle *new_head, bool part_of_chain)
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{
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assert(!part_of_chain || IsFrontEngine(new_head));
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/* Loop through source parts */
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for (Vehicle *src = old_veh; src != NULL; src = src->Next()) {
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if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != old_veh->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
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/* Skip vehicles, which do not belong to old_veh */
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src = GetLastEnginePart(src);
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continue;
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}
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if (src->cargo_type >= NUM_CARGO || src->cargo.Count() == 0) continue;
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/* Find free space in the new chain */
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for (Vehicle *dest = new_head; dest != NULL && src->cargo.Count() > 0; dest = dest->Next()) {
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if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != new_head->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
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/* Skip vehicles, which do not belong to new_head */
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dest = GetLastEnginePart(dest);
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continue;
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}
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if (dest->cargo_type != src->cargo_type) continue;
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uint amount = min(src->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
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@ -106,7 +120,7 @@ static void TransferCargo(Vehicle *old_veh, Vehicle *new_head)
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}
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/* Update train weight etc., the old vehicle will be sold anyway */
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if (new_head->type == VEH_TRAIN) TrainConsistChanged(new_head, true);
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if (part_of_chain && new_head->type == VEH_TRAIN) TrainConsistChanged(new_head, true);
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}
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/**
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@ -144,11 +158,12 @@ static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, EngineID engine_ty
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* Function to find what type of cargo to refit to when autoreplacing
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* @param *v Original vehicle, that is being replaced
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* @param engine_type The EngineID of the vehicle that is being replaced to
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* @param part_of_chain The vehicle is part of a train
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* @return The cargo type to replace to
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* CT_NO_REFIT is returned if no refit is needed
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* CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
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*/
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static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
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static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type, bool part_of_chain)
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{
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CargoID cargo_type;
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@ -161,6 +176,8 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
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if (cargo_type == CT_INVALID) {
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if (v->type != VEH_TRAIN) return CT_NO_REFIT; // If the vehicle does not carry anything at all, every replacement is fine.
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if (!part_of_chain) return CT_NO_REFIT;
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/* the old engine didn't have cargo capacity, but the new one does
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* now we will figure out what cargo the train is carrying and refit to fit this */
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@ -182,7 +199,7 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
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} else {
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if (!HasBit(available_cargo_types, cargo_type)) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
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if (!VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders lose their effect
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if (part_of_chain && !VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders lose their effect
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/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
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uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
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@ -226,9 +243,10 @@ static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
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* Important: The old vehicle is still in the original vehicle chain (used for determining the cargo when the old vehicle did not carry anything, but the new one does)
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* @param old_veh A single (articulated/multiheaded) vehicle that shall be replaced.
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* @param new_vehicle Returns the newly build and refittet vehicle
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* @param part_of_chain The vehicle is part of a train
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* @return cost or error
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*/
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static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehicle)
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static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehicle, bool part_of_chain)
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{
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*new_vehicle = NULL;
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@ -238,7 +256,7 @@ static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehic
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if (e == INVALID_ENGINE) return CommandCost(); // neither autoreplace is set, nor autorenew is triggered
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/* Does it need to be refitted */
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CargoID refit_cargo = GetNewCargoTypeForReplace(old_veh, e);
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CargoID refit_cargo = GetNewCargoTypeForReplace(old_veh, e, part_of_chain);
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if (refit_cargo == CT_INVALID) return CommandCost(); // incompatible cargos
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/* Build the new vehicle */
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@ -327,6 +345,57 @@ static CommandCost CopyHeadSpecificThings(Vehicle *old_head, Vehicle *new_head,
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return cost;
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}
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/** Replace a single unit in a free wagon chain
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* @param single_unit vehicle to let autoreplace/renew operator on
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* @param flags command flags
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* @param wagon_removal remove wagons when the resulting chain occupies more tiles than the old did
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* @param nothing_to_do is set to 'false' when something was done (only valid when not failed)
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* @return cost or error
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*/
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static CommandCost ReplaceFreeUnit(Vehicle **single_unit, uint32 flags, bool *nothing_to_do)
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{
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Vehicle *old_v = *single_unit;
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assert(old_v->type == VEH_TRAIN && !IsArticulatedPart(old_v) && !IsRearDualheaded(old_v));
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CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
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/* Build and refit replacement vehicle */
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Vehicle *new_v = NULL;
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cost.AddCost(BuildReplacementVehicle(old_v, &new_v, false));
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/* Was a new vehicle constructed? */
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if (cost.Succeeded() && new_v != NULL) {
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*nothing_to_do = false;
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if ((flags & DC_EXEC) != 0) {
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/* Move the new vehicle behind the old */
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MoveVehicle(new_v, old_v, DC_EXEC, false);
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/* Take over cargo
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* Note: We do only transfer cargo from the old to the new vehicle.
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* I.e. we do not transfer remaining cargo to other vehicles.
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* Else you would also need to consider moving cargo to other free chains,
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* or doing the same in ReplaceChain(), which would be quite troublesome.
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*/
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TransferCargo(old_v, new_v, false);
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*single_unit = new_v;
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}
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if (cost.Succeeded()) {
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/* Sell the old vehicle */
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cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));
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}
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/* If we are not in DC_EXEC undo everything */
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if ((flags & DC_EXEC) == 0) {
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DoCommand(0, new_v->index, 0, DC_EXEC, GetCmdSellVeh(new_v));
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}
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}
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return cost;
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}
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/** Replace a whole vehicle chain
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* @param chain vehicle chain to let autoreplace/renew operator on
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* @param flags command flags
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@ -337,6 +406,7 @@ static CommandCost CopyHeadSpecificThings(Vehicle *old_head, Vehicle *new_head,
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static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_removal, bool *nothing_to_do)
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{
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Vehicle *old_head = *chain;
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assert(old_head->IsPrimaryVehicle());
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CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
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@ -359,7 +429,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
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assert(i < num_units);
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old_vehs[i] = w;
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CommandCost ret = BuildReplacementVehicle(old_vehs[i], &new_vehs[i]);
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CommandCost ret = BuildReplacementVehicle(old_vehs[i], &new_vehs[i], true);
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cost.AddCost(ret);
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if (cost.Failed()) break;
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@ -459,7 +529,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
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* Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */
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if (w->First() == new_head) continue;
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if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head);
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if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head, true);
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cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w)));
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if ((flags & DC_EXEC) != 0) {
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@ -502,7 +572,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
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} else {
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/* Build and refit replacement vehicle */
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Vehicle *new_head = NULL;
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cost.AddCost(BuildReplacementVehicle(old_head, &new_head));
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cost.AddCost(BuildReplacementVehicle(old_head, &new_head, true));
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/* Was a new vehicle constructed? */
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if (cost.Succeeded() && new_head != NULL) {
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@ -514,7 +584,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
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if (cost.Succeeded()) {
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/* The new vehicle is constructed, now take over cargo */
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if ((flags & DC_EXEC) != 0) {
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TransferCargo(old_head, new_head);
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TransferCargo(old_head, new_head, true);
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*chain = new_head;
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}
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@ -532,7 +602,8 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
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return cost;
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}
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/** Autoreplace a vehicles
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/** Autoreplaces a vehicle
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* Trains are replaced as a whole chain, free wagons in depot are replaced on their own
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* @param tile not used
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* @param flags type of operation
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* @param p1 Index of vehicle
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@ -549,6 +620,15 @@ CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint3
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if (!v->IsInDepot()) return CMD_ERROR;
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if (HASBITS(v->vehstatus, VS_CRASHED)) return CMD_ERROR;
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bool free_wagon = false;
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if (v->type == VEH_TRAIN) {
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if (IsArticulatedPart(v) || IsRearDualheaded(v)) return CMD_ERROR;
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free_wagon = !IsFrontEngine(v);
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if (free_wagon && IsFrontEngine(v->First())) return CMD_ERROR;
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} else {
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if (!v->IsPrimaryVehicle()) return CMD_ERROR;
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}
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const Player *p = GetPlayer(_current_player);
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bool wagon_removal = p->renew_keep_length;
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@ -557,11 +637,11 @@ CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint3
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bool any_replacements = false;
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while (w != NULL && !any_replacements) {
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any_replacements = (GetNewEngineType(w, p) != INVALID_ENGINE);
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w = (w->type == VEH_TRAIN ? GetNextUnit(w) : NULL);
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w = (!free_wagon && w->type == VEH_TRAIN ? GetNextUnit(w) : NULL);
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}
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if (any_replacements) {
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bool was_stopped = (v->vehstatus & VS_STOPPED) != 0;
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bool was_stopped = free_wagon || ((v->vehstatus & VS_STOPPED) != 0);
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/* Stop the vehicle */
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if (!was_stopped) cost.AddCost(StartStopVehicle(v, true));
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@ -574,11 +654,20 @@ CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint3
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* to prevent desyncs and to replay newgrf callbacks during DC_EXEC */
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SavedRandomSeeds saved_seeds;
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SaveRandomSeeds(&saved_seeds);
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cost.AddCost(ReplaceChain(&v, flags & ~DC_EXEC, wagon_removal, ¬hing_to_do));
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if (free_wagon) {
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cost.AddCost(ReplaceFreeUnit(&v, flags & ~DC_EXEC, ¬hing_to_do));
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} else {
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cost.AddCost(ReplaceChain(&v, flags & ~DC_EXEC, wagon_removal, ¬hing_to_do));
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}
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RestoreRandomSeeds(saved_seeds);
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if (cost.Succeeded() && (flags & DC_EXEC) != 0) {
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CommandCost ret = ReplaceChain(&v, flags, wagon_removal, ¬hing_to_do);
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CommandCost ret;
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if (free_wagon) {
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ret = ReplaceFreeUnit(&v, flags, ¬hing_to_do);
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} else {
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ret = ReplaceChain(&v, flags, wagon_removal, ¬hing_to_do);
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}
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assert(ret.Succeeded() && ret.GetCost() == cost.GetCost());
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}
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@ -1274,7 +1274,7 @@ CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uin
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if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
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/* Get the list of vehicles in the depot */
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BuildDepotVehicleList(vehicle_type, tile, &list, &list);
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BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
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bool did_something = false;
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@ -18,8 +18,9 @@
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* @param tile The tile the depot is located on
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* @param engines Pointer to list to add vehicles to
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* @param wagons Pointer to list to add wagons to (can be NULL)
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* @param individual_wagons If true add every wagon to #wagons which is not attached to an engine. If false only add the first wagon of every row.
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*/
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons)
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons, bool individual_wagons)
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{
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engines->Clear();
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if (wagons != NULL && wagons != engines) wagons->Clear();
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@ -32,9 +33,10 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
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switch (type) {
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case VEH_TRAIN:
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if (IsArticulatedPart(v) || IsRearDualheaded(v)) continue;
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if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
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if (wagons != NULL && IsFreeWagon(v)) {
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*wagons->Append() = v;
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if (wagons != NULL && IsFreeWagon(v->First())) {
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if (individual_wagons || IsFreeWagon(v)) *wagons->Append() = v;
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continue;
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}
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break;
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@ -10,6 +10,6 @@
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typedef SmallVector<const Vehicle *, 32> VehicleList;
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void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list);
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list, bool individual_wagons = false);
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#endif /* VEHICLELIST_H */
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