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(svn r25998) -Document [FS#5661]: why catchment area's are (slightly) inconsistent
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@ -403,3 +403,34 @@ Mouse cursor going missing with SDL [FS#4997]:
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We cannot fix this problem as SDL simply does not provide the
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required information in these corner cases. This is a bug in SDL
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and as such there is little that we can do about it.
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Inconsistent catchment areas [FS#5661]:
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Due to performance decisions the catchment area for cargo accepted
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by a station for delivery to houses or industries differs from the
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catchment area for cargo that is delivered to stations from houses
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or industries.
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Conceptually they work the same, but the effect in game differs.
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They work by finding the closest destination "around" the source
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which is within a certain distance. This distance depends on the
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type of station, e.g. road stops have a smaller catchment area than
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large airports. In both cases the bounding box, the smallest
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rectangle that contains all tiles of something, is searched for the
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target of the cargo, and then spiraling outwards finding the closest
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tile of the target.
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In the case of a station with two tiles spread far apart with a house
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that is within the station's bounding box, it would be possible that
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the spiraling search from the house does not reach one of the station
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tiles before the search ends, i.e. all tiles within that distance
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are searched. So the house does not deliver cargo to the station. On
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the other hand, the station will deliver cargo because the house
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falls within the bounding box, and thus search area.
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It is possible to make these consistent, but then cargo from a house
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to a station needs to search up to 32 tiles around itself, i.e. 64
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by 64 tiles, to find all possible stations it could deliver to
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instead of 10 by 10 tiles (40 times more tiles). Alternatively the
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search from a station could be changed to use the actual tiles, but
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that would require considering checking 10 by 10 tiles for each of
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the tiles of a station, instead of just once.
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