(svn r18404) -Codechange: link drive through stops better together

-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
pull/155/head
rubidium 15 years ago
parent 53416773ee
commit 0fed86a779

@ -1096,6 +1096,16 @@ void StateGameLoop()
CallWindowTickEvent();
NewsLoop();
} else {
/* Temporary strict checking of the road stop cache entries */
const RoadStop *rs;
FOR_ALL_ROADSTOPS(rs) {
if (IsStandardRoadStopTile(rs->xy)) continue;
assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
}
if (_debug_desync_level > 1) {
Vehicle *v;
FOR_ALL_VEHICLES(v) {

@ -21,12 +21,12 @@
#include "timetable.h"
#include "vehicle_func.h"
#include "depot_base.h"
#include "roadstop_base.h"
#include "core/pool_func.hpp"
#include "aircraft.h"
#include "roadveh.h"
#include "station_base.h"
#include "waypoint_base.h"
#include "roadstop_base.h"
#include "table/strings.h"

@ -351,10 +351,21 @@ static int32 NPFRoadPathCost(AyStar *as, AyStarNode *current, OpenListNode *pare
case MP_STATION: {
cost = NPF_TILE_LENGTH;
/* Increase the cost for drive-through road stops */
if (IsDriveThroughStopTile(tile)) cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
cost += 8 * NPF_TILE_LENGTH * ((!rs->IsFreeBay(0)) + (!rs->IsFreeBay(1)));
const RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
if (IsDriveThroughStopTile(tile)) {
/* Increase the cost for drive-through road stops */
cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
DiagDirection dir = TrackdirToExitdir(current->direction);
if (!RoadStop::IsDriveThroughRoadStopContinuation(tile, tile - TileOffsByDiagDir(dir))) {
/* When we're the first road stop in a 'queue' of them we increase
* cost based on the fill percentage of the whole queue. */
const RoadStop::Entry *entry = rs->GetEntry(dir);
cost += entry->GetOccupied() * _settings_game.pf.npf.npf_road_dt_occupied_penalty / entry->GetLength();
}
} else {
/* Increase cost for filled road stops */
cost += _settings_game.pf.npf.npf_road_bay_occupied_penalty * (!rs->IsFreeBay(0) + !rs->IsFreeBay(1)) / 2;
}
} break;
default:

@ -66,9 +66,21 @@ protected:
break;
case MP_STATION: {
if (IsDriveThroughStopTile(tile)) cost += Yapf().PfGetSettings().road_stop_penalty;
RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
cost += 8 * YAPF_TILE_LENGTH * ((!rs->IsFreeBay(0)) + (!rs->IsFreeBay(1)));
const RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
if (IsDriveThroughStopTile(tile)) {
/* Increase the cost for drive-through road stops */
cost += Yapf().PfGetSettings().road_stop_penalty;
DiagDirection dir = TrackdirToExitdir(trackdir);
if (!RoadStop::IsDriveThroughRoadStopContinuation(tile, tile - TileOffsByDiagDir(dir))) {
/* When we're the first road stop in a 'queue' of them we increase
* cost based on the fill percentage of the whole queue. */
const RoadStop::Entry *entry = rs->GetEntry(dir);
cost += entry->GetOccupied() * Yapf().PfGetSettings().road_stop_occupied_penalty / entry->GetLength();
}
} else {
/* Increase cost for filled road stops */
cost += Yapf().PfGetSettings().road_stop_bay_occupied_penalty * (!rs->IsFreeBay(0) + !rs->IsFreeBay(1)) / 2;
}
} break;
default:

@ -14,6 +14,8 @@
#include "core/pool_func.hpp"
#include "roadstop_base.h"
#include "station_base.h"
#include "vehicle_func.h"
#include "landscape.h"
RoadStopPool _roadstop_pool("RoadStop");
INSTANTIATE_POOL_METHODS(RoadStop)
@ -23,6 +25,12 @@ INSTANTIATE_POOL_METHODS(RoadStop)
*/
RoadStop::~RoadStop()
{
/* When we are the head we need to free the entries */
if (HasBit(this->status, RSSFB_BASE_ENTRY)) {
delete this->east;
delete this->west;
}
if (CleaningPool()) return;
}
@ -46,19 +54,175 @@ RoadStop *RoadStop::GetNextRoadStop(const RoadVehicle *v) const
return NULL;
}
/**
* Join this road stop to another 'base' road stop if possible;
* fill all necessary data to become an actual drive through road stop.
* Also update the length etc.
*/
void RoadStop::MakeDriveThrough()
{
assert(this->east == NULL && this->west == NULL);
RoadStopType rst = GetRoadStopType(this->xy);
DiagDirection dir = GetRoadStopDir(this->xy);
/* Use absolute so we always go towards the nortern tile */
TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
/* Information about the tile north of us */
TileIndex north_tile = this->xy - offset;
bool north = IsDriveThroughRoadStopContinuation(this->xy, north_tile);
RoadStop *rs_north = north ? RoadStop::GetByTile(north_tile, rst) : NULL;
/* Information about the tile south of us */
TileIndex south_tile = this->xy + offset;
bool south = IsDriveThroughRoadStopContinuation(this->xy, south_tile);
RoadStop *rs_south = south ? RoadStop::GetByTile(south_tile, rst) : NULL;
/* Amount of road stops that will be added to the 'northern' head */
int added = 1;
if (north && rs_north->east != NULL) { // (east != NULL) == (west != NULL)
/* There is a more nothern one, so this can join them */
this->east = rs_north->east;
this->west = rs_north->west;
if (south && rs_south->east != NULL) { // (east != NULL) == (west != NULL)
/* There more southern tiles too, they must 'join' us too */
ClrBit(rs_south->status, RSSFB_BASE_ENTRY);
this->east->occupied += rs_south->east->occupied;
this->west->occupied += rs_south->west->occupied;
/* Free the now unneeded entry structs */
delete rs_south->east;
delete rs_south->west;
/* Make all 'children' of the southern tile take the new master */
for (; IsDriveThroughRoadStopContinuation(this->xy, south_tile); south_tile += offset) {
rs_south = RoadStop::GetByTile(south_tile, rst);
if (rs_south->east == NULL) break;
rs_south->east = rs_north->east;
rs_south->west = rs_north->west;
added++;
}
}
} else if (south && rs_south->east != NULL) { // (east != NULL) == (west != NULL)
/* There is one to the south, but not to the north... so we become 'parent' */
this->east = rs_south->east;
this->west = rs_south->west;
SetBit(this->status, RSSFB_BASE_ENTRY);
ClrBit(rs_south->status, RSSFB_BASE_ENTRY);
} else {
/* We are the only... so we are automatically the master */
this->east = new Entry();
this->west = new Entry();
SetBit(this->status, RSSFB_BASE_ENTRY);
}
/* Now update the lengths */
added *= TILE_SIZE;
this->east->length += added;
this->west->length += added;
}
/**
* Prepare for removal of this stop; update other neighbouring stops
* if needed. Also update the length etc.
*/
void RoadStop::ClearDriveThrough()
{
assert(this->east != NULL && this->west != NULL);
RoadStopType rst = GetRoadStopType(this->xy);
DiagDirection dir = GetRoadStopDir(this->xy);
/* Use absolute so we always go towards the nortern tile */
TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
/* Information about the tile north of us */
TileIndex north_tile = this->xy - offset;
bool north = IsDriveThroughRoadStopContinuation(this->xy, north_tile);
RoadStop *rs_north = north ? RoadStop::GetByTile(north_tile, rst) : NULL;
/* Information about the tile south of us */
TileIndex south_tile = this->xy + offset;
bool south = IsDriveThroughRoadStopContinuation(this->xy, south_tile);
RoadStop *rs_south = south ? RoadStop::GetByTile(south_tile, rst) : NULL;
/* Must only be cleared after we determined which neighbours are
* part of our little entry 'queue' */
DoClearSquare(this->xy);
if (north) {
/* There is a tile to the north, so we can't clear ourselves. */
if (south) {
/* There are more southern tiles too, they must be split;
* first make the new southern 'base' */
SetBit(rs_south->status, RSSFB_BASE_ENTRY);
rs_south->east = new Entry();
rs_south->west = new Entry();
/* Keep track of the base because we need it later on */
RoadStop *rs_south_base = rs_south;
TileIndex base_tile = south_tile;
/* Make all (even more) southern stops part of the new entry queue */
for (south_tile += offset; IsDriveThroughRoadStopContinuation(base_tile, south_tile); south_tile += offset) {
rs_south = RoadStop::GetByTile(south_tile, rst);
rs_south->east = rs_south_base->east;
rs_south->west = rs_south_base->west;
}
/* Find the other end; the northern most tile */
for (; IsDriveThroughRoadStopContinuation(base_tile, north_tile); north_tile -= offset) {
rs_north = RoadStop::GetByTile(north_tile, rst);
}
/* We have to rebuild the entries because we cannot easily determine
* how full each part is. So instead of keeping and maintaining a list
* of vehicles and using that to 'rebuild' the occupied state we just
* rebuild it from scratch as that removes lots of maintainance code
* for the vehicle list and it's faster in real games as long as you
* do not keep split and merge road stop every tick by the millions. */
rs_south_base->east->Rebuild(rs_south_base);
rs_south_base->west->Rebuild(rs_south_base);
assert(HasBit(rs_north->status, RSSFB_BASE_ENTRY));
rs_north->east->Rebuild(rs_north);
rs_north->west->Rebuild(rs_north);
} else {
/* Only we left, so simple update the length. */
rs_north->east->length -= TILE_SIZE;
rs_north->west->length -= TILE_SIZE;
}
} else if (south) {
/* There is only something to the south. Hand over the base entry */
SetBit(rs_south->status, RSSFB_BASE_ENTRY);
rs_south->east->length -= TILE_SIZE;
rs_south->west->length -= TILE_SIZE;
} else {
/* We were the last */
delete this->east;
delete this->west;
}
/* Make sure we don't get used for something 'incorrect' */
ClrBit(this->status, RSSFB_BASE_ENTRY);
this->east = NULL;
this->west = NULL;
}
/**
* Leave the road stop
* @param rv the vehicle that leaves the stop
*/
void RoadStop::Leave(RoadVehicle *rv)
{
/* Vehicle is leaving a road stop tile, mark bay as free
* For drive-through stops, only do it if the vehicle stopped here */
if (IsStandardRoadStopTile(rv->tile) || HasBit(rv->state, RVS_IS_STOPPING)) {
if (IsStandardRoadStopTile(rv->tile)) {
/* Vehicle is leaving a road stop tile, mark bay as free */
this->FreeBay(HasBit(rv->state, RVS_USING_SECOND_BAY));
ClrBit(rv->state, RVS_IS_STOPPING);
this->SetEntranceBusy(false);
} else {
/* Otherwise just leave the drive through's entry cache. */
this->GetEntry(DirToDiagDir(rv->direction))->Leave(rv);
}
if (IsStandardRoadStopTile(rv->tile)) this->SetEntranceBusy(false);
}
/**
@ -85,19 +249,8 @@ bool RoadStop::Enter(RoadVehicle *rv)
}
/* Vehicles entering a drive-through stop from the 'normal' side use first bay (bay 0). */
byte side = ((DirToDiagDir(rv->direction) == ReverseDiagDir(GetRoadStopDir(this->xy))) == (rv->overtaking == 0)) ? 0 : 1;
this->GetEntry(DirToDiagDir(rv->direction))->Enter(rv);
if (!this->IsFreeBay(side)) return false;
/* Check if the vehicle is stopping at this road stop */
if (GetRoadStopType(this->xy) == (rv->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
rv->current_order.ShouldStopAtStation(rv, GetStationIndex(this->xy))) {
SetBit(rv->state, RVS_IS_STOPPING);
this->AllocateDriveThroughBay(side);
}
/* Indicate if vehicle is using second bay. */
if (side == 1) SetBit(rv->state, RVS_USING_SECOND_BAY);
/* Indicate a drive-through stop */
SetBit(rv->state, RVS_IN_DT_ROAD_STOP);
return true;
@ -120,6 +273,121 @@ bool RoadStop::Enter(RoadVehicle *rv)
}
}
/**
* Leave the road stop
* @param rv the vehicle that leaves the stop
*/
void RoadStop::Entry::Leave(const RoadVehicle *rv)
{
this->occupied -= rv->rcache.cached_veh_length;
assert(this->occupied >= 0);
}
/**
* Enter the road stop
* @param rv the vehicle that enters the stop
*/
void RoadStop::Entry::Enter(const RoadVehicle *rv)
{
assert(this->occupied < this->length);
this->occupied += rv->rcache.cached_veh_length;
}
/**
* Checks whether the 'next' tile is still part of the road same drive through
* stop 'rs' in the same direction for the same vehicle.
* @param rs the road stop tile to check against
* @param next the 'next' tile to check
* @return true if the 'next' tile is part of the road stop at 'next'.
*/
/* static */ bool RoadStop::IsDriveThroughRoadStopContinuation(TileIndex rs, TileIndex next)
{
return IsTileType(next, MP_STATION) &&
GetStationIndex(next) == GetStationIndex(rs) &&
GetStationType(next) == GetStationType(rs) &&
GetRoadStopDir(next) == GetRoadStopDir(rs) &&
IsDriveThroughStopTile(next);
}
typedef std::list<const RoadVehicle *> RVList; ///< A list of road vehicles
/** Helper for finding RVs in a road stop. */
struct RoadStopEntryRebuilderHelper {
RVList vehicles; ///< The list of vehicles to possibly add to.
DiagDirection dir; ///< The direction the vehicle has to face to be added.
};
/**
* Add road vehicles to the station's list if needed.
* @param v the found vehicle
* @param data the extra data used to make our decision
* @return always NULL
*/
Vehicle *FindVehiclesInRoadStop(Vehicle *v, void *data)
{
RoadStopEntryRebuilderHelper *rserh = (RoadStopEntryRebuilderHelper*)data;
/* Not a RV or not in the right direction or crashed :( */
if (v->type != VEH_ROAD || DirToDiagDir(v->direction) != rserh->dir || !v->IsPrimaryVehicle() || (v->vehstatus & VS_CRASHED) != 0) return NULL;
RoadVehicle *rv = RoadVehicle::From(v);
/* Don't add ones not in a road stop */
if (rv->state < RVSB_IN_ROAD_STOP) return NULL;
/* Do not add duplicates! */
for (RVList::iterator it = rserh->vehicles.begin(); it != rserh->vehicles.end(); it++) {
if (rv == *it) return NULL;
}
rserh->vehicles.push_back(rv);
return NULL;
}
/**
* Rebuild, from scratch, the vehicles and other metadata on this stop.
* @param rs the roadstop this entry is part of
* @param side the side of the road stop to look at
*/
void RoadStop::Entry::Rebuild(const RoadStop *rs, int side)
{
assert(HasBit(rs->status, RSSFB_BASE_ENTRY));
DiagDirection dir = GetRoadStopDir(rs->xy);
if (side == -1) side = (rs->east == this);
RoadStopEntryRebuilderHelper rserh;
rserh.dir = side ? dir : ReverseDiagDir(dir);
this->length = 0;
TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
for (TileIndex tile = rs->xy; IsDriveThroughRoadStopContinuation(rs->xy, tile); tile += offset) {
this->length += TILE_SIZE;
FindVehicleOnPos(tile, &rserh, FindVehiclesInRoadStop);
}
this->occupied = 0;
for (RVList::iterator it = rserh.vehicles.begin(); it != rserh.vehicles.end(); it++) {
this->occupied += (*it)->rcache.cached_veh_length;
}
}
/**
* Check the integrity of the data in this struct.
* @param rs the roadstop this entry is part of
*/
void RoadStop::Entry::CheckIntegrity(const RoadStop *rs) const
{
if (!HasBit(rs->status, RSSFB_BASE_ENTRY)) return;
/* The tile 'before' the road stop must not be part of this 'line' */
assert(!IsDriveThroughRoadStopContinuation(rs->xy, rs->xy - abs(TileOffsByDiagDir(GetRoadStopDir(rs->xy)))));
Entry temp;
temp.Rebuild(rs, rs->east == this);
if (temp.length != this->length || temp.occupied != this->occupied) NOT_REACHED();
}
void InitializeRoadStops()
{
_roadstop_pool.CleanPool();

@ -25,9 +25,46 @@ struct RoadStop : RoadStopPool::PoolItem<&_roadstop_pool> {
RSSFB_BAY0_FREE = 0, ///< Non-zero when bay 0 is free
RSSFB_BAY1_FREE = 1, ///< Non-zero when bay 1 is free
RSSFB_BAY_COUNT = 2, ///< Max. number of bays
RSSFB_BASE_ENTRY = 6, ///< Non-zero when the entries on this road stop are the primary, i.e. the ones to delete
RSSFB_ENTRY_BUSY = 7, ///< Non-zero when roadstop entry is busy
};
/** Container for each entry point of a drive through road stop */
struct Entry {
private:
int length; ///< The length of the stop in tile 'units'
int occupied; ///< The amount of occupied stop in tile 'units'
public:
friend class RoadStop; ///< Oh yeah, the road stop may play with me.
/** Create an entry */
Entry() : length(0), occupied(0) {}
/**
* Get the length of this drive through stop.
* @return the length in tile units.
*/
FORCEINLINE int GetLength() const
{
return this->length;
}
/**
* Get the amount of occupied space in this drive through stop.
* @return the occupied space in tile units.
*/
FORCEINLINE int GetOccupied() const
{
return this->occupied;
}
void Leave(const RoadVehicle *rv);
void Enter(const RoadVehicle *rv);
void CheckIntegrity(const RoadStop *rs) const;
void Rebuild(const RoadStop *rs, int side = -1);
};
static const uint LIMIT = 16; ///< The maximum amount of roadstops that are allowed at a single station
TileIndex xy; ///< Position on the map
@ -80,6 +117,29 @@ struct RoadStop : RoadStopPool::PoolItem<&_roadstop_pool> {
SB(this->status, RSSFB_ENTRY_BUSY, 1, busy);
}
/**
* Get the drive through road stop entry struct for the given direction.
* @param direction the direciton to get the entry for
* @return the entry
*/
FORCEINLINE const Entry *GetEntry(DiagDirection dir) const
{
return HasBit((int)dir, 1) ? this->west : this->east;
}
/**
* Get the drive through road stop entry struct for the given direction.
* @param direction the direciton to get the entry for
* @return the entry
*/
FORCEINLINE Entry *GetEntry(DiagDirection dir)
{
return HasBit((int)dir, 1) ? this->west : this->east;
}
void MakeDriveThrough();
void ClearDriveThrough();
void Leave(RoadVehicle *rv);
bool Enter(RoadVehicle *rv);
@ -87,7 +147,12 @@ struct RoadStop : RoadStopPool::PoolItem<&_roadstop_pool> {
static RoadStop *GetByTile(TileIndex tile, RoadStopType type);
static bool IsDriveThroughRoadStopContinuation(TileIndex rs, TileIndex next);
private:
Entry *east; ///< The vehicles that entered from the east
Entry *west; ///< The vehicles that entered from the west
/**
* Allocates a bay
* @return the allocated bay number

@ -39,7 +39,6 @@ enum RoadVehicleStates {
/* Bit numbers */
RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop
RVS_IS_STOPPING = 2, ///< Only used for drive-through stops. Vehicle will stop here
RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data
RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop
RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop
@ -70,7 +69,7 @@ enum {
RVC_START_FRAME_AFTER_LONG_TRAM = 21,
RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16,
/* Stop frame for a vehicle in a drive-through stop */
RVC_DRIVE_THROUGH_STOP_FRAME = 7,
RVC_DRIVE_THROUGH_STOP_FRAME = 11,
RVC_DEPOT_STOP_FRAME = 11,
};

@ -463,18 +463,14 @@ void RoadVehicle::UpdateDeltaXY(Direction direction)
this->z_extent = 6;
}
static void ClearCrashedStation(RoadVehicle *v)
{
RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
}
static void DeleteLastRoadVeh(RoadVehicle *v)
{
Vehicle *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v);
/* Only leave the road stop when we're really gone. */
if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
delete v;
}
@ -540,7 +536,14 @@ static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
uint RoadVehicle::Crash(bool flooded)
{
uint pass = Vehicle::Crash(flooded);
if (this->IsRoadVehFront()) pass += 1; // driver
if (this->IsRoadVehFront()) {
pass += 1; // driver
/* If we're in a drive through road stop we ought to leave it */
if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
}
}
this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
return pass;
}
@ -1413,6 +1416,17 @@ again:
/* There is a vehicle in front overtake it if possible */
if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
if (v->overtaking == 0) v->cur_speed = u->cur_speed;
/* In case an RV is stopped in a road stop, why not try to load? */
if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
Station *st = Station::GetByTile(v->tile);
v->last_station_visited = st->index;
RoadVehArrivesAt(v, st);
v->BeginLoading();
}
return false;
}
}
@ -1455,20 +1469,12 @@ again:
if (IsDriveThroughStopTile(v->tile)) {
TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
RoadStopType type = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
/* Check if next inline bay is free */
if (IsDriveThroughStopTile(next_tile) && (GetRoadStopType(next_tile) == type) && GetStationIndex(v->tile) == GetStationIndex(next_tile)) {
RoadStop *rs_n = RoadStop::GetByTile(next_tile, type);
if (rs_n->IsFreeBay(HasBit(v->state, RVS_USING_SECOND_BAY))) {
/* Bay in next stop along is free - use it */
v->dest_tile = rs_n->xy;
v->frame++;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, false));
return true;
}
if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile)) {
v->frame++;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, false));
return true;
}
}

@ -1360,7 +1360,7 @@ bool AfterLoadGame()
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->state == 250 || rv->state == 251) {
SetBit(rv->state, RVS_IS_STOPPING);
SetBit(rv->state, 2);
}
}
}
@ -1959,6 +1959,8 @@ bool AfterLoadGame()
}
}
/* Road stops is 'only' updating some caches */
AfterLoadRoadStops();
AfterLoadLabelMaps();
GamelogPrintDebug(1);

@ -190,7 +190,7 @@ void FixOldVehicles()
if (v->type == VEH_ROAD) {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->state != RVSB_IN_DEPOT && rv->state != RVSB_WORMHOLE) {
ClrBit(rv->state, RVS_IS_STOPPING);
ClrBit(rv->state, 2);
}
}

@ -47,7 +47,7 @@
#include "saveload_internal.h"
extern const uint16 SAVEGAME_VERSION = 129;
extern const uint16 SAVEGAME_VERSION = 130;
SavegameType _savegame_type; ///< type of savegame we are loading

@ -29,6 +29,7 @@ const SaveLoad *GetBaseStationDescription();
void AfterLoadVehicles(bool part_of_load);
void AfterLoadStations();
void AfterLoadRoadStops();
void AfterLoadLabelMaps();
void UpdateHousesAndTowns();

@ -15,6 +15,7 @@
#include "../roadstop_base.h"
#include "../vehicle_base.h"
#include "../newgrf_station.h"
#include "../station_map.h"
#include "saveload.h"
#include "table/strings.h"
@ -108,6 +109,25 @@ void AfterLoadStations()
}
}
/**
* (Re)building of road stop caches after loading a savegame.
*/
void AfterLoadRoadStops()
{
/* First construct the drive through entries */
RoadStop *rs;
FOR_ALL_ROADSTOPS(rs) {
if (IsDriveThroughStopTile(rs->xy)) rs->MakeDriveThrough();
}
/* And then rebuild the data in those entries */
FOR_ALL_ROADSTOPS(rs) {
if (!HasBit(rs->status, RoadStop::RSSFB_BASE_ENTRY)) continue;
rs->GetEntry(DIAGDIR_NE)->Rebuild(rs);
rs->GetEntry(DIAGDIR_NW)->Rebuild(rs);
}
}
static const SaveLoad _roadstop_desc[] = {
SLE_VAR(RoadStop, xy, SLE_UINT32),
SLE_CONDNULL(1, 0, 44),

@ -223,6 +223,8 @@ struct NPFSettings {
uint32 npf_road_curve_penalty; ///< the penalty for curves
uint32 npf_crossing_penalty; ///< the penalty for level crossings
uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
uint32 npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
uint32 npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
};
/** Settings related to the yet another pathfinder. */
@ -236,6 +238,8 @@ struct YAPFSettings {
uint32 road_curve_penalty; ///< penalty for curves
uint32 road_crossing_penalty; ///< penalty for level crossing
uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
uint32 road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
uint32 road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
uint32 rail_firstred_penalty; ///< penalty for first red signal
uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal

@ -1638,6 +1638,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
RoadStopType rs_type = type ? ROADSTOP_TRUCK : ROADSTOP_BUS;
if (is_drive_through) {
MakeDriveThroughRoadStop(tile, st->owner, road_owner, tram_owner, st->index, rs_type, rts, (Axis)p1);
road_stop->MakeDriveThrough();
} else {
MakeRoadStop(tile, st->owner, st->index, rs_type, rts, (DiagDirection)p1);
}
@ -1721,6 +1722,13 @@ static CommandCost RemoveRoadStop(TileIndex tile, DoCommandFlag flags)
pred->next = cur_stop->next;
}
if (IsDriveThroughStopTile(tile)) {
/* Clears the tile for us */
cur_stop->ClearDriveThrough();
} else {
DoClearSquare(tile);
}
SetWindowWidgetDirty(WC_STATION_VIEW, st->index, SVW_ROADVEHS);
delete cur_stop;
@ -1733,7 +1741,6 @@ static CommandCost RemoveRoadStop(TileIndex tile, DoCommandFlag flags)
}
}
DoClearSquare(tile);
st->rect.AfterRemoveTile(st, tile);
st->UpdateVirtCoord();

@ -473,6 +473,8 @@ const SettingDesc _settings[] = {
SDT_VAR(GameSettings, pf.npf.npf_road_curve_penalty, SLE_UINT, 0, 0, 1, 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_crossing_penalty, SLE_UINT, 0, 0, ( 3 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.npf.npf_road_drive_through_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, ( 8 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.npf.npf_road_dt_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, ( 8 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.npf.npf_road_bay_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, ( 15 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDBOOL(GameSettings, pf.yapf.disable_node_optimization, 28, SL_MAX_VERSION, 0, 0, false, STR_NULL, NULL),
@ -504,6 +506,8 @@ const SettingDesc _settings[] = {
SDT_CONDVAR(GameSettings, pf.yapf.road_curve_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 1 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_crossing_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 3 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_stop_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_stop_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_stop_bay_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, 15 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, game_creation.land_generator, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 1, 0, STR_CONFIG_SETTING_LAND_GENERATOR, NULL),
SDT_CONDVAR(GameSettings, game_creation.oil_refinery_limit, SLE_UINT8, 30, SL_MAX_VERSION, 0, 0, 32, 12, 48, 0, STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE, NULL),

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