Import auto timetable separation patch

http://www.tt-forums.net/viewtopic.php?p=1140899#p1140899
pull/3/head
patch-import 9 years ago committed by Jonathan G Rennison
parent 59db260e63
commit 80deb3c01d

@ -194,6 +194,7 @@ CommandProc CmdMoveOrder;
CommandProc CmdChangeTimetable;
CommandProc CmdSetVehicleOnTime;
CommandProc CmdAutofillTimetable;
CommandProc CmdAutomateTimetable;
CommandProc CmdSetTimetableStart;
CommandProc CmdOpenCloseAirport;
@ -351,6 +352,7 @@ static const Command _command_proc_table[] = {
DEF_CMD(CmdChangeTimetable, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_CHANGE_TIMETABLE
DEF_CMD(CmdSetVehicleOnTime, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_SET_VEHICLE_ON_TIME
DEF_CMD(CmdAutofillTimetable, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_AUTOFILL_TIMETABLE
DEF_CMD(CmdAutomateTimetable, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_AUTOMATE_TIMETABLE]
DEF_CMD(CmdSetTimetableStart, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_SET_TIMETABLE_START
DEF_CMD(CmdOpenCloseAirport, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_OPEN_CLOSE_AIRPORT

@ -325,6 +325,7 @@ enum Commands {
CMD_CHANGE_TIMETABLE, ///< change the timetable for a vehicle
CMD_SET_VEHICLE_ON_TIME, ///< set the vehicle on time feature (timetable)
CMD_AUTOFILL_TIMETABLE, ///< autofill the timetable
CMD_AUTOMATE_TIMETABLE, ///< automate the timetable
CMD_SET_TIMETABLE_START, ///< set the date that a timetable should start
CMD_OPEN_CLOSE_AIRPORT, ///< open/close an airport to incoming aircraft

@ -1398,8 +1398,12 @@ STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS :Use groups in v
STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS_HELPTEXT :Enable usage of the advanced vehicle lists for grouping vehicles
STR_CONFIG_SETTING_LOADING_INDICATORS :Use loading indicators: {STRING2}
STR_CONFIG_SETTING_LOADING_INDICATORS_HELPTEXT :Select whether loading indicators are displayed above loading or unloading vehicles
STR_CONFIG_SETTING_TIMETABLE_AUTOMATED :{LTBLUE}Automatically manage timetables: {ORANGE}{STRING2}
STR_CONFIG_SETTING_TIMETABLE_AUTOMATED_HELPTEXT :Whether to enable automatic timetables
STR_CONFIG_SETTING_TIMETABLE_IN_TICKS :Show timetable in ticks rather than days: {STRING2}
STR_CONFIG_SETTING_TIMETABLE_IN_TICKS_HELPTEXT :Show travel times in time tables in game ticks instead of days
STR_CONFIG_SETTING_TIMETABLE_SEPARATION :{LTBLUE}Use timetable to ensure vehicle separation: {ORANGE}{STRING2}
STR_CONFIG_SETTING_TIMETABLE_SEPARATION_HELPTEXT :Select whether to ensure separation of vehicles when using automatic timetables
STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE :Show arrival and departure in timetables: {STRING2}
STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE_HELPTEXT :Display anticipated arrival and departure times in timetables
STR_CONFIG_SETTING_QUICKGOTO :Quick creation of vehicle orders: {STRING2}
@ -3937,6 +3941,9 @@ STR_TIMETABLE_RESET_LATENESS_TOOLTIP :{BLACK}Reset th
STR_TIMETABLE_AUTOFILL :{BLACK}Autofill
STR_TIMETABLE_AUTOFILL_TOOLTIP :{BLACK}Fill the timetable automatically with the values from the next journey (Ctrl+Click to try to keep waiting times)
STR_TIMETABLE_AUTOMATE :{BLACK}Automate
STR_TIMETABLE_AUTOMATE_TOOLTIP :{BLACK}Manage the timetables automatically by updating the values for each journey
STR_TIMETABLE_EXPECTED :{BLACK}Expected
STR_TIMETABLE_SCHEDULED :{BLACK}Scheduled
STR_TIMETABLE_EXPECTED_TOOLTIP :{BLACK}Switch between expected and scheduled

@ -1160,6 +1160,9 @@ CommandCost CmdSkipToOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
v->UpdateRealOrderIndex();
InvalidateVehicleOrder(v, VIWD_MODIFY_ORDERS);
if (_settings_game.order.timetable_separation) v->ClearSeparation();
if (_settings_game.order.timetable_separation) ClrBit(v->vehicle_flags, VF_TIMETABLE_STARTED);
}
/* We have an aircraft/ship, they have a mini-schedule, so update them all */
@ -1617,9 +1620,18 @@ CommandCost CmdCloneOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
/* Link this vehicle in the shared-list */
dst->AddToShared(src);
/* Set automation bit if target has it. */
if (HasBit(src->vehicle_flags, VF_AUTOMATE_TIMETABLE))
SetBit(dst->vehicle_flags, VF_AUTOMATE_TIMETABLE);
if (_settings_game.order.timetable_separation) dst->ClearSeparation();
if (_settings_game.order.timetable_separation) ClrBit(dst->vehicle_flags, VF_TIMETABLE_STARTED);
InvalidateVehicleOrder(dst, VIWD_REMOVE_ALL_ORDERS);
InvalidateVehicleOrder(src, VIWD_MODIFY_ORDERS);
InvalidateWindowClassesData(GetWindowClassForVehicleType(dst->type), 0);
}
break;

@ -546,6 +546,9 @@ void NORETURN SlErrorCorrupt(const char *msg);
bool SaveloadCrashWithMissingNewGRFs();
/* Hack to change savegame version in only one place. Rmv and correct if trunk. */
const int TIMESEP_SV = 190;
extern char _savegame_format[8];
extern bool _do_autosave;

@ -692,6 +692,9 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, ahead_separation, REF_VEHICLE, TIMESEP_SV, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, behind_separation, REF_VEHICLE, TIMESEP_SV, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 68),
SLE_CONDNULL(4, 69, 100),
@ -699,6 +702,7 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_loading_time, SLE_UINT32, TIMESEP_SV, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION),
SLE_CONDNULL(10, 2, 143), // old reserved space

@ -1626,6 +1626,8 @@ static SettingsContainer &GetSettingsTree()
vehicles->Add(new SettingEntry("order.no_servicing_if_no_breakdowns"));
vehicles->Add(new SettingEntry("order.serviceathelipad"));
vehicles->Add(new SettingEntry("order.timetable_automated"));
vehicles->Add(new SettingEntry("order.timetable_separation"));
}
SettingsPage *limitations = main->Add(new SettingsPage(STR_CONFIG_SETTING_LIMITATIONS));

@ -438,6 +438,8 @@ struct OrderSettings {
bool gradual_loading; ///< load vehicles gradually
bool selectgoods; ///< only send the goods to station if a train has been there
bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
bool timetable_automated; ///< whether to automatically manage timetables
bool timetable_separation; ///< whether to perform automatic separation based on timetable
bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
};

@ -56,7 +56,8 @@ public:
offset(0),
num_param(size)
{
assert(size <= parent.GetDataLeft());
uint left = parent.GetDataLeft();
assert(size <= left);
if (parent.type == NULL) {
this->type = NULL;
} else {

@ -327,6 +327,24 @@ min = 0
max = 3
cat = SC_BASIC
[SDT_BOOL]
base = GameSettings
var = order.timetable_automated
from = TIMESEP_SV
def = true
str = STR_CONFIG_SETTING_TIMETABLE_AUTOMATED
strhelp = STR_CONFIG_SETTING_TIMETABLE_AUTOMATED_HELPTEXT
cat = SC_EXPERT
[SDT_BOOL]
base = GameSettings
var = order.timetable_separation
from = TIMESEP_SV
def = true
str = STR_CONFIG_SETTING_TIMETABLE_SEPARATION
strhelp = STR_CONFIG_SETTING_TIMETABLE_SEPARATION_HELPTEXT
cat = SC_EXPERT
; There are only 21 predefined town_name values (0-20), but you can have more with newgrf action F so allow
; these bigger values (21-255). Invalid values will fallback to english on use and (undefined string) in GUI.
[SDT_OMANY]

@ -15,6 +15,7 @@
#include "date_func.h"
#include "window_func.h"
#include "vehicle_base.h"
#include "settings_type.h"
#include "cmd_helper.h"
#include "core/sort_func.hpp"
@ -355,6 +356,167 @@ CommandCost CmdAutofillTimetable(TileIndex tile, DoCommandFlag flags, uint32 p1,
return CommandCost();
}
/**
* Start or stop automatic management of timetables.
* @param tile Not used.
* @param flags Operation to perform.
* @param p1 Vehicle index.
* @param p2 Various bitstuffed elements
* - p2 = (bit 0) - Set to 1 to enable, 0 to disable automation.
* - p2 = (bit 1) - Ctrl was pressed. Used when disabling to keep times.
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdAutomateTimetable(TileIndex index, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (!_settings_game.order.timetable_automated) return CMD_ERROR;
VehicleID veh = GB(p1, 0, 16);
Vehicle *v = Vehicle::GetIfValid(veh);
if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
for (Vehicle *v2 = v->FirstShared(); v2 != NULL; v2 = v2->NextShared()) {
if (HasBit(p2, 0)) {
/* Automated timetable. Set flags and clear current times. */
SetBit(v2->vehicle_flags, VF_AUTOMATE_TIMETABLE);
ClrBit(v2->vehicle_flags, VF_AUTOFILL_TIMETABLE);
ClrBit(v2->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);
ClrBit(v2->vehicle_flags, VF_TIMETABLE_STARTED);
v2->timetable_start = 0;
v2->lateness_counter = 0;
v2->current_loading_time = 0;
v2->ClearSeparation();
} else {
/* De-automate timetable. Clear flags. */
ClrBit(v2->vehicle_flags, VF_AUTOMATE_TIMETABLE);
ClrBit(v2->vehicle_flags, VF_AUTOFILL_TIMETABLE);
ClrBit(v2->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);
v2->ClearSeparation();
if (!HasBit(p2, 1)) {
/* Ctrl wasn't pressed, so clear all timetabled times. */
SetBit(v2->vehicle_flags, VF_TIMETABLE_STARTED);
v2->timetable_start = 0;
v2->lateness_counter = 0;
v2->current_loading_time = 0;
OrderList *orders = v2->orders.list;
if (orders != NULL) {
for (int i = 0; i < orders->GetNumOrders(); i++) {
ChangeTimetable(v2, i, 0, MTF_WAIT_TIME, true);
ChangeTimetable(v2, i, 0, MTF_TRAVEL_TIME, true);
}
}
}
}
SetWindowDirty(WC_VEHICLE_TIMETABLE, v2->index);
}
}
return CommandCost();
}
int TimeToFinishOrder(Vehicle *v, int n)
{
int left;
Order *order = v->GetOrder(n);
int wait_time = order->GetWaitTime();
int travel_time = order->GetTravelTime();
assert(order != NULL);
if ((v->cur_real_order_index == n) && (v->last_station_visited == order->GetDestination())) {
if (wait_time == 0) return -1;
if (v->current_loading_time > 0) {
left = wait_time - v->current_order_time;
} else {
left = wait_time;
}
if (left < 0) left = 0;
} else {
left = travel_time;
if (v->cur_real_order_index == n) left -= v->current_order_time;
if (travel_time == 0 || wait_time == 0) return -1;
if (left < 0) left = 0;
left +=wait_time;
}
return left;
}
int SeparationBetween(Vehicle *v1, Vehicle *v2)
{
if (v1 == v2) return -1;
int separation = 0;
int time;
int n = v1->cur_real_order_index;
while (n != v2->cur_real_order_index) {
time = TimeToFinishOrder(v1, n);
if (time == -1) return -1;
separation += time;
n++;
if (n >= v1->GetNumOrders()) n = 0;
}
int time1 = TimeToFinishOrder(v1, n);
int time2 = TimeToFinishOrder(v2, n);
if (time1 == -1 || time2 == -1) return -1;
time = time1 - time2;
if (time < 0) {
for (n = 0; n < v1->GetNumOrders(); n++) {
Order *order = v1->GetOrder(n);
int wait_time = order->GetWaitTime();
int travel_time = order->GetTravelTime();
if (travel_time == 0 || wait_time == 0) return -1;
time += travel_time + wait_time;
}
}
separation += time;
assert(separation >= 0);
if (separation == 0) return -1;
return separation;
}
void UpdateSeparationOrder(Vehicle *v_start)
{
/* First check if we have a vehicle ahead, and if not search for one. */
if (v_start->AheadSeparation() == NULL) {
v_start->InitSeparation();
}
if (v_start->AheadSeparation() == NULL) {
return;
}
/* Switch positions if necessary. */
int swaps = 0;
bool done = false;
while (!done) {
done = true;
int min_sep = SeparationBetween(v_start, v_start->AheadSeparation());
Vehicle *v = v_start;
do {
if (v != v_start) {
int tmp_sep = SeparationBetween(v_start, v);
if (tmp_sep < min_sep && tmp_sep != -1) {
swaps++;
if (swaps >= 50) {
return;
}
done = false;
v_start->ClearSeparation();
v_start->AddToSeparationBehind(v);
break;
}
}
int separation_ahead = SeparationBetween(v, v->AheadSeparation());
int separation_behind = SeparationBetween(v->BehindSeparation(), v);
v->lateness_counter = (separation_ahead - separation_behind) / 2;
if (separation_ahead == -1 || separation_behind == -1) v->lateness_counter = 0;
v = v->AheadSeparation();
} while (v != v_start);
}
}
/**
* Update the timetable for the vehicle.
* @param v The vehicle to update the timetable for.
@ -362,9 +524,12 @@ CommandCost CmdAutofillTimetable(TileIndex tile, DoCommandFlag flags, uint32 p1,
*/
void UpdateVehicleTimetable(Vehicle *v, bool travelling)
{
if (!travelling) v->current_loading_time++; // +1 because this time is one tick behind
uint time_taken = v->current_order_time;
uint time_loading = v->current_loading_time;
v->current_order_time = 0;
v->current_loading_time = 0;
if (v->current_order.IsType(OT_IMPLICIT)) return; // no timetabling of auto orders
@ -375,6 +540,18 @@ void UpdateVehicleTimetable(Vehicle *v, bool travelling)
bool just_started = false;
/* Start automated timetables at first opportunity */
if (!HasBit(v->vehicle_flags, VF_TIMETABLE_STARTED) && HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE)) {
if (_settings_game.order.timetable_separation) v->ClearSeparation();
SetBit(v->vehicle_flags, VF_TIMETABLE_STARTED);
v->lateness_counter = 0;
if (_settings_game.order.timetable_separation) UpdateSeparationOrder(v);
for (v = v->FirstShared(); v != NULL; v = v->NextShared()) {
SetWindowDirty(WC_VEHICLE_TIMETABLE, v->index);
}
return;
}
/* This vehicle is arriving at the first destination in the timetable. */
if (v->cur_real_order_index == first_manual_order && travelling) {
/* If the start date hasn't been set, or it was set automatically when
@ -437,12 +614,60 @@ void UpdateVehicleTimetable(Vehicle *v, bool travelling)
uint timetabled = travelling ? v->current_order.GetTimetabledTravel() :
v->current_order.GetTimetabledWait();
/* Update the timetable to gradually shift order times towards the actual travel times. */
if (timetabled != 0 && HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE)) {
int32 new_time;
if (travelling) {
new_time = time_taken;
} else {
new_time = time_loading;
}
/* Check for too large a difference from expected time, and if so don't average. */
if (!(new_time > (int32)timetabled * 2 || new_time < (int32)timetabled / 2)) {
int arrival_error = timetabled - new_time;
/* Compute running average, with sign conversion to avoid negative overflow. */
new_time = ((int32)timetabled * 4 + new_time + 2) / 5;
/* Use arrival_error to finetune order ticks. */
if (arrival_error < 0) new_time++;
if (arrival_error > 0) new_time--;
} else if (new_time > (int32)timetabled * 10 && travelling) {
/* Possible jam, clear time and restart timetable for all vehicles.
* Otherwise we risk trains blocking 1-lane stations for long times. */
ChangeTimetable(v, v->cur_real_order_index, 0, travelling ? MTF_TRAVEL_TIME : MTF_WAIT_TIME, true);
for (Vehicle *v2 = v->FirstShared(); v2 != NULL; v2 = v2->NextShared()) {
if (_settings_game.order.timetable_separation) v2->ClearSeparation();
ClrBit(v2->vehicle_flags, VF_TIMETABLE_STARTED);
SetWindowDirty(WC_VEHICLE_TIMETABLE, v2->index);
}
return;
}
if (new_time < 1) new_time = 1;
if (new_time != (int32)timetabled)
ChangeTimetable(v, v->cur_real_order_index, new_time, travelling ? MTF_TRAVEL_TIME : MTF_WAIT_TIME, true);
} else if (timetabled == 0 && HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE)) {
/* Add times for orders that are not yet timetabled, even while not autofilling */
if (travelling)
ChangeTimetable(v, v->cur_real_order_index, time_taken, travelling ? MTF_TRAVEL_TIME : MTF_WAIT_TIME, true);
else
ChangeTimetable(v, v->cur_real_order_index, time_loading, travelling ? MTF_TRAVEL_TIME : MTF_WAIT_TIME, true);
}
/* Vehicles will wait at stations if they arrive early even if they are not
* timetabled to wait there, so make sure the lateness counter is updated
* when this happens. */
if (timetabled == 0 && (travelling || v->lateness_counter >= 0)) return;
v->lateness_counter -= (timetabled - time_taken);
if (_settings_game.order.timetable_separation && HasBit(v->vehicle_flags, VF_TIMETABLE_STARTED)) {
v->current_order_time = time_taken;
v->current_loading_time = time_loading;
UpdateSeparationOrder(v);
v->current_order_time = 0;
v->current_loading_time = 0;
} else {
v->lateness_counter -= (timetabled - time_taken);
}
/* When we are more late than this timetabled bit takes we (somewhat expensively)
* check how many ticks the (fully filled) timetable has. If a timetable cycle is

@ -324,6 +324,7 @@ struct TimetableWindow : Window {
this->SetWidgetDisabledState(WID_VT_START_DATE, v->orders.list == NULL);
this->SetWidgetDisabledState(WID_VT_RESET_LATENESS, v->orders.list == NULL);
this->SetWidgetDisabledState(WID_VT_AUTOFILL, v->orders.list == NULL);
this->EnableWidget(WID_VT_AUTOMATE);
} else {
this->DisableWidget(WID_VT_START_DATE);
this->DisableWidget(WID_VT_CHANGE_TIME);
@ -332,10 +333,17 @@ struct TimetableWindow : Window {
this->DisableWidget(WID_VT_CLEAR_SPEED);
this->DisableWidget(WID_VT_RESET_LATENESS);
this->DisableWidget(WID_VT_AUTOFILL);
this->DisableWidget(WID_VT_AUTOMATE);
this->DisableWidget(WID_VT_SHARED_ORDER_LIST);
}
this->SetWidgetLoweredState(WID_VT_AUTOFILL, HasBit(v->vehicle_flags, VF_AUTOFILL_TIMETABLE));
this->SetWidgetLoweredState(WID_VT_AUTOMATE, HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE));
this->SetWidgetDisabledState(WID_VT_START_DATE, _settings_game.order.timetable_separation);
this->SetWidgetDisabledState(WID_VT_AUTOMATE, !_settings_game.order.timetable_automated);
this->SetWidgetDisabledState(WID_VT_CHANGE_TIME, HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE));
this->SetWidgetDisabledState(WID_VT_AUTOFILL, HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE));
this->SetWidgetDisabledState(WID_VT_CLEAR_TIME, HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE));
this->DrawWidgets();
}
@ -601,6 +609,14 @@ struct TimetableWindow : Window {
break;
}
case WID_VT_AUTOMATE: {
uint32 p2 = 0;
if (!HasBit(v->vehicle_flags, VF_AUTOMATE_TIMETABLE)) SetBit(p2, 0);
if (!_ctrl_pressed) SetBit(p2, 1);
DoCommandP(0, v->index, p2, CMD_AUTOMATE_TIMETABLE | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE));
break;
}
case WID_VT_EXPECTED:
this->show_expected = !this->show_expected;
break;
@ -645,6 +661,7 @@ struct TimetableWindow : Window {
void UpdateSelectionStates()
{
this->GetWidget<NWidgetStacked>(WID_VT_ARRIVAL_DEPARTURE_SELECTION)->SetDisplayedPlane(_settings_client.gui.timetable_arrival_departure ? 0 : SZSP_NONE);
// this->GetWidget<NWidgetStacked>(TTV_AUTO_SELECTION)->SetDisplayedPlane(!_settings_game.order.timetable_automated ? 0 : 1);
this->GetWidget<NWidgetStacked>(WID_VT_EXPECTED_SELECTION)->SetDisplayedPlane(_settings_client.gui.timetable_arrival_departure ? 0 : 1);
}
};
@ -682,6 +699,7 @@ static const NWidgetPart _nested_timetable_widgets[] = {
EndContainer(),
NWidget(NWID_VERTICAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_VT_AUTOFILL), SetResize(1, 0), SetFill(1, 1), SetDataTip(STR_TIMETABLE_AUTOFILL, STR_TIMETABLE_AUTOFILL_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_VT_AUTOMATE), SetResize(1, 0), SetFill(1, 1), SetDataTip(STR_TIMETABLE_AUTOMATE, STR_TIMETABLE_AUTOMATE_TOOLTIP),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_VT_EXPECTED_SELECTION),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_VT_EXPECTED), SetResize(1, 0), SetFill(1, 1), SetDataTip(STR_BLACK_STRING, STR_TIMETABLE_EXPECTED_TOOLTIP),
NWidget(WWT_PANEL, COLOUR_GREY), SetResize(1, 0), SetFill(1, 1), EndContainer(),
@ -690,6 +708,7 @@ static const NWidgetPart _nested_timetable_widgets[] = {
EndContainer(),
NWidget(NWID_VERTICAL, NC_EQUALSIZE),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_VT_SHARED_ORDER_LIST), SetFill(0, 1), SetDataTip(SPR_SHARED_ORDERS_ICON, STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP),
NWidget(WWT_PANEL, COLOUR_GREY), SetResize(1, 0), SetFill(1, 1), EndContainer(),
NWidget(WWT_RESIZEBOX, COLOUR_GREY), SetFill(0, 1),
EndContainer(),
EndContainer(),

@ -209,6 +209,9 @@ uint Vehicle::Crash(bool flooded)
v->MarkAllViewportsDirty();
}
if (_settings_game.order.timetable_separation) this->ClearSeparation();
if (_settings_game.order.timetable_separation) ClrBit(this->vehicle_flags, VF_TIMETABLE_STARTED);
/* Dirty some windows */
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
@ -2138,6 +2141,10 @@ void Vehicle::HandleLoading(bool mode)
case OT_LOADING: {
uint wait_time = max(this->current_order.GetTimetabledWait() - this->lateness_counter, 0);
/* Save time just loading took since that is what goes into the timetable */
if (!HasBit(this->vehicle_flags, VF_LOADING_FINISHED))
this->current_loading_time = this->current_order_time;
/* Not the first call for this tick, or still loading */
if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) || this->current_order_time < wait_time) return;
@ -2214,6 +2221,8 @@ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
if (flags & DC_EXEC) {
this->current_order.SetDepotOrderType(ODTF_MANUAL);
this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
if (_settings_game.order.timetable_separation) this->ClearSeparation();
if (_settings_game.order.timetable_separation) ClrBit(this->vehicle_flags, VF_TIMETABLE_STARTED);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
}
return CommandCost();
@ -2230,6 +2239,9 @@ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
}
if (_settings_game.order.timetable_separation) this->ClearSeparation();
if (_settings_game.order.timetable_separation) ClrBit(this->vehicle_flags, VF_TIMETABLE_STARTED);
this->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
}
@ -2575,6 +2587,55 @@ void Vehicle::SetNext(Vehicle *next)
}
}
void Vehicle::ClearSeparation()
{
if (this->ahead_separation == NULL && this->behind_separation == NULL) return;
assert(this->ahead_separation != NULL);
assert(this->behind_separation != NULL);
this->ahead_separation->behind_separation = this->behind_separation;
this->behind_separation->ahead_separation = this->ahead_separation;
this->ahead_separation = NULL;
this->behind_separation = NULL;
SetWindowDirty(WC_VEHICLE_TIMETABLE, this->index);
}
void Vehicle::InitSeparation()
{
assert(this->ahead_separation == NULL && this->behind_separation == NULL);
Vehicle *best_match = this;
int lowest_separation;
for (Vehicle *v_other = this->FirstShared(); v_other != NULL; v_other = v_other->NextShared()) {
if ((HasBit(v_other->vehicle_flags, VF_TIMETABLE_STARTED)) && v_other != this) {
if (best_match == this) {
best_match = v_other;
lowest_separation = 0; // TODO call SeparationBetween() here
} else {
int temp_sep = 0; // TODO call SeparationBetween() here
if (temp_sep < lowest_separation && temp_sep != -1) {
best_match = v_other;
lowest_separation = temp_sep;
}
}
}
}
this->AddToSeparationBehind(best_match);
}
void Vehicle::AddToSeparationBehind(Vehicle *v_other)
{
if (v_other->ahead_separation == NULL) v_other->ahead_separation = v_other;
if (v_other->behind_separation == NULL) v_other->behind_separation = v_other;
this->ahead_separation = v_other;
v_other->behind_separation->ahead_separation = this;
this->behind_separation = v_other->behind_separation;
v_other->behind_separation = this;
}
/**
* Adds this vehicle to a shared vehicle chain.
* @param shared_chain a vehicle of the chain with shared vehicles.
@ -2632,6 +2693,9 @@ void Vehicle::RemoveFromShared()
this->next_shared = NULL;
this->previous_shared = NULL;
if (_settings_game.order.timetable_separation) this->ClearSeparation();
if (_settings_game.order.timetable_separation) ClrBit(this->vehicle_flags, VF_TIMETABLE_STARTED);
}
void VehiclesYearlyLoop()

@ -46,6 +46,7 @@ enum VehicleFlags {
VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet.
VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times
VF_AUTOMATE_TIMETABLE, ///< Whether the vehicle should manage the timetable automatically.
VF_STOP_LOADING, ///< Don't load anymore during the next load cycle.
VF_PATHFINDER_LOST, ///< Vehicle's pathfinder is lost.
VF_SERVINT_IS_CUSTOM, ///< Service interval is custom.
@ -163,6 +164,9 @@ private:
Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
Vehicle *ahead_separation;
Vehicle *behind_separation;
public:
friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
friend void FixOldVehicles();
@ -184,6 +188,13 @@ public:
CargoPayment *cargo_payment; ///< The cargo payment we're currently in
/* Used for timetabling. */
uint32 current_order_time; ///< How many ticks have passed since this order started.
uint32 current_loading_time; ///< How long loading took. Less than current_order_time if vehicle is early.
int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is.
Date timetable_start; ///< When the vehicle is supposed to start the timetable.
Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
Vehicle *hash_viewport_next; ///< NOSAVE: Next vehicle in the visual location hash.
@ -595,6 +606,37 @@ public:
*/
inline Order *GetFirstOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstOrder(); }
/**
* Get the vehicle ahead on track.
* @return the vehicle ahead on track or NULL when there isn't one.
*/
inline Vehicle *AheadSeparation() const { return this->ahead_separation; }
/**
* Get the vehicle behind on track.
* @return the vehicle behind on track or NULL when there isn't one.
*/
inline Vehicle *BehindSeparation() const { return this->behind_separation; }
/**
* Clears a vehicle's separation status, removing it from any chain.
*/
void ClearSeparation();
/**
* Adds this vehicle to a shared vehicle separation chain.
* @param v_other a vehicle of the separation chain
* @pre !this->IsOrderListShared()
*/
void InitSeparation();
/**
* Adds this vehicle behind another in a separation chain.
* @param v_other a vehicle of the separation chain.
* @pre !this->IsOrderListShared()
*/
void AddToSeparationBehind(Vehicle *v_other);
void AddToShared(Vehicle *shared_chain);
void RemoveFromShared();
@ -662,6 +704,17 @@ public:
this->profit_this_year = src->profit_this_year;
this->profit_last_year = src->profit_last_year;
this->current_order_time = src->current_order_time;
this->current_loading_time = src->current_loading_time;
this->lateness_counter = src->lateness_counter;
this->timetable_start = src->timetable_start;
if (HasBit(src->vehicle_flags, VF_TIMETABLE_STARTED)) SetBit(this->vehicle_flags, VF_TIMETABLE_STARTED);
if (HasBit(src->vehicle_flags, VF_AUTOFILL_TIMETABLE)) SetBit(this->vehicle_flags, VF_AUTOFILL_TIMETABLE);
if (HasBit(src->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME)) SetBit(this->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);
this->service_interval = src->service_interval;
}

@ -569,6 +569,9 @@ CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
if (flags & DC_EXEC) {
if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, STR_NEWS_TRAIN_IS_WAITING + v->type);
if (_settings_game.order.timetable_separation) v->ClearSeparation();
if (_settings_game.order.timetable_separation) ClrBit(v->vehicle_flags, VF_TIMETABLE_STARTED);
v->vehstatus ^= VS_STOPPED;
if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
v->MarkDirty();

@ -25,9 +25,11 @@ enum VehicleTimetableWidgets {
WID_VT_CLEAR_TIME, ///< Clear time button.
WID_VT_RESET_LATENESS, ///< Reset lateness button.
WID_VT_AUTOFILL, ///< Autofill button.
WID_VT_AUTOMATE, ///< Automate button.
WID_VT_EXPECTED, ///< Toggle between expected and scheduled arrivals.
WID_VT_SHARED_ORDER_LIST, ///< Show the shared order list.
WID_VT_ARRIVAL_DEPARTURE_SELECTION, ///< Disable/hide the arrival departure panel.
WID_VT_AUTO_SELECTION, ///< Disable/hide the automate button.
WID_VT_EXPECTED_SELECTION, ///< Disable/hide the expected selection button.
WID_VT_CHANGE_SPEED, ///< Change speed limit button.
WID_VT_CLEAR_SPEED, ///< Clear speed limit button.

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