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author | fonsinchen <fonsinchen@openttd.org> | 2013-08-20 21:22:35 +0000 |
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committer | fonsinchen <fonsinchen@openttd.org> | 2013-08-20 21:22:35 +0000 |
commit | 5c0b766ed95bd2d5557e1fa05dfc199ced5a18bf (patch) | |
tree | cf2917557dbfd237ca2a70d66cb57023a446c970 | |
parent | d8365c63fd56352f07418bd079a971c043fa13b8 (diff) | |
download | openttd-5c0b766ed95bd2d5557e1fa05dfc199ced5a18bf.tar.xz |
(svn r25736) -Codechange: move condition prediction out of GetNextStoppingOrder so that we can access both branches in calling code
-rw-r--r-- | src/order_base.h | 6 | ||||
-rw-r--r-- | src/order_cmd.cpp | 118 | ||||
-rw-r--r-- | src/vehicle.cpp | 6 |
3 files changed, 76 insertions, 54 deletions
diff --git a/src/order_base.h b/src/order_base.h index 7f8ce41f5..9965b9e5f 100644 --- a/src/order_base.h +++ b/src/order_base.h @@ -201,7 +201,7 @@ private: friend void AfterLoadVehicles(bool part_of_load); ///< For instantiating the shared vehicle chain friend const struct SaveLoad *GetOrderListDescription(); ///< Saving and loading of order lists. - const Order *GetBestLoadableNext(const Vehicle *v, const Order *o1, const Order *o2) const; + StationID GetBestLoadableNext(const Vehicle *v, const Order *o1, const Order *o2) const; Order *first; ///< First order of the order list. VehicleOrderID num_orders; ///< NOSAVE: How many orders there are in the list. @@ -263,8 +263,8 @@ public: */ inline VehicleOrderID GetNumManualOrders() const { return this->num_manual_orders; } - StationID GetNextStoppingStation(const Vehicle *v) const; - const Order *GetNextStoppingOrder(const Vehicle *v, const Order *next, uint hops, bool is_loading = false) const; + StationID GetNextStoppingStation(const Vehicle *v, const Order *first = NULL) const; + const Order *GetNextDecisionNode(const Order *next, uint hops) const; void InsertOrderAt(Order *new_order, int index); void DeleteOrderAt(int index); diff --git a/src/order_cmd.cpp b/src/order_cmd.cpp index a9882dd29..52dd28496 100644 --- a/src/order_cmd.cpp +++ b/src/order_cmd.cpp @@ -356,17 +356,16 @@ Order *OrderList::GetOrderAt(int index) const * @param v Head of the consist. * @param o1 First order to choose from. * @param o2 Second order to choose from. - * @return Either o1 or o2, depending on the amounts of cargo waiting at the - * vehicle's current station for each. + * @return The best option of o1 and o2 and (recursively) possibly other conditionals. */ -const Order *OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, const Order *o1) const +StationID OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, const Order *o1) const { SmallMap<CargoID, uint> capacities; v->GetConsistFreeCapacities(capacities); uint loadable1 = 0; uint loadable2 = 0; - StationID st1 = o1->GetDestination(); - StationID st2 = o2->GetDestination(); + StationID st1 = this->GetNextStoppingStation(v, o1); + StationID st2 = this->GetNextStoppingStation(v, o2); const Station *cur_station = Station::Get(v->last_station_visited); for (SmallPair<CargoID, uint> *i = capacities.Begin(); i != capacities.End(); ++i) { const StationCargoPacketMap *loadable_packets = cur_station->goods[i->first].cargo.Packets(); @@ -385,46 +384,33 @@ const Order *OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, c } loadable2 += min(i->second, loadable_cargo); } - if (loadable1 == loadable2) return RandomRange(2) == 0 ? o1 : o2; - return loadable1 > loadable2 ? o1 : o2; + if (loadable1 == loadable2) return RandomRange(2) == 0 ? st1 : st2; + return loadable1 > loadable2 ? st1 : st2; } /** * Get the next order which will make the given vehicle stop at a station - * or refit at a depot if its state doesn't change. - * @param v The vehicle in question. + * or refit at a depot or evaluate a non-trivial condition. * @param next The order to start looking at. * @param hops The number of orders we have already looked at. - * @param is_loading If the vehicle is loading. This triggers a different - * behaviour on conditional orders based on load percentage. - * @return Either an order or NULL if the vehicle won't stop anymore. - * @see OrderList::GetBestLoadableNext + * @return Either of + * \li a station order + * \li a refitting depot order + * \li a non-trivial conditional order + * \li NULL if the vehicle won't stop anymore. */ -const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next, uint hops, bool is_loading) const +const Order *OrderList::GetNextDecisionNode(const Order *next, uint hops) const { if (hops > this->GetNumOrders() || next == NULL) return NULL; if (next->IsType(OT_CONDITIONAL)) { - if (is_loading && next->GetConditionVariable() == OCV_LOAD_PERCENTAGE) { - /* If the condition is based on load percentage we can't - * tell what it will do. So we choose randomly. */ - const Order *skip_to = this->GetNextStoppingOrder(v, - this->GetOrderAt(next->GetConditionSkipToOrder()), - hops + 1); - const Order *advance = this->GetNextStoppingOrder(v, - this->GetNext(next), hops + 1); - if (advance == NULL) return skip_to; - if (skip_to == NULL) return advance; - return this->GetBestLoadableNext(v, skip_to, advance); - } - /* Otherwise we're optimistic and expect that the - * condition value won't change until it's evaluated. */ - VehicleOrderID skip_to = ProcessConditionalOrder(next, v); - if (skip_to != INVALID_VEH_ORDER_ID) { - return this->GetNextStoppingOrder(v, this->GetOrderAt(skip_to), - hops + 1); - } - return this->GetNextStoppingOrder(v, this->GetNext(next), hops + 1); + if (next->GetConditionVariable() != OCV_UNCONDITIONALLY) return next; + + /* We can evaluate trivial conditions right away. They're conceptually + * the same as regular order progression. */ + return this->GetNextDecisionNode( + this->GetOrderAt(next->GetConditionSkipToOrder()), + hops + 1); } if (next->IsType(OT_GOTO_DEPOT)) { @@ -433,7 +419,7 @@ const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next } if (!next->CanLoadOrUnload()) { - return this->GetNextStoppingOrder(v, this->GetNext(next), hops + 1); + return this->GetNextDecisionNode(this->GetNext(next), hops + 1); } return next; @@ -442,29 +428,65 @@ const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next /** * Recursively determine the next deterministic station to stop at. * @param v The vehicle we're looking at. + * @param first Order to start searching at or NULL to start at cur_implicit_order_index + 1. * @return Next stoppping station or INVALID_STATION. * @pre The vehicle is currently loading and v->last_station_visited is meaningful. * @note This function may draw a random number. Don't use it from the GUI. + * @see OrderList::GetBestLoadableNext */ -StationID OrderList::GetNextStoppingStation(const Vehicle *v) const +StationID OrderList::GetNextStoppingStation(const Vehicle *v, const Order *first) const { - const Order *next = this->GetOrderAt(v->cur_implicit_order_index); - if (next == NULL) { - next = this->GetFirstOrder(); - if (next == NULL) return INVALID_STATION; - } else { - /* GetNext never returns NULL if there is a valid station in the list. - * As the given "next" is already valid and a station in the list, we - * don't have to check for NULL here. - */ - next = this->GetNext(next); - assert(next != NULL); + const Order *next = first; + if (first == NULL) { + next = this->GetOrderAt(v->cur_implicit_order_index); + if (next == NULL) { + next = this->GetFirstOrder(); + if (next == NULL) return INVALID_STATION; + } else { + /* GetNext never returns NULL if there is a valid station in the list. + * As the given "next" is already valid and a station in the list, we + * don't have to check for NULL here. */ + next = this->GetNext(next); + assert(next != NULL); + } } uint hops = 0; do { - next = this->GetNextStoppingOrder(v, next, ++hops, true); + next = this->GetNextDecisionNode(next, ++hops); + + /* Resolve possibly nested conditionals by estimation. */ + while (next != NULL && next->IsType(OT_CONDITIONAL)) { + ++hops; + if (next->GetConditionVariable() == OCV_LOAD_PERCENTAGE) { + /* If the condition is based on load percentage we can't + * tell what it will do. So we choose randomly. */ + const Order *skip_to = this->GetNextDecisionNode( + this->GetOrderAt(next->GetConditionSkipToOrder()), + hops); + const Order *advance = this->GetNextDecisionNode( + this->GetNext(next), hops); + if (advance == NULL) { + next = skip_to; + } else if (skip_to == NULL) { + next = advance; + } else { + return this->GetBestLoadableNext(v, skip_to, advance); + } + } else { + /* Otherwise we're optimistic and expect that the + * condition value won't change until it's evaluated. */ + VehicleOrderID skip_to = ProcessConditionalOrder(next, v); + if (skip_to != INVALID_VEH_ORDER_ID) { + next = this->GetNextDecisionNode(this->GetOrderAt(skip_to), + hops); + } else { + next = this->GetNextDecisionNode(this->GetNext(next), hops); + } + } + } + /* Don't return a next stop if the vehicle has to unload everything. */ if (next == NULL || ((next->IsType(OT_GOTO_STATION) || next->IsType(OT_IMPLICIT)) && next->GetDestination() == v->last_station_visited && diff --git a/src/vehicle.cpp b/src/vehicle.cpp index 8a21b7ce9..9dc2e8844 100644 --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -2156,8 +2156,8 @@ void Vehicle::RefreshNextHopsStats() const Order *first = this->GetOrder(this->cur_implicit_order_index); - /* Make sure the first order is a station order. */ - first = this->orders.list->GetNextStoppingOrder(this, first, 0); + /* Make sure the first order is a useful order. */ + first = this->orders.list->GetNextDecisionNode(first, 0); if (first == NULL) return; const Order *cur = first; @@ -2231,7 +2231,7 @@ void Vehicle::RefreshNextHopsStats() /* Reassign next with the following stop. This can be a station or a * depot. Allow the order list to be walked twice so that we can * reassign "first" below without afterwards terminating early here. */ - next = this->orders.list->GetNextStoppingOrder(this, + next = this->orders.list->GetNextDecisionNode( this->orders.list->GetNext(next), hops++ / 2); if (next == NULL) break; |