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authorErich Eckner <git@eckner.net>2018-10-30 11:13:12 +0100
committerErich Eckner <git@eckner.net>2018-10-30 15:28:03 +0100
commita34d095259409cf1454d9777deabbc00bcdb9407 (patch)
tree9e7c37ed33f5bd6b3c2f41cf248dcb656b2a4afa /src/cargodest.cpp
parent6647cb917963c4e0d6d633b7a92af78167050893 (diff)
downloadopenttd-a34d095259409cf1454d9777deabbc00bcdb9407.tar.xz
underground patch appliedunderground-plus-others-original
Diffstat (limited to 'src/cargodest.cpp')
-rw-r--r--src/cargodest.cpp1197
1 files changed, 1197 insertions, 0 deletions
diff --git a/src/cargodest.cpp b/src/cargodest.cpp
new file mode 100644
index 000000000..26c9379d8
--- /dev/null
+++ b/src/cargodest.cpp
@@ -0,0 +1,1197 @@
+/* $Id$ */
+
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
+ * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/** @file cargodest.cpp Implementation of cargo destinations. */
+
+#include "stdafx.h"
+#include "cargodest_type.h"
+#include "cargodest_base.h"
+#include "cargodest_func.h"
+#include "core/bitmath_func.hpp"
+#include "core/random_func.hpp"
+#include "core/pool_func.hpp"
+#include "cargotype.h"
+#include "settings_type.h"
+#include "town.h"
+#include "industry.h"
+#include "window_func.h"
+#include "vehicle_base.h"
+#include "station_base.h"
+#include "pathfinder/yapf/yapf.h"
+#include "company_base.h"
+
+
+/* Possible link weight modifiers. */
+static const byte LWM_ANYWHERE = 1; ///< Weight modifier for undetermined destinations.
+static const byte LWM_TONY_ANY = 2; ///< Default weight modifier for towns.
+static const byte LWM_TONY_BIG = 3; ///< Weight modifier for big towns.
+static const byte LWM_TONY_CITY = 4; ///< Weight modifier for cities.
+static const byte LWM_TONY_NEARBY = 5; ///< Weight modifier for nearby towns.
+static const byte LWM_INTOWN = 8; ///< Weight modifier for in-town links.
+static const byte LWM_IND_ANY = 2; ///< Default weight modifier for industries.
+static const byte LWM_IND_NEARBY = 3; ///< Weight modifier for nearby industries.
+static const byte LWM_IND_PRODUCING = 4; ///< Weight modifier for producing industries.
+
+static const uint MAX_EXTRA_LINKS = 2; ///< Number of extra links allowed.
+static const uint MAX_IND_STOCKPILE = 1000; ///< Maximum stockpile to consider for industry link weight.
+
+static const uint BASE_TOWN_LINKS = 0; ///< Index into _settings_game.economy.cargodest.base_town_links for normal cargo
+static const uint BASE_TOWN_LINKS_SYMM = 1; ///< Index into _settings_game.economy.cargodest.base_town_links for symmteric cargoes
+static const uint BASE_IND_LINKS = 0; ///< Index into _settings_game.economy.cargodest.base_ind_links for normal cargo
+static const uint BASE_IND_LINKS_TOWN = 1; ///< Index into _settings_game.economy.cargodest.base_ind_links for town cargoes
+static const uint BASE_IND_LINKS_SYMM = 2; ///< Index into _settings_game.economy.cargodest.base_ind_links for symmetric cargoes
+static const uint BIG_TOWN_POP_MAIL = 0; ///< Index into _settings_game.economy.cargodest.big_town_pop for mail
+static const uint BIG_TOWN_POP_PAX = 1; ///< Index into _settings_game.economy.cargodest.big_town_pop for passengers
+static const uint SCALE_TOWN = 0; ///< Index into _settings_game.economy.cargodest.pop_scale_town/weight_scale_town for normal cargo
+static const uint SCALE_TOWN_BIG = 1; ///< Index into _settings_game.economy.cargodest.pop_scale_town/weight_scale_town for normal cargo of big towns
+static const uint SCALE_TOWN_PAX = 2; ///< Index into _settings_game.economy.cargodest.pop_scale_town/weight_scale_town for passengers
+static const uint SCALE_TOWN_BIG_PAX = 3; ///< Index into _settings_game.economy.cargodest.pop_scale_town/weight_scale_town for passengers of big towns
+static const uint CARGO_SCALE_IND = 0; ///< Index into _settings_game.economy.cargodest.cargo_scale_ind for normal cargo
+static const uint CARGO_SCALE_IND_TOWN = 1; ///< Index into _settings_game.economy.cargodest.cargo_scale_ind for town cargoes
+static const uint MIN_WEIGHT_TOWN = 0; ///< Index into _settings_game.economy.cargodest.min_weight_town for normal cargo
+static const uint MIN_WEIGHT_TOWN_PAX = 1; ///< Index into _settings_game.economy.cargodest.min_weight_town for passengers
+static const uint WEIGHT_SCALE_IND_PROD = 0; ///< Index into _settings_game.economy.cargodest.weight_scale_ind for produced cargo
+static const uint WEIGHT_SCALE_IND_PILE = 1; ///< Index into _settings_game.economy.cargodest.weight_scale_ind for stockpiled cargo
+
+/** Are cargo destinations for this cargo type enabled? */
+bool CargoHasDestinations(CargoID cid)
+{
+ const CargoSpec *spec = CargoSpec::Get(cid);
+ switch (spec->town_effect) {
+ case TE_PASSENGERS:
+ case TE_MAIL:
+ return _settings_game.economy.cargodest.mode_pax_mail != CRM_OFF;
+
+ case TE_GOODS:
+ case TE_WATER:
+ case TE_FOOD:
+ return _settings_game.economy.cargodest.mode_town_cargo != CRM_OFF;
+
+ default:
+ return _settings_game.economy.cargodest.mode_others != CRM_OFF;
+ }
+}
+
+/** Are cargo destinations for all cargo types disabled? */
+bool CargoDestinationsDisabled()
+{
+ return _settings_game.economy.cargodest.mode_pax_mail == CRM_OFF && _settings_game.economy.cargodest.mode_town_cargo == CRM_OFF && _settings_game.economy.cargodest.mode_others == CRM_OFF;
+}
+
+/** Should this cargo type primarily have towns as a destination? */
+static bool IsTownCargo(CargoID cid)
+{
+ const CargoSpec *spec = CargoSpec::Get(cid);
+ return spec->town_effect != TE_NONE;
+}
+
+/** Does this cargo have a symmetric demand? */
+static bool IsSymmetricCargo(CargoID cid)
+{
+ const CargoSpec *spec = CargoSpec::Get(cid);
+ return spec->town_effect == TE_PASSENGERS;
+}
+
+/** Is this a passenger cargo. */
+static bool IsPassengerCargo(CargoID cid)
+{
+ const CargoSpec *spec = CargoSpec::Get(cid);
+ return spec->town_effect == TE_PASSENGERS;
+}
+
+
+/** Information for the town/industry enumerators. */
+struct EnumRandomData {
+ CargoSourceSink *source;
+ TileIndex source_xy;
+ CargoID cid;
+ bool limit_links;
+};
+
+/**
+ * Test whether two tiles are nearby with map-size scaling.
+ * @param t1 First tile.
+ * @param t2 Second tile.
+ * @param dist_square Allowed squared distance between the tiles.
+ * @return True if the tiles are nearby.
+ */
+static bool IsNearby(TileIndex t1, TileIndex t2, uint32 dist_square)
+{
+ /* Scale distance by 1D map size to make sure that there are still
+ * candidates left on larger maps with few towns, but don't scale
+ * by 2D map size so the map still feels bigger. */
+ return DistanceSquare(t1, t2) < ScaleByMapSize1D(dist_square);
+}
+
+/**
+ * Test whether a tiles is near a town.
+ * @param t The town.
+ * @param ti The tile to test.
+ * @return True if the tiles is near the town.
+ */
+static bool IsTownNearby(const Town *t, TileIndex ti)
+{
+ return IsNearby(t->xy, ti, _settings_game.economy.cargodest.town_nearby_dist);
+}
+
+/**
+ * Test whether a tiles is near an industry.
+ * @param ind The industry.
+ * @param ti The tile to test.
+ * @return True if the tiles is near the town.
+ */
+static bool IsIndustryNearby(const Industry *ind, TileIndex ti)
+{
+ return IsNearby(ind->location.tile, ti, _settings_game.economy.cargodest.ind_nearby_dist);
+}
+
+/** Common helper for town/industry enumeration. */
+static bool EnumAnyDest(const CargoSourceSink *dest, EnumRandomData *erd)
+{
+ /* Already a destination? */
+ if (erd->source->HasLinkTo(erd->cid, dest)) return false;
+
+ /* Destination already has too many links? */
+ if (erd->limit_links && dest->cargo_links[erd->cid].Length() > dest->num_links_expected[erd->cid] + MAX_EXTRA_LINKS) return false;
+
+ return true;
+}
+
+/** Enumerate any town not already a destination and accepting a specific cargo.*/
+static bool EnumAnyTown(const Town *t, void *data)
+{
+ EnumRandomData *erd = (EnumRandomData *)data;
+ return EnumAnyDest(t, erd) && t->AcceptsCargo(erd->cid);
+}
+
+/** Enumerate cities. */
+static bool EnumCity(const Town *t, void *data)
+{
+ return EnumAnyTown(t, data) && t->larger_town;
+}
+
+/** Enumerate towns with a big population. */
+static bool EnumBigTown(const Town *t, void *data)
+{
+ EnumRandomData *erd = (EnumRandomData *)data;
+ return EnumAnyTown(t, erd) && (IsPassengerCargo(erd->cid) ? t->supplied[CT_PASSENGERS].old_max > _settings_game.economy.cargodest.big_town_pop[BIG_TOWN_POP_PAX] : t->supplied[CT_MAIL].old_max > _settings_game.economy.cargodest.big_town_pop[BIG_TOWN_POP_MAIL]);
+}
+
+/** Enumerate nearby towns. */
+static bool EnumNearbyTown(const Town *t, void *data)
+{
+ EnumRandomData *erd = (EnumRandomData *)data;
+ return EnumAnyTown(t, data) && IsTownNearby(t, erd->source_xy);
+}
+
+/** Enumerate any industry not already a destination and accepting a specific cargo. */
+static bool EnumAnyIndustry(const Industry *ind, void *data)
+{
+ EnumRandomData *erd = (EnumRandomData *)data;
+ return EnumAnyDest(ind, erd) && ind->AcceptsCargo(erd->cid);
+}
+
+/** Enumerate nearby industries. */
+static bool EnumNearbyIndustry(const Industry *ind, void *data)
+{
+ EnumRandomData *erd = (EnumRandomData *)data;
+ return EnumAnyIndustry(ind, data) && IsIndustryNearby(ind, erd->source_xy);
+}
+
+/** Enumerate industries that are producing cargo. */
+static bool EnumProducingIndustry(const Industry *ind, void *data)
+{
+ return EnumAnyIndustry(ind, data) && (ind->produced_cargo[0] != CT_INVALID || ind->produced_cargo[1] != CT_INVALID);
+}
+
+/** Enumerate cargo sources supplying a specific cargo. */
+template <typename T>
+static bool EnumAnySupplier(const T *css, void *data)
+{
+ return css->SuppliesCargo(((EnumRandomData *)data)->cid);
+}
+
+/** Enumerate nearby cargo sources supplying a specific cargo. */
+static bool EnumNearbySupplier(const Industry *ind, void *data)
+{
+ EnumRandomData *erd = (EnumRandomData *)data;
+ return EnumAnySupplier(ind, data) && IsIndustryNearby(ind, erd->source_xy);
+}
+
+/** Enumerate nearby cargo sources supplying a specific cargo. */
+static bool EnumNearbySupplier(const Town *t, void *data)
+{
+ EnumRandomData *erd = (EnumRandomData *)data;
+ return EnumAnySupplier(t, data) && IsTownNearby(t, erd->source_xy);
+}
+
+
+/** Find a town as a destination. */
+static CargoSourceSink *FindTownDestination(byte &weight_mod, CargoSourceSink *source, TileIndex source_xy, CargoID cid, const uint8 destclass_chance[4], TownID skip = INVALID_TOWN)
+{
+ /* Enum functions for: nearby town, city, big town, and any town. */
+ static const Town::EnumTownProc destclass_enum[] = {
+ &EnumNearbyTown, &EnumCity, &EnumBigTown, &EnumAnyTown
+ };
+ static const byte weight_mods[] = {LWM_TONY_NEARBY, LWM_TONY_CITY, LWM_TONY_BIG, LWM_TONY_ANY};
+ assert_compile(lengthof(destclass_enum) == lengthof(weight_mods));
+
+ EnumRandomData erd = {source, source_xy, cid, IsSymmetricCargo(cid)};
+
+ /* Determine destination class. If no town is found in this class,
+ * the search falls through to the following classes. */
+ byte destclass = RandomRange(destclass_chance[3]);
+
+ weight_mod = LWM_ANYWHERE;
+ Town *dest = NULL;
+ for (uint i = 0; i < lengthof(destclass_enum) && dest == NULL; i++) {
+ /* Skip if destination class not reached. */
+ if (destclass > destclass_chance[i]) continue;
+
+ dest = Town::GetRandom(destclass_enum[i], skip, &erd);
+ weight_mod = weight_mods[i];
+ }
+
+ return dest;
+}
+
+/** Find an industry as a destination. */
+static CargoSourceSink *FindIndustryDestination(byte &weight_mod, CargoSourceSink *source, TileIndex source_xy, CargoID cid, IndustryID skip = INVALID_INDUSTRY)
+{
+ /* Enum functions for: nearby industry, producing industry, and any industry. */
+ static const Industry::EnumIndustryProc destclass_enum[] = {
+ &EnumNearbyIndustry, &EnumProducingIndustry, &EnumAnyIndustry
+ };
+ static const byte weight_mods[] = {LWM_IND_NEARBY, LWM_IND_PRODUCING, LWM_IND_ANY};
+ assert_compile(lengthof(destclass_enum) == lengthof(_settings_game.economy.cargodest.ind_chances));
+
+ EnumRandomData erd = {source, source_xy, cid, IsSymmetricCargo(cid)};
+
+ /* Determine destination class. If no industry is found in this class,
+ * the search falls through to the following classes. */
+ byte destclass = RandomRange(*lastof(_settings_game.economy.cargodest.ind_chances));
+
+ weight_mod = LWM_ANYWHERE;
+ Industry *dest = NULL;
+ for (uint i = 0; i < lengthof(destclass_enum) && dest == NULL; i++) {
+ /* Skip if destination class not reached. */
+ if (destclass > _settings_game.economy.cargodest.ind_chances[i]) continue;
+
+ dest = Industry::GetRandom(destclass_enum[i], skip, &erd);
+ weight_mod = weight_mods[i];
+ }
+
+ return dest;
+}
+
+/** Find a supply for a cargo type. */
+static CargoSourceSink *FindSupplySource(Industry *dest, CargoID cid)
+{
+ EnumRandomData erd = {dest, dest->location.tile, cid, false};
+
+ CargoSourceSink *source = NULL;
+
+ /* Even chance for industry source first, town second and vice versa.
+ * Try a nearby supplier first, then check all suppliers. */
+ if (Chance16(1, 2)) {
+ source = Industry::GetRandom(&EnumNearbySupplier, dest->index, &erd);
+ if (source == NULL) source = Town::GetRandom(&EnumNearbySupplier, INVALID_TOWN, &erd);
+ if (source == NULL) source = Industry::GetRandom(&EnumAnySupplier, dest->index, &erd);
+ if (source == NULL) source = Town::GetRandom(&EnumAnySupplier, INVALID_TOWN, &erd);
+ } else {
+ source = Town::GetRandom(&EnumNearbySupplier, INVALID_TOWN, &erd);
+ if (source == NULL) source = Industry::GetRandom(&EnumNearbySupplier, dest->index, &erd);
+ if (source == NULL) source = Town::GetRandom(&EnumAnySupplier, INVALID_TOWN, &erd);
+ if (source == NULL) source = Industry::GetRandom(&EnumAnySupplier, dest->index, &erd);
+ }
+
+ return source;
+}
+
+/* virtual */ void CargoSourceSink::CreateSpecialLinks(CargoID cid)
+{
+ /* First link is for undetermined destinations. */
+ if (this->cargo_links[cid].Length() == 0) {
+ *this->cargo_links[cid].Append() = CargoLink(NULL, LWM_ANYWHERE);
+ }
+ if (this->cargo_links[cid].Get(0)->dest != NULL) {
+ /* Insert link at first place. */
+ *this->cargo_links[cid].Append() = *this->cargo_links[cid].Get(0);
+ *this->cargo_links[cid].Get(0) = CargoLink(NULL, LWM_ANYWHERE);
+ }
+}
+
+/* virtual */ void Town::CreateSpecialLinks(CargoID cid)
+{
+ CargoSourceSink::CreateSpecialLinks(cid);
+
+ if (this->AcceptsCargo(cid)) {
+ /* Add special link for town-local demand if not already present. */
+ if (this->cargo_links[cid].Length() < 2) *this->cargo_links[cid].Append() = CargoLink(this, LWM_INTOWN);
+ if (this->cargo_links[cid].Get(1)->dest != this) {
+ /* Insert link at second place. */
+ *this->cargo_links[cid].Append() = *this->cargo_links[cid].Get(1);
+ *this->cargo_links[cid].Get(1) = CargoLink(this, LWM_INTOWN);
+ }
+ } else {
+ /* Remove link for town-local demand if present. */
+ if (this->cargo_links[cid].Length() > 1 && this->cargo_links[cid].Get(1)->dest == this) {
+ this->cargo_links[cid].Erase(this->cargo_links[cid].Get(1));
+ }
+ }
+}
+
+/**
+ * Remove the link with the lowest weight from a cargo source. The
+ * reverse link is removed as well if the cargo has symmetric demand.
+ * @param source Remove the link from this cargo source.
+ * @param cid Cargo type of the link to remove.
+ */
+static void RemoveLowestLink(CargoSourceSink *source, CargoID cid)
+{
+ uint lowest_weight = UINT_MAX;
+ CargoLink *lowest_link = NULL;
+
+ for (CargoLink *l = source->cargo_links[cid].Begin(); l != source->cargo_links[cid].End(); l++) {
+ /* Don't remove special links. */
+ if (l->dest == NULL || l->dest == source) continue;
+
+ if (l->weight < lowest_weight) {
+ lowest_weight = l->weight;
+ lowest_link = l;
+ }
+ }
+
+ if (lowest_link != NULL) {
+ /* If this is a symmetric cargo, also remove the reverse link. */
+ if (IsSymmetricCargo(cid) && lowest_link->dest->HasLinkTo(cid, source)) {
+ source->num_incoming_links[cid]--;
+ lowest_link->dest->cargo_links[cid].Erase(lowest_link->dest->cargo_links[cid].Find(CargoLink(source, LWM_ANYWHERE)));
+ }
+ lowest_link->dest->num_incoming_links[cid]--;
+ source->cargo_links[cid].Erase(lowest_link);
+ }
+}
+
+/** Create missing cargo links for a source. */
+static void CreateNewLinks(CargoSourceSink *source, TileIndex source_xy, CargoID cid, uint chance_a, uint chance_b, const uint8 town_chance[], TownID skip_town, IndustryID skip_ind)
+{
+ uint num_links = source->num_links_expected[cid];
+
+ /* Remove the link with the lowest weight if the
+ * town has more than links more than expected. */
+ if (source->cargo_links[cid].Length() > num_links + MAX_EXTRA_LINKS) {
+ RemoveLowestLink(source, cid);
+ }
+
+ /* Add new links until the expected link count is reached. */
+ while (source->cargo_links[cid].Length() < num_links) {
+ CargoSourceSink *dest = NULL;
+ byte weight_mod = LWM_ANYWHERE;
+
+ /* Chance for town/industry is chance_a/chance_b, otherwise try industry/town. */
+ if (Chance16(chance_a, chance_b)) {
+ dest = FindTownDestination(weight_mod, source, source_xy, cid, town_chance, skip_town);
+ /* No town found? Try an industry. */
+ if (dest == NULL) dest = FindIndustryDestination(weight_mod, source, source_xy, cid, skip_ind);
+ } else {
+ dest = FindIndustryDestination(weight_mod, source, source_xy, cid, skip_ind);
+ /* No industry found? Try a town. */
+ if (dest == NULL) dest = FindTownDestination(weight_mod, source, source_xy, cid, town_chance, skip_town);
+ }
+
+ /* If we didn't find a destination, break out of the loop because no
+ * more destinations are left on the map. */
+ if (dest == NULL) break;
+
+ /* If this is a symmetric cargo and we accept it as well, create a back link. */
+ if (IsSymmetricCargo(cid) && dest->SuppliesCargo(cid) && source->AcceptsCargo(cid)) {
+ *dest->cargo_links[cid].Append() = CargoLink(source, weight_mod);
+ source->num_incoming_links[cid]++;
+ }
+
+ *source->cargo_links[cid].Append() = CargoLink(dest, weight_mod);
+ dest->num_incoming_links[cid]++;
+ }
+}
+
+/** Remove invalid links from a cargo source/sink. */
+static void RemoveInvalidLinks(CargoSourceSink *css)
+{
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ /* Remove outgoing links if cargo isn't supplied anymore. */
+ if (!css->SuppliesCargo(cid)) {
+ for (CargoLink *l = css->cargo_links[cid].Begin(); l != css->cargo_links[cid].End(); l++) {
+ if (l->dest != NULL && l->dest != css) l->dest->num_incoming_links[cid]--;
+ }
+ css->cargo_links[cid].Clear();
+ css->cargo_links_weight[cid] = 0;
+ }
+
+ /* Remove outgoing links if the dest doesn't accept the cargo anymore. */
+ for (CargoLink *l = css->cargo_links[cid].Begin(); l != css->cargo_links[cid].End(); ) {
+ if (l->dest != NULL && !l->dest->AcceptsCargo(cid)) {
+ if (l->dest != css) l->dest->num_incoming_links[cid]--;
+ css->cargo_links[cid].Erase(l);
+ } else {
+ l++;
+ }
+ }
+ }
+}
+
+/** Updated the desired link count for each cargo. */
+void UpdateExpectedLinks(Town *t)
+{
+ CargoID cid;
+
+ FOR_EACH_SET_CARGO_ID(cid, t->cargo_produced) {
+ if (CargoHasDestinations(cid)) {
+ t->CreateSpecialLinks(cid);
+
+ uint max_amt = IsPassengerCargo(cid) ? t->supplied[CT_PASSENGERS].old_max : t->supplied[CT_MAIL].old_max;
+ uint big_amt = _settings_game.economy.cargodest.big_town_pop[IsPassengerCargo(cid) ? BIG_TOWN_POP_PAX : BIG_TOWN_POP_MAIL];
+
+ uint num_links = _settings_game.economy.cargodest.base_town_links[IsSymmetricCargo(cid) ? BASE_TOWN_LINKS_SYMM : BASE_TOWN_LINKS];
+ /* Add links based on the available cargo amount. */
+ num_links += min(max_amt, big_amt) / _settings_game.economy.cargodest.pop_scale_town[IsPassengerCargo(cid) ? SCALE_TOWN_PAX : SCALE_TOWN];
+ if (max_amt > big_amt) num_links += (max_amt - big_amt) / _settings_game.economy.cargodest.pop_scale_town[IsPassengerCargo(cid) ? SCALE_TOWN_BIG_PAX : SCALE_TOWN_BIG];
+ /* Ensure a city has at least city_town_links more than the base value.
+ * This improves the link distribution at the beginning of a game when
+ * the towns are still small. */
+ if (t->larger_town) num_links = max<uint>(num_links, _settings_game.economy.cargodest.city_town_links + _settings_game.economy.cargodest.base_town_links[IsSymmetricCargo(cid) ? BASE_TOWN_LINKS_SYMM : BASE_TOWN_LINKS]);
+
+ /* Account for the two special links. */
+ num_links++;
+ if (t->cargo_links[cid].Length() > 1 && t->cargo_links[cid].Get(1)->dest == t) num_links++;
+
+ t->num_links_expected[cid] = ClampToU16(num_links);
+ }
+ }
+}
+
+/** Updated the desired link count for each cargo. */
+void UpdateExpectedLinks(Industry *ind)
+{
+ for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
+ CargoID cid = ind->produced_cargo[i];
+ if (cid == INVALID_CARGO) continue;
+
+ if (CargoHasDestinations(cid)) {
+ ind->CreateSpecialLinks(cid);
+
+ uint num_links;
+ /* Use different base values for symmetric cargoes, cargoes
+ * with a town effect and all other cargoes. */
+ num_links = _settings_game.economy.cargodest.base_ind_links[IsSymmetricCargo(cid) ? BASE_IND_LINKS_SYMM : (IsTownCargo(cid) ? BASE_IND_LINKS_TOWN : BASE_IND_LINKS)];
+ /* Add links based on the average industry production. */
+ num_links += ind->average_production[i] / _settings_game.economy.cargodest.cargo_scale_ind[IsTownCargo(cid) ? CARGO_SCALE_IND_TOWN : CARGO_SCALE_IND];
+
+ /* Account for the one special link. */
+ num_links++;
+
+ ind->num_links_expected[cid] = ClampToU16(num_links);
+ }
+ }
+}
+
+/** Make sure an industry has at least one incoming link for each accepted cargo. */
+void AddMissingIndustryLinks(Industry *ind)
+{
+ for (uint i = 0; i < lengthof(ind->accepts_cargo); i++) {
+ CargoID cid = ind->accepts_cargo[i];
+ if (cid == INVALID_CARGO) continue;
+
+ /* Do we already have at least one cargo source? */
+ if (ind->num_incoming_links[cid] > 0) continue;
+
+ CargoSourceSink *source = FindSupplySource(ind, cid);
+ if (source == NULL) continue; // Too bad...
+
+ if (source->cargo_links[cid].Length() >= source->num_links_expected[cid] + MAX_EXTRA_LINKS) {
+ /* Increase the expected link count if adding another link would
+ * exceed the count, as otherwise this (or another) link would
+ * get removed right again. */
+ source->num_links_expected[cid]++;
+ }
+
+ *source->cargo_links[cid].Append() = CargoLink(ind, LWM_IND_ANY);
+ ind->num_incoming_links[cid]++;
+
+ /* If this is a symmetric cargo and we produce it as well, create a back link. */
+ if (IsSymmetricCargo(cid) && ind->SuppliesCargo(cid) && source->AcceptsCargo(cid)) {
+ *ind->cargo_links[cid].Append() = CargoLink(source, LWM_IND_ANY);
+ source->num_incoming_links[cid]++;
+ }
+ }
+}
+
+/** Update the demand links. */
+void UpdateCargoLinks(Town *t)
+{
+ CargoID cid;
+
+ FOR_EACH_SET_CARGO_ID(cid, t->cargo_produced) {
+ if (CargoHasDestinations(cid)) {
+ /* If this is a town cargo, 95% chance for town/industry destination and
+ * 5% for industry/town. The reverse chance otherwise. */
+ CreateNewLinks(t, t->xy, cid, IsTownCargo(cid) ? 19 : 1, 20, t->larger_town ? _settings_game.economy.cargodest.town_chances_city : _settings_game.economy.cargodest.town_chances_town, t->index, INVALID_INDUSTRY);
+ }
+ }
+}
+
+/** Update the demand links. */
+void UpdateCargoLinks(Industry *ind)
+{
+ for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
+ CargoID cid = ind->produced_cargo[i];
+ if (cid == INVALID_CARGO) continue;
+
+ if (CargoHasDestinations(cid)) {
+ /* If this is a town cargo, 75% chance for town/industry destination and
+ * 25% for industry/town. The reverse chance otherwise. */
+ CreateNewLinks(ind, ind->location.tile, cid, IsTownCargo(cid) ? 3 : 1, 4, _settings_game.economy.cargodest.town_chances_town, INVALID_TOWN, ind->index);
+ }
+ }
+}
+
+/* virtual */ uint Town::GetDestinationWeight(CargoID cid, byte weight_mod) const
+{
+ uint max_amt = IsPassengerCargo(cid) ? this->supplied[CT_PASSENGERS].old_max : this->supplied[CT_PASSENGERS].old_max;
+ uint big_amt = _settings_game.economy.cargodest.big_town_pop[IsPassengerCargo(cid) ? BIG_TOWN_POP_PAX : BIG_TOWN_POP_MAIL];
+
+ /* The weight is calculated by a piecewise function. We start with a predefined
+ * minimum weight and then add the weight for the cargo amount up to the big
+ * town amount. If the amount is more than the big town amount, this is also
+ * added to the weight with a different scale factor to make sure that big towns
+ * don't siphon the cargo away too much from the smaller destinations. */
+ uint weight = _settings_game.economy.cargodest.min_weight_town[IsPassengerCargo(cid) ? MIN_WEIGHT_TOWN_PAX : MIN_WEIGHT_TOWN];
+ weight += min(max_amt, big_amt) * weight_mod / _settings_game.economy.cargodest.weight_scale_town[IsPassengerCargo(cid) ? SCALE_TOWN_PAX : SCALE_TOWN];
+ if (max_amt > big_amt) weight += (max_amt - big_amt) * weight_mod / _settings_game.economy.cargodest.weight_scale_town[IsPassengerCargo(cid) ? SCALE_TOWN_BIG_PAX : SCALE_TOWN_BIG];
+
+ return weight;
+}
+
+/* virtual */ uint Industry::GetDestinationWeight(CargoID cid, byte weight_mod) const
+{
+ uint weight = _settings_game.economy.cargodest.min_weight_ind;
+
+ for (uint i = 0; i < lengthof(this->accepts_cargo); i++) {
+ if (this->accepts_cargo[i] != cid) continue;
+ /* Empty stockpile means more weight for the link. Stockpiles
+ * above a fixed maximum have no further effect. */
+ uint stockpile = ClampU(this->incoming_cargo_waiting[i], 0, MAX_IND_STOCKPILE);
+ weight += (MAX_IND_STOCKPILE - stockpile) * weight_mod / _settings_game.economy.cargodest.weight_scale_ind[WEIGHT_SCALE_IND_PILE];
+ }
+
+ /* Add a weight for the produced cargo. Use the average production
+ * here so the weight isn't fluctuating that much when the input
+ * cargo isn't delivered regularly. */
+ weight += (this->average_production[0] + this->average_production[1]) * weight_mod / _settings_game.economy.cargodest.weight_scale_ind[WEIGHT_SCALE_IND_PROD];
+
+ return weight;
+}
+
+/** Recalculate the link weights. */
+void UpdateLinkWeights(Town *t)
+{
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ uint weight_sum = 0;
+
+ if (t->cargo_links[cid].Length() == 0) continue;
+
+ t->cargo_links[cid].Begin()->amount.NewMonth();
+
+ /* Skip the special link for undetermined destinations. */
+ for (CargoLink *l = t->cargo_links[cid].Begin() + 1; l != t->cargo_links[cid].End(); l++) {
+ l->weight = l->dest->GetDestinationWeight(cid, l->weight_mod);
+ weight_sum += l->weight;
+
+ l->amount.NewMonth();
+ }
+
+ /* Limit the weight of the in-town link to at most 1/3 of the total weight. */
+ if (t->cargo_links[cid].Length() > 1 && t->cargo_links[cid].Get(1)->dest == t) {
+ uint new_weight = min(t->cargo_links[cid].Get(1)->weight, weight_sum / 3);
+ weight_sum -= t->cargo_links[cid].Get(1)->weight - new_weight;
+ t->cargo_links[cid].Get(1)->weight = new_weight;
+ }
+
+ /* Set weight for the undetermined destination link to random_dest_chance%. */
+ t->cargo_links[cid].Begin()->weight = weight_sum == 0 ? 1 : (weight_sum * _settings_game.economy.cargodest.random_dest_chance) / (100 - _settings_game.economy.cargodest.random_dest_chance);
+
+ t->cargo_links_weight[cid] = weight_sum + t->cargo_links[cid].Begin()->weight;
+ }
+}
+
+/** Recalculate the link weights. */
+void UpdateLinkWeights(CargoSourceSink *css)
+{
+ for (uint cid = 0; cid < NUM_CARGO; cid++) {
+ uint weight_sum = 0;
+
+ if (css->cargo_links[cid].Length() == 0) continue;
+
+ css->cargo_links[cid].Begin()->amount.NewMonth();
+
+ for (CargoLink *l = css->cargo_links[cid].Begin() + 1; l != css->cargo_links[cid].End(); l++) {
+ l->weight = l->dest->GetDestinationWeight(cid, l->weight_mod);
+ weight_sum += l->weight;
+
+ l->amount.NewMonth();
+ }
+
+ /* Set weight for the undetermined destination link to random_dest_chance%. */
+ css->cargo_links[cid].Begin()->weight = weight_sum == 0 ? 1 : (weight_sum * _settings_game.economy.cargodest.random_dest_chance) / (100 - _settings_game.economy.cargodest.random_dest_chance);
+
+ css->cargo_links_weight[cid] = weight_sum + css->cargo_links[cid].Begin()->weight;
+ }
+}
+
+/* virtual */ CargoSourceSink::~CargoSourceSink()
+{
+ if (Town::CleaningPool() || Industry::CleaningPool()) return;
+
+ /* Remove all demand links having us as a destination. */
+ Town *t;
+ FOR_ALL_TOWNS(t) {
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ if (t->HasLinkTo(cid, this)) {
+ t->cargo_links[cid].Erase(t->cargo_links[cid].Find(CargoLink(this, LWM_ANYWHERE)));
+ InvalidateWindowData(WC_TOWN_VIEW, t->index, 1);
+ }
+ }
+ }
+
+ Industry *ind;
+ FOR_ALL_INDUSTRIES(ind) {
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ if (ind->HasLinkTo(cid, this)) {
+ ind->cargo_links[cid].Erase(ind->cargo_links[cid].Find(CargoLink(this, LWM_ANYWHERE)));
+ InvalidateWindowData(WC_INDUSTRY_VIEW, ind->index, 1);
+ }
+ }
+ }
+
+ /* Decrement incoming link count for all link destinations. */
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ for (CargoLink *l = this->cargo_links[cid].Begin(); l != this->cargo_links[cid].End(); l++) {
+ if (l->dest != NULL) l->dest->num_incoming_links[cid]--;
+ }
+ }
+}
+
+/** Rebuild the cached count of incoming cargo links. */
+void RebuildCargoLinkCounts()
+{
+ /* Clear incoming link count of all towns and industries. */
+ CargoSourceSink *source;
+ FOR_ALL_TOWNS(source) MemSetT(source->num_incoming_links, 0, lengthof(source->num_incoming_links));
+ FOR_ALL_INDUSTRIES(source) MemSetT(source->num_incoming_links, 0, lengthof(source->num_incoming_links));
+
+ /* Count all incoming links. */
+ FOR_ALL_TOWNS(source) {
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ for (CargoLink *l = source->cargo_links[cid].Begin(); l != source->cargo_links[cid].End(); l++) {
+ if (l->dest != NULL && l->dest != source) l->dest->num_incoming_links[cid]++;
+ }
+ }
+ }
+ FOR_ALL_INDUSTRIES(source) {
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ for (CargoLink *l = source->cargo_links[cid].Begin(); l != source->cargo_links[cid].End(); l++) {
+ if (l->dest != NULL && l->dest != source) l->dest->num_incoming_links[cid]++;
+ }
+ }
+ }
+}
+
+/** Update the demand links of all towns and industries. */
+void UpdateCargoLinks()
+{
+ if (CargoDestinationsDisabled()) return;
+
+ Town *t;
+ Industry *ind;
+
+ /* Remove links that have become invalid. */
+ FOR_ALL_TOWNS(t) RemoveInvalidLinks(t);
+ FOR_ALL_INDUSTRIES(ind) RemoveInvalidLinks(ind);
+
+ /* Recalculate the number of expected links. */
+ FOR_ALL_TOWNS(t) UpdateExpectedLinks(t);
+ FOR_ALL_INDUSTRIES(ind) UpdateExpectedLinks(ind);
+
+ /* Make sure each industry gets at at least some input cargo. */
+ FOR_ALL_INDUSTRIES(ind) AddMissingIndustryLinks(ind);
+
+ /* Update the demand link list. */
+ FOR_ALL_TOWNS(t) UpdateCargoLinks(t);
+ FOR_ALL_INDUSTRIES(ind) UpdateCargoLinks(ind);
+
+ /* Recalculate links weights. */
+ FOR_ALL_TOWNS(t) UpdateLinkWeights(t);
+ FOR_ALL_INDUSTRIES(ind) UpdateLinkWeights(ind);
+
+ InvalidateWindowClassesData(WC_TOWN_VIEW, 1);
+ InvalidateWindowClassesData(WC_INDUSTRY_VIEW, 1);
+}
+
+/**
+ * Get a random demand link.
+ * @param cid Cargo type
+ * @param allow_self Indicates if the local link is acceptable as a result.
+ * @return Pointer to a demand link or this->cargo_links[cid].End() if no link found.
+ */
+CargoLink *CargoSourceSink::GetRandomLink(CargoID cid, bool allow_self)
+{
+ /* Randomly choose a cargo link. */
+ uint weight = RandomRange(this->cargo_links_weight[cid] - 1);
+ uint cur_sum = 0;
+
+ CargoLink *l;
+ for (l = this->cargo_links[cid].Begin(); l != this->cargo_links[cid].End(); ++l) {
+ cur_sum += l->weight;
+ if (weight < cur_sum) {
+ /* Link is valid if it is random destination or only the
+ * local link if allowed and accepts the cargo. */
+ if (l->dest == NULL || ((allow_self || l->dest != this) && l->dest->AcceptsCargo(cid))) break;
+ }
+ }
+
+ return l;
+}
+
+
+/** Get a random destination tile index for this cargo. */
+/* virtual */ TileArea Town::GetTileForDestination(CargoID cid)
+{
+ assert(this->cargo_accepted_weights[cid] != 0);
+
+ /* Randomly choose a target square. */
+ uint32 weight = RandomRange(this->cargo_accepted_weights[cid] - 1);
+
+ /* Iterate over all grid squares till the chosen square is found. */
+ uint32 weight_sum = 0;
+ const TileArea &area = this->cargo_accepted.GetArea();
+ TILE_AREA_LOOP(tile, area) {
+ if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
+ weight_sum += this->cargo_accepted_max_weight - (DistanceMax(this->xy_aligned, tile) / AcceptanceMatrix::GRID) * 2;
+ /* Return tile area inside the grid square if this is the chosen square. */
+ if (weight < weight_sum) return TileArea(tile + TileDiffXY(1, 1), 2, 2);
+ }
+ }
+
+ /* Something went wrong here... */
+ NOT_REACHED();
+}
+
+/** Enumerate all towns accepting a specific cargo. */
+static bool EnumAcceptingTown(const Town *t, void *data)
+{
+ return t->AcceptsCargo((CargoID)(size_t)data);
+}
+
+/** Enumerate all industries accepting a specific cargo. */
+static bool EnumAcceptingIndustry(const Industry *ind, void *data)
+{
+ return ind->AcceptsCargo((CargoID)(size_t)data);
+}
+
+/**
+ * Move a single packet of cargo to a station with destination information.
+ * @param cid Cargo type.
+ * @param amount[in,out] Cargo amount, return is actually moved cargo.
+ * @param source_type Type of the cargo source.
+ * @param source_id ID of the cargo source.
+ * @param all_stations List of possible target stations.
+ * @param src_tile Source tile.
+ * @return True if the cargo was handled has having destinations.
+ */
+bool MoveCargoWithDestinationToStationWorker(CargoID cid, uint *amount, SourceType source_type, SourceID source_id, const StationList *all_stations, TileIndex src_tile)
+{
+ CargoSourceSink *source = NULL;
+ CargoSourceSink *dest = NULL;
+ CargoLink *l = NULL;
+
+ /* Company HQ doesn't have cargo links. */
+ if (source_type != ST_HEADQUARTERS) {
+ source = (source_type == ST_TOWN) ? static_cast<CargoSourceSink *>(Town::Get(source_id)) : static_cast<CargoSourceSink *>(Industry::Get(source_id));
+ /* No links yet? Create cargo without destination. */
+ if (source->cargo_links[cid].Length() == 0) return false;
+
+ /* Randomly choose a cargo link. */
+ l = source->GetRandomLink(cid, true);
+
+ if (l != source->cargo_links[cid].End()) {
+ l->amount.new_max += *amount;
+ dest = l->dest;
+ }
+ }
+
+ /* No destination or random destination? Try a random town. */
+ if (dest == NULL) dest = Town::GetRandom(&EnumAcceptingTown, INVALID_TOWN, (void *)(size_t)cid);
+ /* No luck? Try a random industry. */
+ if (dest == NULL) dest = Industry::GetRandom(&EnumAcceptingIndustry, INVALID_INDUSTRY, (void *)(size_t)cid);
+ /* Still no luck, nothing left to try. */
+ if (dest == NULL) return false;
+
+ /* Pick a tile that belongs to the destination. */
+ TileArea dest_area = dest->GetTileForDestination(cid);
+
+ /* Maximum pathfinder penalty based on distance. */
+ uint r = RandomRange(_settings_game.economy.cargodest.max_route_penalty[1]);
+ uint max_cost = _settings_game.economy.cargodest.max_route_penalty[0] + r;
+ max_cost *= DistanceSquare(src_tile, dest_area.tile);
+
+ /* Randomly determine the routing flags for the packet.
+ * Right now only the two lowest bits are defined. */
+ byte flags = r & 0x3;
+
+ /* Find a route to the destination. */
+ StationID st, st_unload;
+ bool found = false;
+ RouteLink *route_link = YapfChooseRouteLink(cid, all_stations, src_tile, dest_area, &st, &st_unload, flags, &found, INVALID_ORDER, max_cost);
+
+ if (route_link == NULL) {
+ /* No suitable link found (or direct delivery), nothing is
+ * moved to the station, but count it as transported anyway. */
+ if (found && l != NULL) l->amount.new_act += *amount;
+ *amount = 0;
+ return true;
+ }
+
+ /* Move cargo to the station. */
+ Station *from = Station::Get(st);
+ *amount = UpdateStationWaiting(from, cid, *amount * from->goods[cid].rating, source_type, source_id, dest_area.tile, dest->GetType(), dest->GetID(), route_link->GetOriginOrderId(), st_unload, flags);
+ if (found && l != NULL) l->amount.new_act += *amount;
+
+ /* If this is a symmetric cargo type, try to generate some cargo going from
+ * destination to source as well. It's no error if that is not possible. */
+ if (IsSymmetricCargo(cid)) {
+ /* Try to find the matching cargo link back to the source. If no
+ * link is found, don't generate return traffic. */
+ CargoLink *back_link = dest->cargo_links[cid].Find(CargoLink(source, LWM_ANYWHERE));
+ if (back_link == dest->cargo_links[cid].End()) return true;
+
+ back_link->amount.new_max += *amount;
+
+ /* Find stations around the new source area. */
+ StationFinder stf(dest_area);
+ TileIndex tile = dest_area.tile;
+
+ /* The the new destination area. */
+ switch (source_type) {
+ case ST_INDUSTRY:
+ dest_area = static_cast<Industry *>(source)->location;
+ break;
+ case ST_TOWN:
+ dest_area = TileArea(src_tile, 2, 2);
+ break;
+ case ST_HEADQUARTERS:
+ dest_area = TileArea(Company::Get(source_id)->location_of_HQ, 2, 2);
+ break;
+ }
+
+ /* Find a route and update transported amount if found. */
+ route_link = YapfChooseRouteLink(cid, stf.GetStations(), tile, dest_area, &st, &st_unload, flags, &found, INVALID_ORDER, max_cost);
+ if (found) back_link->amount.new_act += *amount;
+
+ if (route_link != NULL) {
+ /* Found a back link, move to station. */
+ UpdateStationWaiting(Station::Get(st), cid, *amount * 256, dest->GetType(), dest->GetID(), dest_area.tile, source_type, source_id, route_link->GetOriginOrderId(), st_unload, flags);
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Move cargo to a station with destination information.
+ * @param cid Cargo type.
+ * @param amount[in,out] Cargo amount, return is actually moved cargo.
+ * @param source_type Type of the cargo source.
+ * @param source_id ID of the cargo source.
+ * @param all_stations List of possible target stations.
+ * @param src_tile Source tile.
+ * @return True if the cargo was handled has having destinations.
+ */
+bool MoveCargoWithDestinationToStation(CargoID cid, uint *amount, SourceType source_type, SourceID source_id, const StationList *all_stations, TileIndex src_tile)
+{
+ if (!CargoHasDestinations(cid)) return false;
+
+ /* Split the cargo into multiple destinations for industries. */
+ int num_packets = 1;
+ if (source_type == ST_INDUSTRY) {
+ if (*amount > 5) num_packets++;
+ if (*amount > 50) num_packets += 2;
+ }
+
+ /* Generate num_packets different destinations while making
+ * sure no cargo is lost due to rounding. */
+ uint amount_packet = *amount / num_packets;
+ uint last_packet = *amount - (num_packets - 1) * amount_packet;
+ uint moved = 0;
+ for (; num_packets > 0; num_packets--) {
+ uint cur_amount = (num_packets == 1) ? last_packet : amount_packet;
+
+ /* If we fail once, we will fail always. */
+ if (!MoveCargoWithDestinationToStationWorker(cid, &cur_amount, source_type, source_id, all_stations, src_tile)) return false;
+ moved += cur_amount;
+ }
+
+ *amount = moved;
+ return true;
+}
+
+/**
+ * Get the current best route link for a cargo packet at a station.
+ * @param st Station the route starts at.
+ * @param cid Cargo type.
+ * @param cp Cargo packet with destination information.
+ * @param order Incoming order of the cargo packet.
+ * @param[out] found Set to true if a route was found.
+ * @return The preferred route link or NULL if either no suitable link found or the station is the final destination.
+ */
+RouteLink *FindRouteLinkForCargo(Station *st, CargoID cid, const CargoPacket *cp, StationID *next_unload, OrderID order, bool *found)
+{
+ if (cp->DestinationID() == INVALID_SOURCE) return NULL;
+
+ StationList sl;
+ *sl.Append() = st;
+
+ TileArea area = (cp->DestinationType() == ST_INDUSTRY) ? Industry::Get(cp->DestinationID())->location : TileArea(cp->DestinationXY(), 2, 2);
+ return YapfChooseRouteLink(cid, &sl, st->xy, area, NULL, next_unload, cp->Flags(), found, order);
+}
+
+
+/* Initialize the RouteLink-pool */
+RouteLinkPool _routelink_pool("RouteLink");
+INSTANTIATE_POOL_METHODS(RouteLink)
+
+/**
+ * Invalidate some stuff on destruction.
+ */
+RouteLink::~RouteLink()
+{
+ if (RouteLink::CleaningPool()) return;
+
+ if (this->GetOriginOrderId() != INVALID_ORDER) StationCargoList::InvalidateAllTo(this->GetOriginOrderId(), this->GetDestination());
+}
+
+/**
+ * Update or create a single route link for a specific vehicle and cargo.
+ * @param v The vehicle.
+ * @param cargoes Create links for the cargo types whose bit is set.
+ * @param clear_others Should route links for cargo types nor carried be cleared?
+ * @param from Originating station.
+ * @param from_oid Originating order.
+ * @param to_id Destination station ID.
+ * @param to_oid Destination order.
+ * @param travel_time Travel time for the route.
+ */
+void UpdateVehicleRouteLinks(const Vehicle *v, uint32 cargoes, bool clear_others, Station *from, OrderID from_oid, StationID to_id, OrderID to_oid, uint32 travel_time)
+{
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ bool has_cargo = HasBit(cargoes, cid);
+ /* Skip if cargo not carried and we aren't supposed to clear other links. */
+ if (!clear_others && !has_cargo) continue;
+ /* Skip cargo types that don't have destinations enabled. */
+ if (!CargoHasDestinations(cid)) continue;
+
+ RouteLinkList::iterator link;
+ for (link = from->goods[cid].routes.begin(); link != from->goods[cid].routes.end(); ++link) {
+ if ((*link)->GetOriginOrderId() == from_oid) {
+ if (has_cargo) {
+ /* Update destination if necessary. */
+ (*link)->SetDestination(to_id, to_oid);
+ (*link)->UpdateTravelTime(travel_time);
+ } else {
+ /* Remove link. */
+ delete *link;
+ from->goods[cid].routes.erase(link);
+ }
+ break;
+ }
+ }
+
+ /* No link found? Append a new one. */
+ if (has_cargo && link == from->goods[cid].routes.end() && RouteLink::CanAllocateItem()) {
+ from->goods[cid].routes.push_back(new RouteLink(to_id, from_oid, to_oid, v->owner, travel_time, v->type));
+ }
+ }
+}
+
+/**
+ * Update route links after a vehicle has arrived at a station.
+ * @param v The vehicle.
+ * @param arrived_at The station the vehicle arrived at.
+ */
+void UpdateVehicleRouteLinks(const Vehicle *v, StationID arrived_at)
+{
+ /* Only update links if we have valid previous station and orders. */
+ if (v->last_station_loaded == INVALID_STATION || v->last_order_id == INVALID_ORDER || v->current_order.index == INVALID_ORDER) return;
+ /* Loop? Not good. */
+ if (v->last_station_loaded == arrived_at) return;
+
+ Station *from = Station::Get(v->last_station_loaded);
+ Station *to = Station::Get(arrived_at);
+
+ /* Update incoming route link. */
+ UpdateVehicleRouteLinks(v, v->vcache.cached_cargo_mask, false, from, v->last_order_id, arrived_at, v->current_order.index, v->travel_time);
+
+ /* Update outgoing links. */
+ CargoID cid;
+ FOR_EACH_SET_CARGO_ID(cid, v->vcache.cached_cargo_mask) {
+ /* Skip cargo types that don't have destinations enabled. */
+ if (!CargoHasDestinations(cid)) continue;
+
+ for (RouteLinkList::iterator link = to->goods[cid].routes.begin(); link != to->goods[cid].routes.end(); ++link) {
+ if ((*link)->GetOriginOrderId() == v->current_order.index) {
+ (*link)->VehicleArrived();
+ break;
+ }
+ }
+ }
+}
+
+/**
+ * Pre-fill the route links from the orders of a vehicle.
+ * @param v The vehicle to get the orders from.
+ */
+void PrefillRouteLinks(const Vehicle *v)
+{
+ if (CargoDestinationsDisabled()) return;
+ if (v->orders.list == NULL || v->orders.list->GetNumOrders() < 2) return;
+
+ /* Can't pre-fill if the vehicle has refit or conditional orders. */
+ uint count = 0;
+ Order *order;
+ FOR_VEHICLE_ORDERS(v, order) {
+ if (order->IsType(OT_GOTO_DEPOT) && order->IsRefit()) return;
+ if (order->IsType(OT_CONDITIONAL)) return;
+ if ((order->IsType(OT_IMPLICIT) || order->IsType(OT_GOTO_STATION)) && (order->GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) == 0) count++;
+ }
+
+ /* Increment count by one to account for the circular nature of the order list. */
+ if (count > 0) count++;
+
+ /* Collect cargo types carried by all vehicles in the shared order list. */
+ uint32 transported_cargoes = 0;
+ for (Vehicle *u = v->FirstShared(); u != NULL; u = u->NextShared()) {
+ transported_cargoes |= u->vcache.cached_cargo_mask;
+ }
+
+ /* Loop over all orders to update/pre-fill the route links. */
+ order = v->orders.list->GetFirstOrder();
+ Order *prev_order = NULL;
+ do {
+ /* Goto station or implicit order and not a go via-order, consider as destination. */
+ if ((order->IsType(OT_IMPLICIT) || order->IsType(OT_GOTO_STATION)) && (order->GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) == 0) {
+ /* Previous destination is set and the new destination is different, create/update route links. */
+ if (prev_order != NULL && prev_order != order && prev_order->GetDestination() != order->GetDestination()) {
+ Station *from = Station::Get(prev_order->GetDestination());
+ Station *to = Station::Get(order->GetDestination());
+ /* A vehicle with the speed of 128 km/h-ish would take one tick for each of the
+ * #TILE_SIZE steps per tile. For aircraft, the time needs to be scaled with the
+ * plane speed factor. */
+ uint time = DistanceManhattan(from->xy, to->xy) * TILE_SIZE * 128 / v->GetDisplayMaxSpeed();
+ if (v->type == VEH_AIRCRAFT) time *= _settings_game.vehicle.plane_speed;
+ UpdateVehicleRouteLinks(v, transported_cargoes, true, from, prev_order->index, order->GetDestination(), order->index, time);
+ }
+
+ prev_order = order;
+ count--;
+ }
+
+ /* Get next order, wrap around if necessary. */
+ order = order->next;
+ if (order == NULL) order = v->orders.list->GetFirstOrder();
+ } while (count > 0);
+}
+
+/**
+ * Remove all route links to and from a station.
+ * @param station Station being removed.
+ */
+void InvalidateStationRouteLinks(Station *station)
+{
+ /* Delete all outgoing links. */
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ for (RouteLinkList::iterator link = station->goods[cid].routes.begin(); link != station->goods[cid].routes.end(); ++link) {
+ delete *link;
+ }
+ }
+
+ /* Delete all incoming link. */
+ Station *st_from;
+ FOR_ALL_STATIONS(st_from) {
+ if (st_from == station) continue;
+
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ /* Don't increment the iterator directly in the for loop as we don't want to increment when deleting a link. */
+ for (RouteLinkList::iterator link = st_from->goods[cid].routes.begin(); link != st_from->goods[cid].routes.end(); ) {
+ if ((*link)->GetDestination() == station->index) {
+ delete *link;
+ link = st_from->goods[cid].routes.erase(link);
+ } else {
+ ++link;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * Remove all route links referencing an order.
+ * @param order The order being removed.
+ */
+void InvalidateOrderRouteLinks(OrderID order)
+{
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ /* Don't increment the iterator directly in the for loop as we don't want to increment when deleting a link. */
+ for (RouteLinkList::iterator link = st->goods[cid].routes.begin(); link != st->goods[cid].routes.end(); ) {
+ if ((*link)->GetOriginOrderId() == order || (*link)->GetDestOrderId() == order) {
+ delete *link;
+ link = st->goods[cid].routes.erase(link);
+ } else {
+ ++link;
+ }
+ }
+ }
+ }
+}
+
+/** Age and expire route links of a station. */
+void AgeRouteLinks(Station *st)
+{
+ /* Reset waiting time for all vehicles currently loading. */
+ for (std::list<Vehicle *>::const_iterator v_itr = st->loading_vehicles.begin(); v_itr != st->loading_vehicles.end(); ++v_itr) {
+ CargoID cid;
+ FOR_EACH_SET_CARGO_ID(cid, (*v_itr)->vcache.cached_cargo_mask) {
+ for (RouteLinkList::iterator link = st->goods[cid].routes.begin(); link != st->goods[cid].routes.end(); ++link) {
+ if ((*link)->GetOriginOrderId() == (*v_itr)->last_order_id) (*link)->wait_time = 0;
+ }
+ }
+ }
+
+ for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
+ /* Don't increment the iterator directly in the for loop as we don't want to increment when deleting a link. */
+ for (RouteLinkList::iterator link = st->goods[cid].routes.begin(); link != st->goods[cid].routes.end(); ) {
+ if ((*link)->wait_time++ > _settings_game.economy.cargodest.max_route_age) {
+ delete *link;
+ link = st->goods[cid].routes.erase(link);
+ } else {
+ ++link;
+ }
+ }
+ }
+}