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authorrubidium <rubidium@openttd.org>2009-12-07 08:47:10 +0000
committerrubidium <rubidium@openttd.org>2009-12-07 08:47:10 +0000
commitd6e73ea1ce9db96cb76495c8a1edce199790c552 (patch)
tree570799367f7a580d5a67a14ce536d33f7aec75ee /src/pathfinder/npf/npf.cpp
parentad6d8c1f4634d8dabdff094110a263b53e223436 (diff)
downloadopenttd-d6e73ea1ce9db96cb76495c8a1edce199790c552.tar.xz
(svn r18421) -Fix [FS#3244]: pathfinders wouldn't consider the 'other' reachable waypoint tile if the closest one is free but there is no safe waiting point directly after it. Now check for a free safe waiting point beyond the waypoint unless there are junctions before the first safe waiting point.
Diffstat (limited to 'src/pathfinder/npf/npf.cpp')
-rw-r--r--src/pathfinder/npf/npf.cpp33
1 files changed, 33 insertions, 0 deletions
diff --git a/src/pathfinder/npf/npf.cpp b/src/pathfinder/npf/npf.cpp
index f6841796a..1fe5fe07f 100644
--- a/src/pathfinder/npf/npf.cpp
+++ b/src/pathfinder/npf/npf.cpp
@@ -24,6 +24,7 @@
#include "../../roadstop_base.h"
#include "../pathfinder_func.h"
#include "../pathfinder_type.h"
+#include "../follow_track.hpp"
#include "aystar.h"
enum {
@@ -419,6 +420,38 @@ static int32 NPFRailPathCost(AyStar *as, AyStarNode *current, OpenListNode *pare
* this penalty exactly once, on its end tile (if it's a station) and it
* will therefore not make a difference. */
cost = NPF_TILE_LENGTH + _settings_game.pf.npf.npf_rail_station_penalty;
+
+ if (IsRailWaypoint(tile)) {
+ NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
+ if (fstd->v->current_order.IsType(OT_GOTO_WAYPOINT) && GetStationIndex(tile) == fstd->v->current_order.GetDestination()) {
+ /* This waypoint is our destination; maybe this isn't an unreserved
+ * one, so check that and if so see that as the last signal being
+ * red. This way waypoints near stations should work better. */
+ const Train *train = Train::From(fstd->v);
+ CFollowTrackRail ft(train);
+ TileIndex t = tile;
+ Trackdir td = trackdir;
+ while (ft.Follow(t, td)) {
+ assert(t != ft.m_new_tile);
+ t = ft.m_new_tile;
+ if (KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
+ /* We encountered a junction; it's going to be too complex to
+ * handle this perfectly, so just bail out. There is no simple
+ * free path, so try the other possibilities. */
+ td = INVALID_TRACKDIR;
+ break;
+ }
+ td = RemoveFirstTrackdir(&ft.m_new_td_bits);
+ /* If this is a safe waiting position we're done searching for it */
+ if (IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg)) break;
+ }
+ if (td == INVALID_TRACKDIR ||
+ !IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg) ||
+ !IsWaitingPositionFree(train, t, td, _settings_game.pf.forbid_90_deg)) {
+ cost += _settings_game.pf.npf.npf_rail_lastred_penalty;
+ }
+ }
+ }
break;
default: