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author | rubidium <rubidium@openttd.org> | 2009-12-07 08:47:10 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-12-07 08:47:10 +0000 |
commit | d6e73ea1ce9db96cb76495c8a1edce199790c552 (patch) | |
tree | 570799367f7a580d5a67a14ce536d33f7aec75ee /src/pathfinder/npf | |
parent | ad6d8c1f4634d8dabdff094110a263b53e223436 (diff) | |
download | openttd-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')
-rw-r--r-- | src/pathfinder/npf/npf.cpp | 33 |
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: |