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Diffstat (limited to 'src/cargodest.cpp')
-rw-r--r-- | src/cargodest.cpp | 1197 |
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; + } + } + } +} |