diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/build_vehicle_gui.cpp | 42 |
1 files changed, 28 insertions, 14 deletions
diff --git a/src/build_vehicle_gui.cpp b/src/build_vehicle_gui.cpp index 2778ccd55..7e8eea4c5 100644 --- a/src/build_vehicle_gui.cpp +++ b/src/build_vehicle_gui.cpp @@ -269,20 +269,34 @@ static bool EnginePowerVsRunningCostSorter(const EngineID &a, const EngineID &b) { const Engine *e_a = Engine::Get(a); const Engine *e_b = Engine::Get(b); - - /* Here we are using a few tricks to get the right sort. - * We want power/running cost, but since we usually got higher running cost than power and we store the result in an int, - * we will actually calculate cunning cost/power (to make it more than 1). - * Because of this, the return value have to be reversed as well and we return b - a instead of a - b. - * Another thing is that both power and running costs should be doubled for multiheaded engines. - * Since it would be multiplying with 2 in both numerator and denominator, it will even themselves out and we skip checking for multiheaded. */ - Money va = (e_a->GetRunningCost()) / max(1U, (uint)e_a->GetPower()); - Money vb = (e_b->GetRunningCost()) / max(1U, (uint)e_b->GetPower()); - int r = ClampToI32(vb - va); - - /* Use EngineID to sort instead since we want consistent sorting */ - if (r == 0) return EngineNumberSorter(a, b); - return _engine_sort_direction ? r > 0 : r < 0; + uint p_a = e_a->GetPower(); + uint p_b = e_b->GetPower(); + Money r_a = e_a->GetRunningCost(); + Money r_b = e_b->GetRunningCost(); + /* Check if running cost is zero in one or both engines. + * If only one of them is zero then that one has higher value, + * else if both have zero cost then compare powers. */ + if (r_a == 0) { + if (r_b == 0) { + /* If it is ambiguous which to return go with their ID */ + if (p_a == p_b) return EngineNumberSorter(a, b); + return _engine_sort_direction != (p_a < p_b); + } + return !_engine_sort_direction; + } + if (r_b == 0) return _engine_sort_direction; + /* Using double for more precision when comparing close values. + * This shouldn't have any major effects in performance nor in keeping + * the game in sync between players since it's used in GUI only in client side */ + double v_a = (double)p_a / (double)r_a; + double v_b = (double)p_b / (double)r_b; + /* Use EngineID to sort if both have same power/running cost, + * since we want consistent sorting. + * Also if both have no power then sort with reverse of running cost to simulate + * previous sorting behaviour for wagons. */ + if (v_a == 0 && v_b == 0) return !EngineRunningCostSorter(a, b); + if (v_a == v_b) return EngineNumberSorter(a, b); + return _engine_sort_direction != (v_a < v_b); } /* Train sorting functions */ |