# HG changeset patch # User glx22 # Date 2021-01-14 17:41:38 # Node ID f0be137d754b856b680f63df8b21a0e8cd41b712 # Parent 5db62e29418855e36d6e51feb58e0281ec9ef5b0 Fix #7670: prevent useless pathfinder run for blocked vehicles diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -1389,7 +1389,16 @@ again: int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y; Direction new_dir = RoadVehGetSlidingDirection(v, x, y); - if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != nullptr) return false; + if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != nullptr) { + /* We are blocked. */ + v->cur_speed = 0; + if (!v->path.empty()) { + /* Prevent pathfinding rerun as we already know where we are heading to. */ + v->path.tile.push_front(v->tile); + v->path.td.push_front(dir); + } + return false; + } uint32 r = VehicleEnterTile(v, v->tile, x, y); if (HasBit(r, VETS_CANNOT_ENTER)) {