Changeset - r1751:242d46045f3b
[Not reviewed]
master
0 9 0
matthijs - 20 years ago 2005-05-02 22:13:20
matthijs@openttd.org
(svn r2255) - Fix: [ 9680363 ] [NPF] Broken buoy handling for ships
Buoys will now try to get within 3 tiles of a buoy instead of a the actual buoy tile. This gets ships to got past buoys in a realistic (IMO) way instead of barging right through them.
- Fix: [NPF] Trains get curves penalties sometimes even when the track is straight.
- Add: [NPF] Ships get a penalty for going over buoys now, so they will try to go around.
- Add: [NPF] Ships get a penalty for curves too, yay for straight lines.
- Add: TrackdirToTrack(), TrackToTrackdir(), IsDiagonalTrack() and IsDiagonalTrackdir() helper functions.
- Add: IsBuoy() and IsBuoyTile() helper functions.
- Codechange: Rearranged part of the control flow of ShipController(), removing a goto.
9 files changed with 119 insertions and 50 deletions:
0 comments (0 inline, 0 general)
npf.c
Show inline comments
 
@@ -36,6 +36,11 @@ const uint16 _trackdir_reaches_trackdirs
 
	0x0520, 0x2A00, 0x2A00, 0x0520, 0x2A00, 0x1009
 
};
 

	
 
const uint16 _next_trackdir[14] = {
 
	0,  1,  3,  2,  5,  4, 0, 0,
 
	8,  9,  11, 10, 13, 12
 
};
 

	
 
/* Maps a trackdir to all trackdirs that make 90 deg turns with it. */
 
const uint16 _trackdir_crosses_trackdirs[14] = {
 
	0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C, 0, 0,
 
@@ -273,7 +278,13 @@ int32 NPFWaterPathCost(AyStar* as, AySta
 

	
 
	cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
 

	
 
	/* TODO Penalties? */
 
	if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(current->direction))
 
		cost += _patches.npf_buoy_penalty; /* A small penalty for going over buoys */
 

	
 
	if (current->direction != _next_trackdir[parent->path.node.direction])
 
		cost += _patches.npf_water_curve_penalty;
 

	
 
	/* TODO More penalties? */
 

	
 
	return cost;
 
}
 
@@ -385,7 +396,7 @@ int32 NPFRailPathCost(AyStar* as, AyStar
 
	cost += NPFSlopeCost(current);
 

	
 
	/* Check for turns */
 
	if (current->direction != parent->path.node.direction)
 
	if (current->direction != _next_trackdir[parent->path.node.direction])
 
		cost += _patches.npf_rail_curve_penalty;
 
	//TODO, with realistic acceleration, also the amount of straight track between
 
	//      curves should be taken into account, as this affects the speed limit.
npf.h
Show inline comments
 
@@ -118,6 +118,11 @@ const byte _signal_against_trackdir[14];
 
const uint16 _trackdir_reaches_trackdirs[14];
 

	
 
/**
 
 * Maps a trackdir to the trackdir that you will end up on if you go straight
 
 * ahead. This will be the same trackdir for diagonal trackdirs, but a
 
 * different (alternating) one for straight trackdirs */
 
const uint16 _next_trackdir[14];
 
/**
 
 * Maps a trackdir to all trackdirs that make 90 deg turns with it.
 
 */
 
const uint16 _trackdir_crosses_trackdirs[14];
 
@@ -161,6 +166,23 @@ const byte _reverse_dir[4];
 
 */
 
const byte _reverse_trackdir[14];
 

	
 
/* Returns the Track that a given Trackdir represents */
 
static inline byte TrackdirToTrack(byte trackdir) { return trackdir & 0x7; }
 

	
 
/* Returns a Trackdir for the given Track. Since every Track corresponds to
 
 * two Trackdirs, we choose the one which points between N and SE.
 
 * Note that the actual implementation is quite futile, but this might change
 
 * in the future.
 
 */
 
static inline byte TrackToTrackdir(byte track) { return track; }
 

	
 
/* Checks if a given Track is diagonal */
 
static inline bool IsDiagonalTrack(byte track) { return track == 0x0 || track == 0x1; }
 

	
 
/* Checks if a given Trackdir is diagonal. */
 
static inline bool IsDiagonalTrackdir(byte trackdir) { return IsDiagonalTrack(TrackdirToTrack(trackdir)); }
 

	
 

	
 
#define REVERSE_TRACKDIR(trackdir) (trackdir ^ 0x8)
 

	
 
#endif // NPF_H
order_cmd.c
Show inline comments
 
@@ -166,7 +166,7 @@ int32 CmdInsertOrder(int x, int y, uint3
 
			st = GetStation(new_order.station);
 

	
 
			if (!IsValidStation(st) ||
 
					(st->airport_type != AT_OILRIG && !(st->had_vehicle_of_type & HVOT_BUOY) && !CheckOwnership(st->owner))) {
 
					(st->airport_type != AT_OILRIG && !(IsBuoy(st)) && !CheckOwnership(st->owner))) {
 
				return CMD_ERROR;
 
			}
 

	
settings.c
Show inline comments
 
@@ -944,8 +944,8 @@ const SettingDesc patch_settings[] = {
 
	* penalty will further prevent this.
 
	* We give presignal exits (and combo's) a different (larger) penalty, because we really
 
	* don't want trains waiting in front of a presignal exit. */
 
	{"npf_rail_firstred_penalty",   SDT_UINT32, (void*)(10 * NPF_TILE_LENGTH),  &_patches.npf_rail_firstred_penalty,		NULL},
 
	{"npf_rail_firstred_exit_penalty", SDT_UINT32, (void*)(100 * NPF_TILE_LENGTH),	&_patches.npf_rail_firstred_exit_penalty,		NULL},
 
	{"npf_rail_firstred_penalty",   SDT_UINT32, (void*)(10 * NPF_TILE_LENGTH),  &_patches.npf_rail_firstred_penalty,    NULL},
 
	{"npf_rail_firstred_exit_penalty", SDT_UINT32, (void*)(100 * NPF_TILE_LENGTH), &_patches.npf_rail_firstred_exit_penalty, NULL},
 
	/* This penalty is for when the last signal before the target is red.
 
	 * This is useful for train stations, where there are multiple
 
	 * platforms to choose from, which lie in different signal blocks.
 
@@ -960,11 +960,19 @@ const SettingDesc patch_settings[] = {
 
	* a penalty of 1 tile for every station tile passed, the route will
 
	* be around it.
 
	*/
 
	{"npf_rail_station_penalty",    SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH),   &_patches.npf_rail_station_penalty, 		NULL},
 
	{"npf_rail_slope_penalty",      SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH),   &_patches.npf_rail_slope_penalty,				NULL},
 
	{"npf_rail_curve_penalty",      SDT_UINT32, (void*)(1),                     &_patches.npf_rail_curve_penalty,				NULL},
 
	{"npf_rail_station_penalty",    SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH),   &_patches.npf_rail_station_penalty,     NULL},
 
	{"npf_rail_slope_penalty",      SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH),   &_patches.npf_rail_slope_penalty,       NULL},
 
	/* This penalty is applied when a train makes a turn. Its value of 1 makes
 
	 * sure that it has a minimal impact on the pathfinding, only when two
 
	 * paths have equal length it will make a difference */
 
	{"npf_rail_curve_penalty",      SDT_UINT32, (void*)(1),                     &_patches.npf_rail_curve_penalty,       NULL},
 
	{"npf_buoy_penalty",            SDT_UINT32, (void*)(2 * NPF_TILE_LENGTH),   &_patches.npf_buoy_penalty,             NULL},
 
	/* This penalty is applied when a ship makes a turn. It is bigger than the
 
	 * rail curve penalty, since ships (realisticly) have more trouble with
 
	 * making turns */
 
	{"npf_water_curve_penalty",     SDT_UINT32, (void*)(NPF_TILE_LENGTH / 4),   &_patches.npf_water_curve_penalty,      NULL},
 

	
 
	{NULL,									0,					NULL,					NULL,																						NULL}
 
	{NULL,                          0,          NULL,                           NULL,                                   NULL}
 
};
 

	
 
static const SettingDesc currency_settings[] = {
ship_cmd.c
Show inline comments
 
@@ -714,46 +714,58 @@ static void ShipController(Vehicle *v)
 
			r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 
			if (r & 0x8) goto reverse_direction;
 

	
 
			if (v->dest_tile != 0 && v->dest_tile == gp.new_tile) {
 
				if (v->current_order.type == OT_GOTO_DEPOT) {
 
					if ((gp.x&0xF)==8 && (gp.y&0xF)==8) {
 
						ShipEnterDepot(v);
 
						return;
 
					}
 
				} else if (v->current_order.type == OT_GOTO_STATION) {
 
					Station *st;
 

	
 
					v->last_station_visited = v->current_order.station;
 

	
 
					/* Process station in the orderlist. Don't do that for buoys (HVOT_BUOY) */
 
					st = GetStation(v->current_order.station);
 
					if (!(st->had_vehicle_of_type & HVOT_BUOY)
 
							&& (st->facilities & FACIL_DOCK)) { /* ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations */
 
						v->current_order.type = OT_LOADING;
 
						v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD;
 
						v->current_order.flags |= OF_NON_STOP;
 
						ShipArrivesAt(v, st);
 

	
 
						SET_EXPENSES_TYPE(EXPENSES_SHIP_INC);
 
						if (LoadUnloadVehicle(v)) {
 
							InvalidateWindow(WC_SHIPS_LIST, v->owner);
 
							MarkShipDirty(v);
 
						}
 
						InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
					} else { /* leave buoys right aways */
 
						v->current_order.type = OT_LEAVESTATION;
 
						v->current_order.flags = 0;
 
						v->cur_order_index++;
 
						InvalidateVehicleOrder(v);
 
					}
 
					goto else_end;
 
				}
 
			}
 

	
 
			/* A leave station order only needs one tick to get processed, so we can
 
			 * always skip ahead. */
 
			if (v->current_order.type == OT_LEAVESTATION) {
 
				v->current_order.type = OT_NOTHING;
 
				v->current_order.flags = 0;
 
				InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
			} else if (v->dest_tile != 0) {
 
				/* We have a target, let's see if we reached it... */
 
				if (v->current_order.type == OT_GOTO_STATION &&
 
						IsBuoyTile(v->dest_tile) &&
 
						DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) {
 
					/* We got within 3 tiles of our target buoy, so let's skip to our
 
					 * next order */
 
					v->cur_order_index++;
 
					v->current_order.type = OT_DUMMY;
 
					InvalidateVehicleOrder(v);
 
				} else {
 
					/* Non-buoy orders really need to reach the tile */
 
					if (v->dest_tile == gp.new_tile) {
 
						if (v->current_order.type == OT_GOTO_DEPOT) {
 
							if ((gp.x&0xF)==8 && (gp.y&0xF)==8) {
 
								ShipEnterDepot(v);
 
								return;
 
							}
 
						} else if (v->current_order.type == OT_GOTO_STATION) {
 
							Station *st;
 

	
 
							v->last_station_visited = v->current_order.station;
 

	
 
							/* Process station in the orderlist. */
 
							st = GetStation(v->current_order.station);
 
							if (st->facilities & FACIL_DOCK) { /* ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations */
 
								v->current_order.type = OT_LOADING;
 
								v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD;
 
								v->current_order.flags |= OF_NON_STOP;
 
								ShipArrivesAt(v, st);
 

	
 
								SET_EXPENSES_TYPE(EXPENSES_SHIP_INC);
 
								if (LoadUnloadVehicle(v)) {
 
									InvalidateWindow(WC_SHIPS_LIST, v->owner);
 
									MarkShipDirty(v);
 
								}
 
								InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
							} else { /* leave stations without docks right aways */
 
								v->current_order.type = OT_LEAVESTATION;
 
								v->current_order.flags = 0;
 
								v->cur_order_index++;
 
								InvalidateVehicleOrder(v);
 
							}
 
						}
 
					}
 
				}
 
			}
 
		}
 
	} else {
 
@@ -789,7 +801,6 @@ static void ShipController(Vehicle *v)
 

	
 
		v->direction = b[2];
 
	}
 
else_end:;
 

	
 
	/* update image of ship, as well as delta XY */
 
	dir = ShipGetNewDirection(v, gp.x, gp.y);
ship_gui.c
Show inline comments
 
@@ -890,7 +890,7 @@ static void DrawSmallOrderList(Vehicle *
 
		sel--;
 

	
 
		if (order->type == OT_GOTO_STATION) {
 
			if (!(GetStation(order->station)->had_vehicle_of_type & HVOT_BUOY)) {
 
			if (!IsBuoy(GetStation(order->station))){
 
				SetDParam(0, order->station);
 
				DrawString(x, y, STR_A036, 0);
 

	
station.h
Show inline comments
 
@@ -103,6 +103,8 @@ enum {
 
	HVOT_TRUCK = 1 << 3,
 
	HVOT_AIRCRAFT = 1 << 4,
 
	HVOT_SHIP = 1 << 5,
 
	/* This bit is used to mark stations. No, it does not belong here, but what
 
	 * can we do? ;-) */
 
	HVOT_BUOY = 1 << 6
 
};
 

	
 
@@ -290,7 +292,7 @@ static inline bool IsCompatibleTrainStat
 
		(_map5[tile] & 0x01) == (_map5[ref] & 0x01); // same direction?
 
}
 

	
 
static inline bool IsRoadStationTile(uint tile) {
 
static inline bool IsRoadStationTile(TileIndex tile) {
 
	return IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0x43, 0x4B);
 
}
 

	
 
@@ -302,6 +304,15 @@ static inline bool IsValidStation(const 
 
	return st->xy != 0; /* XXX: Replace by INVALID_TILE someday */
 
}
 

	
 
static inline bool IsBuoy(const Station* st)
 
{
 
	return st->had_vehicle_of_type & HVOT_BUOY; /* XXX: We should really ditch this ugly coding and switch to something sane... */
 
}
 

	
 
static inline bool IsBuoyTile(TileIndex tile) {
 
	return IsTileType(tile, MP_STATION) && _map5[tile] == 0x52;
 
}
 

	
 
/* Get's the direction the station exit points towards. Ie, returns 0 for a
 
 * station with the exit NE. */
 
static inline byte GetRoadStationDir(uint tile) {
station_cmd.c
Show inline comments
 
@@ -642,7 +642,7 @@ static void UpdateStationAcceptance(Stat
 
	rect.min_y = MapSizeY();
 
	rect.max_x = rect.max_y = 0;
 
	// Don't update acceptance for a buoy
 
	if (st->had_vehicle_of_type & HVOT_BUOY)
 
	if (IsBuoy(st))
 
		return;
 

	
 
	/* old accepted goods types */
 
@@ -1855,6 +1855,8 @@ int32 CmdBuildBuoy(int x, int y, uint32 
 
		StationInitialize(st, ti.tile);
 
		st->dock_tile = ti.tile;
 
		st->facilities |= FACIL_DOCK;
 
		/* Buoys are marked in the Station struct by this flag. Yes, it is this
 
		 * braindead.. */
 
		st->had_vehicle_of_type |= HVOT_BUOY;
 
		st->owner = OWNER_NONE;
 

	
 
@@ -1913,6 +1915,8 @@ static int32 RemoveBuoy(Station *st, uin
 

	
 
	if (flags & DC_EXEC) {
 
		st->dock_tile = 0;
 
		/* Buoys are marked in the Station struct by this flag. Yes, it is this
 
		 * braindead.. */
 
		st->facilities &= ~FACIL_DOCK;
 
		st->had_vehicle_of_type &= ~HVOT_BUOY;
 

	
 
@@ -2706,7 +2710,7 @@ uint MoveGoodsToStation(uint tile, int w
 
			for(i=0; i!=8; i++)	{
 
				if (around[i] == INVALID_STATION) {
 
					st = GetStation(st_index);
 
					if ((st->had_vehicle_of_type & HVOT_BUOY) == 0 &&
 
					if (!IsBuoy(st) &&
 
							( !st->town->exclusive_counter || (st->town->exclusivity == st->owner) ) && // check exclusive transport rights
 
							st->goods[type].rating != 0 &&
 
							(!_patches.selectgoods || st->goods[type].last_speed) && // if last_speed is 0, no vehicle has been there.
variables.h
Show inline comments
 
@@ -211,6 +211,8 @@ typedef struct Patches {
 
	uint32 npf_rail_station_penalty; /* The penalty for station tiles */
 
	uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */
 
	uint32 npf_rail_curve_penalty; /* The penalty for curves */
 
	uint32 npf_buoy_penalty; /* The penalty for going over (through) a buoy */
 
	uint32 npf_water_curve_penalty; /* The penalty for curves */
 

	
 
	bool population_in_label; // Show the population of a town in his label?
 
} Patches;
0 comments (0 inline, 0 general)