Changeset - r20933:71e7f714250d
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rubidium - 11 years ago 2013-11-14 22:16:43
rubidium@openttd.org
(svn r25998) -Document [FS#5661]: why catchment area's are (slightly) inconsistent
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known-bugs.txt
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@@ -403,3 +403,34 @@ Mouse cursor going missing with SDL [FS#
 
	We cannot fix this problem as SDL simply does not provide the
 
	required information in these corner cases. This is a bug in SDL
 
	and as such there is little that we can do about it.
 

	
 
Inconsistent catchment areas [FS#5661]:
 
	Due to performance decisions the catchment area for cargo accepted
 
	by a station for delivery to houses or industries differs from the
 
	catchment area for cargo that is delivered to stations from houses
 
	or industries.
 

	
 
	Conceptually they work the same, but the effect in game differs.
 
	They work by finding the closest destination "around" the source
 
	which is within a certain distance. This distance depends on the
 
	type of station, e.g. road stops have a smaller catchment area than
 
	large airports. In both cases the bounding box, the smallest
 
	rectangle that contains all tiles of something, is searched for the
 
	target of the cargo, and then spiraling outwards finding the closest
 
	tile of the target.
 

	
 
	In the case of a station with two tiles spread far apart with a house
 
	that is within the station's bounding box, it would be possible that
 
	the spiraling search from the house does not reach one of the station
 
	tiles before the search ends, i.e. all tiles within that distance
 
	are searched. So the house does not deliver cargo to the station. On
 
	the other hand, the station will deliver cargo because the house
 
	falls within the bounding box, and thus search area.
 

	
 
	It is possible to make these consistent, but then cargo from a house
 
	to a station needs to search up to 32 tiles around itself, i.e. 64
 
	by 64 tiles, to find all possible stations it could deliver to
 
	instead of 10 by 10 tiles (40 times more tiles). Alternatively the
 
	search from a station could be changed to use the actual tiles, but
 
	that would require considering checking 10 by 10 tiles for each of
 
	the tiles of a station, instead of just once.
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