(svn r18404) -Codechange: link drive through stops better together
-Feature: make penalty for road stop occupancy user configurable -Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty -Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it -Change: improve the throughput of the drive through road stops by letting them stop closer together
This commit is contained in:
302
src/roadstop.cpp
302
src/roadstop.cpp
@@ -14,6 +14,8 @@
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#include "core/pool_func.hpp"
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#include "roadstop_base.h"
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#include "station_base.h"
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#include "vehicle_func.h"
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#include "landscape.h"
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RoadStopPool _roadstop_pool("RoadStop");
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INSTANTIATE_POOL_METHODS(RoadStop)
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@@ -23,6 +25,12 @@ INSTANTIATE_POOL_METHODS(RoadStop)
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*/
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RoadStop::~RoadStop()
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{
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/* When we are the head we need to free the entries */
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if (HasBit(this->status, RSSFB_BASE_ENTRY)) {
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delete this->east;
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delete this->west;
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}
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if (CleaningPool()) return;
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}
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@@ -46,19 +54,175 @@ RoadStop *RoadStop::GetNextRoadStop(const RoadVehicle *v) const
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return NULL;
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}
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/**
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* Join this road stop to another 'base' road stop if possible;
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* fill all necessary data to become an actual drive through road stop.
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* Also update the length etc.
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*/
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void RoadStop::MakeDriveThrough()
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{
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assert(this->east == NULL && this->west == NULL);
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RoadStopType rst = GetRoadStopType(this->xy);
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DiagDirection dir = GetRoadStopDir(this->xy);
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/* Use absolute so we always go towards the nortern tile */
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TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
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/* Information about the tile north of us */
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TileIndex north_tile = this->xy - offset;
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bool north = IsDriveThroughRoadStopContinuation(this->xy, north_tile);
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RoadStop *rs_north = north ? RoadStop::GetByTile(north_tile, rst) : NULL;
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/* Information about the tile south of us */
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TileIndex south_tile = this->xy + offset;
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bool south = IsDriveThroughRoadStopContinuation(this->xy, south_tile);
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RoadStop *rs_south = south ? RoadStop::GetByTile(south_tile, rst) : NULL;
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/* Amount of road stops that will be added to the 'northern' head */
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int added = 1;
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if (north && rs_north->east != NULL) { // (east != NULL) == (west != NULL)
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/* There is a more nothern one, so this can join them */
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this->east = rs_north->east;
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this->west = rs_north->west;
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if (south && rs_south->east != NULL) { // (east != NULL) == (west != NULL)
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/* There more southern tiles too, they must 'join' us too */
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ClrBit(rs_south->status, RSSFB_BASE_ENTRY);
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this->east->occupied += rs_south->east->occupied;
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this->west->occupied += rs_south->west->occupied;
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/* Free the now unneeded entry structs */
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delete rs_south->east;
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delete rs_south->west;
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/* Make all 'children' of the southern tile take the new master */
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for (; IsDriveThroughRoadStopContinuation(this->xy, south_tile); south_tile += offset) {
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rs_south = RoadStop::GetByTile(south_tile, rst);
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if (rs_south->east == NULL) break;
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rs_south->east = rs_north->east;
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rs_south->west = rs_north->west;
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added++;
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}
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}
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} else if (south && rs_south->east != NULL) { // (east != NULL) == (west != NULL)
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/* There is one to the south, but not to the north... so we become 'parent' */
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this->east = rs_south->east;
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this->west = rs_south->west;
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SetBit(this->status, RSSFB_BASE_ENTRY);
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ClrBit(rs_south->status, RSSFB_BASE_ENTRY);
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} else {
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/* We are the only... so we are automatically the master */
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this->east = new Entry();
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this->west = new Entry();
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SetBit(this->status, RSSFB_BASE_ENTRY);
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}
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/* Now update the lengths */
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added *= TILE_SIZE;
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this->east->length += added;
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this->west->length += added;
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}
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/**
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* Prepare for removal of this stop; update other neighbouring stops
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* if needed. Also update the length etc.
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*/
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void RoadStop::ClearDriveThrough()
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{
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assert(this->east != NULL && this->west != NULL);
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RoadStopType rst = GetRoadStopType(this->xy);
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DiagDirection dir = GetRoadStopDir(this->xy);
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/* Use absolute so we always go towards the nortern tile */
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TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
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/* Information about the tile north of us */
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TileIndex north_tile = this->xy - offset;
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bool north = IsDriveThroughRoadStopContinuation(this->xy, north_tile);
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RoadStop *rs_north = north ? RoadStop::GetByTile(north_tile, rst) : NULL;
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/* Information about the tile south of us */
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TileIndex south_tile = this->xy + offset;
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bool south = IsDriveThroughRoadStopContinuation(this->xy, south_tile);
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RoadStop *rs_south = south ? RoadStop::GetByTile(south_tile, rst) : NULL;
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/* Must only be cleared after we determined which neighbours are
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* part of our little entry 'queue' */
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DoClearSquare(this->xy);
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if (north) {
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/* There is a tile to the north, so we can't clear ourselves. */
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if (south) {
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/* There are more southern tiles too, they must be split;
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* first make the new southern 'base' */
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SetBit(rs_south->status, RSSFB_BASE_ENTRY);
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rs_south->east = new Entry();
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rs_south->west = new Entry();
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/* Keep track of the base because we need it later on */
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RoadStop *rs_south_base = rs_south;
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TileIndex base_tile = south_tile;
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/* Make all (even more) southern stops part of the new entry queue */
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for (south_tile += offset; IsDriveThroughRoadStopContinuation(base_tile, south_tile); south_tile += offset) {
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rs_south = RoadStop::GetByTile(south_tile, rst);
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rs_south->east = rs_south_base->east;
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rs_south->west = rs_south_base->west;
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}
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/* Find the other end; the northern most tile */
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for (; IsDriveThroughRoadStopContinuation(base_tile, north_tile); north_tile -= offset) {
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rs_north = RoadStop::GetByTile(north_tile, rst);
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}
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/* We have to rebuild the entries because we cannot easily determine
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* how full each part is. So instead of keeping and maintaining a list
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* of vehicles and using that to 'rebuild' the occupied state we just
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* rebuild it from scratch as that removes lots of maintainance code
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* for the vehicle list and it's faster in real games as long as you
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* do not keep split and merge road stop every tick by the millions. */
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rs_south_base->east->Rebuild(rs_south_base);
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rs_south_base->west->Rebuild(rs_south_base);
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assert(HasBit(rs_north->status, RSSFB_BASE_ENTRY));
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rs_north->east->Rebuild(rs_north);
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rs_north->west->Rebuild(rs_north);
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} else {
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/* Only we left, so simple update the length. */
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rs_north->east->length -= TILE_SIZE;
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rs_north->west->length -= TILE_SIZE;
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}
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} else if (south) {
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/* There is only something to the south. Hand over the base entry */
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SetBit(rs_south->status, RSSFB_BASE_ENTRY);
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rs_south->east->length -= TILE_SIZE;
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rs_south->west->length -= TILE_SIZE;
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} else {
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/* We were the last */
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delete this->east;
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delete this->west;
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}
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/* Make sure we don't get used for something 'incorrect' */
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ClrBit(this->status, RSSFB_BASE_ENTRY);
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this->east = NULL;
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this->west = NULL;
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}
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/**
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* Leave the road stop
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* @param rv the vehicle that leaves the stop
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*/
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void RoadStop::Leave(RoadVehicle *rv)
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{
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/* Vehicle is leaving a road stop tile, mark bay as free
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* For drive-through stops, only do it if the vehicle stopped here */
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if (IsStandardRoadStopTile(rv->tile) || HasBit(rv->state, RVS_IS_STOPPING)) {
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if (IsStandardRoadStopTile(rv->tile)) {
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/* Vehicle is leaving a road stop tile, mark bay as free */
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this->FreeBay(HasBit(rv->state, RVS_USING_SECOND_BAY));
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ClrBit(rv->state, RVS_IS_STOPPING);
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this->SetEntranceBusy(false);
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} else {
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/* Otherwise just leave the drive through's entry cache. */
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this->GetEntry(DirToDiagDir(rv->direction))->Leave(rv);
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}
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if (IsStandardRoadStopTile(rv->tile)) this->SetEntranceBusy(false);
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}
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/**
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@@ -85,19 +249,8 @@ bool RoadStop::Enter(RoadVehicle *rv)
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}
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/* Vehicles entering a drive-through stop from the 'normal' side use first bay (bay 0). */
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byte side = ((DirToDiagDir(rv->direction) == ReverseDiagDir(GetRoadStopDir(this->xy))) == (rv->overtaking == 0)) ? 0 : 1;
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this->GetEntry(DirToDiagDir(rv->direction))->Enter(rv);
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if (!this->IsFreeBay(side)) return false;
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/* Check if the vehicle is stopping at this road stop */
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if (GetRoadStopType(this->xy) == (rv->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
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rv->current_order.ShouldStopAtStation(rv, GetStationIndex(this->xy))) {
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SetBit(rv->state, RVS_IS_STOPPING);
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this->AllocateDriveThroughBay(side);
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}
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/* Indicate if vehicle is using second bay. */
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if (side == 1) SetBit(rv->state, RVS_USING_SECOND_BAY);
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/* Indicate a drive-through stop */
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SetBit(rv->state, RVS_IN_DT_ROAD_STOP);
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return true;
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@@ -120,6 +273,121 @@ bool RoadStop::Enter(RoadVehicle *rv)
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}
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}
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/**
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* Leave the road stop
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* @param rv the vehicle that leaves the stop
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*/
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void RoadStop::Entry::Leave(const RoadVehicle *rv)
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{
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this->occupied -= rv->rcache.cached_veh_length;
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assert(this->occupied >= 0);
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}
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/**
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* Enter the road stop
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* @param rv the vehicle that enters the stop
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*/
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void RoadStop::Entry::Enter(const RoadVehicle *rv)
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{
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assert(this->occupied < this->length);
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this->occupied += rv->rcache.cached_veh_length;
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}
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/**
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* Checks whether the 'next' tile is still part of the road same drive through
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* stop 'rs' in the same direction for the same vehicle.
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* @param rs the road stop tile to check against
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* @param next the 'next' tile to check
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* @return true if the 'next' tile is part of the road stop at 'next'.
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*/
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/* static */ bool RoadStop::IsDriveThroughRoadStopContinuation(TileIndex rs, TileIndex next)
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{
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return IsTileType(next, MP_STATION) &&
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GetStationIndex(next) == GetStationIndex(rs) &&
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GetStationType(next) == GetStationType(rs) &&
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GetRoadStopDir(next) == GetRoadStopDir(rs) &&
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IsDriveThroughStopTile(next);
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}
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typedef std::list<const RoadVehicle *> RVList; ///< A list of road vehicles
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/** Helper for finding RVs in a road stop. */
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struct RoadStopEntryRebuilderHelper {
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RVList vehicles; ///< The list of vehicles to possibly add to.
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DiagDirection dir; ///< The direction the vehicle has to face to be added.
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};
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/**
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* Add road vehicles to the station's list if needed.
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* @param v the found vehicle
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* @param data the extra data used to make our decision
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* @return always NULL
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*/
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Vehicle *FindVehiclesInRoadStop(Vehicle *v, void *data)
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{
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RoadStopEntryRebuilderHelper *rserh = (RoadStopEntryRebuilderHelper*)data;
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/* Not a RV or not in the right direction or crashed :( */
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if (v->type != VEH_ROAD || DirToDiagDir(v->direction) != rserh->dir || !v->IsPrimaryVehicle() || (v->vehstatus & VS_CRASHED) != 0) return NULL;
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RoadVehicle *rv = RoadVehicle::From(v);
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/* Don't add ones not in a road stop */
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if (rv->state < RVSB_IN_ROAD_STOP) return NULL;
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/* Do not add duplicates! */
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for (RVList::iterator it = rserh->vehicles.begin(); it != rserh->vehicles.end(); it++) {
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if (rv == *it) return NULL;
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}
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rserh->vehicles.push_back(rv);
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return NULL;
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}
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/**
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* Rebuild, from scratch, the vehicles and other metadata on this stop.
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* @param rs the roadstop this entry is part of
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* @param side the side of the road stop to look at
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*/
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void RoadStop::Entry::Rebuild(const RoadStop *rs, int side)
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{
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assert(HasBit(rs->status, RSSFB_BASE_ENTRY));
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DiagDirection dir = GetRoadStopDir(rs->xy);
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if (side == -1) side = (rs->east == this);
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RoadStopEntryRebuilderHelper rserh;
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rserh.dir = side ? dir : ReverseDiagDir(dir);
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this->length = 0;
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TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
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for (TileIndex tile = rs->xy; IsDriveThroughRoadStopContinuation(rs->xy, tile); tile += offset) {
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this->length += TILE_SIZE;
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FindVehicleOnPos(tile, &rserh, FindVehiclesInRoadStop);
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}
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this->occupied = 0;
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for (RVList::iterator it = rserh.vehicles.begin(); it != rserh.vehicles.end(); it++) {
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this->occupied += (*it)->rcache.cached_veh_length;
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}
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}
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/**
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* Check the integrity of the data in this struct.
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* @param rs the roadstop this entry is part of
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*/
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void RoadStop::Entry::CheckIntegrity(const RoadStop *rs) const
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{
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if (!HasBit(rs->status, RSSFB_BASE_ENTRY)) return;
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/* The tile 'before' the road stop must not be part of this 'line' */
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assert(!IsDriveThroughRoadStopContinuation(rs->xy, rs->xy - abs(TileOffsByDiagDir(GetRoadStopDir(rs->xy)))));
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Entry temp;
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temp.Rebuild(rs, rs->east == this);
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if (temp.length != this->length || temp.occupied != this->occupied) NOT_REACHED();
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}
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void InitializeRoadStops()
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{
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_roadstop_pool.CleanPool();
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Block a user