(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:
rubidium
2009-12-04 20:52:19 +00:00
parent 53416773ee
commit 0fed86a779
16 changed files with 459 additions and 50 deletions

View File

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