Simplify some rail/signalled tunnel/bridge tile checks
This commit is contained in:
13
src/pbs.cpp
13
src/pbs.cpp
@@ -419,7 +419,7 @@ static PBSTileInfo FollowReservation(Owner o, RailTypes rts, TileIndex tile, Tra
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/* Do not disallow 90 deg turns as the setting might have changed between reserving and now. */
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CFollowTrackRail ft(o, rts);
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auto check_tunnel_bridge = [&]() -> bool {
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if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && IsTunnelBridgeWithSignalSimulation(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
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if (IsTunnelBridgeWithSignalSimulation(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
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if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC && IsTunnelBridgeSignalSimulationEntrance(tile)) {
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TileIndex end = GetOtherTunnelBridgeEnd(tile);
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if (HasAcrossTunnelBridgeReservation(end) && GetTunnelBridgeExitSignalState(end) == SIGNAL_STATE_GREEN &&
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@@ -683,7 +683,7 @@ bool ValidateLookAhead(const Train *v)
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Trackdir trackdir = v->lookahead->reservation_end_trackdir;
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if (HasBit(v->lookahead->flags, TRLF_TB_EXIT_FREE)) {
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if (!likely(IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && TrackdirEntersTunnelBridge(tile, trackdir))) {
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if (!likely(IsRailTunnelBridgeTile(tile) && TrackdirEntersTunnelBridge(tile, trackdir))) {
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return false;
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}
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}
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@@ -943,7 +943,7 @@ void FillTrainReservationLookAhead(Train *v)
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} else {
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tile = v->lookahead->reservation_end_tile;
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trackdir = v->lookahead->reservation_end_trackdir;
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if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && IsTunnelBridgeSignalSimulationEntrance(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
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if (IsTunnelBridgeSignalSimulationEntranceTile(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
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TileIndex end = GetOtherTunnelBridgeEnd(tile);
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int raw_free_tiles;
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if (HasBit(v->lookahead->flags, TRLF_TB_EXIT_FREE)) {
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@@ -1157,7 +1157,7 @@ bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bo
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if (HasSignalOnTrackdir(tile, trackdir) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
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}
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if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && IsTrackAcrossTunnelBridge(tile, TrackdirToTrack(trackdir))) {
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if (IsRailTunnelBridgeTile(tile) && IsTrackAcrossTunnelBridge(tile, TrackdirToTrack(trackdir))) {
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if (IsTunnelBridgeSignalSimulationEntrance(tile)) {
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return true;
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}
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@@ -1199,7 +1199,7 @@ bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bo
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GetSignalType(ft.m_new_tile, TrackdirToTrack(td)) == SIGTYPE_PBS_ONEWAY) {
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return include_line_end;
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}
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if (IsTileType(ft.m_new_tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(ft.m_new_tile) == TRANSPORT_RAIL &&
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if (IsRailTunnelBridgeTile(ft.m_new_tile) &&
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IsTrackAcrossTunnelBridge(ft.m_new_tile, TrackdirToTrack(td)) &&
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IsTunnelBridgeSignalSimulationExitOnly(ft.m_new_tile) && IsTunnelBridgeEffectivelyPBS(ft.m_new_tile)) {
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return include_line_end;
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@@ -1253,8 +1253,7 @@ bool IsWaitingPositionFree(const Train *v, TileIndex tile, Trackdir trackdir, bo
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return pbs_res_end_wait_test(tile, trackdir);
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}
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if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && IsTunnelBridgeSignalSimulationEntrance(tile)
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&& IsTrackAcrossTunnelBridge(tile, TrackdirToTrack(trackdir))) {
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if (IsTunnelBridgeSignalSimulationEntranceTile(tile) && IsTrackAcrossTunnelBridge(tile, TrackdirToTrack(trackdir))) {
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if (IsTunnelBridgeSignalSimulationBidirectional(tile)) {
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TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
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if (HasAcrossTunnelBridgeReservation(other_end) && GetTunnelBridgeExitSignalState(other_end) == SIGNAL_STATE_RED) return false;
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@@ -4003,8 +4003,7 @@ static bool HasLongReservePbsSignalOnTrackdir(Train* v, TileIndex tile, Trackdir
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static TileIndex CheckLongReservePbsTunnelBridgeOnTrackdir(Train* v, TileIndex tile, Trackdir trackdir)
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{
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if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC && IsTileType(tile, MP_TUNNELBRIDGE) &&
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GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && IsTunnelBridgeSignalSimulationEntrance(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
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if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC && IsTunnelBridgeSignalSimulationEntranceTile(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
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TileIndex end = GetOtherTunnelBridgeEnd(tile);
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int raw_free_tiles;
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@@ -6148,8 +6147,7 @@ static bool TrainCheckIfLineEnds(Train *v, bool reverse)
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/* approaching a rail/road crossing? then make it red */
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if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
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if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL &&
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IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
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if (IsTunnelBridgeSignalSimulationEntranceTile(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
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return TrainApproachingLineEnd(v, true, reverse);
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}
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@@ -74,9 +74,7 @@ static inline bool HasTunnelBridgeSnowOrDesert(TileIndex t)
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*/
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static inline bool IsRailTunnelBridgeTile(TileIndex t)
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{
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TransportType tt = Extract<TransportType, 2, 2>(_m[t].m5);
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return IsTileType(t, MP_TUNNELBRIDGE) && (tt == TRANSPORT_RAIL);
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return IsTileType(t, MP_TUNNELBRIDGE) && (Extract<TransportType, 2, 2>(_m[t].m5) == TRANSPORT_RAIL);
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}
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static inline void SetTunnelBridgeGroundBits(TileIndex t, uint8 bits)
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@@ -381,6 +379,17 @@ static inline bool IsTunnelBridgeSignalSimulationEntrance(TileIndex t)
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return HasBit(_m[t].m5, 5);
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}
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/**
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* Is this a tunnel/bridge entrance tile with signal?
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* Tunnel bridge signal simulation has allways bit 5 on at entrance.
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* @param t the tile that might be a tunnel/bridge.
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* @return true if and only if this tile is a tunnel/bridge entrance.
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*/
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static inline bool IsTunnelBridgeSignalSimulationEntranceTile(TileIndex t)
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{
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return IsTileType(t, MP_TUNNELBRIDGE) && HasBit(_m[t].m5, 5);
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}
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/**
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* Is this a tunnel/bridge entrance tile with signal only?
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* @param t the tile that might be a tunnel/bridge.
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@@ -405,6 +414,16 @@ static inline bool IsTunnelBridgeSignalSimulationExit(TileIndex t)
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return HasBit(_m[t].m5, 6);
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}
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/**
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* Is this a tunnel/bridge exit?
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* @param t the tile that might be a tunnel/bridge.
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* @return true if and only if this tile is a tunnel/bridge exit.
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*/
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static inline bool IsTunnelBridgeSignalSimulationExitTile(TileIndex t)
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{
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return IsTileType(t, MP_TUNNELBRIDGE) && HasBit(_m[t].m5, 6);
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}
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/**
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* Is this a tunnel/bridge exit only?
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* @param t the tile that might be a tunnel/bridge.
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