Add: Road vehicle path cache. (#7261)
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@@ -924,6 +924,8 @@ static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection
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/* Remove tracks unreachable from the enter dir */
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trackdirs &= DiagdirReachesTrackdirs(enterdir);
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if (trackdirs == TRACKDIR_BIT_NONE) {
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/* If vehicle expected a path, it no longer exists, so invalidate it. */
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if (!v->path.empty()) v->path.clear();
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/* No reachable tracks, so we'll reverse */
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return_track(_road_reverse_table[enterdir]);
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}
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@@ -954,12 +956,35 @@ static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection
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/* Only one track to choose between? */
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if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
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if (!v->path.empty() && v->path.tile.front() == tile) {
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/* Vehicle expected a choice here, invalidate its path. */
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v->path.clear();
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}
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return_track(FindFirstBit2x64(trackdirs));
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}
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/* Attempt to follow cached path. */
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if (!v->path.empty()) {
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if (v->path.tile.front() != tile) {
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/* Vehicle didn't expect a choice here, invalidate its path. */
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v->path.clear();
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} else {
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Trackdir trackdir = v->path.td.front();
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if (HasBit(trackdirs, trackdir)) {
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v->path.td.pop_front();
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v->path.tile.pop_front();
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return_track(trackdir);
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}
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/* Vehicle expected a choice which is no longer available. */
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v->path.clear();
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}
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}
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switch (_settings_game.pf.pathfinder_for_roadvehs) {
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case VPF_NPF: best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, path_found); break;
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case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
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case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found, v->path); break;
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default: NOT_REACHED();
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}
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@@ -1600,6 +1625,13 @@ bool RoadVehicle::Tick()
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return true;
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}
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void RoadVehicle::SetDestTile(TileIndex tile)
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{
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if (tile == this->dest_tile) return;
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this->path.clear();
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this->dest_tile = tile;
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}
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static void CheckIfRoadVehNeedsService(RoadVehicle *v)
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{
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/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
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