Feature: Non-rectangular sparse station catchment area.

This commit is contained in:
Peter Nelson
2019-02-14 21:07:15 +00:00
committed by PeterN
parent 3542ed53d4
commit 8b1b3fd0f9
13 changed files with 285 additions and 147 deletions

View File

@@ -23,6 +23,7 @@
#include "station_base.h"
#include "roadstop_base.h"
#include "industry.h"
#include "town.h"
#include "core/random_func.hpp"
#include "linkgraph/linkgraph.h"
#include "linkgraph/linkgraphschedule.h"
@@ -119,6 +120,9 @@ Station::~Station()
}
}
/* Remove station from industries and towns that reference it. */
this->RemoveFromAllNearbyLists();
/* Clear the persistent storage. */
delete this->airport.psa;
@@ -261,6 +265,39 @@ void Station::MarkTilesDirty(bool cargo_change) const
return length;
}
/**
* Get the catchment size of an individual station tile.
* @param tile Station tile to get catchment size of.
* @param st Associated station of station tile.
* @pre IsTileType(tile, MP_STATION)
* @return The catchment size of the station tile.
*/
static uint GetTileCatchmentRadius(TileIndex tile, const Station *st)
{
assert(IsTileType(tile, MP_STATION));
if (_settings_game.station.modified_catchment) {
switch (GetStationType(tile)) {
case STATION_RAIL: return CA_TRAIN;
case STATION_OILRIG: return CA_UNMODIFIED;
case STATION_AIRPORT: return st->airport.GetSpec()->catchment;
case STATION_TRUCK: return CA_TRUCK;
case STATION_BUS: return CA_BUS;
case STATION_DOCK: return CA_DOCK;
default: NOT_REACHED();
case STATION_BUOY:
case STATION_WAYPOINT: return CA_NONE;
}
} else {
switch (GetStationType(tile)) {
default: return CA_UNMODIFIED;
case STATION_BUOY:
case STATION_WAYPOINT: return CA_NONE;
}
}
}
/**
* Determines the catchment radius of the station
* @return The radius
@@ -305,85 +342,127 @@ Rect Station::GetCatchmentRect() const
return ret;
}
/** Rect and pointer to IndustryVector */
struct RectAndIndustryVector {
Rect rect; ///< The rectangle to search the industries in.
IndustryList *industries_near; ///< The nearby industries.
};
/**
* Callback function for Station::RecomputeIndustriesNear()
* Tests whether tile is an industry and possibly adds
* the industry to station's industries_near list.
* @param ind_tile tile to check
* @param user_data pointer to RectAndIndustryVector
* @return always false, we want to search all tiles
* Add nearby industry to station's industries_near list if it accepts cargo.
* @param ind Industry
* @param st Station
*/
static bool FindIndustryToDeliver(TileIndex ind_tile, void *user_data)
static void AddIndustryToDeliver(Industry *ind, Station *st)
{
/* Only process industry tiles */
if (!IsTileType(ind_tile, MP_INDUSTRY)) return false;
RectAndIndustryVector *riv = (RectAndIndustryVector *)user_data;
Industry *ind = Industry::GetByTile(ind_tile);
/* Don't check further if this industry is already in the list */
if (riv->industries_near->find(ind) != riv->industries_near->end()) return false;
/* Only process tiles in the station acceptance rectangle */
int x = TileX(ind_tile);
int y = TileY(ind_tile);
if (x < riv->rect.left || x > riv->rect.right || y < riv->rect.top || y > riv->rect.bottom) return false;
if (st->industries_near.find(ind) != st->industries_near.end()) return;
/* Include only industries that can accept cargo */
uint cargo_index;
for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
if (ind->accepts_cargo[cargo_index] != CT_INVALID) break;
}
if (cargo_index >= lengthof(ind->accepts_cargo)) return false;
if (cargo_index >= lengthof(ind->accepts_cargo)) return;
riv->industries_near->insert(ind);
st->industries_near.insert(ind);
}
/**
* Remove this station from the nearby stations lists of all towns and industries.
*/
void Station::RemoveFromAllNearbyLists()
{
Town *t;
FOR_ALL_TOWNS(t) { t->stations_near.erase(this); }
Industry *i;
FOR_ALL_INDUSTRIES(i) { i->stations_near.erase(this); }
}
/**
* Test if the given town ID is covered by our catchment area.
* This is used when removing a house tile to determine if it was the last house tile
* within our catchment.
* @param t TownID to test.
* @return true if at least one house tile of TownID is covered.
*/
bool Station::CatchmentCoversTown(TownID t) const
{
BitmapTileIterator it(this->catchment_tiles);
for (TileIndex tile = it; tile != INVALID_TILE; tile = ++it) {
if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) == t) return true;
}
return false;
}
/**
* Recomputes Station::industries_near, list of industries possibly
* accepting cargo in station's catchment radius
* Recompute tiles covered in our catchment area.
* This will additionally recompute nearby towns and industries.
*/
void Station::RecomputeIndustriesNear()
void Station::RecomputeCatchment()
{
this->industries_near.clear();
if (this->rect.IsEmpty()) return;
this->RemoveFromAllNearbyLists();
if (this->rect.IsEmpty()) {
this->catchment_tiles.Reset();
return;
}
this->catchment_tiles.Initialize(GetCatchmentRect());
if (!_settings_game.station.serve_neutral_industries && this->industry != NULL) {
/* Station is associated with an industry, so we only need to deliver to that industry. */
TILE_AREA_LOOP(tile, this->industry->location) {
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == this->industry->index) {
this->catchment_tiles.SetTile(tile);
}
}
/* The industry's stations_near may have been computed before its neutral station was built so clear and re-add here. */
for (Station *st : this->industry->stations_near) {
st->industries_near.erase(this->industry);
}
this->industry->stations_near.clear();
this->industry->stations_near.insert(this);
this->industries_near.insert(this->industry);
return;
}
RectAndIndustryVector riv = {
this->GetCatchmentRect(),
&this->industries_near
};
/* Loop finding all station tiles */
TileArea ta(TileXY(this->rect.left, this->rect.top), TileXY(this->rect.right, this->rect.bottom));
TILE_AREA_LOOP(tile, ta) {
if (!IsTileType(tile, MP_STATION) || GetStationIndex(tile) != this->index) continue;
/* Compute maximum extent of acceptance rectangle wrt. station sign */
TileIndex start_tile = this->xy;
uint max_radius = max(
max(DistanceManhattan(start_tile, TileXY(riv.rect.left, riv.rect.top)), DistanceManhattan(start_tile, TileXY(riv.rect.left, riv.rect.bottom))),
max(DistanceManhattan(start_tile, TileXY(riv.rect.right, riv.rect.top)), DistanceManhattan(start_tile, TileXY(riv.rect.right, riv.rect.bottom)))
);
uint r = GetTileCatchmentRadius(tile, this);
if (r == CA_NONE) continue;
CircularTileSearch(&start_tile, 2 * max_radius + 1, &FindIndustryToDeliver, &riv);
/* This tile sub-loop doesn't need to test any tiles, they are simply added to the catchment set. */
TileArea ta2(TileXY(max<int>(TileX(tile) - r, 0), max<int>(TileY(tile) - r, 0)), TileXY(min<int>(TileX(tile) + r, MapMaxX()), min<int>(TileY(tile) + r, MapMaxY())));
TILE_AREA_LOOP(tile2, ta2) this->catchment_tiles.SetTile(tile2);
}
/* Search catchment tiles for towns and industries */
BitmapTileIterator it(this->catchment_tiles);
for (TileIndex tile = it; tile != INVALID_TILE; tile = ++it) {
if (IsTileType(tile, MP_HOUSE)) {
Town *t = Town::GetByTile(tile);
t->stations_near.insert(this);
}
if (IsTileType(tile, MP_INDUSTRY)) {
Industry *i = Industry::GetByTile(tile);
/* Ignore industry if it has a neutral station. It already can't be this station. */
if (!_settings_game.station.serve_neutral_industries && i->neutral_station != NULL) continue;
i->stations_near.insert(this);
/* Add if we can deliver to this industry as well */
AddIndustryToDeliver(i, this);
}
}
}
/**
* Recomputes Station::industries_near for all stations
* Recomputes catchment of all stations.
* This will additionally recompute nearby stations for all towns and industries.
*/
/* static */ void Station::RecomputeIndustriesNearForAll()
/* static */ void Station::RecomputeCatchmentForAll()
{
Station *st;
FOR_ALL_STATIONS(st) st->RecomputeIndustriesNear();
FOR_ALL_STATIONS(st) { st->RecomputeCatchment(); }
}
/************************************************************************/