(svn r18421) -Fix [FS#3244]: pathfinders wouldn't consider the 'other' reachable waypoint tile if the closest one is free but there is no safe waiting point directly after it. Now check for a free safe waiting point beyond the waypoint unless there are junctions before the first safe waiting point.

This commit is contained in:
rubidium
2009-12-07 08:47:10 +00:00
parent 5e2a1a46ed
commit c616b8cc0c
2 changed files with 64 additions and 3 deletions

View File

@@ -24,6 +24,7 @@
#include "../../roadstop_base.h"
#include "../pathfinder_func.h"
#include "../pathfinder_type.h"
#include "../follow_track.hpp"
#include "aystar.h"
enum {
@@ -419,6 +420,38 @@ static int32 NPFRailPathCost(AyStar *as, AyStarNode *current, OpenListNode *pare
* this penalty exactly once, on its end tile (if it's a station) and it
* will therefore not make a difference. */
cost = NPF_TILE_LENGTH + _settings_game.pf.npf.npf_rail_station_penalty;
if (IsRailWaypoint(tile)) {
NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
if (fstd->v->current_order.IsType(OT_GOTO_WAYPOINT) && GetStationIndex(tile) == fstd->v->current_order.GetDestination()) {
/* This waypoint is our destination; maybe this isn't an unreserved
* one, so check that and if so see that as the last signal being
* red. This way waypoints near stations should work better. */
const Train *train = Train::From(fstd->v);
CFollowTrackRail ft(train);
TileIndex t = tile;
Trackdir td = trackdir;
while (ft.Follow(t, td)) {
assert(t != ft.m_new_tile);
t = ft.m_new_tile;
if (KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
/* We encountered a junction; it's going to be too complex to
* handle this perfectly, so just bail out. There is no simple
* free path, so try the other possibilities. */
td = INVALID_TRACKDIR;
break;
}
td = RemoveFirstTrackdir(&ft.m_new_td_bits);
/* If this is a safe waiting position we're done searching for it */
if (IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg)) break;
}
if (td == INVALID_TRACKDIR ||
!IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg) ||
!IsWaitingPositionFree(train, t, td, _settings_game.pf.forbid_90_deg)) {
cost += _settings_game.pf.npf.npf_rail_lastred_penalty;
}
}
}
break;
default: