Fix: Try all possible reverse directions when a ship reaches a dead end

This commit is contained in:
glx22
2021-10-05 17:58:19 +02:00
committed by Loïc Guilloux
parent 207cf7bbdd
commit cbe00ec651
5 changed files with 49 additions and 15 deletions

View File

@@ -335,13 +335,13 @@ static Vehicle *EnsureNoMovingShipProc(Vehicle *v, void *data)
return v->type == VEH_SHIP && (v->vehstatus & (VS_HIDDEN | VS_STOPPED)) == 0 ? v : nullptr;
}
static bool CheckReverseShip(const Ship *v)
static bool CheckReverseShip(const Ship *v, Trackdir *trackdir = nullptr)
{
/* Ask pathfinder for best direction */
bool reverse = false;
switch (_settings_game.pf.pathfinder_for_ships) {
case VPF_NPF: reverse = NPFShipCheckReverse(v); break;
case VPF_YAPF: reverse = YapfShipCheckReverse(v); break;
case VPF_NPF: reverse = NPFShipCheckReverse(v, trackdir); break;
case VPF_YAPF: reverse = YapfShipCheckReverse(v, trackdir); break;
default: NOT_REACHED();
}
return reverse;
@@ -725,7 +725,19 @@ static void ShipController(Ship *v)
DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
assert(diagdir != INVALID_DIAGDIR);
tracks = GetAvailShipTracks(gp.new_tile, diagdir);
if (tracks == TRACK_BIT_NONE) goto reverse_direction;
if (tracks == TRACK_BIT_NONE) {
Trackdir trackdir = INVALID_TRACKDIR;
CheckReverseShip(v, &trackdir);
if (trackdir == INVALID_TRACKDIR) goto reverse_direction;
static const Direction _trackdir_to_direction[] = {
DIR_NE, DIR_SE, DIR_E, DIR_E, DIR_S, DIR_S, INVALID_DIR, INVALID_DIR,
DIR_SW, DIR_NW, DIR_W, DIR_W, DIR_N, DIR_N, INVALID_DIR, INVALID_DIR,
};
v->direction = _trackdir_to_direction[trackdir];
assert(v->direction != INVALID_DIR);
v->state = TrackdirBitsToTrackBits(TrackdirToTrackdirBits(trackdir));
goto direction_changed;
}
/* Choose a direction, and continue if we find one */
track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
@@ -796,6 +808,7 @@ getout:
reverse_direction:
v->direction = ReverseDir(v->direction);
direction_changed:
/* Remember our current location to avoid movement glitch */
v->rotation_x_pos = v->x_pos;
v->rotation_y_pos = v->y_pos;