diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp index 0224e58f79..bce2534ee7 100644 --- a/src/ship_cmd.cpp +++ b/src/ship_cmd.cpp @@ -509,68 +509,89 @@ static const byte _ship_subcoord[4][6][3] = { } }; +/** Temporary data storage for testing collisions. */ struct ShipCollideChecker { - TrackBits track_bits; ///< Trackbits (track that was chosen by the pathfinder converted in trackbits.) . - TileIndex tile; ///< Tile of where ship was found, used to determine distance between ships. + TrackBits track_bits; ///< Pathfinder chosen track converted to trackbits, or is v->state of requesting ship. (one bit set) + TileIndex tile; ///< Tile where ship was found, used to determine distance between ships. }; /** Helper function for collision avoidance. */ static Vehicle *FindShipOnTile(Vehicle *v, void *data) { - if (v->type != VEH_SHIP || v->vehstatus & VS_STOPPED) return NULL; + if (v->type != VEH_SHIP) return NULL; ShipCollideChecker *scc = (ShipCollideChecker*)data; - scc->tile = v->tile; /* Don't detect vehicles on different parallel tracks. */ TrackBits bits = scc->track_bits | Ship::From(v)->state; if (bits == TRACK_BIT_HORZ || bits == TRACK_BIT_VERT) return NULL; + scc->tile = v->tile; + return v; } /** * If there is imminent collision or worse, direction and speed will be adjusted. - * @param tile Tile that the ship is about to enter. - * @param v Ship that does the request. - * @param tracks The available tracks that could be followed. - * @param track The track that the pathfinder assigned. - * @param diagdir The DiagDirection that tile will be entered. + * @param tile Tile that the ship is about to enter. + * @param v Ship that does the request. + * @param tracks The available tracks that could be followed. + * @param track_old The track that the pathfinder assigned. + * @param diagdir The DiagDirection that tile will be entered. * @return The new track if found. */ static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks, Track *track_old, DiagDirection diagdir) { - if (!_settings_game.pf.forbid_90_deg || !_settings_game.vehicle.ship_collision_avoidance) return; if (DistanceManhattan(v->dest_tile, tile) <= 3 && !v->current_order.IsType(OT_GOTO_WAYPOINT)) return; // No checking close to docks and depots. Track track = *track_old; + TrackBits track_bits = TrackToTrackBits(track); + + /* Only check for collision when pathfinder did not change direction. + * This is done in order to keep ships moving towards the intended target. */ + TrackBits combine = (v->state | track_bits); + if (combine != TRACK_BIT_HORZ && combine != TRACK_BIT_VERT && combine != track_bits) return; TileIndex tile_plus_one = TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]); if (!IsValidTile(tile_plus_one)) tile_plus_one = tile; + TileIndex tile_plus_two = TileAddByDiagDir(tile_plus_one, diagdir); + if (!IsValidTile(tile_plus_two)) tile_plus_two = tile_plus_one; ShipCollideChecker scc; + scc.track_bits = track_bits; + bool found = HasVehicleOnPos(tile, &scc, FindShipOnTile); scc.track_bits = v->state; - bool found = HasVehicleOnPos(tile_plus_one, &scc, &FindShipOnTile); - scc.track_bits = TrackToTrackBits(track); - if (!found) found = HasVehicleOnPos(tile, &scc, &FindShipOnTile); + if (!found) found = HasVehicleOnPos(tile_plus_one, &scc, FindShipOnTile); + scc.track_bits = track_bits; + if (!found) found = HasVehicleOnPos(tile_plus_two, &scc, FindShipOnTile); if (found) { /* Speed adjustment related to distance. */ - v->cur_speed /= scc.tile == tile_plus_one ? 2 : 4; + v->cur_speed /= scc.tile == tile ? 8 : 2; - switch (tracks) { - default: break; - case TRACK_BIT_3WAY_NE: track == TRACK_RIGHT ? track = TRACK_X : track = TRACK_UPPER; break; - case TRACK_BIT_3WAY_SE: track == TRACK_LOWER ? track = TRACK_Y : track = TRACK_RIGHT; break; - case TRACK_BIT_3WAY_SW: track == TRACK_LEFT ? track = TRACK_X : track = TRACK_LOWER; break; - case TRACK_BIT_3WAY_NW: track == TRACK_UPPER ? track = TRACK_Y : track = TRACK_LEFT; break; + /* Clean none wanted trackbits, including pathfinder track and no 90 degree turns. */ + tracks = IsDiagonalTrack(track) ? KillFirstBit(tracks) : (tracks & TRACK_BIT_CROSS); + + /* Just follow track 1 tile and see if there is a track to follow. (try not to bang in coast or ship) */ + while (tracks != TRACK_BIT_NONE) { + track = RemoveFirstTrack(&tracks); + + TileIndex tile_check = TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]); + if (!IsValidTile(tile_check)) continue; + + if (HasVehicleOnPos(tile_check, &scc, &FindShipOnTile)) continue; + + TrackBits bits = GetAvailShipTracks(tile_check, _ship_search_directions[track][diagdir]); + if (!IsDiagonalTrack(track)) bits &= TRACK_BIT_CROSS; // No 90 degree turns. + + if (bits != INVALID_TRACK_BIT && bits != TRACK_BIT_NONE) { + *track_old = track; + break; + } } - /* Don't bump in coast, don't get stuck. */ - if (track != *track_old && !IsWaterTile(TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]))) return; - *track_old = track; } } @@ -667,7 +688,7 @@ static void ShipController(Ship *v) if (track == INVALID_TRACK) goto reverse_direction; /* Try to avoid collision and keep distance between ships. */ - CheckDistanceBetweenShips(gp.new_tile, v, tracks, &track, diagdir); + if (_settings_game.vehicle.ship_collision_avoidance) CheckDistanceBetweenShips(gp.new_tile, v, tracks, &track, diagdir); b = _ship_subcoord[diagdir][track];