Merge branch 'ship_collision_avoidance' into jgrpp

This commit is contained in:
Jonathan G Rennison
2018-02-04 13:32:37 +00:00
2 changed files with 65 additions and 22 deletions

View File

@@ -1265,7 +1265,7 @@ STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Changing
STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Infrastructure maintenance: {STRING2} STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Infrastructure maintenance: {STRING2}
STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :When enabled, infrastructure causes maintenance costs. The cost grows over-proportional with the network size, thus affecting bigger companies more than smaller ones STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :When enabled, infrastructure causes maintenance costs. The cost grows over-proportional with the network size, thus affecting bigger companies more than smaller ones
STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE :Ships avoid collisions: {STRING2} STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE :Ships avoid collisions: {STRING2}
STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE_HELPTEXT :When enabled, ships try to avoid passing through each other. Requires 90° turns to be forbidden. STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE_HELPTEXT :When enabled, ships try to avoid passing through each other. The best results are obtained when 90° turns are forbidden.
STR_CONFIG_SETTING_CHUNNEL :Allow construction of tunnels under water: {STRING2} STR_CONFIG_SETTING_CHUNNEL :Allow construction of tunnels under water: {STRING2}
STR_CONFIG_SETTING_CHUNNEL_HELPTEXT :When enabled, tunnels can be constructed under bodies of water at sea level. This requires the tunnel ends to be least 3 tiles away from the shore. STR_CONFIG_SETTING_CHUNNEL_HELPTEXT :When enabled, tunnels can be constructed under bodies of water at sea level. This requires the tunnel ends to be least 3 tiles away from the shore.

View File

@@ -551,9 +551,9 @@ static const byte _ship_subcoord[4][6][3] = {
/** Temporary data storage for testing collisions. */ /** Temporary data storage for testing collisions. */
struct ShipCollideChecker { struct ShipCollideChecker {
TrackBits track_bits; ///< Pathfinder chosen track converted to trackbits, or is v->state of requesting ship. (one bit set) 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. TileIndex search_tile; ///< The tile that we really want to check.
int32 z_pos; ///< z_pos of requesting ship. Ship *v; ///< Ship we are testing for collision.
}; };
/** Helper function for collision avoidance. */ /** Helper function for collision avoidance. */
@@ -568,13 +568,40 @@ static Vehicle *FindShipOnTile(Vehicle *v, void *data)
if (bits == TRACK_BIT_HORZ || bits == TRACK_BIT_VERT) return NULL; if (bits == TRACK_BIT_HORZ || bits == TRACK_BIT_VERT) return NULL;
/* Don't detect ships passing on aquaduct. */ /* Don't detect ships passing on aquaduct. */
if (abs(v->z_pos - scc->z_pos) >= 8) return NULL; if (abs(v->z_pos - scc->v->z_pos) >= 8) return NULL;
scc->tile = v->tile; /* Only requested tiles are checked. avoid desync. */
if (TileVirtXY(v->x_pos, v->y_pos) != scc->search_tile) return NULL;
return v; return v;
} }
/**
* Adjust speed while on aqueducts.
* @param search_tile Tile that the requesting ship will check, one will be added to look in front of the bow.
* @param ramp Ramp tile from aqueduct.
* @param v Ship that does the request.
* @return Allways false.
*/
static bool HandleSpeedOnAqueduct(Ship *v, TileIndex tile, TileIndex ramp)
{
TileIndexDiffC ti = TileIndexDiffCByDir(v->direction);
ShipCollideChecker scc;
scc.v = v;
scc.track_bits = TRACK_BIT_NONE;
scc.search_tile = TileAddWrap(tile, ti.x, ti.y);
if (scc.search_tile == INVALID_TILE) return false;
if (IsValidTile(scc.search_tile) &&
(HasVehicleOnPos(ramp, &scc, FindShipOnTile) ||
HasVehicleOnPos(GetOtherTunnelBridgeEnd(ramp), &scc, FindShipOnTile))) {
v->cur_speed /= 4;
}
return false;
}
/** /**
* If there is imminent collision or worse, direction and speed will be adjusted. * If there is imminent collision or worse, direction and speed will be adjusted.
* @param tile Tile that the ship is about to enter. * @param tile Tile that the ship is about to enter.
@@ -594,27 +621,39 @@ static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks,
/* Only check for collision when pathfinder did not change direction. /* Only check for collision when pathfinder did not change direction.
* This is done in order to keep ships moving towards the intended target. */ * This is done in order to keep ships moving towards the intended target. */
TrackBits combine = (v->state | track_bits); TrackBits combine = (v->state | track_bits);
if (combine != TRACK_BIT_HORZ && combine != TRACK_BIT_VERT && combine != track_bits && v->state != TRACK_BIT_WORMHOLE) return; 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;
TileIndexDiffC ti;
ShipCollideChecker scc; ShipCollideChecker scc;
scc.z_pos = v->z_pos; scc.v = v;
scc.track_bits = track_bits; scc.track_bits = track_bits;
scc.search_tile = tile;
bool found = HasVehicleOnPos(tile, &scc, FindShipOnTile); bool found = HasVehicleOnPos(tile, &scc, FindShipOnTile);
scc.track_bits = v->state;
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) {
/* Bridge entrance */
if (IsBridgeTile(tile) && HandleSpeedOnAqueduct(v, tile, tile)) return;
scc.track_bits = v->state;
ti = TileIndexDiffCByDiagDir(_ship_search_directions[track][diagdir]);
scc.search_tile = TileAddWrap(tile, ti.x, ti.y);
if (scc.search_tile == INVALID_TILE) return;
found = HasVehicleOnPos(scc.search_tile, &scc, FindShipOnTile);
}
if (!found) {
scc.track_bits = track_bits;
ti = TileIndexDiffCByDiagDir(diagdir);
scc.search_tile = TileAddWrap(scc.search_tile, ti.x, ti.y);
if (scc.search_tile == INVALID_TILE) return;
found = HasVehicleOnPos(scc.search_tile, &scc, FindShipOnTile);
}
if (found) { if (found) {
/* Speed adjustment related to distance. */ /* Speed adjustment related to distance. */
v->cur_speed /= scc.tile == tile ? 8 : 2; v->cur_speed /= scc.search_tile == tile ? 8 : 2;
/* Clean none wanted trackbits, including pathfinder track, TRACK_BIT_WORMHOLE and no 90 degree turns. */ /* Clean none wanted trackbits, including pathfinder track, TRACK_BIT_WORMHOLE and no 90 degree turns. */
tracks = IsDiagonalTrack(track) ? KillFirstBit(tracks) : (tracks & TRACK_BIT_CROSS); tracks = IsDiagonalTrack(track) ? KillFirstBit(tracks) : (tracks & TRACK_BIT_CROSS);
@@ -623,10 +662,11 @@ static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks,
while (tracks != TRACK_BIT_NONE) { while (tracks != TRACK_BIT_NONE) {
track = RemoveFirstTrack(&tracks); track = RemoveFirstTrack(&tracks);
TileIndex tile_check = TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]); ti = TileIndexDiffCByDiagDir(_ship_search_directions[track][diagdir]);
if (!IsValidTile(tile_check)) continue; TileIndex tile_check = TileAddWrap(tile, ti.x, ti.y);
if (tile_check == INVALID_TILE) continue;
if (HasVehicleOnPos(tile_check, &scc, &FindShipOnTile)) continue; if (HasVehicleOnPos(tile_check, &scc, FindShipOnTile)) continue;
TrackBits bits = GetAvailShipTracks(tile_check, _ship_search_directions[track][diagdir]); TrackBits bits = GetAvailShipTracks(tile_check, _ship_search_directions[track][diagdir]);
if (!IsDiagonalTrack(track)) bits &= TRACK_BIT_CROSS; // No 90 degree turns. if (!IsDiagonalTrack(track)) bits &= TRACK_BIT_CROSS; // No 90 degree turns.
@@ -757,12 +797,15 @@ static void ShipController(Ship *v)
} else { } else {
/* On a bridge */ /* On a bridge */
if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
if (_settings_game.vehicle.ship_collision_avoidance && gp.new_tile != TileVirtXY(v->x_pos, v->y_pos)) HandleSpeedOnAqueduct(v, gp.new_tile, v->tile);
v->x_pos = gp.x; v->x_pos = gp.x;
v->y_pos = gp.y; v->y_pos = gp.y;
v->UpdatePosition(); v->UpdatePosition();
if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true); if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
return; return;
} }
/* Bridge exit */
if (_settings_game.vehicle.ship_collision_avoidance && gp.new_tile != TileVirtXY(v->x_pos, v->y_pos)) HandleSpeedOnAqueduct(v, gp.new_tile, v->tile);
} }
/* update image of ship, as well as delta XY */ /* update image of ship, as well as delta XY */