Add wormhole ship detection, one tile only!

This commit is contained in:
HackaLittleBit
2018-02-04 12:48:50 +00:00
committed by Jonathan G Rennison
parent 9326706eb9
commit fca03da2bb

View File

@@ -537,6 +537,28 @@ static Vehicle *FindShipOnTile(Vehicle *v, void *data)
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)
{
ShipCollideChecker scc;
scc.search_tile = tile + TileOffsByDir(v->direction);
scc.v = v;
scc.track_bits = TRACK_BIT_NONE;
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.
* @param tile Tile that the ship is about to enter.
@@ -566,6 +588,9 @@ static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks,
bool found = HasVehicleOnPos(tile, &scc, FindShipOnTile);
if (!found) {
/* Bridge entrance */
if (IsBridgeTile(tile) && HandleSpeedOnAqueduct(v, tile, tile)) return;
scc.track_bits = v->state;
scc.search_tile = TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]);
if (!IsValidTile(scc.search_tile)) return;
@@ -579,7 +604,6 @@ static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks,
found = HasVehicleOnPos(scc.search_tile, &scc, FindShipOnTile);
}
if (found) {
/* Speed adjustment related to distance. */
@@ -727,12 +751,15 @@ static void ShipController(Ship *v)
} else {
/* On a bridge */
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->y_pos = gp.y;
v->UpdatePosition();
if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
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 */