mirror of https://github.com/OpenTTD/OpenTTD
Merge aed4c6ae90
into 4d0682d034
commit
d26a4b3ce7
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@ -46,6 +46,11 @@
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/** Max distance in tiles (as the crow flies) to search for depots when user clicks "go to depot". */
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constexpr int MAX_SHIP_DEPOT_SEARCH_DISTANCE = 80;
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uint GetMaxShipDepotServiceSearchDistance()
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{
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return _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH;
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}
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/**
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* Determine the effective #WaterClass for a ship travelling on a tile.
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* @param tile Tile of interest
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@ -148,42 +153,52 @@ void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpri
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result->Set(_ship_sprites[spritenum] + direction);
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}
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static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
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static std::unordered_set<int> &GetReachableWaterRegionPatchHashes(const Vehicle *v, uint max_distance)
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{
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const int max_region_distance = (max_distance / WATER_REGION_EDGE_LENGTH) + 1;
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const uint max_region_distance = ((max_distance / WATER_REGION_EDGE_LENGTH) + 1) * 2;
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struct SearchNode {
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WaterRegionPatchDesc patch;
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uint distance;
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};
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static std::unordered_set<int> visited_patch_hashes;
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static std::deque<WaterRegionPatchDesc> patches_to_search;
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static std::deque<SearchNode> patches_to_search;
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visited_patch_hashes.clear();
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patches_to_search.clear();
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/* Step 1: find a set of reachable Water Region Patches using BFS. */
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const WaterRegionPatchDesc start_patch = GetWaterRegionPatchInfo(v->tile);
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patches_to_search.push_back(start_patch);
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patches_to_search.emplace_back(start_patch, 0);
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visited_patch_hashes.insert(CalculateWaterRegionPatchHash(start_patch));
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while (!patches_to_search.empty()) {
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/* Remove first patch from the queue and make it the current patch. */
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const WaterRegionPatchDesc current_node = patches_to_search.front();
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const SearchNode current_node = patches_to_search.front();
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patches_to_search.pop_front();
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/* Add neighbors of the current patch to the search queue. */
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TVisitWaterRegionPatchCallBack visitFunc = [&](const WaterRegionPatchDesc &water_region_patch) {
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/* Note that we check the max distance per axis, not the total distance. */
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if (std::abs(water_region_patch.x - start_patch.x) > max_region_distance ||
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std::abs(water_region_patch.y - start_patch.y) > max_region_distance) return;
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const uint distance = current_node.distance + std::abs(water_region_patch.x - current_node.patch.x) + std::abs(water_region_patch.y - current_node.patch.y);
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if (distance > max_region_distance) return;
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const int hash = CalculateWaterRegionPatchHash(water_region_patch);
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if (visited_patch_hashes.count(hash) == 0) {
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if (!visited_patch_hashes.contains(hash)) {
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visited_patch_hashes.insert(hash);
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patches_to_search.push_back(water_region_patch);
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patches_to_search.emplace_back(water_region_patch, distance);
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}
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};
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VisitWaterRegionPatchNeighbors(current_node, visitFunc);
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VisitWaterRegionPatchNeighbors(current_node.patch, visitFunc);
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}
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/* Step 2: Find the closest depot within the reachable Water Region Patches. */
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return visited_patch_hashes;
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}
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static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
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{
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const std::unordered_set<int> &visited_patch_hashes = GetReachableWaterRegionPatchHashes(v, max_distance);
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/* Find the closest depot within the reachable Water Region Patches. */
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const Depot *best_depot = nullptr;
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uint best_dist_sq = std::numeric_limits<uint>::max();
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for (const Depot *depot : Depot::Iterate()) {
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@ -191,7 +206,7 @@ static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
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if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
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const uint dist_sq = DistanceSquare(tile, v->tile);
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if (dist_sq < best_dist_sq && dist_sq <= max_distance * max_distance &&
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visited_patch_hashes.count(CalculateWaterRegionPatchHash(GetWaterRegionPatchInfo(tile))) > 0) {
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visited_patch_hashes.contains(CalculateWaterRegionPatchHash(GetWaterRegionPatchInfo(tile)))) {
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best_dist_sq = dist_sq;
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best_depot = depot;
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}
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@ -209,10 +224,9 @@ static void CheckIfShipNeedsService(Vehicle *v)
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return;
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}
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uint max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH;
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const Depot *depot = FindClosestShipDepot(v, max_distance);
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if (v->current_order.IsType(OT_GOTO_DEPOT) && Depot::GetByTile(v->dest_tile)) return;
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const Depot *depot = FindClosestShipDepot(v, GetMaxShipDepotServiceSearchDistance());
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if (depot == nullptr) {
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if (v->current_order.IsType(OT_GOTO_DEPOT)) {
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v->current_order.MakeDummy();
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@ -490,9 +504,10 @@ static void ShipArrivesAt(const Vehicle *v, Station *st)
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* @param v Ship to navigate
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* @param tile Tile, the ship is about to enter
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* @param tracks Available track choices on \a tile
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* @param called_recursively Whether or not this function was called recursively. For internal use only.
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* @return Track to choose, or INVALID_TRACK when to reverse.
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*/
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static Track ChooseShipTrack(Ship *v, TileIndex tile, TrackBits tracks)
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static Track ChooseShipTrack(Ship *v, TileIndex tile, TrackBits tracks, bool called_recursively = false)
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{
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bool path_found = true;
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Track track;
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@ -518,6 +533,16 @@ static Track ChooseShipTrack(Ship *v, TileIndex tile, TrackBits tracks)
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v->path.clear();
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}
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/* Abandon automatic service at depot if depot has become unreachable or is now too far away. */
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if (!called_recursively && v->current_order.IsType(OT_GOTO_DEPOT) && (v->current_order.GetDepotOrderType() & ODTFB_SERVICE)) {
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const std::unordered_set<int> &visited_patch_hashes = GetReachableWaterRegionPatchHashes(v, GetMaxShipDepotServiceSearchDistance());
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if (!visited_patch_hashes.contains(CalculateWaterRegionPatchHash(GetWaterRegionPatchInfo(v->dest_tile)))) {
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v->current_order.MakeDummy();
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ProcessOrders(v);
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return ChooseShipTrack(v, tile, tracks, true);
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}
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}
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track = YapfShipChooseTrack(v, tile, path_found, v->path);
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}
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