mirror of https://github.com/OpenTTD/OpenTTD
(svn r17333) -Codechange: make the road pathfinder 'interface' like the one for the rail pathfinder
-Fix [FS#3057]: road vehicles forgetting their servicing order when the path takes them away (in bird distance) from their destination firstrelease/1.0
parent
a1c7271eb0
commit
d938896691
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@ -387,11 +387,24 @@ static bool EnumRoadSignalFindDepot(TileIndex tile, void *data, Trackdir trackdi
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return false;
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}
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static const Depot *FindClosestRoadDepot(const RoadVehicle *v)
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static RoadFindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
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{
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RoadFindDepotData rfdd;
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rfdd.owner = v->owner;
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if (IsRoadDepotTile(v->tile)) {
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rfdd.tile = v->tile;
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rfdd.best_length = 0;
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return rfdd;
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}
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rfdd.best_length = UINT_MAX;
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switch (_settings_game.pf.pathfinder_for_roadvehs) {
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case VPF_YAPF: // YAPF
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return YapfFindNearestRoadDepot(v);
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case VPF_YAPF: { // YAPF
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bool found = YapfFindNearestRoadDepot(v, max_distance, &rfdd.tile);
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rfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
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} break;
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case VPF_NPF: { // NPF
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/* See where we are now */
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@ -399,36 +412,31 @@ static const Depot *FindClosestRoadDepot(const RoadVehicle *v)
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NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0);
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if (ftd.best_bird_dist == 0) return Depot::GetByTile(ftd.node.tile); // Target found
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if (ftd.best_bird_dist == 0) {
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rfdd.tile = ftd.node.tile;
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rfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
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}
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} break;
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default:
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case VPF_OPF: { // OPF
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RoadFindDepotData rfdd;
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rfdd.owner = v->owner;
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rfdd.best_length = UINT_MAX;
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case VPF_OPF: // OPF
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/* search in all directions */
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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FollowTrack(v->tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->compatible_roadtypes, d, EnumRoadSignalFindDepot, NULL, &rfdd);
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}
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if (rfdd.best_length != UINT_MAX) return Depot::GetByTile(rfdd.tile);
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} break;
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break;
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}
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return NULL; // Target not found
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return rfdd; // Target not found
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}
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bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
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{
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const Depot *depot = FindClosestRoadDepot(this);
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RoadFindDepotData rfdd = FindClosestRoadDepot(this, 0);
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if (rfdd.best_length == UINT_MAX) return false;
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if (depot == NULL) return false;
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if (location != NULL) *location = depot->xy;
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if (destination != NULL) *destination = depot->index;
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if (location != NULL) *location = rfdd.tile;
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if (destination != NULL) *destination = Depot::GetByTile(rfdd.tile)->index;
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return true;
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}
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@ -1834,6 +1842,8 @@ bool RoadVehicle::Tick()
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static void CheckIfRoadVehNeedsService(RoadVehicle *v)
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{
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static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
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/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
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if (v->slot != NULL || Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsInDepot()) {
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@ -1841,17 +1851,21 @@ static void CheckIfRoadVehNeedsService(RoadVehicle *v)
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return;
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}
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/* XXX If we already have a depot order, WHY do we search over and over? */
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const Depot *depot = FindClosestRoadDepot(v);
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if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) {
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RoadFindDepotData rfdd = FindClosestRoadDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
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/* Only go to the depot if it is not too far out of our way. */
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if (rfdd.best_length == UINT_MAX || rfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
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if (v->current_order.IsType(OT_GOTO_DEPOT)) {
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/* If we were already heading for a depot but it has
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* suddenly moved farther away, we continue our normal
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* schedule? */
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v->current_order.MakeDummy();
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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return;
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}
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const Depot *depot = Depot::GetByTile(rfdd.tile);
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if (v->current_order.IsType(OT_GOTO_DEPOT) &&
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v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
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!Chance16(1, 20)) {
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@ -1862,7 +1876,7 @@ static void CheckIfRoadVehNeedsService(RoadVehicle *v)
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ClearSlot(v);
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v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
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v->dest_tile = depot->xy;
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v->dest_tile = rfdd.tile;
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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@ -53,20 +53,25 @@ Trackdir YapfChooseRailTrack(const Vehicle *v, TileIndex tile, DiagDirection ent
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*/
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uint YapfRoadVehDistanceToTile(const Vehicle *v, TileIndex tile);
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/** Used when user sends RV to the nearest depot or if RV needs servicing.
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* Returns the nearest depot (or NULL if depot was not found).
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/** Used when user sends road vehicle to the nearest depot or if road vehicle needs servicing.
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* @param v vehicle that needs to go to some depot
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* @param max_distance max distance (number of track tiles) from the current vehicle position
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* (used also as optimization - the pathfinder can stop path finding if max_distance
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* was reached and no depot was seen)
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* @param depot_tile receives the depot tile if depot was found
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* @return true if depot was found.
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*/
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Depot *YapfFindNearestRoadDepot(const Vehicle *v);
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bool YapfFindNearestRoadDepot(const Vehicle *v, int max_distance, TileIndex *depot_tile);
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/** Used when user sends train to the nearest depot or if train needs servicing.
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* @param v train that needs to go to some depot
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* @param max_distance max distance (number of track tiles) from the current train position
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* (used also as optimization - the pathfinder can stop path finding if max_distance
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* was reached and no depot was seen)
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* (used also as optimization - the pathfinder can stop path finding if max_distance
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* was reached and no depot was seen)
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* @param reverse_penalty penalty that should be added for the path that requires reversing the train first
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* @param depot_tile receives the depot tile if depot was found
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* @param reversed receives true if train needs to reversed first
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* @return the true if depot was found.
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* @return true if depot was found.
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*/
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bool YapfFindNearestRailDepotTwoWay(const Vehicle *v, int max_distance, int reverse_penalty, TileIndex *depot_tile, bool *reversed);
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@ -390,13 +390,13 @@ public:
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return true;
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}
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static Depot *stFindNearestDepot(const Vehicle *v, TileIndex tile, Trackdir td)
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static bool stFindNearestDepot(const Vehicle *v, TileIndex tile, Trackdir td, int max_distance, TileIndex *depot_tile)
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{
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Tpf pf;
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return pf.FindNearestDepot(v, tile, td);
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return pf.FindNearestDepot(v, tile, td, max_distance, depot_tile);
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}
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FORCEINLINE Depot *FindNearestDepot(const Vehicle *v, TileIndex tile, Trackdir td)
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FORCEINLINE bool FindNearestDepot(const Vehicle *v, TileIndex tile, Trackdir td, int max_distance, TileIndex *depot_tile)
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{
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/* set origin and destination nodes */
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Yapf().SetOrigin(tile, TrackdirToTrackdirBits(td));
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@ -408,10 +408,11 @@ public:
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/* some path found
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* get found depot tile */
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Node *n = Yapf().GetBestNode();
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TileIndex depot_tile = n->m_segment_last_tile;
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assert(IsRoadDepotTile(depot_tile));
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Depot *ret = Depot::GetByTile(depot_tile);
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return ret;
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if (max_distance > 0 && n->m_cost > max_distance * YAPF_TILE_LENGTH) return false;
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*depot_tile = n->m_segment_last_tile;
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return true;
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}
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};
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@ -474,8 +475,10 @@ uint YapfRoadVehDistanceToTile(const Vehicle *v, TileIndex tile)
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return dist;
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}
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Depot *YapfFindNearestRoadDepot(const Vehicle *v)
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bool YapfFindNearestRoadDepot(const Vehicle *v, int max_distance, TileIndex *depot_tile)
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{
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*depot_tile = INVALID_TILE;
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TileIndex tile = v->tile;
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Trackdir trackdir = v->GetVehicleTrackdir();
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if ((TrackStatusToTrackdirBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, RoadVehicle::From(v)->compatible_roadtypes)) & TrackdirToTrackdirBits(trackdir)) == 0) {
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@ -489,7 +492,7 @@ Depot *YapfFindNearestRoadDepot(const Vehicle *v)
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}
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/* default is YAPF type 2 */
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typedef Depot *(*PfnFindNearestDepot)(const Vehicle*, TileIndex, Trackdir);
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typedef bool (*PfnFindNearestDepot)(const Vehicle*, TileIndex, Trackdir, int, TileIndex*);
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PfnFindNearestDepot pfnFindNearestDepot = &CYapfRoadAnyDepot2::stFindNearestDepot;
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/* check if non-default YAPF type should be used */
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@ -497,6 +500,6 @@ Depot *YapfFindNearestRoadDepot(const Vehicle *v)
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pfnFindNearestDepot = &CYapfRoadAnyDepot1::stFindNearestDepot; // Trackdir, allow 90-deg
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}
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Depot *ret = pfnFindNearestDepot(v, tile, trackdir);
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bool ret = pfnFindNearestDepot(v, tile, trackdir, max_distance, depot_tile);
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return ret;
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}
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