mirror of https://github.com/OpenTTD/OpenTTD
Cleanup #10028: Undid Unnecessary Changes and Neatened/Explained Fixes
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1e75f87780
commit
fa088b0c21
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@ -768,16 +768,39 @@ struct OvertakeData {
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static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
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{
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const OvertakeData *od = (OvertakeData*)data;
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TileIndexDiff front = TileOffsByDiagDir(DirToDiagDir(od->v->direction));
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/* Distinct road engine is blocking if it's within the tile or the next few of the passer as well as either it being
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* directionally opposed to passer, the passed pending movement, or the blocker being stopped while overtaking. */
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return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v
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&&
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( v->tile == od->v->tile || v->tile == od->v->tile + front || v->tile == od->v->tile + front + front || v->tile == od->u->tile + front + front )
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&&
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( v->direction == ReverseDir(od->v->direction) || !(od->u->vehstatus & VS_STOPPED) || (v->vehstatus & VS_STOPPED && ( (RoadVehicle*)v )->overtaking ) ) )
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? v : nullptr;
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/* This is the offset to tile in front of either the passer the passee, looking the passer's way. */
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TileIndexDiff front = TileOffsByDiagDir(DirToDiagDir(od->v->direction));
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/* A vehicle blocking overtake must be an engine running on the road. */
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if (v->type != VEH_ROAD || v->First() != v) return nullptr;
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/* A vehicle must be a third party to block. If it is the same as either the passer
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* or passee, it's just part of the base overtake and there is no blockage. */
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if (v == od->u || v == od->v) return nullptr;
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/* Overtaking concerns the overtaker's tile as well as the few in front of them.
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* If a third party is not in these tiles, it is not blocking the overtake.
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* If the overtakee and overtaker are on separate tiles, look one tile further. */
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if ( v->tile != od->v->tile
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&& v->tile != od->v->tile + front
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&& v->tile != od->v->tile + front + front
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&& v->tile != od->u->tile + front + front) return nullptr;
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/* From here, the third vehicle is blocking if one of the below is true. */
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/* 1: The third vehicle is going the opposite way, so it's not wise to pass. */
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bool head_on = v->direction == ReverseDir(od->v->direction);
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/* 2: If the passee is active but not moving, then it is likely wanting to overtake as well.
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* It's safer to let it deal with this first. If it is moving, it is better to close passer
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* and passee's distance first than it is to try and overtake. */
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bool passee_pending = !(od->u->vehstatus & VS_STOPPED);
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/* 3: Third vehicle is trying to overtake too, but it is stuck for some reason. */
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bool has_stuck_overtaker = ((RoadVehicle*)v)->overtaking && v->vehstatus & VS_STOPPED;
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return (head_on || passee_pending || has_stuck_overtaker) ? v : nullptr;
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}
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/**
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@ -841,10 +864,10 @@ static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
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* - No barred levelcrossing
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* - No other vehicles in the way
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*/
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od.tile = v->tile;
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if (CheckRoadBlockedForOvertaking(&od)) return;
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od.tile += TileOffsByDiagDir(DirToDiagDir(v->direction));
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od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
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if (CheckRoadBlockedForOvertaking(&od)) return;
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/* When the vehicle in front of us is stopped we may only take
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