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Cleanup #10028: Undid Unnecessary Changes and Neatened/Explained Fixes

pull/10602/head
TrevorShelton 2023-04-08 15:40:43 -07:00
parent 1e75f87780
commit fa088b0c21
1 changed files with 34 additions and 11 deletions

View File

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