(svn r18421) -Fix [FS#3244]: pathfinders wouldn't consider the 'other' reachable waypoint tile if the closest one is free but there is no safe waiting point directly after it. Now check for a free safe waiting point beyond the waypoint unless there are junctions before the first safe waiting point.

This commit is contained in:
rubidium 2009-12-07 08:47:10 +00:00
parent ad6d8c1f46
commit d6e73ea1ce
2 changed files with 64 additions and 3 deletions

View File

@ -24,6 +24,7 @@
#include "../../roadstop_base.h"
#include "../pathfinder_func.h"
#include "../pathfinder_type.h"
#include "../follow_track.hpp"
#include "aystar.h"
enum {
@ -419,6 +420,38 @@ static int32 NPFRailPathCost(AyStar *as, AyStarNode *current, OpenListNode *pare
* this penalty exactly once, on its end tile (if it's a station) and it
* will therefore not make a difference. */
cost = NPF_TILE_LENGTH + _settings_game.pf.npf.npf_rail_station_penalty;
if (IsRailWaypoint(tile)) {
NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
if (fstd->v->current_order.IsType(OT_GOTO_WAYPOINT) && GetStationIndex(tile) == fstd->v->current_order.GetDestination()) {
/* This waypoint is our destination; maybe this isn't an unreserved
* one, so check that and if so see that as the last signal being
* red. This way waypoints near stations should work better. */
const Train *train = Train::From(fstd->v);
CFollowTrackRail ft(train);
TileIndex t = tile;
Trackdir td = trackdir;
while (ft.Follow(t, td)) {
assert(t != ft.m_new_tile);
t = ft.m_new_tile;
if (KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
/* We encountered a junction; it's going to be too complex to
* handle this perfectly, so just bail out. There is no simple
* free path, so try the other possibilities. */
td = INVALID_TRACKDIR;
break;
}
td = RemoveFirstTrackdir(&ft.m_new_td_bits);
/* If this is a safe waiting position we're done searching for it */
if (IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg)) break;
}
if (td == INVALID_TRACKDIR ||
!IsSafeWaitingPosition(train, t, td, true, _settings_game.pf.forbid_90_deg) ||
!IsWaitingPositionFree(train, t, td, _settings_game.pf.forbid_90_deg)) {
cost += _settings_game.pf.npf.npf_rail_lastred_penalty;
}
}
}
break;
default:

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@ -404,6 +404,37 @@ no_entry_cost: // jump here at the beginning if the node has no parent (it is th
/* We will end in this pass (depot is possible target) */
end_segment_reason |= ESRB_DEPOT;
} else if (cur.tile_type == MP_STATION && IsRailWaypoint(cur.tile)) {
if (v->current_order.IsType(OT_GOTO_WAYPOINT) && GetStationIndex(cur.tile) == v->current_order.GetDestination()) {
/* This waypoint is our destination; maybe this isn't an unreserved
* one, so check that and if so see that as the last signal being
* red. This way waypoints near stations should work better. */
CFollowTrackRail ft(v);
TileIndex t = cur.tile;
Trackdir td = cur.td;
while (ft.Follow(t, td)) {
assert(t != ft.m_new_tile);
t = ft.m_new_tile;
if (KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
/* We encountered a junction; it's going to be too complex to
* handle this perfectly, so just bail out. There is no simple
* free path, so try the other possibilities. */
td = INVALID_TRACKDIR;
break;
}
td = RemoveFirstTrackdir(&ft.m_new_td_bits);
/* If this is a safe waiting position we're done searching for it */
if (IsSafeWaitingPosition(v, t, td, true, _settings_game.pf.forbid_90_deg)) break;
}
if (td == INVALID_TRACKDIR ||
!IsSafeWaitingPosition(v, t, td, true, _settings_game.pf.forbid_90_deg) ||
!IsWaitingPositionFree(v, t, td, _settings_game.pf.forbid_90_deg)) {
extra_cost += Yapf().PfGetSettings().rail_lastred_exit_penalty;
}
}
/* Waypoint is also a good reason to finish. */
end_segment_reason |= ESRB_WAYPOINT;
} else if (tf->m_is_station) {
/* Station penalties. */
uint platform_length = tf->m_tiles_skipped + 1;
@ -413,9 +444,6 @@ no_entry_cost: // jump here at the beginning if the node has no parent (it is th
/* We will end in this pass (station is possible target) */
end_segment_reason |= ESRB_STATION;
} else if (cur.tile_type == MP_STATION && IsRailWaypoint(cur.tile)) {
/* Waypoint is also a good reason to finish. */
end_segment_reason |= ESRB_WAYPOINT;
} else if (TrackFollower::DoTrackMasking() && cur.tile_type == MP_RAILWAY) {
/* Searching for a safe tile? */
if (HasSignalOnTrackdir(cur.tile, cur.td) && !IsPbsSignal(GetSignalType(cur.tile, TrackdirToTrack(cur.td)))) {