Merge branch 'ship_collision_avoidance-sx' into jgrpp

Conflicts:
	src/settings_type.h
	src/table/settings.ini
pull/6/merge
Jonathan G Rennison 9 years ago
commit 27bdf2a8b6

@ -1261,6 +1261,8 @@ STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Allow construct
STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Changing this setting is not possible when there are vehicles
STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Infrastructure maintenance: {STRING2}
STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :When enabled, infrastructure causes maintenance costs. The cost grows over-proportional with the network size, thus affecting bigger companies more than smaller ones
STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE :Ships avoid collisions: {STRING2}
STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE_HELPTEXT :When enabled, ships try to avoid passing through each other. Requires 90° turns to be forbidden.
STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Airports never expire: {STRING2}
STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Enabling this setting makes each airport type stay available forever after its introduction

@ -1668,6 +1668,7 @@ static SettingsContainer &GetSettingsTree()
physics->Add(new SettingEntry("vehicle.roadveh_slope_steepness"));
physics->Add(new SettingEntry("vehicle.smoke_amount"));
physics->Add(new SettingEntry("vehicle.plane_speed"));
physics->Add(new SettingEntry("vehicle.ship_collision_avoidance"));
}
SettingsPage *routing = vehicles->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES_ROUTING));

@ -512,6 +512,7 @@ struct VehicleSettings {
bool improved_breakdowns; ///< different types, chances and severities of breakdowns
bool pay_for_repair; ///< pay for repairing vehicle
uint8 repair_cost; ///< cost of repairing vehicle
bool ship_collision_avoidance; ///< ships try to avoid colliding with each other
};
/** Settings related to the economy. */

@ -529,6 +529,24 @@ static const byte _ship_subcoord[4][6][3] = {
}
};
/* Used to find DiagDirection from tile to next tile if track is followed */
static const DiagDirection _diagdir_to_next_tile[6][4] = {
{ DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW },
{ DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW },
{ DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_NW, DIAGDIR_SW },
{ DIAGDIR_SE, DIAGDIR_NW, DIAGDIR_NE, DIAGDIR_SW },
{ DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_SE, DIAGDIR_NE },
{ DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_SE, DIAGDIR_NE }
};
/** Helper function for collision avoidance. */
static Vehicle *FindShipOnTile(Vehicle *v, void *data)
{
if (v->type != VEH_SHIP || v->vehstatus & VS_STOPPED) return NULL;
return v;
}
static void ShipController(Ship *v)
{
uint32 r;
@ -621,6 +639,25 @@ static void ShipController(Ship *v)
track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
if (track == INVALID_TRACK) goto reverse_direction;
/* Try to avoid collision and keep distance between each other. */
if (_settings_game.pf.forbid_90_deg && _settings_game.vehicle.ship_collision_avoidance && DistanceManhattan(v->dest_tile, gp.new_tile) > 3) {
if (HasVehicleOnPos(gp.new_tile, NULL, &FindShipOnTile) ||
HasVehicleOnPos(TileAddByDiagDir(gp.new_tile, _diagdir_to_next_tile[track][diagdir]), NULL, &FindShipOnTile)) {
v->cur_speed /= 4; // Go quarter speed.
Track old = track;
switch (tracks) {
default: break;
case TRACK_BIT_3WAY_NE: track == TRACK_RIGHT ? track = TRACK_X : track = TRACK_UPPER; break;
case TRACK_BIT_3WAY_SE: track == TRACK_LOWER ? track = TRACK_Y : track = TRACK_RIGHT; break;
case TRACK_BIT_3WAY_SW: track == TRACK_LEFT ? track = TRACK_X : track = TRACK_LOWER; break;
case TRACK_BIT_3WAY_NW: track == TRACK_UPPER ? track = TRACK_Y : track = TRACK_LEFT; break;
}
if (!IsWaterTile(gp.new_tile) || !IsWaterTile(TileAddByDiagDir(gp.new_tile, _diagdir_to_next_tile[track][diagdir]))) track = old; // Don't bump in coast, don't get stuck.
}
}
b = _ship_subcoord[diagdir][track];
gp.x = (gp.x & ~0xF) | b[0];

@ -1269,6 +1269,15 @@ def = false
str = STR_CONFIG_SETTING_IMPROVED_BREAKDOWNS
patxname = ""improved_breakdowns.vehicle.improved_breakdowns""
[SDT_BOOL]
base = GameSettings
var = vehicle.ship_collision_avoidance
def = true
str = STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE
strhelp = STR_CONFIG_SETTING_SHIP_COLLISION_AVOIDANCE_HELPTEXT
patxname = ""ship_collision_avoidance.vehicle.ship_collision_avoidance""
cat = SC_BASIC
; station.join_stations
[SDT_NULL]
length = 1

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