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(svn r4023) - Fix: [ 1453646 NPF ] Road vehicles planning through the back of depots and stations.
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parent
14b12efa4a
commit
3c76671078
64
npf.c
64
npf.c
@ -518,7 +518,7 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
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Trackdir src_trackdir = (Trackdir)current->path.node.direction;
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TileIndex src_tile = current->path.node.tile;
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DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
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TileIndex dst_tile;
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TileIndex dst_tile = INVALID_TILE;
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int i;
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TrackdirBits trackdirbits, ts;
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TransportType type = aystar->user_data[NPF_TYPE];
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@ -532,42 +532,46 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
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* otherwise we wouldn't have got here. It is also facing us,
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* so we should skip it's body */
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dst_tile = GetOtherTunnelEnd(src_tile);
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} else {
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if (type != TRANSPORT_WATER && (IsRoadStationTile(src_tile) || IsTileDepotType(src_tile, type))){
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/* This is a road station or a train or road depot. We can enter and exit
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* those from one side only. Trackdirs don't support that (yet), so we'll
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* do this here. */
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} else if (type != TRANSPORT_WATER && (IsRoadStationTile(src_tile) || IsTileDepotType(src_tile, type))) {
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/* This is a road station or a train or road depot. We can enter and exit
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* those from one side only. Trackdirs don't support that (yet), so we'll
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* do this here. */
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DiagDirection exitdir;
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/* Find out the exit direction first */
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if (IsRoadStationTile(src_tile)) {
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exitdir = GetRoadStationDir(src_tile);
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} else { /* Train or road depot. Direction is stored the same for both, in map5 */
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exitdir = GetDepotDirection(src_tile, type);
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}
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DiagDirection exitdir;
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/* Find out the exit direction first */
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if (IsRoadStationTile(src_tile)) {
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exitdir = GetRoadStationDir(src_tile);
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} else { /* Train or road depot. Direction is stored the same for both, in map5 */
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exitdir = GetDepotDirection(src_tile, type);
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}
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/* Let's see if were headed the right way into the depot, and reverse
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* otherwise (only for trains, since only with trains you can
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* (sometimes) reach tiles after reversing that you couldn't reach
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* without reversing. */
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if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagDir(exitdir)) && type == TRANSPORT_RAIL) {
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/* We are headed inwards. We can only reverse here, so we'll not
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* consider this direction, but jump ahead to the reverse direction.
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* It would be nicer to return one neighbour here (the reverse
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* trackdir of the one we are considering now) and then considering
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* that one to return the tracks outside of the depot. But, because
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* the code layout is cleaner this way, we will just pretend we are
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* reversed already */
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/* Let's see if were headed the right way into the depot */
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if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagDir(exitdir))) {
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/* We are headed inwards. We cannot go through the back of the depot.
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* For rail, we can now reverse. Reversing for road vehicles is never
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* useful, since you cannot take paths you couldn't take before
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* reversing (as with rail). */
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if (type == TRANSPORT_RAIL) {
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/* We can only reverse here, so we'll not consider this direction, but
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* jump ahead to the reverse direction. It would be nicer to return
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* one neighbour here (the reverse trackdir of the one we are
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* considering now) and then considering that one to return the tracks
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* outside of the depot. But, because the code layout is cleaner this
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* way, we will just pretend we are reversed already */
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src_trackdir = ReverseTrackdir(src_trackdir);
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dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDir(exitdir));
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} else {
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dst_tile = INVALID_TILE; /* Road vehicle heading inwards: dead end */
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}
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}
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} else {
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/* This a normal tile, a bridge, a tunnel exit, etc. */
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dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDir(TrackdirToExitdir(src_trackdir)));
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if (dst_tile == INVALID_TILE) {
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/* We reached the border of the map */
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/* TODO Nicer control flow for this */
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return;
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}
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}
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if (dst_tile == INVALID_TILE) {
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/* We reached the border of the map */
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/* TODO Nicer control flow for this */
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return;
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}
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/* I can't enter a tunnel entry/exit tile from a tile above the tunnel. Note
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