(svn r25736) -Codechange: move condition prediction out of GetNextStoppingOrder so that we can access both branches in calling code

pull/155/head
fonsinchen 11 years ago
parent 2c2e143026
commit 40120e1bad

@ -201,7 +201,7 @@ private:
friend void AfterLoadVehicles(bool part_of_load); ///< For instantiating the shared vehicle chain
friend const struct SaveLoad *GetOrderListDescription(); ///< Saving and loading of order lists.
const Order *GetBestLoadableNext(const Vehicle *v, const Order *o1, const Order *o2) const;
StationID GetBestLoadableNext(const Vehicle *v, const Order *o1, const Order *o2) const;
Order *first; ///< First order of the order list.
VehicleOrderID num_orders; ///< NOSAVE: How many orders there are in the list.
@ -263,8 +263,8 @@ public:
*/
inline VehicleOrderID GetNumManualOrders() const { return this->num_manual_orders; }
StationID GetNextStoppingStation(const Vehicle *v) const;
const Order *GetNextStoppingOrder(const Vehicle *v, const Order *next, uint hops, bool is_loading = false) const;
StationID GetNextStoppingStation(const Vehicle *v, const Order *first = NULL) const;
const Order *GetNextDecisionNode(const Order *next, uint hops) const;
void InsertOrderAt(Order *new_order, int index);
void DeleteOrderAt(int index);

@ -356,17 +356,16 @@ Order *OrderList::GetOrderAt(int index) const
* @param v Head of the consist.
* @param o1 First order to choose from.
* @param o2 Second order to choose from.
* @return Either o1 or o2, depending on the amounts of cargo waiting at the
* vehicle's current station for each.
* @return The best option of o1 and o2 and (recursively) possibly other conditionals.
*/
const Order *OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, const Order *o1) const
StationID OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, const Order *o1) const
{
SmallMap<CargoID, uint> capacities;
v->GetConsistFreeCapacities(capacities);
uint loadable1 = 0;
uint loadable2 = 0;
StationID st1 = o1->GetDestination();
StationID st2 = o2->GetDestination();
StationID st1 = this->GetNextStoppingStation(v, o1);
StationID st2 = this->GetNextStoppingStation(v, o2);
const Station *cur_station = Station::Get(v->last_station_visited);
for (SmallPair<CargoID, uint> *i = capacities.Begin(); i != capacities.End(); ++i) {
const StationCargoPacketMap *loadable_packets = cur_station->goods[i->first].cargo.Packets();
@ -385,46 +384,33 @@ const Order *OrderList::GetBestLoadableNext(const Vehicle *v, const Order *o2, c
}
loadable2 += min(i->second, loadable_cargo);
}
if (loadable1 == loadable2) return RandomRange(2) == 0 ? o1 : o2;
return loadable1 > loadable2 ? o1 : o2;
if (loadable1 == loadable2) return RandomRange(2) == 0 ? st1 : st2;
return loadable1 > loadable2 ? st1 : st2;
}
/**
* Get the next order which will make the given vehicle stop at a station
* or refit at a depot if its state doesn't change.
* @param v The vehicle in question.
* or refit at a depot or evaluate a non-trivial condition.
* @param next The order to start looking at.
* @param hops The number of orders we have already looked at.
* @param is_loading If the vehicle is loading. This triggers a different
* behaviour on conditional orders based on load percentage.
* @return Either an order or NULL if the vehicle won't stop anymore.
* @see OrderList::GetBestLoadableNext
* @return Either of
* \li a station order
* \li a refitting depot order
* \li a non-trivial conditional order
* \li NULL if the vehicle won't stop anymore.
*/
const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next, uint hops, bool is_loading) const
const Order *OrderList::GetNextDecisionNode(const Order *next, uint hops) const
{
if (hops > this->GetNumOrders() || next == NULL) return NULL;
if (next->IsType(OT_CONDITIONAL)) {
if (is_loading && next->GetConditionVariable() == OCV_LOAD_PERCENTAGE) {
/* If the condition is based on load percentage we can't
* tell what it will do. So we choose randomly. */
const Order *skip_to = this->GetNextStoppingOrder(v,
this->GetOrderAt(next->GetConditionSkipToOrder()),
hops + 1);
const Order *advance = this->GetNextStoppingOrder(v,
this->GetNext(next), hops + 1);
if (advance == NULL) return skip_to;
if (skip_to == NULL) return advance;
return this->GetBestLoadableNext(v, skip_to, advance);
}
/* Otherwise we're optimistic and expect that the
* condition value won't change until it's evaluated. */
VehicleOrderID skip_to = ProcessConditionalOrder(next, v);
if (skip_to != INVALID_VEH_ORDER_ID) {
return this->GetNextStoppingOrder(v, this->GetOrderAt(skip_to),
hops + 1);
}
return this->GetNextStoppingOrder(v, this->GetNext(next), hops + 1);
if (next->GetConditionVariable() != OCV_UNCONDITIONALLY) return next;
/* We can evaluate trivial conditions right away. They're conceptually
* the same as regular order progression. */
return this->GetNextDecisionNode(
this->GetOrderAt(next->GetConditionSkipToOrder()),
hops + 1);
}
if (next->IsType(OT_GOTO_DEPOT)) {
@ -433,7 +419,7 @@ const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next
}
if (!next->CanLoadOrUnload()) {
return this->GetNextStoppingOrder(v, this->GetNext(next), hops + 1);
return this->GetNextDecisionNode(this->GetNext(next), hops + 1);
}
return next;
@ -442,29 +428,65 @@ const Order *OrderList::GetNextStoppingOrder(const Vehicle *v, const Order *next
/**
* Recursively determine the next deterministic station to stop at.
* @param v The vehicle we're looking at.
* @param first Order to start searching at or NULL to start at cur_implicit_order_index + 1.
* @return Next stoppping station or INVALID_STATION.
* @pre The vehicle is currently loading and v->last_station_visited is meaningful.
* @note This function may draw a random number. Don't use it from the GUI.
* @see OrderList::GetBestLoadableNext
*/
StationID OrderList::GetNextStoppingStation(const Vehicle *v) const
StationID OrderList::GetNextStoppingStation(const Vehicle *v, const Order *first) const
{
const Order *next = this->GetOrderAt(v->cur_implicit_order_index);
if (next == NULL) {
next = this->GetFirstOrder();
if (next == NULL) return INVALID_STATION;
} else {
/* GetNext never returns NULL if there is a valid station in the list.
* As the given "next" is already valid and a station in the list, we
* don't have to check for NULL here.
*/
next = this->GetNext(next);
assert(next != NULL);
const Order *next = first;
if (first == NULL) {
next = this->GetOrderAt(v->cur_implicit_order_index);
if (next == NULL) {
next = this->GetFirstOrder();
if (next == NULL) return INVALID_STATION;
} else {
/* GetNext never returns NULL if there is a valid station in the list.
* As the given "next" is already valid and a station in the list, we
* don't have to check for NULL here. */
next = this->GetNext(next);
assert(next != NULL);
}
}
uint hops = 0;
do {
next = this->GetNextStoppingOrder(v, next, ++hops, true);
next = this->GetNextDecisionNode(next, ++hops);
/* Resolve possibly nested conditionals by estimation. */
while (next != NULL && next->IsType(OT_CONDITIONAL)) {
++hops;
if (next->GetConditionVariable() == OCV_LOAD_PERCENTAGE) {
/* If the condition is based on load percentage we can't
* tell what it will do. So we choose randomly. */
const Order *skip_to = this->GetNextDecisionNode(
this->GetOrderAt(next->GetConditionSkipToOrder()),
hops);
const Order *advance = this->GetNextDecisionNode(
this->GetNext(next), hops);
if (advance == NULL) {
next = skip_to;
} else if (skip_to == NULL) {
next = advance;
} else {
return this->GetBestLoadableNext(v, skip_to, advance);
}
} else {
/* Otherwise we're optimistic and expect that the
* condition value won't change until it's evaluated. */
VehicleOrderID skip_to = ProcessConditionalOrder(next, v);
if (skip_to != INVALID_VEH_ORDER_ID) {
next = this->GetNextDecisionNode(this->GetOrderAt(skip_to),
hops);
} else {
next = this->GetNextDecisionNode(this->GetNext(next), hops);
}
}
}
/* Don't return a next stop if the vehicle has to unload everything. */
if (next == NULL || ((next->IsType(OT_GOTO_STATION) || next->IsType(OT_IMPLICIT)) &&
next->GetDestination() == v->last_station_visited &&

@ -2156,8 +2156,8 @@ void Vehicle::RefreshNextHopsStats()
const Order *first = this->GetOrder(this->cur_implicit_order_index);
/* Make sure the first order is a station order. */
first = this->orders.list->GetNextStoppingOrder(this, first, 0);
/* Make sure the first order is a useful order. */
first = this->orders.list->GetNextDecisionNode(first, 0);
if (first == NULL) return;
const Order *cur = first;
@ -2231,7 +2231,7 @@ void Vehicle::RefreshNextHopsStats()
/* Reassign next with the following stop. This can be a station or a
* depot. Allow the order list to be walked twice so that we can
* reassign "first" below without afterwards terminating early here. */
next = this->orders.list->GetNextStoppingOrder(this,
next = this->orders.list->GetNextDecisionNode(
this->orders.list->GetNext(next), hops++ / 2);
if (next == NULL) break;

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