Fix #7670: prevent useless pathfinder run for blocked vehicles

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glx22 2021-01-14 18:41:38 +01:00 committed by GitHub
parent bc8f347ef2
commit 86818e5ae8
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@ -1389,7 +1389,16 @@ again:
int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != nullptr) return false;
if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != nullptr) {
/* We are blocked. */
v->cur_speed = 0;
if (!v->path.empty()) {
/* Prevent pathfinding rerun as we already know where we are heading to. */
v->path.tile.push_front(v->tile);
v->path.td.push_front(dir);
}
return false;
}
uint32 r = VehicleEnterTile(v, v->tile, x, y);
if (HasBit(r, VETS_CANNOT_ENTER)) {