If road vehicle next order is for same station when leaving, do not leave

Just start loading again without moving instead
pull/374/head
Jonathan G Rennison 2 years ago
parent a6190c9deb
commit ae3c4f2d6d

@ -1565,6 +1565,28 @@ inline byte IncreaseOvertakingCounter(RoadVehicle *v)
return v->overtaking_ctr;
}
static bool CheckRestartLoadingAtRoadStop(RoadVehicle *v)
{
StationID station_id = v->current_order.GetDestination();
VehicleOrderID next_order_idx = AdvanceOrderIndexDeferred(v, v->cur_implicit_order_index);
const Order *next_order = v->GetOrder(next_order_idx);
if (next_order != nullptr && next_order->IsType(OT_GOTO_STATION) && next_order->GetDestination() == station_id &&
!(next_order->GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
IsInfraTileUsageAllowed(VEH_ROAD, v->owner, v->tile) &&
GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
FlushAdvanceOrderIndexDeferred(v, true);
v->current_order.Free();
v->cur_implicit_order_index = next_order_idx;
ProcessOrders(v);
v->last_station_visited = station_id;
v->BeginLoading();
return true;
}
FlushAdvanceOrderIndexDeferred(v, false);
return false;
}
bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
{
SCOPE_INFO_FMT([&], "IndividualRoadVehicleController: %s, %s", scope_dumper().VehicleInfo(v), scope_dumper().VehicleInfo(prev));
@ -2015,13 +2037,20 @@ again:
return false;
}
} else {
if (v->current_order.IsType(OT_LEAVESTATION)) {
if (CheckRestartLoadingAtRoadStop(v)) return false;
}
/* Vehicle is ready to leave a bay in a road stop */
if (rs->IsEntranceBusy()) {
/* Road stop entrance is busy, so wait as there is nowhere else to go */
v->cur_speed = 0;
return false;
}
if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
if (v->current_order.IsType(OT_LEAVESTATION)) {
v->PlayLeaveStationSound();
v->current_order.Free();
}
}
if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
@ -2039,6 +2068,8 @@ again:
}
if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
if (CheckRestartLoadingAtRoadStop(v)) return false;
v->PlayLeaveStationSound();
v->current_order.Free();
}

@ -3538,8 +3538,6 @@ void Vehicle::HandleLoading(bool mode)
return;
}
if (this->type != VEH_TRAIN && this->type != VEH_SHIP && this->type != VEH_AIRCRAFT) this->PlayLeaveStationSound();
this->LeaveStation();
/* Only advance to next order if we just loaded at the current one */

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