Fix: Prevent ships moving into docks after finishing (un)loading. (#6791)

pull/73/head
PeterN 6 years ago committed by GitHub
parent 7ae1e3e1e2
commit c2a7728084
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -537,6 +537,10 @@ static void ShipController(Ship *v)
if (v->current_order.IsType(OT_LEAVESTATION)) {
v->current_order.Free();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
/* Test if continuing forward would lead to a dead-end, moving into the dock. */
DiagDirection exitdir = VehicleExitDir(v->direction, v->state);
TileIndex tile = TileAddByDiagDir(v->tile, exitdir);
if (TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0, exitdir)) == TRACK_BIT_NONE) goto reverse_direction;
} else if (v->dest_tile != 0) {
/* We have a target, let's see if we reached it... */
if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&

@ -692,4 +692,25 @@ static inline bool IsUphillTrackdir(Slope slope, Trackdir dir)
return HasBit(_uphill_trackdirs[RemoveHalftileSlope(slope)], dir);
}
/**
* Determine the side in which the vehicle will leave the tile
*
* @param direction vehicle direction
* @param track vehicle track bits
* @return side of tile the vehicle will leave
*/
static inline DiagDirection VehicleExitDir(Direction direction, TrackBits track)
{
static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
DiagDirection diagdir = DirToDiagDir(direction);
/* Determine the diagonal direction in which we will exit this tile */
if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
}
return diagdir;
}
#endif /* TRACK_FUNC_H */

@ -57,27 +57,6 @@ bool IsValidImageIndex<VEH_TRAIN>(uint8 image_index)
return image_index < lengthof(_engine_sprite_base);
}
/**
* Determine the side in which the train will leave the tile
*
* @param direction vehicle direction
* @param track vehicle track bits
* @return side of tile the train will leave
*/
static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
{
static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
DiagDirection diagdir = DirToDiagDir(direction);
/* Determine the diagonal direction in which we will exit this tile */
if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
}
return diagdir;
}
/**
* Return the cargo weight multiplier to use for a rail vehicle
@ -1872,9 +1851,9 @@ void ReverseTrainDirection(Train *v)
return;
}
/* TrainExitDir does not always produce the desired dir for depots and
/* VehicleExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = TrainExitDir(v->direction, v->track);
DiagDirection dir = VehicleExitDir(v->direction, v->track);
if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
@ -3098,7 +3077,7 @@ static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
/* not front engine of a train, inside wormhole or depot, crashed */
if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return NULL;
return t;
}
@ -3681,7 +3660,7 @@ static TileIndex TrainApproachingCrossingTile(const Train *v)
if (!TrainCanLeaveTile(v)) return INVALID_TILE;
DiagDirection dir = TrainExitDir(v->direction, v->track);
DiagDirection dir = VehicleExitDir(v->direction, v->track);
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
@ -3718,7 +3697,7 @@ static bool TrainCheckIfLineEnds(Train *v, bool reverse)
if (!TrainCanLeaveTile(v)) return true;
/* Determine the non-diagonal direction in which we will exit this tile */
DiagDirection dir = TrainExitDir(v->direction, v->track);
DiagDirection dir = VehicleExitDir(v->direction, v->track);
/* Calculate next tile */
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
@ -3786,7 +3765,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
/* Try to reserve a path when leaving the station as we
* might not be marked as wanting a reservation, e.g.
* when an overlength train gets turned around in a station. */
DiagDirection dir = TrainExitDir(v->direction, v->track);
DiagDirection dir = VehicleExitDir(v->direction, v->track);
if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {

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