Merge branch 'ship_collision_avoidance' into ship_collision_avoidance-sx

pull/6/merge
Jonathan G Rennison 9 years ago
commit c74a8ad557

@ -509,6 +509,24 @@ static const byte _ship_subcoord[4][6][3] = {
}
};
/* Used to find DiagDirection from tile to next tile if track is followed */
static const DiagDirection _diagdir_to_next_tile[6][4] = {
{ DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW },
{ DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW },
{ DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_NW, DIAGDIR_SW },
{ DIAGDIR_SE, DIAGDIR_NW, DIAGDIR_NE, DIAGDIR_SW },
{ DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_SE, DIAGDIR_NE },
{ DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_SE, DIAGDIR_NE }
};
/** Helper function for collision avoidance. */
static Vehicle *FindShipOnTile(Vehicle *v, void *data)
{
if (v->type != VEH_SHIP || v->vehstatus & VS_STOPPED) return NULL;
return v;
}
static void ShipController(Ship *v)
{
uint32 r;
@ -601,6 +619,25 @@ static void ShipController(Ship *v)
track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
if (track == INVALID_TRACK) goto reverse_direction;
/* Try to avoid collision and keep distance between each other. */
if (_settings_game.pf.forbid_90_deg && DistanceManhattan(v->dest_tile, gp.new_tile) > 3) {
if (HasVehicleOnPos(gp.new_tile, NULL, &FindShipOnTile) ||
HasVehicleOnPos(TileAddByDiagDir(gp.new_tile, _diagdir_to_next_tile[track][diagdir]), NULL, &FindShipOnTile)) {
v->cur_speed /= 4; // Go quarter speed.
Track old = track;
switch (tracks) {
default: break;
case TRACK_BIT_3WAY_NE: track == TRACK_RIGHT ? track = TRACK_X : track = TRACK_UPPER; break;
case TRACK_BIT_3WAY_SE: track == TRACK_LOWER ? track = TRACK_Y : track = TRACK_RIGHT; break;
case TRACK_BIT_3WAY_SW: track == TRACK_LEFT ? track = TRACK_X : track = TRACK_LOWER; break;
case TRACK_BIT_3WAY_NW: track == TRACK_UPPER ? track = TRACK_Y : track = TRACK_LEFT; break;
}
if (!IsWaterTile(gp.new_tile) || !IsWaterTile(TileAddByDiagDir(gp.new_tile, _diagdir_to_next_tile[track][diagdir]))) track = old; // Don't bump in coast, don't get stuck.
}
}
b = _ship_subcoord[diagdir][track];
gp.x = (gp.x & ~0xF) | b[0];

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