Enable ships to pass on both sides of other ships.

pull/59/head
HackaLittleBit 6 years ago committed by Jonathan G Rennison
parent 828e9bece2
commit e2d3c95ae1

@ -509,68 +509,89 @@ static const byte _ship_subcoord[4][6][3] = {
}
};
/** Temporary data storage for testing collisions. */
struct ShipCollideChecker {
TrackBits track_bits; ///< Trackbits (track that was chosen by the pathfinder converted in trackbits.) .
TileIndex tile; ///< Tile of where ship was found, used to determine distance between ships.
TrackBits track_bits; ///< Pathfinder chosen track converted to trackbits, or is v->state of requesting ship. (one bit set)
TileIndex tile; ///< Tile where ship was found, used to determine distance between ships.
};
/** Helper function for collision avoidance. */
static Vehicle *FindShipOnTile(Vehicle *v, void *data)
{
if (v->type != VEH_SHIP || v->vehstatus & VS_STOPPED) return NULL;
if (v->type != VEH_SHIP) return NULL;
ShipCollideChecker *scc = (ShipCollideChecker*)data;
scc->tile = v->tile;
/* Don't detect vehicles on different parallel tracks. */
TrackBits bits = scc->track_bits | Ship::From(v)->state;
if (bits == TRACK_BIT_HORZ || bits == TRACK_BIT_VERT) return NULL;
scc->tile = v->tile;
return v;
}
/**
* If there is imminent collision or worse, direction and speed will be adjusted.
* @param tile Tile that the ship is about to enter.
* @param v Ship that does the request.
* @param tracks The available tracks that could be followed.
* @param track The track that the pathfinder assigned.
* @param diagdir The DiagDirection that tile will be entered.
* @param tile Tile that the ship is about to enter.
* @param v Ship that does the request.
* @param tracks The available tracks that could be followed.
* @param track_old The track that the pathfinder assigned.
* @param diagdir The DiagDirection that tile will be entered.
* @return The new track if found.
*/
static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks, Track *track_old, DiagDirection diagdir)
{
if (!_settings_game.pf.forbid_90_deg || !_settings_game.vehicle.ship_collision_avoidance) return;
if (DistanceManhattan(v->dest_tile, tile) <= 3 && !v->current_order.IsType(OT_GOTO_WAYPOINT)) return; // No checking close to docks and depots.
Track track = *track_old;
TrackBits track_bits = TrackToTrackBits(track);
/* Only check for collision when pathfinder did not change direction.
* This is done in order to keep ships moving towards the intended target. */
TrackBits combine = (v->state | track_bits);
if (combine != TRACK_BIT_HORZ && combine != TRACK_BIT_VERT && combine != track_bits) return;
TileIndex tile_plus_one = TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]);
if (!IsValidTile(tile_plus_one)) tile_plus_one = tile;
TileIndex tile_plus_two = TileAddByDiagDir(tile_plus_one, diagdir);
if (!IsValidTile(tile_plus_two)) tile_plus_two = tile_plus_one;
ShipCollideChecker scc;
scc.track_bits = track_bits;
bool found = HasVehicleOnPos(tile, &scc, FindShipOnTile);
scc.track_bits = v->state;
bool found = HasVehicleOnPos(tile_plus_one, &scc, &FindShipOnTile);
scc.track_bits = TrackToTrackBits(track);
if (!found) found = HasVehicleOnPos(tile, &scc, &FindShipOnTile);
if (!found) found = HasVehicleOnPos(tile_plus_one, &scc, FindShipOnTile);
scc.track_bits = track_bits;
if (!found) found = HasVehicleOnPos(tile_plus_two, &scc, FindShipOnTile);
if (found) {
/* Speed adjustment related to distance. */
v->cur_speed /= scc.tile == tile_plus_one ? 2 : 4;
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;
v->cur_speed /= scc.tile == tile ? 8 : 2;
/* Clean none wanted trackbits, including pathfinder track and no 90 degree turns. */
tracks = IsDiagonalTrack(track) ? KillFirstBit(tracks) : (tracks & TRACK_BIT_CROSS);
/* Just follow track 1 tile and see if there is a track to follow. (try not to bang in coast or ship) */
while (tracks != TRACK_BIT_NONE) {
track = RemoveFirstTrack(&tracks);
TileIndex tile_check = TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]);
if (!IsValidTile(tile_check)) continue;
if (HasVehicleOnPos(tile_check, &scc, &FindShipOnTile)) continue;
TrackBits bits = GetAvailShipTracks(tile_check, _ship_search_directions[track][diagdir]);
if (!IsDiagonalTrack(track)) bits &= TRACK_BIT_CROSS; // No 90 degree turns.
if (bits != INVALID_TRACK_BIT && bits != TRACK_BIT_NONE) {
*track_old = track;
break;
}
}
/* Don't bump in coast, don't get stuck. */
if (track != *track_old && !IsWaterTile(TileAddByDiagDir(tile, _ship_search_directions[track][diagdir]))) return;
*track_old = track;
}
}
@ -667,7 +688,7 @@ static void ShipController(Ship *v)
if (track == INVALID_TRACK) goto reverse_direction;
/* Try to avoid collision and keep distance between ships. */
CheckDistanceBetweenShips(gp.new_tile, v, tracks, &track, diagdir);
if (_settings_game.vehicle.ship_collision_avoidance) CheckDistanceBetweenShips(gp.new_tile, v, tracks, &track, diagdir);
b = _ship_subcoord[diagdir][track];

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