Mercurial > hg > openttd
changeset 14031:c603550031d4 draft
(svn r18574) -Fix [FS#3392] (r18481): manually sending trains and RVs to depots didn't quite work
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sun, 20 Dec 2009 16:19:47 +0000 |
parents | 827c5497bff0 |
children | 0a874c3b0514 |
files | src/roadveh_cmd.cpp src/ship_cmd.cpp src/train_cmd.cpp |
diffstat | 3 files changed, 14 insertions(+), 9 deletions(-) [+] |
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line diff
--- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -361,8 +361,8 @@ if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0); switch (_settings_game.pf.pathfinder_for_roadvehs) { - case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty); - case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty); + case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance); + case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance); default: NOT_REACHED(); }
--- a/src/ship_cmd.cpp +++ b/src/ship_cmd.cpp @@ -97,12 +97,17 @@ return _ship_sprites[spritenum] + direction; } -static const Depot *FindClosestShipDepot(const Vehicle *v) +static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance) { /* Find the closest depot */ const Depot *depot; const Depot *best_depot = NULL; - uint best_dist = UINT_MAX; + /* If we don't have a maximum distance, i.e. distance = 0, + * we want to find any depot so the best distance of no + * depot must be more than any correct distance. On the + * other hand if we have set a maximum distance, any depot + * further away than max_distance can safely be ignored. */ + uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1; FOR_ALL_DEPOTS(depot) { TileIndex tile = depot->xy; @@ -134,9 +139,9 @@ default: NOT_REACHED(); } - const Depot *depot = FindClosestShipDepot(v); + const Depot *depot = FindClosestShipDepot(v, max_distance); - if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > max_distance) { + if (depot == NULL) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { v->current_order.MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); @@ -724,7 +729,7 @@ bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { - const Depot *depot = FindClosestShipDepot(this); + const Depot *depot = FindClosestShipDepot(this, 0); if (depot == NULL) return false;
--- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -2107,8 +2107,8 @@ if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0); switch (_settings_game.pf.pathfinder_for_trains) { - case VPF_NPF: return NPFTrainFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty); - case VPF_YAPF: return YapfTrainFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty); + case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance); + case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance); default: NOT_REACHED(); }