Mercurial > hg > openttd
changeset 13945:d725b850c967 draft
(svn r18481) -Codechange: unify the curve pathfinder penalty defaults; 0.01 tile won't make a dent, 3 tiles might be a bit too much
-Feature-ish: make maximum pathfinder penalties for finding depots customisable, also increase it slightly to 20 tiles worth of penalties.
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sun, 13 Dec 2009 10:48:44 +0000 |
parents | 60178db29ff0 |
children | 1b2430a53a2c |
files | src/pathfinder/npf/npf.cpp src/pathfinder/npf/npf_func.h src/pathfinder/pathfinder_type.h src/pathfinder/yapf/yapf.h src/pathfinder/yapf/yapf_rail.cpp src/roadveh_cmd.cpp src/saveload/saveload.cpp src/settings_type.h src/ship_cmd.cpp src/table/settings.h src/train_cmd.cpp |
diffstat | 11 files changed, 65 insertions(+), 44 deletions(-) [+] |
line wrap: on
line diff
--- a/src/pathfinder/npf/npf.cpp +++ b/src/pathfinder/npf/npf.cpp @@ -1127,7 +1127,7 @@ /*** Road vehicles ***/ -FindDepotData NPFRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance) +FindDepotData NPFRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_penalty) { Trackdir trackdir = v->GetVehicleTrackdir(); @@ -1140,7 +1140,7 @@ * number by this. It might not be completely what we want, but it will * work for now :-) We can possibly change this when the old pathfinder * is removed. */ - return FindDepotData(ftd.node.tile, ftd.best_path_dist / NPF_TILE_LENGTH); + return FindDepotData(ftd.node.tile, ftd.best_path_dist); } Trackdir NPFRoadVehicleChooseTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs) @@ -1187,7 +1187,7 @@ /*** Trains ***/ -FindDepotData NPFTrainFindNearestDepot(const Train *v, int max_distance) +FindDepotData NPFTrainFindNearestDepot(const Train *v, int max_penalty) { const Train *last = v->Last(); Trackdir trackdir = v->GetVehicleTrackdir(); @@ -1202,7 +1202,7 @@ * number by this. It might not be completely what we want, but it will * work for now :-) We can possibly change this when the old pathfinder * is removed. */ - return FindDepotData(ftd.node.tile, ftd.best_path_dist / NPF_TILE_LENGTH, NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)); + return FindDepotData(ftd.node.tile, ftd.best_path_dist, NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)); } bool NPFTrainFindNearestSafeTile(const Train *v, TileIndex tile, Trackdir trackdir, bool override_railtype)
--- a/src/pathfinder/npf/npf_func.h +++ b/src/pathfinder/npf/npf_func.h @@ -19,12 +19,12 @@ /** * Used when user sends road vehicle to the nearest depot or if road vehicle needs servicing using NPF. * @param v vehicle that needs to go to some depot - * @param max_distance max distance (number of track tiles) from the current vehicle position - * (used also as optimization - the pathfinder can stop path finding if max_distance + * @param max_penalty max distance (in pathfinder penalty) from the current vehicle position + * (used also as optimization - the pathfinder can stop path finding if max_penalty * was reached and no depot was seen) * @return the data about the depot */ -FindDepotData NPFRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance); +FindDepotData NPFRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_penalty); /** * Finds the best path for given road vehicle using NPF. @@ -49,12 +49,12 @@ /** * Used when user sends train to the nearest depot or if train needs servicing using NPF * @param v train that needs to go to some depot - * @param max_distance max distance (number of track tiles) from the current train position - * (used also as optimization - the pathfinder can stop path finding if max_distance + * @param max_penalty max max_penalty (in pathfinder penalty) from the current train position + * (used also as optimization - the pathfinder can stop path finding if max_penalty * was reached and no depot was seen) * @return the data about the depot */ -FindDepotData NPFTrainFindNearestDepot(const Train *v, int max_distance); +FindDepotData NPFTrainFindNearestDepot(const Train *v, int max_penalty); /** * Try to extend the reserved path of a train to the nearest safe tile using NPF.
--- a/src/pathfinder/pathfinder_type.h +++ b/src/pathfinder/pathfinder_type.h @@ -43,7 +43,7 @@ */ struct FindDepotData { TileIndex tile; ///< The tile of the depot - uint best_length; ///< The distance towards the depot, or UINT_MAX if not found + uint best_length; ///< The distance towards the depot in penalty, or UINT_MAX if not found bool reverse; ///< True if reversing is necessary for the train to get to this depot /**
--- a/src/pathfinder/yapf/yapf.h +++ b/src/pathfinder/yapf/yapf.h @@ -52,18 +52,18 @@ /** * Used when user sends road vehicle to the nearest depot or if road vehicle needs servicing using YAPF. * @param v vehicle that needs to go to some depot - * @param max_distance max distance (number of track tiles) from the current vehicle position - * (used also as optimization - the pathfinder can stop path finding if max_distance + * @param max_penalty max distance (in pathfinder penalty) from the current vehicle position + * (used also as optimization - the pathfinder can stop path finding if max_penalty * was reached and no depot was seen) * @return the data about the depot */ -FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_distance); +FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_penalty); /** * Used when user sends train to the nearest depot or if train needs servicing using YAPF. * @param v train that needs to go to some depot - * @param max_distance max distance (number of track tiles) from the current train position - * (used also as optimization - the pathfinder can stop path finding if max_distance + * @param max_penalty max distance (int pathfinder penalty) from the current train position + * (used also as optimization - the pathfinder can stop path finding if max_penalty * was reached and no depot was seen) * @return the data about the depot */
--- a/src/pathfinder/yapf/yapf_rail.cpp +++ b/src/pathfinder/yapf/yapf_rail.cpp @@ -217,7 +217,7 @@ return 't'; } - static bool stFindNearestDepotTwoWay(const Train *v, TileIndex t1, Trackdir td1, TileIndex t2, Trackdir td2, int max_distance, int reverse_penalty, TileIndex *depot_tile, bool *reversed) + static bool stFindNearestDepotTwoWay(const Train *v, TileIndex t1, Trackdir td1, TileIndex t2, Trackdir td2, int max_penalty, int reverse_penalty, TileIndex *depot_tile, bool *reversed) { Tpf pf1; /* @@ -229,15 +229,15 @@ * so it will only impact performance when you do not manually set * depot orders and you do not disable automatic servicing. */ - if (max_distance != 0) pf1.DisableCache(true); - bool result1 = pf1.FindNearestDepotTwoWay(v, t1, td1, t2, td2, max_distance, reverse_penalty, depot_tile, reversed); + if (max_penalty != 0) pf1.DisableCache(true); + bool result1 = pf1.FindNearestDepotTwoWay(v, t1, td1, t2, td2, max_penalty, reverse_penalty, depot_tile, reversed); #if DEBUG_YAPF_CACHE Tpf pf2; TileIndex depot_tile2 = INVALID_TILE; bool reversed2 = false; pf2.DisableCache(true); - bool result2 = pf2.FindNearestDepotTwoWay(v, t1, td1, t2, td2, max_distance, reverse_penalty, &depot_tile2, &reversed2); + bool result2 = pf2.FindNearestDepotTwoWay(v, t1, td1, t2, td2, max_penalty, reverse_penalty, &depot_tile2, &reversed2); if (result1 != result2 || (result1 && (*depot_tile != depot_tile2 || *reversed != reversed2))) { DEBUG(yapf, 0, "CACHE ERROR: FindNearestDepotTwoWay() = [%s, %s]", result1 ? "T" : "F", result2 ? "T" : "F"); DumpState(pf1, pf2); @@ -247,12 +247,12 @@ return result1; } - FORCEINLINE bool FindNearestDepotTwoWay(const Train *v, TileIndex t1, Trackdir td1, TileIndex t2, Trackdir td2, int max_distance, int reverse_penalty, TileIndex *depot_tile, bool *reversed) + FORCEINLINE bool FindNearestDepotTwoWay(const Train *v, TileIndex t1, Trackdir td1, TileIndex t2, Trackdir td2, int max_penalty, int reverse_penalty, TileIndex *depot_tile, bool *reversed) { /* set origin and destination nodes */ Yapf().SetOrigin(t1, td1, t2, td2, reverse_penalty, true); Yapf().SetDestination(v); - Yapf().SetMaxCost(YAPF_TILE_LENGTH * max_distance); + Yapf().SetMaxCost(max_penalty); /* find the best path */ bool bFound = Yapf().FindPath(v); @@ -600,7 +600,7 @@ return reverse; } -FindDepotData YapfTrainFindNearestDepot(const Train *v, int max_distance) +FindDepotData YapfTrainFindNearestDepot(const Train *v, int max_penalty) { FindDepotData fdd; @@ -618,8 +618,8 @@ pfnFindNearestDepotTwoWay = &CYapfAnyDepotRail2::stFindNearestDepotTwoWay; // Trackdir, forbid 90-deg } - bool ret = pfnFindNearestDepotTwoWay(v, origin.tile, origin.trackdir, last_tile, td_rev, max_distance, YAPF_INFINITE_PENALTY, &fdd.tile, &fdd.reverse); - fdd.best_length = ret ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND + bool ret = pfnFindNearestDepotTwoWay(v, origin.tile, origin.trackdir, last_tile, td_rev, max_penalty, YAPF_INFINITE_PENALTY, &fdd.tile, &fdd.reverse); + fdd.best_length = ret ? max_penalty / 2 : UINT_MAX; // some fake distance or NOT_FOUND return fdd; }
--- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -358,8 +358,8 @@ if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0); switch (_settings_game.pf.pathfinder_for_roadvehs) { - case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance); - case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance); + 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); default: NOT_REACHED(); } @@ -1608,8 +1608,6 @@ static void CheckIfRoadVehNeedsService(RoadVehicle *v) { - static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16; - /* If we already got a slot at a stop, use that FIRST, and go to a depot later */ if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsInDepot()) { @@ -1617,9 +1615,16 @@ return; } - FindDepotData rfdd = FindClosestRoadDepot(v, MAX_ACCEPTABLE_DEPOT_DIST); + uint max_penalty; + switch (_settings_game.pf.pathfinder_for_roadvehs) { + case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break; + case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break; + default: NOT_REACHED(); + } + + FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty); /* Only go to the depot if it is not too far out of our way. */ - if (rfdd.best_length == UINT_MAX || rfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) { + if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { /* If we were already heading for a depot but it has * suddenly moved farther away, we continue our normal
--- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -47,7 +47,7 @@ #include "saveload_internal.h" -extern const uint16 SAVEGAME_VERSION = 130; +extern const uint16 SAVEGAME_VERSION = 131; SavegameType _savegame_type; ///< type of savegame we are loading
--- a/src/settings_type.h +++ b/src/settings_type.h @@ -208,6 +208,7 @@ * of not being perfect anymore. */ uint32 npf_max_search_nodes; + uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal) uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal) @@ -231,6 +232,7 @@ struct YAPFSettings { bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited + uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot bool ship_use_yapf; ///< use YAPF for ships bool road_use_yapf; ///< use YAPF for road bool rail_use_yapf; ///< use YAPF for rail
--- a/src/ship_cmd.cpp +++ b/src/ship_cmd.cpp @@ -126,9 +126,17 @@ return; } + uint max_distance; + switch (_settings_game.pf.pathfinder_for_ships) { + case VPF_OPF: max_distance = 12; break; + case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break; + case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break; + default: NOT_REACHED(); + } + const Depot *depot = FindClosestShipDepot(v); - if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) { + if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > max_distance) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { v->current_order.MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
--- a/src/table/settings.h +++ b/src/table/settings.h @@ -464,18 +464,18 @@ SDT_VAR(GameSettings, pf.npf.npf_rail_lastred_penalty, SLE_UINT, 0, 0, ( 10 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_VAR(GameSettings, pf.npf.npf_rail_station_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_VAR(GameSettings, pf.npf.npf_rail_slope_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), - SDT_VAR(GameSettings, pf.npf.npf_rail_curve_penalty, SLE_UINT, 0, 0, 1, 0, 100000, 0, STR_NULL, NULL), + SDT_VAR(GameSettings, pf.npf.npf_rail_curve_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_VAR(GameSettings, pf.npf.npf_rail_depot_reverse_penalty, SLE_UINT, 0, 0, ( 50 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.npf.npf_rail_pbs_cross_penalty, SLE_UINT,100, SL_MAX_VERSION, 0, 0, ( 3 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.npf.npf_rail_pbs_signal_back_penalty, SLE_UINT,100, SL_MAX_VERSION, 0, 0, ( 15 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_VAR(GameSettings, pf.npf.npf_buoy_penalty, SLE_UINT, 0, 0, ( 2 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), - SDT_VAR(GameSettings, pf.npf.npf_water_curve_penalty, SLE_UINT, 0, 0, (NPF_TILE_LENGTH / 4), 0, 100000, 0, STR_NULL, NULL), - SDT_VAR(GameSettings, pf.npf.npf_road_curve_penalty, SLE_UINT, 0, 0, 1, 0, 100000, 0, STR_NULL, NULL), + SDT_VAR(GameSettings, pf.npf.npf_water_curve_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), + SDT_VAR(GameSettings, pf.npf.npf_road_curve_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_VAR(GameSettings, pf.npf.npf_crossing_penalty, SLE_UINT, 0, 0, ( 3 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.npf.npf_road_drive_through_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, ( 8 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.npf.npf_road_dt_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, ( 8 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.npf.npf_road_bay_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, ( 15 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL), - + SDT_CONDVAR(GameSettings, pf.npf.maximum_go_to_depot_penalty, SLE_UINT,131, SL_MAX_VERSION, 0, 0, ( 20 * NPF_TILE_LENGTH), 0, 1000000, 0, STR_NULL, NULL), SDT_CONDBOOL(GameSettings, pf.yapf.disable_node_optimization, 28, SL_MAX_VERSION, 0, 0, false, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.max_search_nodes, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10000, 500, 1000000, 0, STR_NULL, NULL), @@ -486,7 +486,7 @@ SDT_CONDVAR(GameSettings, pf.yapf.rail_lastred_exit_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 100 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.rail_station_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.rail_slope_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 2 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), - SDT_CONDVAR(GameSettings, pf.yapf.rail_curve45_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 3 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), + SDT_CONDVAR(GameSettings, pf.yapf.rail_curve45_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 1 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.rail_curve90_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 6 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.rail_depot_reverse_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 50 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.rail_crossing_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 3 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), @@ -508,6 +508,7 @@ SDT_CONDVAR(GameSettings, pf.yapf.road_stop_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.road_stop_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, pf.yapf.road_stop_bay_occupied_penalty, SLE_UINT,130, SL_MAX_VERSION, 0, 0, 15 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), + SDT_CONDVAR(GameSettings, pf.yapf.maximum_go_to_depot_penalty, SLE_UINT,131, SL_MAX_VERSION, 0, 0, 20 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, game_creation.land_generator, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 1, 0, STR_CONFIG_SETTING_LAND_GENERATOR, NULL), SDT_CONDVAR(GameSettings, game_creation.oil_refinery_limit, SLE_UINT8, 30, SL_MAX_VERSION, 0, 0, 32, 12, 48, 0, STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE, NULL),
--- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -2093,8 +2093,8 @@ if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0); switch (_settings_game.pf.pathfinder_for_trains) { - case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance); - case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance); + 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); default: NOT_REACHED(); } @@ -4100,17 +4100,22 @@ static void CheckIfTrainNeedsService(Train *v) { - static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16; - if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsInDepot()) { VehicleServiceInDepot(v); return; } - FindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST); + uint max_penalty; + switch (_settings_game.pf.pathfinder_for_trains) { + case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break; + case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break; + default: NOT_REACHED(); + } + + FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty); /* Only go to the depot if it is not too far out of our way. */ - if (tfdd.best_length == UINT_MAX || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) { + if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { /* If we were already heading for a depot but it has * suddenly moved farther away, we continue our normal