static int CDECL StationRatingSorter(const Station * const *a, const Station * const *b) { // GSortT(used_stations->Begin(), used_stations.Lenght(), ); const Station *sta = *a; const Station *stb = *b; return stb->goods[0].rating - sta->goods[0].rating; } uint MoveGoodsToStation(CargoID type, uint amount, SourceType source_type, SourceID source_id, const StationList *all_stations) { /* Return if nothing to do. Also the rounding below fails for 0. */ if (amount == 0) return 0; Station *st1 = NULL; // Station with best rating Station *st2 = NULL; // Second best station Station *st3 = NULL; // Third best station Station *st4 = NULL; // Fourth best station Station *st5 = NULL; // Fifth best station Station *st6 = NULL; // Sixth best station uint best_rating1 = 0; // rating of st1 uint best_rating2 = 0; // rating of st2 uint best_rating3 = 0; // rating of st3 uint best_rating4 = 0; // rating of st4 uint best_rating5 = 0; // rating of st5 uint best_rating6 = 0; // rating of st6 StationList used_stations; for (Station * const *st_iter = all_stations->Begin(); st_iter != all_stations->End(); ++st_iter) { Station *st = *st_iter; /* Is the station reserved exclusively for somebody else? */ if (st->town->exclusive_counter > 0 && st->town->exclusivity != st->owner) continue; if (st->goods[type].rating == 0) continue; // Lowest possible rating, better not to give cargo anymore if (_settings_game.order.selectgoods && !st->goods[type].HasVehicleEverTriedLoading()) continue; // Selectively servicing stations, and not this one if (IsCargoInClass(type, CC_PASSENGERS)) { if (st->facilities == FACIL_TRUCK_STOP) continue; // passengers are never served by just a truck stop } else { if (st->facilities == FACIL_BUS_STOP) continue; // non-passengers are never served by just a bus stop } /* This station can be used, add it to st1/st2/st3/st4/st5/st6 */ used_stations.Include(st); if (st1 == NULL || st->goods[type].rating >= best_rating1) { st6 = st5; best_rating6 = best_rating5; st5 = st4; best_rating5 = best_rating4; st4 = st3; best_rating4 = best_rating3; st3 = st2; best_rating3 = best_rating2; st2 = st1; best_rating2 = best_rating1; st1 = st; best_rating1 = st->goods[type].rating; } else if (st2 == NULL || st->goods[type].rating >= best_rating2) { st6 = st5; best_rating6 = best_rating5; st5 = st4; best_rating5 = best_rating4; st4 = st3; best_rating4 = best_rating3; st3 = st2; best_rating3 = best_rating2; st2 = st; best_rating2 = st->goods[type].rating; } else if (st3 == NULL || st->goods[type].rating >= best_rating3) { st6 = st5; best_rating6 = best_rating5; st5 = st4; best_rating5 = best_rating4; st4 = st3; best_rating4 = best_rating3; st3 = st; best_rating3 = st->goods[type].rating; } else if (st4 == NULL || st->goods[type].rating >= best_rating4) { st6 = st5; best_rating6 = best_rating5; st5 = st4; best_rating5 = best_rating4; st4 = st; best_rating4 = st->goods[type].rating; } else if (st5 == NULL || st->goods[type].rating >= best_rating5) { st6 = st5; best_rating6 = best_rating5; st5 = st; best_rating5 = st->goods[type].rating; } else if (st6 == NULL || st->goods[type].rating >= best_rating6) { st6 = st; best_rating6 = st->goods[type].rating; } } uint no_stations = used_stations.Length(); GSortT(used_stations.Begin(), used_stations.Length(), &StationRatingSorter); if (no_stations > 1) { Station *st1 = &used_stations.Begin(); Station *st2 = &st1++; uint offset = 0; while (no_stations > 1) { const int diff = st1->goods[type].rating - st2->goods[type].rating; if (diff <= 0) { if (offset != 0) { st1 += offset; st2 += offset; offset = 0; continue; } st1++; st2++; no_stations--; } else { Swap(*st1, *st2); if (st1 == *used_stations.Begin()) continue; st1--; st2--; offset++; } } // for (Station **st_iter = used_stations.Begin(); st_iter != used_stations.End(); ++st_iter) { // Station *st1 = *st_iter; // Station *st2 = *st_iter + 1; // // if (st1->goods[type].rating >= st2->goods[type].rating) { // st2 = st1; // } // // } } /* no stations around at all? */ if (st1 == NULL) return 0; /* From now we'll calculate with fractal cargo amounts. * First determine how much cargo we really have. */ amount *= best_rating1 + 1; if (st2 == NULL) { /* only one station around */ return UpdateStationWaiting(st1, type, amount, source_type, source_id); } if (st3 == NULL) { /* two stations around, the best two (highest rating) are in st1 and st2 */ assert(st1 != NULL); assert(st2 != NULL); assert(best_rating1 != 0 || best_rating2 != 0); /* Then determine the amount the worst station gets. We do it this way as the * best should get a bonus, which in this case is the rounding difference from * this calculation. In reality that will mean the bonus will be pretty low. * Nevertheless, the best station should always get the most cargo regardless * of rounding issues. */ uint worst_cargo = amount * best_rating2 / (best_rating1 + best_rating2); assert(worst_cargo <= (amount - worst_cargo)); /* And then send the cargo to the stations! */ uint moved = UpdateStationWaiting(st1, type, amount - worst_cargo, source_type, source_id); /* These two UpdateStationWaiting's can't be in the statement as then the order * of execution would be undefined and that could cause desyncs with callbacks. */ return moved + UpdateStationWaiting(st2, type, worst_cargo, source_type, source_id); } if (st4 == NULL) { /* three stations around, the best three (highest rating) are in st1, st2 and st3 */ assert(st1 != NULL); assert(st2 != NULL); assert(st3 != NULL); assert(best_rating1 != 0 || best_rating2 != 0 || best_rating3 != 0); /* Then determine the amount the worst stations get. We do it this way as the * best should get a bonus, which in this case is the rounding difference from * this calculation. In reality that will mean the bonus will be pretty low. * Nevertheless, the best station should always get the most cargo regardless * of rounding issues. */ uint cargo_st3 = amount * best_rating3 / (best_rating1 + best_rating2 + best_rating3); assert(cargo_st3 <= (amount - cargo_st3)); uint remaining = amount - cargo_st3; uint cargo_st2 = remaining * best_rating2 / (best_rating1 + best_rating2); assert(cargo_st2 <= (remaining - cargo_st2)); uint cargo_st1 = remaining - cargo_st2; assert(amount == cargo_st1 + cargo_st2 + cargo_st3); /* And then send the cargo to the stations! */ uint moved = UpdateStationWaiting(st1, type, cargo_st1, source_type, source_id); moved += UpdateStationWaiting(st2, type, cargo_st2, source_type, source_id); return moved + UpdateStationWaiting(st3, type, cargo_st3, source_type, source_id); } if (st5 == NULL) { /* Four stations around, the best four (highest rating) are in st1, st2, st3 and st4 */ assert(st1 != NULL); assert(st2 != NULL); assert(st3 != NULL); assert(st4 != NULL); assert(best_rating1 != 0 || best_rating2 != 0 || best_rating3 != 0 || best_rating4 != 0); /* Then determine the amount the worst stations get. We do it this way as the * best should get a bonus, which in this case is the rounding difference from * this calculation. In reality that will mean the bonus will be pretty low. * Nevertheless, the best station should always get the most cargo regardless * of rounding issues. */ uint cargo_st4 = amount * best_rating4 / (best_rating1 + best_rating2 + best_rating3 + best_rating4); assert(cargo_st4 <= (amount - cargo_st4)); uint remaining = amount - cargo_st4; uint cargo_st3 = remaining * best_rating3 / (best_rating1 + best_rating2 + best_rating3); assert(cargo_st3 <= (remaining - cargo_st3)); remaining -= cargo_st3; uint cargo_st2 = remaining * best_rating2 / (best_rating1 + best_rating2); assert(cargo_st2 <= (remaining - cargo_st2)); uint cargo_st1 = remaining - cargo_st2; assert(amount == cargo_st1 + cargo_st2 + cargo_st3 + cargo_st4); /* And then send the cargo to the stations! */ uint moved = UpdateStationWaiting(st1, type, cargo_st1, source_type, source_id); moved += UpdateStationWaiting(st2, type, cargo_st2, source_type, source_id); moved += UpdateStationWaiting(st3, type, cargo_st3, source_type, source_id); return moved + UpdateStationWaiting(st4, type, cargo_st4, source_type, source_id); } if (st6 == NULL) { /* Five stations around, the best five (highest rating) are in st1, st2, st3, st4 and st5 */ assert(st1 != NULL); assert(st2 != NULL); assert(st3 != NULL); assert(st4 != NULL); assert(st5 != NULL); assert(best_rating1 != 0 || best_rating2 != 0 || best_rating3 != 0 || best_rating4 != 0 || best_rating5 != 0); /* Then determine the amount the worst stations get. We do it this way as the * best should get a bonus, which in this case is the rounding difference from * this calculation. In reality that will mean the bonus will be pretty low. * Nevertheless, the best station should always get the most cargo regardless * of rounding issues. */ uint cargo_st5 = amount * best_rating5 / (best_rating1 + best_rating2 + best_rating3 + best_rating4 + best_rating5); assert(cargo_st5 <= (amount - cargo_st5)); uint remaining = amount - cargo_st5; uint cargo_st4 = remaining * best_rating4 / (best_rating1 + best_rating2 + best_rating3 + best_rating4); assert(cargo_st4 <= (remaining - cargo_st4)); remaining -= cargo_st4; uint cargo_st3 = remaining * best_rating3 / (best_rating1 + best_rating2 + best_rating3); assert(cargo_st3 <= (remaining - cargo_st3)); remaining -= cargo_st3; uint cargo_st2 = remaining * best_rating2 / (best_rating1 + best_rating2); assert(cargo_st2 <= (remaining - cargo_st2)); uint cargo_st1 = remaining - cargo_st2; assert(amount == cargo_st1 + cargo_st2 + cargo_st3 + cargo_st4 + cargo_st5); /* And then send the cargo to the stations! */ uint moved = UpdateStationWaiting(st1, type, cargo_st1, source_type, source_id); moved += UpdateStationWaiting(st2, type, cargo_st2, source_type, source_id); moved += UpdateStationWaiting(st3, type, cargo_st3, source_type, source_id); moved += UpdateStationWaiting(st4, type, cargo_st4, source_type, source_id); return moved + UpdateStationWaiting(st5, type, cargo_st5, source_type, source_id); } /* Six stations around, the best six (highest rating) are in st1, st2, st3, st4, st5 and st6 */ assert(st1 != NULL); assert(st2 != NULL); assert(st3 != NULL); assert(st4 != NULL); assert(st5 != NULL); assert(st6 != NULL); assert(best_rating1 != 0 || best_rating2 != 0 || best_rating3 != 0 || best_rating4 != 0 || best_rating5 != 0 || best_rating6 != 0); /* Then determine the amount the worst stations get. We do it this way as the * best should get a bonus, which in this case is the rounding difference from * this calculation. In reality that will mean the bonus will be pretty low. * Nevertheless, the best station should always get the most cargo regardless * of rounding issues. */ uint cargo_st6 = amount * best_rating6 / (best_rating1 + best_rating2 + best_rating3 + best_rating4 + best_rating5 + best_rating6); assert(cargo_st6 <= (amount - cargo_st6)); uint remaining = amount - cargo_st6; uint cargo_st5 = remaining * best_rating5 / (best_rating1 + best_rating2 + best_rating3 + best_rating4 + best_rating5); assert(cargo_st5 <= (remaining - cargo_st5)); remaining -= cargo_st5; uint cargo_st4 = remaining * best_rating4 / (best_rating1 + best_rating2 + best_rating3 + best_rating4); assert(cargo_st4 <= (remaining - cargo_st4)); remaining -= cargo_st4; uint cargo_st3 = remaining * best_rating3 / (best_rating1 + best_rating2 + best_rating3); assert(cargo_st3 <= (remaining - cargo_st3)); remaining -= cargo_st3; uint cargo_st2 = remaining * best_rating2 / (best_rating1 + best_rating2); assert(cargo_st2 <= (remaining - cargo_st2)); uint cargo_st1 = remaining - cargo_st2; assert(amount == cargo_st1 + cargo_st2 + cargo_st3 + cargo_st4 + cargo_st5 + cargo_st6); /* And then send the cargo to the stations! */ uint moved = UpdateStationWaiting(st1, type, cargo_st1, source_type, source_id); moved += UpdateStationWaiting(st2, type, cargo_st2, source_type, source_id); moved += UpdateStationWaiting(st3, type, cargo_st3, source_type, source_id); moved += UpdateStationWaiting(st4, type, cargo_st4, source_type, source_id); moved += UpdateStationWaiting(st5, type, cargo_st5, source_type, source_id); return moved + UpdateStationWaiting(st6, type, cargo_st6, source_type, source_id); }