delay(info->router->get_departure_delay()),
duration(info->router->get_trip_duration()),
waypoint(0),
+ distance_traveled(0),
blocked_by(-1)
{
const Vehicle *veh = &info->train->get_vehicle(0);
if(estimated_wait)
estimated_wait = max(estimated_wait-secs*Time::sec, Time::zero);
- if(state==MOVING)
+ float distance = info->speed*secs;
+ float remaining_on_track = occupied_tracks->path_length-offset;
+ if(state==MOVING || distance<remaining_on_track)
advance(info->speed*secs);
else if(state!=ARRIVED)
{
- float remaining_distance = occupied_tracks->path_length-offset;
- if(remaining_distance>0)
+ if(remaining_on_track>0)
{
- advance(remaining_distance);
- wait_time += (secs-remaining_distance/info->speed)*Time::sec;
+ advance(remaining_on_track);
+ wait_time += (secs-remaining_on_track/info->speed)*Time::sec;
}
else
wait_time += secs*Time::sec;
if(next.update_states() && next.check_deadlocks())
return;
- int train_index = find_next_train();
+ int train_index = next.find_next_train();
if(train_index<0)
return;
int TrainRoutePlanner::RoutingStep::find_next_train() const
{
+ /* Pick a moving train with the lowest time to next track. A train that
+ just became blocked can still travel until the end of its current track,
+ so consider those too. */
Time::TimeDelta min_dt;
int next_train = -1;
for(unsigned i=0; i<trains.size(); ++i)
- if(trains[i].state==MOVING)
+ if(trains[i].state==MOVING || (trains[i].state==BLOCKED && prev && prev->trains[i].state==MOVING))
{
Time::TimeDelta dt = trains[i].get_time_to_next_track();
if(dt<min_dt || next_train<0)