Feature: Close adjacent level crossings as if they were one large crossing #8444
Motivation / Problem
Level crossings on parallel tracks can be dangerous, especially for articulated road vehicles, or if multiple road vehicles follow each other. Often, a vehicle is waiting for a level crossing to open, when it suddenly gets struck in its "tail" by another train.
Updated patch from https://www.tt-forums.net/viewtopic.php?f=33&t=46091
This patch tries to avoid the situation that a vehicle gets stuck inbetween two tracks by closing all level crossings simultaneously, and instead allowing road vehicles to leave a crossing they already entered. Best combined with a path signal some tiles ahead of a level crossing, to give vehicles time to leave if a train approaches.
on loading an old savegame, road vehicles that were previously waiting for a crossing to open, may now immediately start up, causing them to run straight into a train. some savegame conversion update is needed.
Checklist for review
Some things are not automated, and forgotten often. This list is a reminder for the reviewers.
TrueBrain left a comment
I kinda stopped my review half-way through. Please spend some more time on code quality here. So many things that appear to be in a half-state, that it made me check if this was a draft PR (it was not).
i revisited the crossing sound effect. before this PR, crossing sound was played in two different ways
a) when a crossing without a PBS nearby gets closed
case a) was a bit awkward in my patch, since that might result in multiple crossing sounds being played at once, so i opted instead to drop case a) and change case b) to be in all cases
i opted to do this in a separate commit, in case it was somehow controversial