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@ -1377,31 +1377,36 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, uint32 flags, const
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}
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static bool CheckIfTooCloseToIndustry(TileIndex tile, int type)
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static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
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{
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const IndustrySpec *indspec = GetIndustrySpec(type);
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const Industry *i;
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/* accepting industries won't be close, not even with patch */
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if (_patches.same_industry_close && indspec->accepts_cargo[0] == CT_INVALID)
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/* Allow primary industries to be placed close to any other industry */
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return true;
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FOR_ALL_INDUSTRIES(i) {
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/* Within 14 tiles from another industry is considered close */
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bool in_low_distance = DistanceMax(tile, i->xy) <= 14;
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/* check if an industry that accepts the same goods is nearby */
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if (DistanceMax(tile, i->xy) <= 14 &&
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indspec->accepts_cargo[0] != CT_INVALID &&
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if (in_low_distance &&
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indspec->accepts_cargo[0] != CT_INVALID && // not a primary industry?
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indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
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_game_mode != GM_EDITOR ||
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!_patches.same_industry_close ||
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!_patches.multiple_industry_per_town
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)) {
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/* at least one of those options must be true */
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_game_mode != GM_EDITOR || // editor must not be stopped
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!_patches.same_industry_close ||
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!_patches.multiple_industry_per_town)) {
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_error_message = STR_INDUSTRY_TOO_CLOSE;
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return false;
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}
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/* check "not close to" field. */
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if ((i->type == indspec->conflicting[0] || i->type == indspec->conflicting[1] || i->type == indspec->conflicting[2]) &&
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DistanceMax(tile, i->xy) <= 14) {
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/* check if there are any conflicting industry types around */
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if ((i->type == indspec->conflicting[0] ||
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i->type == indspec->conflicting[1] ||
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i->type == indspec->conflicting[2]) &&
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in_low_distance) {
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_error_message = STR_INDUSTRY_TOO_CLOSE;
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return false;
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}
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@ -1558,7 +1563,7 @@ static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint
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}
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if (!custom_shape_check && _patches.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
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if (!CheckIfTooCloseToIndustry(tile, type)) return NULL;
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if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
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const Town *t = CheckMultipleIndustryInTown(tile, type);
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if (t == NULL) return NULL;
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