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@ -111,6 +111,7 @@ struct Aircraft final : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
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void OnNewEconomyDay() override;
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uint Crash(bool flooded = false) override;
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TileIndex GetOrderStationLocation(StationID station) override;
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TileIndex GetCargoTile() const override { return this->First()->tile; }
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ClosestDepot FindClosestDepot() override;
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/**
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@ -1301,7 +1301,7 @@ void PrepareUnload(Vehicle *front_v)
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front_v->last_station_visited, next_station,
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front_v->current_order.GetUnloadType(), ge,
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front_v->cargo_payment,
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v->tile);
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v->GetCargoTile());
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if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
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}
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}
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@ -1441,7 +1441,7 @@ struct ReturnCargoAction
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*/
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bool operator()(Vehicle *v)
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{
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v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop, v->tile);
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v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop, v->GetCargoTile());
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return true;
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}
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};
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@ -1476,7 +1476,7 @@ struct FinalizeRefitAction
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{
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if (this->do_reserve) {
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this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
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&v->cargo, this->next_station, v->tile);
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&v->cargo, this->next_station, v->GetCargoTile());
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}
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this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
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return true;
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@ -1567,7 +1567,7 @@ struct ReserveCargoAction {
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{
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if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
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st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
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&v->cargo, *next_station, v->tile);
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&v->cargo, *next_station, v->GetCargoTile());
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}
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return true;
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@ -1701,7 +1701,7 @@ static void LoadUnloadVehicle(Vehicle *front)
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uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
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if (v->cargo_cap < new_remaining) {
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/* Return some of the reserved cargo to not overload the vehicle. */
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v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION, v->tile);
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v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION, v->GetCargoTile());
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}
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/* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
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@ -1728,7 +1728,7 @@ static void LoadUnloadVehicle(Vehicle *front)
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}
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}
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amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment, v->tile);
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amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment, v->GetCargoTile());
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remaining = v->cargo.UnloadCount() > 0;
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if (amount_unloaded > 0) {
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dirty_vehicle = true;
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@ -1798,7 +1798,7 @@ static void LoadUnloadVehicle(Vehicle *front)
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if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
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if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v));
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uint loaded = ge->cargo.Load(cap_left, &v->cargo, next_station, v->tile);
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uint loaded = ge->cargo.Load(cap_left, &v->cargo, next_station, v->GetCargoTile());
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if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
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/* Remember if there are reservations left so that we don't stop
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* loading before they're loaded. */
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@ -791,6 +791,8 @@ public:
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*/
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virtual TileIndex GetOrderStationLocation([[maybe_unused]] StationID station) { return INVALID_TILE; }
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virtual TileIndex GetCargoTile() const { return this->tile; }
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/**
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* Find the closest depot for this vehicle and tell us the location,
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* DestinationID and whether we should reverse.
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