mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-08 01:10:28 +00:00
(svn r20506) -Change: Vehicles will now stop loading after a load cycle that loaded less than possible, unless it's a full load order. This should improve behaviour with gradual loading and cargo continuously trickling in.
This commit is contained in:
parent
d08c3d9381
commit
29e7f55d94
@ -1161,6 +1161,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
bool completely_emptied = true;
|
||||
bool anything_unloaded = false;
|
||||
bool anything_loaded = false;
|
||||
bool full_load_amount = false;
|
||||
uint32 cargo_not_full = 0;
|
||||
uint32 cargo_full = 0;
|
||||
|
||||
@ -1239,8 +1240,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Do not pick up goods when we have no-load set. */
|
||||
if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
|
||||
/* Do not pick up goods when we have no-load set or loading is stopped. */
|
||||
if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
|
||||
|
||||
/* update stats */
|
||||
int t;
|
||||
@ -1272,12 +1273,17 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
}
|
||||
|
||||
if (cap > count) cap = count;
|
||||
if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
|
||||
if (_settings_game.order.gradual_loading) {
|
||||
cap = min(cap, load_amount);
|
||||
cap_left = min(cap_left, load_amount);
|
||||
}
|
||||
if (_settings_game.order.improved_load) {
|
||||
/* Don't load stuff that is already 'reserved' for other vehicles */
|
||||
cap = min((uint)cargo_left[v->cargo_type], cap);
|
||||
count = cargo_left[v->cargo_type];
|
||||
cargo_left[v->cargo_type] -= cap;
|
||||
}
|
||||
if (count >= (uint)cap_left) full_load_amount = true;
|
||||
|
||||
if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
|
||||
|
||||
@ -1330,6 +1336,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
|
||||
if (!anything_unloaded) delete payment;
|
||||
|
||||
ClrBit(u->vehicle_flags, VF_STOP_LOADING);
|
||||
if (anything_loaded || anything_unloaded) {
|
||||
if (_settings_game.order.gradual_loading) {
|
||||
/* The time it takes to load one 'slice' of cargo or passengers depends
|
||||
@ -1338,6 +1345,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
|
||||
unloading_time = gradual_loading_wait_time[v->type];
|
||||
}
|
||||
/* We loaded less cargo than possible and it's not full load, stop loading. */
|
||||
if (!anything_unloaded && !full_load_amount && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD)) SetBit(u->vehicle_flags, VF_STOP_LOADING);
|
||||
} else {
|
||||
bool finished_loading = true;
|
||||
if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
|
||||
|
@ -40,6 +40,7 @@ enum VehicleFlags {
|
||||
VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet.
|
||||
VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
|
||||
VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times
|
||||
VF_STOP_LOADING, ///< Don't load anymore during the next load cycle.
|
||||
};
|
||||
|
||||
/** Cached oftenly queried (NewGRF) values */
|
||||
|
Loading…
Reference in New Issue
Block a user