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@ -1518,6 +1518,17 @@ static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station
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cur_company.Restore();
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}
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/**
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* Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
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* @param st Station with cargo waiting to be loaded.
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* @param v Vehicle loading the cargo.
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* @return true when a vehicle can load the cargo.
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*/
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static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
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{
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return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
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}
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struct ReserveCargoAction {
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Station *st;
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StationIDStack *next_station;
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@ -1527,7 +1538,7 @@ struct ReserveCargoAction {
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bool operator()(Vehicle *v)
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{
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if (v->cargo_cap > v->cargo.RemainingCount()) {
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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, st->xy, *next_station);
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}
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@ -1751,7 +1762,7 @@ static void LoadUnloadVehicle(Vehicle *front)
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/* If there's goods waiting at the station, and the vehicle
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* has capacity for it, load it on the vehicle. */
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uint cap_left = v->cargo_cap - v->cargo.StoredCount();
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if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
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if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
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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 = min(cap_left, GetLoadAmount(v));
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