Fix #8462: Don't check whether to grow a town road on water (#8471)

pull/217/head
SamuXarick 3 years ago committed by GitHub
parent 8e6574dcdb
commit 8da5cff210
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -932,8 +932,8 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
* If that fails clear the land, and if that fails exit.
* This is to make sure that we can build a road here later. */
RoadType rt = GetTownRoadType(t);
if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Failed() &&
DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Failed()) {
return false;
}
}

Loading…
Cancel
Save