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(svn r19476) -Codechange: simplify the 'is conflicting industry nearby' check a bit
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@ -1527,19 +1527,19 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags,
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static CommandCost 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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if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
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if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry()) {
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/* Allow primary industries to be placed close to any other industry */
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return CommandCost();
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}
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const Industry *i;
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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->location.tile) <= 14;
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if (DistanceMax(tile, i->location.tile) > 14) continue;
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/* check if an industry that accepts the same goods is nearby */
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if (in_low_distance &&
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!indspec->IsRawIndustry() && // not a primary industry?
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if (!indspec->IsRawIndustry() && // not a primary industry?
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indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
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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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@ -1549,10 +1549,9 @@ static CommandCost CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
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}
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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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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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i->type == indspec->conflicting[2]) {
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return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
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}
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}
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