Fix #6667: Also recalculate bridge costs for 'spectated' AI companies

pull/128/head
Charles Pigott 5 years ago
parent d1cead7f25
commit ab9042145e

@ -551,12 +551,12 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
YapfNotifyTrackLayoutChange(tile_start, track);
}
/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge. So it is done only
* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
*/
/* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge.
* So it is done only for humans and cost is computed in bridge_gui.cpp.
* For (non-spectated) AI, Towns this has to be of course calculated. */
Company *c = Company::GetIfValid(company);
if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai)) {
if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai && company != _local_company)) {
bridge_len += 2; // begin and end tiles/ramps
switch (transport_type) {

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