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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r12629) -Codechange: Split VehicleNeedsService() into Vehicle::NeedsServicing() and Vehicle::NeedsAutomaticServicing().
-Fix (r11052): Disable servicing by service-interval if a vehicle has depot orders.
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@ -703,7 +703,7 @@ CommandCost CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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static void CheckIfAircraftNeedsService(Vehicle *v)
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{
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if (_patches.servint_aircraft == 0 || !VehicleNeedsService(v)) return;
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if (_patches.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsInDepot()) {
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VehicleServiceInDepot(v);
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return;
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@ -1352,7 +1352,7 @@ bool ProcessOrders(Vehicle *v)
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/* Let a depot order in the orderlist interrupt. */
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if (!(v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS)) return false;
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if ((v->current_order.GetDepotOrderType() & ODTFB_SERVICE) && !VehicleNeedsService(v)) {
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if ((v->current_order.GetDepotOrderType() & ODTFB_SERVICE) && !v->NeedsServicing()) {
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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}
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@ -1911,7 +1911,7 @@ void RoadVehicle::Tick()
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static void CheckIfRoadVehNeedsService(Vehicle *v)
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{
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/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
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if (v->u.road.slot != NULL || _patches.servint_roadveh == 0 || !VehicleNeedsService(v)) return;
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if (v->u.road.slot != NULL || _patches.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsInDepot()) {
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VehicleServiceInDepot(v);
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return;
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@ -144,7 +144,7 @@ static const Depot* FindClosestShipDepot(const Vehicle* v)
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static void CheckIfShipNeedsService(Vehicle *v)
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{
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if (_patches.servint_ships == 0 || !VehicleNeedsService(v)) return;
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if (_patches.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsInDepot()) {
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VehicleServiceInDepot(v);
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return;
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@ -3543,7 +3543,7 @@ static void CheckIfTrainNeedsService(Vehicle *v)
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{
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static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
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if (_patches.servint_trains == 0 || !VehicleNeedsService(v)) return;
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if (_patches.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsInDepot()) {
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VehicleServiceInDepot(v);
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return;
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@ -118,22 +118,27 @@ void VehicleServiceInDepot(Vehicle *v)
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InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
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}
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bool VehicleNeedsService(const Vehicle *v)
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bool Vehicle::NeedsServicing() const
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{
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if (v->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
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if (!v->current_order.IsType(OT_GOTO_DEPOT) || !(v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS)) { // Don't interfere with a depot visit by the order list
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if (_patches.gotodepot && VehicleHasDepotOrders(v)) return false;
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if (v->current_order.IsType(OT_LOADING)) return false;
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if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDepotActionType() & ODATFB_HALT) return false;
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}
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if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
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if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) {
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return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type, v->group_id); /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */
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/* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
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* Note: If servicing is enabled, we postpone replacement till next service. */
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return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id);
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}
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return _patches.servint_ispercent ?
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(v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) :
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(v->date_of_last_service + v->service_interval < _date);
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(this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
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(this->date_of_last_service + this->service_interval < _date);
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}
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bool Vehicle::NeedsAutomaticServicing() const
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{
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if (_patches.gotodepot && VehicleHasDepotOrders(this)) return false;
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if (this->current_order.IsType(OT_LOADING)) return false;
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if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotActionType() & ODATFB_HALT) return false;
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return NeedsServicing();
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}
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StringID VehicleInTheWayErrMsg(const Vehicle* v)
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@ -489,6 +489,21 @@ public:
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bool NeedsAutorenewing(const Player *p) const;
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/**
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* Check if the vehicle needs to go to a depot in near future (if a opportunity presents itself) for service or replacement.
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*
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* @see NeedsAutomaticServicing()
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* @return true if the vehicle should go to a depot if a opportunity presents itself.
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*/
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bool NeedsServicing() const;
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/**
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* Checks if the current order should be interupted for a service-in-depot-order.
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* @see NeedsServicing()
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* @return true if the current order should be interupted.
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*/
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bool NeedsAutomaticServicing() const;
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/**
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* Determine the location for the station where the vehicle goes to next.
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* Things done for example are allocating slots in a road stop or exact
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@ -66,8 +66,6 @@ void TrainConsistChanged(Vehicle *v);
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void TrainPowerChanged(Vehicle *v);
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Money GetTrainRunningCost(const Vehicle *v);
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bool VehicleNeedsService(const Vehicle *v);
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uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count);
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CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
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