From 6ce74b2a1b7fac7d3052a98175216a7ee0ef8250 Mon Sep 17 00:00:00 2001 From: SamuXarick <43006711+SamuXarick@users.noreply.github.com> Date: Sat, 18 Sep 2021 11:44:06 +0100 Subject: [PATCH] Fix: reduce cost of building canals over objects on sea It is not like we will drain the sea first, to put water back in it after. Besides, the cost for draining the sea isn't calculated for all other cases either. --- src/water_cmd.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/water_cmd.cpp b/src/water_cmd.cpp index a2bedac845..6906f744b9 100644 --- a/src/water_cmd.cpp +++ b/src/water_cmd.cpp @@ -479,7 +479,7 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 if (IsTileType(current_tile, MP_WATER) && (!IsTileOwner(current_tile, OWNER_WATER) || wc == WATER_CLASS_SEA)) continue; bool water = IsWaterTile(current_tile); - ret = DoCommand(current_tile, 0, 0, flags | DC_FORCE_CLEAR_TILE, CMD_LANDSCAPE_CLEAR); + ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; if (!water) cost.AddCost(ret);