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Fix: Stopped ships shouldn't block depots (#8578)

This commit is contained in:
Tyler Trahan
2021-02-14 17:42:29 -05:00
committed by GitHub
parent 91cc414588
commit ce06b03fac

View File

@@ -328,11 +328,11 @@ void Ship::UpdateDeltaXY()
}
/**
* Test-procedure for HasVehicleOnPos to check for a ship.
* Test-procedure for HasVehicleOnPos to check for any ships which are visible and not stopped by the player.
*/
static Vehicle *EnsureNoVisibleShipProc(Vehicle *v, void *data)
static Vehicle *EnsureNoMovingShipProc(Vehicle *v, void *data)
{
return v->type == VEH_SHIP && (v->vehstatus & VS_HIDDEN) == 0 ? v : nullptr;
return v->type == VEH_SHIP && (v->vehstatus & (VS_HIDDEN | VS_STOPPED)) == 0 ? v : nullptr;
}
static bool CheckShipLeaveDepot(Ship *v)
@@ -351,7 +351,7 @@ static bool CheckShipLeaveDepot(Ship *v)
/* Don't leave depot if another vehicle is already entering/leaving */
/* This helps avoid CPU load if many ships are set to start at the same time */
if (HasVehicleOnPos(v->tile, nullptr, &EnsureNoVisibleShipProc)) return true;
if (HasVehicleOnPos(v->tile, nullptr, &EnsureNoMovingShipProc)) return true;
TileIndex tile = v->tile;
Axis axis = GetShipDepotAxis(tile);