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Change: Don't check for sufficient money if infinite money setting is on

pull/11902/head
merni-ns 2024-01-27 23:34:35 +05:30
parent 44c83ccb4c
commit f41bba8f02
3 changed files with 16 additions and 13 deletions

View File

@ -202,14 +202,15 @@ void InvalidateCompanyWindows(const Company *company)
*/
Money GetAvailableMoney(CompanyID company)
{
if (_settings_game.difficulty.infinite_money) return INT64_MAX;
if (!Company::IsValidID(company)) return INT64_MAX;
return Company::Get(company)->money;
}
/**
* This functions returns the money which can be used to execute a command.
* This is either the money of the current company or INT64_MAX if there
* is no such a company "at the moment" like the server itself.
* This is either the money of the current company, or INT64_MAX if infinite money
* is enabled or there is no such a company "at the moment" like the server itself.
*
* @return The available money of the current company or INT64_MAX
*/
@ -221,18 +222,20 @@ Money GetAvailableMoneyForCommand()
/**
* Verify whether the company can pay the bill.
* @param[in,out] cost Money to pay, is changed to an error if the company does not have enough money.
* @return Function returns \c true if the company has enough money, else it returns \c false.
* @return Function returns \c true if the company has enough money or infinite money is enabled,
* else it returns \c false.
*/
bool CheckCompanyHasMoney(CommandCost &cost)
{
if (cost.GetCost() > 0) {
if (cost.GetCost() <= 0) return true;
if (_settings_game.difficulty.infinite_money) return true;
const Company *c = Company::GetIfValid(_current_company);
if (c != nullptr && cost.GetCost() > c->money) {
SetDParam(0, cost.GetCost());
cost.MakeError(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY);
return false;
}
}
return true;
}

View File

@ -179,7 +179,7 @@
company = ResolveCompanyID(company);
if (company == COMPANY_INVALID) return -1;
return ::Company::Get(company)->money;
return GetAvailableMoney((::CompanyID)company);
}
/* static */ Money ScriptCompany::GetLoanAmount()

View File

@ -220,7 +220,7 @@ bool Vehicle::NeedsServicing() const
* There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
bool pending_replace = false;
Money needed_money = c->settings.engine_renew_money;
if (needed_money > c->money) return false;
if (needed_money > GetAvailableMoney(c->index)) return false;
for (const Vehicle *v = this; v != nullptr; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : nullptr) {
bool replace_when_old = false;
@ -258,7 +258,7 @@ bool Vehicle::NeedsServicing() const
* We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
pending_replace = true;
needed_money += 2 * Engine::Get(new_engine)->GetCost();
if (needed_money > c->money) return false;
if (needed_money > GetAvailableMoney(c->index)) return false;
}
return pending_replace;