forked from mirror/OpenTTD
(svn r6681) -Fix: when vehicles never expire they will stay at peak reliability instead of the lowest to make them useful even when old
-Fix: when retiring an engine design, invalidate the build windows and invalidate the build window data -Fix: mark build windows dirty when engine reliability changes
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13
engine.c
13
engine.c
@@ -110,18 +110,21 @@ static void CalcEngineReliability(Engine *e)
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if (age < e->duration_phase_1) {
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uint start = e->reliability_start;
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e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
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} else if ((age -= e->duration_phase_1) < e->duration_phase_2) {
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} else if ((age -= e->duration_phase_1) < e->duration_phase_2 || _patches.never_expire_vehicles) {
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/* We are at the peak of this engines life. It will have max reliability.
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* This is also true if the engines never expire. They will not go bad over time */
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e->reliability = e->reliability_max;
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} else if ((age -= e->duration_phase_2) < e->duration_phase_3) {
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uint max = e->reliability_max;
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e->reliability = (int)age * (int)(e->reliability_final - max) / e->duration_phase_3 + max;
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} else {
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// time's up for this engine
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// make it either available to all players (if never_expire_vehicles is enabled and if it was available earlier)
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// or disable this engine completely
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e->player_avail = (_patches.never_expire_vehicles && e->player_avail)? -1 : 0;
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/* time's up for this engine.
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* We will now completely retire this design */
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e->player_avail = 0;
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e->reliability = e->reliability_final;
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InvalidateWindowClassesData(WC_BUILD_VEHICLE); // Kick this engine out of the lists
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}
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InvalidateWindowClasses(WC_BUILD_VEHICLE); // Update to show the new reliability
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}
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void AddTypeToEngines(void)
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