(svn r20743) -Fix: Make testruns of clearing an object tile not influence repeated testruns resp. the exec run.
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@@ -30,7 +30,9 @@
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#include "animated_tile_func.h"
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#include "core/random_func.hpp"
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#include "object_base.h"
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#include "water_map.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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extern const TileTypeProcs
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@@ -605,7 +607,20 @@ void ClearSnowLine()
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CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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for (uint i = 0; i < _cleared_object_areas.Length(); i++) {
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if (_cleared_object_areas[i].Intersects(TileArea(tile, 1, 1))) return CommandCost();
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/* If this tile was the first tile which caused object destruction, always
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* pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
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if (_cleared_object_areas[i].first_tile == tile) break;
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/* If this tile belongs to an object which was already cleared via another tile, pretend it has been
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* already removed.
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* However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
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if (_cleared_object_areas[i].area.Intersects(TileArea(tile, 1, 1))) {
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/* If a object is removed, it leaves either bare land or water. */
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if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
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return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
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}
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return CommandCost();
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}
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}
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return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags);
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}
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@@ -638,9 +653,7 @@ CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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for (int x = sx; x <= ex; ++x) {
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for (int y = sy; y <= ey; ++y) {
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SmallVector<TileArea, 1> object_areas(_cleared_object_areas);
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CommandCost ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
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_cleared_object_areas = object_areas;
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if (ret.Failed()) {
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last_error = ret;
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continue;
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