(svn r16694) -Fix [FS#2995] (rgradual loading, rnewindustries): only pay for whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder) * cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore * industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
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@@ -36,10 +36,16 @@
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#include "subsidy_func.h"
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#include "station_base.h"
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#include "economy_base.h"
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#include "core/pool_func.hpp"
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#include "table/strings.h"
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#include "table/sprites.h"
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/* Initialize the cargo payment-pool */
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CargoPaymentPool _cargo_payment_pool("CargoPayment");
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INSTANTIATE_POOL_METHODS(CargoPayment)
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/**
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* Multiply two integer values and shift the results to right.
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*
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@@ -1148,15 +1154,16 @@ static void TriggerIndustryProduction(Industry *i)
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*/
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CargoPayment::CargoPayment(Vehicle *front) :
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front(front),
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route_profit(0),
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visual_profit(0),
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owner(NULL),
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current_station(front->last_station_visited)
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{
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}
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CargoPayment::~CargoPayment()
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{
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if (this->CleaningPool()) return;
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this->front->cargo_payment = NULL;
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if (this->visual_profit == 0) return;
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CompanyID old_company = _current_company;
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@@ -1195,8 +1202,6 @@ void CargoPayment::PayFinalDelivery(CargoPacket *cp, uint count)
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/* The vehicle's profit is whatever route profit there is minus feeder shares. */
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this->visual_profit += profit - cp->feeder_share;
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cp->paid_for = true;
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}
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/**
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@@ -1215,80 +1220,30 @@ void CargoPayment::PayTransfer(CargoPacket *cp, uint count)
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this->visual_profit += profit; // accumulate transfer profits for whole vehicle
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cp->feeder_share += profit; // account for the (virtual) profit already made for the cargo packet
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cp->paid_for = true;
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}
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/**
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* Performs the vehicle payment _and_ marks the vehicle to be unloaded.
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* Prepare the vehicle to be unloaded.
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* @param front_v the vehicle to be unloaded
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*/
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void VehiclePayment(Vehicle *front_v)
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void PrepareUnload(Vehicle *front_v)
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{
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int result = 0;
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Money vehicle_profit = 0; // Money paid to the train
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Money route_profit = 0; // The grand total amount for the route. A-D of transfer chain A-B-C-D
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Money virtual_profit = 0; // The virtual profit for entire vehicle chain
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StationID last_visited = front_v->last_station_visited;
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Station *st = Station::Get(last_visited);
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/* At this moment loading cannot be finished */
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ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
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/* Start unloading in at the first possible moment */
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front_v->load_unload_time_rem = 1;
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CargoPayment payment(front_v);
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for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
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/* No cargo to unload */
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if (v->cargo_cap == 0 || v->cargo.Empty() || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD)) continue;
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/* All cargo has already been paid for, no need to pay again */
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if (!v->cargo.UnpaidCargo()) {
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SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
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continue;
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}
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GoodsEntry *ge = &st->goods[v->cargo_type];
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const CargoList::List *cargos = v->cargo.Packets();
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payment.SetCargo(v->cargo_type);
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for (CargoList::List::const_iterator it = cargos->begin(); it != cargos->end(); it++) {
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CargoPacket *cp = *it;
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if (!cp->paid_for &&
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cp->source != last_visited &&
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HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) &&
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(front_v->current_order.GetUnloadType() & OUFB_TRANSFER) == 0) {
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/* Deliver goods to the station */
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st->time_since_unload = 0;
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payment.PayFinalDelivery(cp, cp->count);
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result |= 1;
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SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
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} else if (front_v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) {
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if (!cp->paid_for && (front_v->current_order.GetUnloadType() & OUFB_TRANSFER) != 0) {
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payment.PayTransfer(cp, cp->count);
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}
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result |= 2;
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if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
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for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
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if (v->cargo_cap > 0 && !v->cargo.Empty()) {
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SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
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}
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}
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v->cargo.InvalidateCache();
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}
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/* Call the production machinery of industries */
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const Industry * const *isend = _cargo_delivery_destinations.End();
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for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
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TriggerIndustryProduction(*iid);
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}
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_cargo_delivery_destinations.Clear();
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assert(front_v->cargo_payment == NULL);
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front_v->cargo_payment = new CargoPayment(front_v);
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}
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/**
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@@ -1337,6 +1292,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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v->cur_speed = 0;
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CargoPayment *payment = v->cargo_payment;
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for (; v != NULL; v = v->Next()) {
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if (v->cargo_cap == 0) continue;
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@@ -1358,9 +1315,11 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
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bool accepted = false; // Is the cargo accepted by the station?
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payment->SetCargo(v->cargo_type);
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if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
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/* The cargo has reached it's final destination, the packets may now be destroyed */
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remaining = v->cargo.MoveTo(NULL, amount_unloaded, CargoList::MTA_FINAL_DELIVERY, last_visited);
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remaining = v->cargo.MoveTo(NULL, amount_unloaded, CargoList::MTA_FINAL_DELIVERY, payment, last_visited);
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result |= 1;
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accepted = true;
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@@ -1372,7 +1331,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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* station is still accepting the cargo in the vehicle. It doesn't
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* accept cargo that was loaded at the same station. */
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if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
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remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded);
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remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? CargoList::MTA_TRANSFER : CargoList::MTA_UNLOAD, payment);
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SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
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result |= 2;
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@@ -1449,7 +1408,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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completely_emptied = false;
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anything_loaded = true;
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ge->cargo.MoveTo(&v->cargo, cap, CargoList::MTA_CARGO_LOAD, st->xy);
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ge->cargo.MoveTo(&v->cargo, cap, CargoList::MTA_CARGO_LOAD, NULL, st->xy);
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st->time_since_load = 0;
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st->last_vehicle_type = v->type;
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@@ -1485,6 +1444,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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v = u;
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if (!anything_unloaded) delete payment;
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if (anything_loaded || anything_unloaded) {
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if (_settings_game.order.gradual_loading) {
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/* The time it takes to load one 'slice' of cargo or passengers depends
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@@ -1573,6 +1534,13 @@ void LoadUnloadStation(Station *st)
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Vehicle *v = *iter;
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if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
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}
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/* Call the production machinery of industries */
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const Industry * const *isend = _cargo_delivery_destinations.End();
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for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
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TriggerIndustryProduction(*iid);
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}
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_cargo_delivery_destinations.Clear();
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}
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void CompaniesMonthlyLoop()
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