Initial commit to allow configuring running costs as a fraction (1/1 default thru 1/4) independently for both vehicles stopped in depots (doesn't work for planes, I'm not smart enuff), or vehicles that are stationary.
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@@ -463,6 +463,14 @@ Money Aircraft::GetRunningCost() const
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{
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const Engine *e = this->GetEngine();
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uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
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/* running costs if in depot -- I haven't gotten this one working yet, can't figure out how to tell if plane is in the depot */
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if (this->current_order.IsType(OT_GOTO_DEPOT)) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
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/* running costs if stopped */
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if ((this->cur_speed == 0) && !(this->current_order.IsType(OT_GOTO_DEPOT))) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
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return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
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}
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@@ -1265,6 +1265,14 @@ STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Loan interest r
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STR_CONFIG_SETTING_RUNNING_COSTS :Running costs: {STRING2}
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STR_CONFIG_SETTING_RUNNING_COSTS_HELPTEXT :Set level of maintenance and running costs of vehicles and infrastructure
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STR_CONFIG_SETTING_RUNNING_COSTS_IN_DEPOT :Running costs of Vehicles in Depot: {STRING2}
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STR_CONFIG_SETTING_RUNNING_COSTS_IN_DEPOT_HELPTEXT :Set level of maintenance and running costs of vehicles while waiting in depots (not stopped)
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STR_CONFIG_SETTING_RUNNING_COSTS_IN_DEPOT_VALUE :1 / {COMMA}
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STR_CONFIG_SETTING_RUNNING_COSTS_WHEN_STOPPED :Running costs of Stationary Vehicles: {STRING2}
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STR_CONFIG_SETTING_RUNNING_COSTS_WHEN_STOPPED_HELPTEXT :Set level of maintenance and running costs of vehicles while stationary and not in a depot
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STR_CONFIG_SETTING_RUNNING_COSTS_WHEN_STOPPED_VALUE :1 / {COMMA}
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STR_CONFIG_SETTING_CONSTRUCTION_SPEED :Construction speed: {STRING2}
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STR_CONFIG_SETTING_CONSTRUCTION_SPEED_HELPTEXT :Limit the amount of construction actions for AIs
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@@ -2131,6 +2131,12 @@ Money RoadVehicle::GetRunningCost() const
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uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
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if (cost_factor == 0) return 0;
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/* running costs if in depot */
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if (IsRoadDepotTile(this->tile)) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
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/* running costs if stopped */
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if ((this->cur_speed == 0) && !(IsRoadDepotTile(this->tile))) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
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return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
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}
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@@ -1930,6 +1930,8 @@ static SettingsContainer &GetSettingsTree()
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accounting->Add(new SettingEntry("economy.feeder_payment_share"));
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accounting->Add(new SettingEntry("economy.infrastructure_maintenance"));
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accounting->Add(new SettingEntry("difficulty.vehicle_costs"));
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accounting->Add(new SettingEntry("difficulty.vehicle_costs_in_depot"));
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accounting->Add(new SettingEntry("difficulty.vehicle_costs_when_stopped"));
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accounting->Add(new SettingEntry("difficulty.construction_cost"));
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}
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@@ -78,6 +78,8 @@ struct DifficultySettings {
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uint32 max_loan; ///< the maximum initial loan
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byte initial_interest; ///< amount of interest (to pay over the loan)
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byte vehicle_costs; ///< amount of money spent on vehicle running cost
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uint8 vehicle_costs_in_depot; ///< amount of money spent on vehicle running cost when in depot
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uint8 vehicle_costs_when_stopped; ///< amount of money spent on vehicle running cost when vehicle is stopped
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byte competitor_speed; ///< the speed at which the AI builds
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byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
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byte subsidy_multiplier; ///< payment multiplier for subsidized deliveries
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@@ -229,6 +229,13 @@ Money Ship::GetRunningCost() const
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{
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const Engine *e = this->GetEngine();
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uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
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/* running costs if in depot */
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if (IsShipDepotTile(this->tile)) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
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/* running costs if stopped */
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if ((this->cur_speed == 0) && !(IsShipDepotTile(this->tile))) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
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return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
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}
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@@ -272,6 +272,30 @@ strhelp = STR_CONFIG_SETTING_RUNNING_COSTS_HELPTEXT
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strval = STR_SEA_LEVEL_LOW
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cat = SC_BASIC
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[SDT_VAR]
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var = difficulty.vehicle_costs_in_depot
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type = SLE_UINT8
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from = SLV_97
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flags = SF_NEWGAME_ONLY | SF_SCENEDIT_TOO
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def = 1
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min = 1
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max = 4
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str = STR_CONFIG_SETTING_RUNNING_COSTS_IN_DEPOT
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strhelp = STR_CONFIG_SETTING_RUNNING_COSTS_IN_DEPOT_HELPTEXT
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strval = STR_CONFIG_SETTING_RUNNING_COSTS_IN_DEPOT_VALUE
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[SDT_VAR]
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var = difficulty.vehicle_costs_when_stopped
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type = SLE_UINT8
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from = SLV_97
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flags = SF_NEWGAME_ONLY | SF_SCENEDIT_TOO
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def = 1
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min = 1
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max = 4
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str = STR_CONFIG_SETTING_RUNNING_COSTS_WHEN_STOPPED
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strhelp = STR_CONFIG_SETTING_RUNNING_COSTS_WHEN_STOPPED_HELPTEXT
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strval = STR_CONFIG_SETTING_RUNNING_COSTS_WHEN_STOPPED_VALUE
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[SDT_VAR]
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var = difficulty.competitor_speed
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type = SLE_UINT8
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@@ -6456,6 +6456,12 @@ Money Train::GetRunningCost() const
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/* Halve running cost for multiheaded parts */
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if (v->IsMultiheaded()) cost_factor /= 2;
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/* running costs if in depot */
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if (v->track == TRACK_BIT_DEPOT) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
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/* running costs if stopped */
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if ((v->cur_speed == 0) && !(v->track == TRACK_BIT_DEPOT)) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
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cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
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} while ((v = v->GetNextVehicle()) != nullptr);
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