Adjust stopped/depot detection for running costs division
Fix v/this use in Train::GetRunningCost
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@@ -230,11 +230,15 @@ Money Ship::GetRunningCost() const
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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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if (this->cur_speed == 0) {
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if (this->IsInDepot()) {
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/* running costs if in depot */
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cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
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} else {
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/* running costs if stopped */
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cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
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}
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};
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return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
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}
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