Support cond order to continue loading at station without moving for ships
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@@ -870,7 +870,7 @@ static void ShipController(Ship *v)
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if (ShipMoveUpDownOnLock(v)) return;
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if (!ShipAccelerate(v)) return;
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if (!ShipAccelerate(v) && !v->current_order.IsType(OT_LEAVESTATION)) return;
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gp = GetNewVehiclePos(v);
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if (v->state != TRACK_BIT_WORMHOLE) {
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@@ -888,8 +888,25 @@ static void ShipController(Ship *v)
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/* A leave station order only needs one tick to get processed, so we can
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* always skip ahead. */
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if (v->current_order.IsType(OT_LEAVESTATION)) {
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StationID station_id = v->current_order.GetDestination();
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v->current_order.Free();
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bool may_reverse = ProcessOrders(v);
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if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id && IsDockingTile(gp.new_tile)) {
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Station *st = Station::Get(station_id);
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if (st->facilities & FACIL_DOCK && st->docking_station.Contains(gp.new_tile) && IsShipDestinationTile(gp.new_tile, station_id)) {
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v->last_station_visited = station_id;
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ShipArrivesAt(v, st);
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v->BeginLoading();
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return;
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}
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}
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v->PlayLeaveStationSound();
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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if (may_reverse && CheckReverseShip(v)) goto reverse_direction;
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/* Test if continuing forward would lead to a dead-end, moving into the dock. */
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DiagDirection exitdir = VehicleExitDir(v->direction, v->state);
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TileIndex tile = TileAddByDiagDir(v->tile, exitdir);
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@@ -3522,7 +3522,7 @@ void Vehicle::HandleLoading(bool mode)
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return;
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}
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if (this->type != VEH_TRAIN) this->PlayLeaveStationSound();
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if (this->type != VEH_TRAIN && this->type != VEH_SHIP) this->PlayLeaveStationSound();
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this->LeaveStation();
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