Divide cost instead of cost_factor in running costs division
This is to prevent 0 running costs for cheap vehicles when cost_factor would be < 1
This commit is contained in:
@@ -463,18 +463,18 @@ Money Aircraft::GetRunningCost() const
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{
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{
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const Engine *e = this->GetEngine();
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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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uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
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Money cost = GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
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if (this->cur_speed == 0) {
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if (this->cur_speed == 0) {
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if (this->IsInDepot()) {
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if (this->IsInDepot()) {
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/* running costs if in depot */
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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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cost = CeilDivT<Money>(cost, _settings_game.difficulty.vehicle_costs_in_depot);
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} else {
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} else {
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/* running costs if stopped */
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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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cost = CeilDivT<Money>(cost, _settings_game.difficulty.vehicle_costs_when_stopped);
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}
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}
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}
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}
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return cost;
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return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
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}
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}
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void Aircraft::OnNewDay()
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void Aircraft::OnNewDay()
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@@ -2131,17 +2131,18 @@ 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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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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if (cost_factor == 0) return 0;
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Money cost = GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
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if (this->cur_speed == 0) {
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if (this->cur_speed == 0) {
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if (this->IsInDepot()) {
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if (this->IsInDepot()) {
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/* running costs if in depot */
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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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cost = CeilDivT<Money>(cost, _settings_game.difficulty.vehicle_costs_in_depot);
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} else {
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} else {
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/* running costs if stopped */
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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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cost = CeilDivT<Money>(cost, _settings_game.difficulty.vehicle_costs_when_stopped);
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}
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}
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}
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}
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return cost;
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return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
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}
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}
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bool RoadVehicle::Tick()
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bool RoadVehicle::Tick()
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@@ -229,18 +229,18 @@ Money Ship::GetRunningCost() const
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{
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{
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const Engine *e = this->GetEngine();
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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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uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
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Money cost = GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
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if (this->cur_speed == 0) {
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if (this->cur_speed == 0) {
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if (this->IsInDepot()) {
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if (this->IsInDepot()) {
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/* running costs if in depot */
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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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cost = CeilDivT<Money>(cost, _settings_game.difficulty.vehicle_costs_in_depot);
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} else {
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} else {
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/* running costs if stopped */
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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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cost = CeilDivT<Money>(cost, _settings_game.difficulty.vehicle_costs_when_stopped);
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}
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}
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};
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}
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return cost;
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return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
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}
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}
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void Ship::OnNewDay()
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void Ship::OnNewDay()
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@@ -6456,19 +6456,19 @@ Money Train::GetRunningCost() const
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/* Halve running cost for multiheaded parts */
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/* Halve running cost for multiheaded parts */
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if (v->IsMultiheaded()) cost_factor /= 2;
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if (v->IsMultiheaded()) cost_factor /= 2;
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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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cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
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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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} while ((v = v->GetNextVehicle()) != nullptr);
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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 = CeilDivT<Money>(cost, _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 = CeilDivT<Money>(cost, _settings_game.difficulty.vehicle_costs_when_stopped);
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}
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}
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return cost;
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return cost;
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}
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}
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