Fix ProcessOrders not always being called after leaving a waiting order

Fixes conditional order loop on leaving a depot
This commit is contained in:
Jonathan G Rennison
2021-08-30 15:26:49 +01:00
parent 58a290d8e9
commit f8e30e807d
6 changed files with 9 additions and 9 deletions

View File

@@ -1583,7 +1583,7 @@ static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *ap
} }
if (v->current_order.IsWaitTimetabled()) { if (v->current_order.IsWaitTimetabled()) {
v->HandleWaiting(false); v->HandleWaiting(false, true);
} }
if (v->current_order.IsType(OT_WAITING)) { if (v->current_order.IsType(OT_WAITING)) {
return; return;

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@@ -2070,7 +2070,7 @@ static bool RoadVehController(RoadVehicle *v)
if (v->current_order.IsType(OT_LOADING)) return true; if (v->current_order.IsType(OT_LOADING)) return true;
v->HandleWaiting(false); v->HandleWaiting(false, true);
if (v->current_order.IsType(OT_WAITING)) return true; if (v->current_order.IsType(OT_WAITING)) return true;
if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true; if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;

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@@ -352,7 +352,7 @@ static bool CheckShipLeaveDepot(Ship *v)
if (!v->IsChainInDepot()) return false; if (!v->IsChainInDepot()) return false;
if (v->current_order.IsWaitTimetabled()) { if (v->current_order.IsWaitTimetabled()) {
v->HandleWaiting(false); v->HandleWaiting(false, true);
} }
if (v->current_order.IsType(OT_WAITING)) { if (v->current_order.IsType(OT_WAITING)) {
return true; return true;

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@@ -3208,7 +3208,7 @@ static bool CheckTrainStayInDepot(Train *v)
} }
if (v->current_order.IsWaitTimetabled()) { if (v->current_order.IsWaitTimetabled()) {
v->HandleWaiting(false); v->HandleWaiting(false, true);
} }
if (v->current_order.IsType(OT_WAITING)) { if (v->current_order.IsType(OT_WAITING)) {
return true; return true;
@@ -6198,9 +6198,8 @@ static bool TrainLocoHandler(Train *v, bool mode)
if (CheckTrainStayInDepot(v)) return true; if (CheckTrainStayInDepot(v)) return true;
if (v->current_order.IsType(OT_WAITING) && v->reverse_distance == 0) { if (v->current_order.IsType(OT_WAITING) && v->reverse_distance == 0) {
v->HandleWaiting(false); v->HandleWaiting(false, true);
if (v->current_order.IsType(OT_WAITING)) return true; if (v->current_order.IsType(OT_WAITING)) return true;
ProcessOrders(v);
if (IsRailWaypointTile(v->tile)) { if (IsRailWaypointTile(v->tile)) {
StationID station_id = GetStationIndex(v->tile); StationID station_id = GetStationIndex(v->tile);
if (v->current_order.ShouldStopAtStation(v, station_id, true)) { if (v->current_order.ShouldStopAtStation(v, station_id, true)) {

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@@ -3474,8 +3474,9 @@ void Vehicle::HandleLoading(bool mode)
* Handle the waiting time everywhere else as in stations (basically in depot but, eventually, also elsewhere ?) * Handle the waiting time everywhere else as in stations (basically in depot but, eventually, also elsewhere ?)
* Function is called when order's wait_time is defined. * Function is called when order's wait_time is defined.
* @param stop_waiting should we stop waiting (or definitely avoid) even if there is still time left to wait ? * @param stop_waiting should we stop waiting (or definitely avoid) even if there is still time left to wait ?
* @param process_orders whether to call ProcessOrders when exiting a waiting order
*/ */
void Vehicle::HandleWaiting(bool stop_waiting) void Vehicle::HandleWaiting(bool stop_waiting, bool process_orders)
{ {
switch (this->current_order.GetType()) { switch (this->current_order.GetType()) {
case OT_WAITING: { case OT_WAITING: {
@@ -3490,7 +3491,7 @@ void Vehicle::HandleWaiting(bool stop_waiting)
this->IncrementImplicitOrderIndex(); this->IncrementImplicitOrderIndex();
this->current_order.MakeDummy(); this->current_order.MakeDummy();
if (this->type == VEH_TRAIN) Train::From(this)->force_proceed = TFP_NONE; if (this->type == VEH_TRAIN) Train::From(this)->force_proceed = TFP_NONE;
if (process_orders) ProcessOrders(this);
break; break;
} }

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@@ -396,7 +396,7 @@ public:
void HandleLoading(bool mode = false); void HandleLoading(bool mode = false);
void HandleWaiting(bool stop_waiting = false); void HandleWaiting(bool stop_waiting, bool process_orders = false);
/** /**
* Marks the vehicles to be redrawn and updates cached variables * Marks the vehicles to be redrawn and updates cached variables