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@ -2438,11 +2438,28 @@ bool Vehicle::HasUnbunchingOrder() const
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return false;
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}
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/**
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* Check if the previous order is a depot unbunching order.
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* @return true Iff the previous order is a depot order with the unbunch flag.
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*/
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static bool PreviousOrderIsUnbunching(const Vehicle *v)
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{
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/* If we are headed for the first order, we must wrap around back to the last order. */
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bool is_first_order = (v->GetOrder(v->cur_real_order_index) == v->GetFirstOrder());
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Order *previous_order = (is_first_order) ? v->GetLastOrder() : v->GetOrder(v->cur_real_order_index - 1);
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if (previous_order == nullptr || !previous_order->IsType(OT_GOTO_DEPOT)) return false;
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return (previous_order->GetDepotActionType() & ODATFB_UNBUNCH) != 0;
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}
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/**
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* Leave an unbunching depot and calculate the next departure time for shared order vehicles.
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*/
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void Vehicle::LeaveUnbunchingDepot()
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{
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/* Don't do anything if this is not our unbunching order. */
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if (!PreviousOrderIsUnbunching(this)) return;
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/* Set the start point for this round trip time. */
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this->depot_unbunching_last_departure = TimerGameTick::counter;
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@ -2494,13 +2511,8 @@ bool Vehicle::IsWaitingForUnbunching() const
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/* Don't do anything if there aren't enough orders. */
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if (this->GetNumOrders() <= 1) return false;
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/*
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* Make sure this is the correct depot for unbunching.
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* If we are headed for the first order, we must wrap around back to the last order.
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*/
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bool is_first_order = (this->GetOrder(this->cur_real_order_index) == this->GetFirstOrder());
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Order *previous_order = (is_first_order) ? this->GetLastOrder() : this->GetOrder(this->cur_real_order_index - 1);
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if (previous_order == nullptr || !previous_order->IsType(OT_GOTO_DEPOT) || !(previous_order->GetDepotActionType() & ODATFB_UNBUNCH)) return false;
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/* Don't do anything if this is not our unbunching order. */
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if (!PreviousOrderIsUnbunching(this)) return false;
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return (this->depot_unbunching_next_departure > TimerGameTick::counter);
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};
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