Fix: reduce cost of building canals over objects on sea

It is not like we will drain the sea first, to put water back in it after.
Besides, the cost for draining the sea isn't calculated for all other cases either.
pull/332/head
SamuXarick 3 years ago committed by Patric Stout
parent 20717ededf
commit 6ce74b2a1b

@ -479,7 +479,7 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
if (IsTileType(current_tile, MP_WATER) && (!IsTileOwner(current_tile, OWNER_WATER) || wc == WATER_CLASS_SEA)) continue;
bool water = IsWaterTile(current_tile);
ret = DoCommand(current_tile, 0, 0, flags | DC_FORCE_CLEAR_TILE, CMD_LANDSCAPE_CLEAR);
ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
if (!water) cost.AddCost(ret);

Loading…
Cancel
Save