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@ -1583,19 +1583,28 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
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uint cargo_count = v->cargo.Count();
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uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
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bool remaining; // Are there cargo entities in this vehicle that can still be unloaded here?
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bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
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bool accepted = false; // Is the cargo accepted by the station?
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if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
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/* The cargo has reached it's final destination, the packets may now be destroyed */
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remaining = v->cargo.MoveTo(NULL, amount_unloaded, CargoList::MTA_FINAL_DELIVERY, last_visited);
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result |= 1;
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} else if (u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) {
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accepted = true;
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}
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/* The !accepted || v->cargo.Count == cargo_count clause is there
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* to make it possible to force unload vehicles at the station where
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* they were loaded, but to not force unload the vehicle when the
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* station is still accepting the cargo in the vehicle. It doesn't
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* accept cargo that was loaded at the same station. */
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if (u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER) && (!accepted || v->cargo.Count() == cargo_count)) {
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remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded);
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SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
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result |= 2;
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} else {
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} else if (!accepted) {
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/* The order changed while unloading (unset unload/transfer) or the
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* station does not accept goods anymore. */
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ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
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