Adjust stopped/depot detection for running costs division

Fix v/this use in Train::GetRunningCost
pull/335/head
Jonathan G Rennison 3 years ago
parent f16657ec96
commit bb8e4eb18a

@ -464,12 +464,15 @@ Money Aircraft::GetRunningCost() const
const Engine *e = this->GetEngine();
uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
/* running costs if in depot -- I haven't gotten this one working yet, can't figure out how to tell if plane is in the depot */
if (this->current_order.IsType(OT_GOTO_DEPOT)) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
/* running costs if stopped */
if ((this->cur_speed == 0) && !(this->current_order.IsType(OT_GOTO_DEPOT))) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
if (this->cur_speed == 0) {
if (this->IsInDepot()) {
/* running costs if in depot */
cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
} else {
/* running costs if stopped */
cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
}
}
return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
}

@ -2131,11 +2131,15 @@ Money RoadVehicle::GetRunningCost() const
uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
if (cost_factor == 0) return 0;
/* running costs if in depot */
if (IsRoadDepotTile(this->tile)) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
/* running costs if stopped */
if ((this->cur_speed == 0) && !(IsRoadDepotTile(this->tile))) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
if (this->cur_speed == 0) {
if (this->IsInDepot()) {
/* running costs if in depot */
cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
} else {
/* running costs if stopped */
cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
}
}
return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
}

@ -230,11 +230,15 @@ Money Ship::GetRunningCost() const
const Engine *e = this->GetEngine();
uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
/* running costs if in depot */
if (IsShipDepotTile(this->tile)) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
/* running costs if stopped */
if ((this->cur_speed == 0) && !(IsShipDepotTile(this->tile))) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
if (this->cur_speed == 0) {
if (this->IsInDepot()) {
/* running costs if in depot */
cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
} else {
/* running costs if stopped */
cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
}
};
return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
}

@ -6456,11 +6456,15 @@ Money Train::GetRunningCost() const
/* Halve running cost for multiheaded parts */
if (v->IsMultiheaded()) cost_factor /= 2;
/* running costs if in depot */
if (v->track == TRACK_BIT_DEPOT) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
/* running costs if stopped */
if ((v->cur_speed == 0) && !(v->track == TRACK_BIT_DEPOT)) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
if (this->cur_speed == 0) {
if (this->IsInDepot()) {
/* running costs if in depot */
cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
} else {
/* running costs if stopped */
cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
}
}
cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
} while ((v = v->GetNextVehicle()) != nullptr);

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