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@ -1972,6 +1972,8 @@ void IndustryTypeBuildData::Reset()
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{
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this->probability = 0;
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this->target_count = 0;
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this->max_wait = 1;
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this->wait_count = 0;
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}
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/** Completely reset the industry build data. */
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@ -2150,6 +2152,7 @@ void IndustryBuildData::TryBuildNewIndustry()
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for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
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int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
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missing += difference;
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if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
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if (difference > 0) {
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total_prob += difference;
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count++;
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@ -2166,6 +2169,7 @@ void IndustryBuildData::TryBuildNewIndustry()
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uint32 r = 0; // Initialized to silence the compiler.
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if (count > 1) r = RandomRange(total_prob);
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for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
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if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
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int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
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if (difference <= 0) continue; // Too many of this kind.
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if (count == 1) break;
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@ -2176,10 +2180,19 @@ void IndustryBuildData::TryBuildNewIndustry()
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/* Try to create the industry. */
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const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
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if (ind != NULL) {
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if (ind == NULL) {
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this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
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this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
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} else {
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AdvertiseIndustryOpening(ind);
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this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
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}
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}
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/* Decrement wait counters. */
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for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
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if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
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}
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}
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/**
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