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https://github.com/OpenTTD/OpenTTD
synced 2026-01-28 22:54:29 +01:00
Feature: Allow to build buoys at (0x0).
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@@ -1951,7 +1951,7 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth, bool
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{
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if (conditional_depth > v->GetNumOrders()) {
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v->current_order.Free();
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v->SetDestTile(TileIndex{});
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v->SetDestTile(INVALID_TILE);
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return false;
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}
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@@ -1971,7 +1971,7 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth, bool
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if (v->current_order.GetDepotActionType().Test(OrderDepotActionFlag::NearestDepot)) {
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/* If the vehicle can't find its destination, delay its next search.
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* In case many vehicles are in this state, use the vehicle index to spread out pathfinder calls. */
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if (v->dest_tile == 0 && TimerGameEconomy::date_fract != (v->index % Ticks::DAY_TICKS)) break;
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if (v->dest_tile == INVALID_TILE && TimerGameEconomy::date_fract != (v->index % Ticks::DAY_TICKS)) break;
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/* We need to search for the nearest depot (hangar). */
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ClosestDepot closest_depot = v->FindClosestDepot();
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@@ -2045,7 +2045,7 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth, bool
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}
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default:
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v->SetDestTile(TileIndex{});
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v->SetDestTile(INVALID_TILE);
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return false;
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}
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@@ -2061,7 +2061,7 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth, bool
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if (order == nullptr) {
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v->current_order.Free();
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v->SetDestTile(TileIndex{});
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v->SetDestTile(INVALID_TILE);
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return false;
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}
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@@ -2136,12 +2136,12 @@ bool ProcessOrders(Vehicle *v)
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}
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v->current_order.Free();
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v->SetDestTile(TileIndex{});
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v->SetDestTile(INVALID_TILE);
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return false;
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}
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/* If it is unchanged, keep it. */
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if (order->Equals(v->current_order) && (v->type == VEH_AIRCRAFT || v->dest_tile != 0) &&
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if (order->Equals(v->current_order) && (v->type == VEH_AIRCRAFT || v->dest_tile != INVALID_TILE) &&
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(v->type != VEH_SHIP || !order->IsType(OT_GOTO_STATION) || Station::Get(order->GetDestination().ToStationID())->ship_station.tile != INVALID_TILE)) {
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return false;
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}
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