@@ -358,14 +358,14 @@ CommandCost CmdSellRoadVeh(TileIndex til
static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
{
if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
switch (_settings_game.pf.pathfinder_for_roadvehs) {
case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty);
case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty);
case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
default: NOT_REACHED();
}
bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
@@ -94,18 +94,23 @@ SpriteID Ship::GetImage(Direction direct
spritenum = Engine::Get(this->engine_type)->original_image_index;
return _ship_sprites[spritenum] + direction;
static const Depot *FindClosestShipDepot(const Vehicle *v)
static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
/* Find the closest depot */
const Depot *depot;
const Depot *best_depot = NULL;
uint best_dist = UINT_MAX;
/* If we don't have a maximum distance, i.e. distance = 0,
* we want to find any depot so the best distance of no
* depot must be more than any correct distance. On the
* other hand if we have set a maximum distance, any depot
* further away than max_distance can safely be ignored. */
uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1;
FOR_ALL_DEPOTS(depot) {
TileIndex tile = depot->xy;
if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
uint dist = DistanceManhattan(tile, v->tile);
if (dist < best_dist) {
@@ -131,15 +136,15 @@ static void CheckIfShipNeedsService(Vehi
case VPF_OPF: max_distance = 12; break;
case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break;
case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
const Depot *depot = FindClosestShipDepot(v);
const Depot *depot = FindClosestShipDepot(v, max_distance);
if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > max_distance) {
if (depot == NULL) {
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
return;
@@ -721,13 +726,13 @@ CommandCost CmdSellShip(TileIndex tile,
return ret;
bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
const Depot *depot = FindClosestShipDepot(this);
const Depot *depot = FindClosestShipDepot(this, 0);
if (depot == NULL) return false;
if (location != NULL) *location = depot->xy;
if (destination != NULL) *destination = depot->index;
@@ -2104,14 +2104,14 @@ static FindDepotData FindClosestTrainDep
if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
PBSTileInfo origin = FollowTrainReservation(v);
if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty);
case VPF_YAPF: return YapfTrainFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty);
case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
Status change: