@@ -2717,25 +2717,30 @@ static CommandCost RemoveDock(TileIndex
st->AfterStationTileSetChange(false, STATION_DOCK);
ClearDockingTilesCheckingNeighbours(tile1);
ClearDockingTilesCheckingNeighbours(tile2);
/* All ships that were going to our station, can't go to it anymore.
* Just clear the order, then automatically the next appropriate order
* will be selected and in case of no appropriate order it will just
* wander around the world. */
if (!(st->facilities & FACIL_DOCK)) {
for (Ship *s : Ship::Iterate()) {
if (s->current_order.IsType(OT_LOADING) && s->current_order.GetDestination() == st->index) {
s->LeaveStation();
}
if (s->current_order.IsType(OT_GOTO_STATION) && s->current_order.GetDestination() == st->index) {
s->SetDestTile(s->GetOrderStationLocation(st->index));
/* Find all ships going to our dock. */
if (s->current_order.GetDestination() != st->index) {
continue;
/* Find ships that are marked as "loading" but are no longer on a
* docking tile. Force them to leave the station (as they were loading
* on the removed dock). */
if (s->current_order.IsType(OT_LOADING) && !(IsDockingTile(s->tile) && IsShipDestinationTile(s->tile, st->index))) {
/* If we no longer have a dock, mark the order as invalid and send
* the ship to the next order (or, if there is none, make it
* wander the world). */
if (s->current_order.IsType(OT_GOTO_STATION) && !(st->facilities & FACIL_DOCK)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_STATION_DOCK]);
Status change: