@@ -1515,22 +1515,33 @@ static void HandleStationRefit(Vehicle *
IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));
cur_company.Restore();
}
/**
* Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
* @param st Station with cargo waiting to be loaded.
* @param v Vehicle loading the cargo.
* @return true when a vehicle can load the cargo.
*/
static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
{
return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
struct ReserveCargoAction {
Station *st;
StationIDStack *next_station;
ReserveCargoAction(Station *st, StationIDStack *next_station) :
st(st), next_station(next_station) {}
bool operator()(Vehicle *v)
if (v->cargo_cap > v->cargo.RemainingCount()) {
if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
&v->cargo, st->xy, *next_station);
return true;
@@ -1748,13 +1759,13 @@ static void LoadUnloadVehicle(Vehicle *f
ge->time_since_pickup = 0;
assert(v->cargo_cap >= v->cargo.StoredCount());
/* If there's goods waiting at the station, and the vehicle
* has capacity for it, load it on the vehicle. */
uint cap_left = v->cargo_cap - v->cargo.StoredCount();
if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
if (_settings_game.order.gradual_loading) cap_left = min(cap_left, GetLoadAmount(v));
uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
/* Remember if there are reservations left so that we don't stop
@@ -3850,13 +3850,13 @@ uint MoveGoodsToStation(CargoID type, ui
uint best_rating2 = 0; // rating of st2
for (Station * const *st_iter = all_stations->Begin(); st_iter != all_stations->End(); ++st_iter) {
Station *st = *st_iter;
/* Is the station reserved exclusively for somebody else? */
if (st->town->exclusive_counter > 0 && st->town->exclusivity != st->owner) continue;
if (st->owner != OWNER_NONE && st->town->exclusive_counter > 0 && st->town->exclusivity != st->owner) continue;
if (st->goods[type].rating == 0) continue; // Lowest possible rating, better not to give cargo anymore
if (_settings_game.order.selectgoods && !st->goods[type].HasVehicleEverTriedLoading()) continue; // Selectively servicing stations, and not this one
if (IsCargoInClass(type, CC_PASSENGERS)) {
Status change: