@@ -1518,6 +1518,17 @@ static void HandleStationRefit(Vehicle *
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;
@@ -1527,7 +1538,7 @@ struct ReserveCargoAction {
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);
@@ -1751,7 +1762,7 @@ static void LoadUnloadVehicle(Vehicle *f
/* 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));
@@ -3853,7 +3853,7 @@ uint MoveGoodsToStation(CargoID type, ui
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
Status change: