diff --git a/src/landscape.cpp b/src/landscape.cpp --- a/src/landscape.cpp +++ b/src/landscape.cpp @@ -30,7 +30,9 @@ #include "animated_tile_func.h" #include "core/random_func.hpp" #include "object_base.h" +#include "water_map.h" +#include "table/strings.h" #include "table/sprites.h" extern const TileTypeProcs @@ -605,7 +607,20 @@ void ClearSnowLine() CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { for (uint i = 0; i < _cleared_object_areas.Length(); i++) { - if (_cleared_object_areas[i].Intersects(TileArea(tile, 1, 1))) return CommandCost(); + /* If this tile was the first tile which caused object destruction, always + * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */ + if (_cleared_object_areas[i].first_tile == tile) break; + + /* If this tile belongs to an object which was already cleared via another tile, pretend it has been + * already removed. + * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */ + if (_cleared_object_areas[i].area.Intersects(TileArea(tile, 1, 1))) { + /* If a object is removed, it leaves either bare land or water. */ + if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) { + return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); + } + return CommandCost(); + } } return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags); } @@ -638,9 +653,7 @@ CommandCost CmdClearArea(TileIndex tile, for (int x = sx; x <= ex; ++x) { for (int y = sy; y <= ey; ++y) { - SmallVector object_areas(_cleared_object_areas); CommandCost ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR); - _cleared_object_areas = object_areas; if (ret.Failed()) { last_error = ret; continue;