diff options
-rw-r--r-- | src/object_cmd.cpp | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/src/object_cmd.cpp b/src/object_cmd.cpp index 291eaae9f..cedec4188 100644 --- a/src/object_cmd.cpp +++ b/src/object_cmd.cpp @@ -166,12 +166,13 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 bool allow_water = (spec->flags & (OBJECT_FLAG_BUILT_ON_WATER | OBJECT_FLAG_NOT_ON_LAND)) != 0; bool allow_ground = (spec->flags & OBJECT_FLAG_NOT_ON_LAND) == 0; TILE_AREA_LOOP(t, ta) { - if (IsWaterTile(t)) { + if (HasTileWaterClass(t) && IsTileOnWater(t)) { if (!allow_water) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); - /* For water tiles we want to "just" check whether the tile is water and - * can be cleared, i.e. it's not filled. We won't be paying though. */ - CommandCost ret = DoCommand(t, 0, 0, flags & ~(DC_EXEC | DC_NO_WATER), CMD_LANDSCAPE_CLEAR); - if (ret.Failed()) return ret; + if (!IsWaterTile(t)) { + /* Normal water tiles don't have to be cleared. For all other tile types clear + * the tile but leave the water. */ + cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_NO_WATER, CMD_LANDSCAPE_CLEAR)); + } } else { if (!allow_ground) return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER); /* For non-water tiles, we'll have to clear it before building. */ |