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-rw-r--r--src/vehicle.cpp24
1 files changed, 17 insertions, 7 deletions
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 3779c07bc..839351090 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -91,17 +91,27 @@ void VehicleServiceInDepot(Vehicle *v)
bool Vehicle::NeedsServicing() const
{
+ /* Stopped or crashed vehicles will not move, as such making unmovable
+ * vehicles to go for service is lame. */
if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
- if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) {
- /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
- * Note: If servicing is enabled, we postpone replacement till next service. */
- return EngineHasReplacementForCompany(Company::Get(this->owner), this->engine_type, this->group_id);
+ /* Are we ready for the next service cycle? */
+ if (Company::Get(this->owner)->settings.vehicle.servint_ispercent ?
+ (this->reliability >= Engine::Get(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
+ (this->date_of_last_service + this->service_interval >= _date)) {
+ return false;
+ }
+
+ /* If we're servicing anyway, because we have not disabled servicing when
+ * there are no breakdowns or we are playing with breakdowns, bail out. */
+ if (!_settings_game.order.no_servicing_if_no_breakdowns ||
+ _settings_game.difficulty.vehicle_breakdowns != 0) {
+ return true;
}
- return Company::Get(this->owner)->settings.vehicle.servint_ispercent ?
- (this->reliability < Engine::Get(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
- (this->date_of_last_service + this->service_interval < _date);
+ /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
+ * Note: If servicing is enabled, we postpone replacement till next service. */
+ return EngineHasReplacementForCompany(Company::Get(this->owner), this->engine_type, this->group_id);
}
bool Vehicle::NeedsAutomaticServicing() const