Age | Commit message (Collapse) | Author |
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vehicles. (mart3p)
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turned off, the vehicles failed to enter any depots
now they will quickly go to a depot if set to be replaced
the tradeoff is that a vehicle set to be replaced and without a depot in the orders will forget about the orders and head for a depot. If the replace fails (lack of money), it will exit and try to head for the depot again
also all vehicles of that type will rush to the depots at once, risking causing traffic jams. This is because there is no way to even it out like normal depot visits offers
Tip: add a depot to the orders of all vehicles, set it to service only and it will always be skipped unless the vehicle is set to be replaced. This should help on the jam issue and if the replace fails, the vehicle will go though a whole round of the orders and make more money before trying again
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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actually means
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make it a bit clearer what's going on
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Reflect this in the code
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every tick to keep it exactly the same on server and clients (it doesn't fix the real source of the problem, but should solve it). Thanks TrueLight for hunting this bug.
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why the makefile failed to warn about this)
also removed a few lines of debug code
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cargo capacity to one with cargo capacity will now make autoreplace refit the engine to carry the cargo type from the last wagon in the train
if the train is carrying the type of cargo, that is default for the engine, it will not be refitted
if the last wagon do not carry cargo, the refit will be to the type of the last wagon, that do carry cargo
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type, that is set to max 0 (spotted by roboman)
somebody might add a better string than "too many vehicles in game" since none are allowed, but at least it will not crash anymore
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checking its refit mask. If aircraft can be refitted to passengers, no change happens, else the first refittable type is chosen. Also use refit capacity to determine the default capacity.
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only consumer
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into a DiagDirection. Use it for bridge ramps and ship depots
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_new_vehicle_id is enough.
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as the original (pointed out by bobingabout)
[autoreplace] the same applies to autoreplaced trains if the engine is a single unit (not dualheaded or articulated)
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for the first engine in the test run as well as execute run (to improve speed. The result should be unchanged)
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and was number of vehicles (of a type, not total) was reached
now the new vehicle gets the same number as the old one, completely removing the problem where we could run out of numbers
since we don't have to find free numbers for the new vehicles, autoreplace should be somewhat faster, specially in late games
NOTE: in CmdBuildRailVehicle(), bit 0 and 1 in p2 have been switched to make the meaning of bit 0 consistent with the other build commands. CmdCloneVehicle() is modified to follow this as well
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EnsureNoVehicleOnGround() to make more clear what it does
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now cloned vehicles get the same service interval as the original vehicle
I applied this to autoreplace as well even though it's not mentioned in the bug report (autorenew should not alter service interval)
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There's exactly one implemented function (unbarring a level crossing) and one place where it can be triggered (a train leaves a level crossing)
It's a bit overkill, so just handle this one case where it can happen
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appropriate enums
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pool block clean up.
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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cleared, because vehicles got deleted directly by DeleteVehicle
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1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles.
2) Removed the "wait for stop" feature, because it did not work in practise.
3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet)
4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops.
5) Hopefully the last fundamental change to multistop
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accessor.
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by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty
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engine fails to be replaced
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before seeing if it can refit.
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moved them to station_map.h to keep consistency
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_*_vehicle_info[]; create and use a function to retrieve data, and ensure constness.
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added to the cost animation. The player always paid for it, but it was not displayed until now
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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create/use helper macro/enum for recoloring scheme
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reservation in savegames and update where used
- Also add this capability to settings
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tile length instead of their pixel length
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parameter. (sulai)
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