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Fix: Stopped ships shouldn't block depots #8578
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I don't know if this is really a problem. Either way, maybe there might be a better solution for providing spacing. I also don't know if my reasoning is correct, but if you replace the limitation of the simultaneous departure of ships by blocking the position (?) with a time block, if possible, it would be good to make the time of the blockade dependent on the speed of the ship that set out and possibly the value that would be defined by newGRF (it is about the length of the ship). As a result, such a solution would provide better spacing between ships. :) |
You know, I'm inclined to agree. A train, road vehicle or aircraft stopped in front of a depot effectively blocks everything else from exiting, why be inconsistent here? |
Players expect ships to clip through each other, inconsistent with other vehicles. This is the only situation in which they're blocked, with no explanation to the player. |
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Ships don't block each other everywhere else. The code comment suggests this is more of a performance optimisation than anything else. As such, not blocking the depot is consistent for other ship behaviour.
Motivation / Problem
Ships are only allowed to leave a depot when there are no visible ships on the depot tile. This prevents every ship in the depot from leaving simultaneously if the player clicks the green flag to start all ships inside the depot.
Previously, if a ship was stopped immediately after leaving the depot while still on the depot tile, it would block any other ships from leaving the depot.
Description
This changes the depot start check to only consider visible ships which are not stopped. Any stopped vehicles will be ignored, the same as hidden ships.
Limitations
Checklist for review
Some things are not automated, and forgotten often. This list is a reminder for the reviewers.