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Fix: Incorrect display of industry production around tiles. (#7426)
Display of industry production around tiles (as shown when placing a station) did not take account of the station catchment changes, so still showed production from an industry even if it was not covered by a tile. This is fixed by making a set of nearby industries that are covered, instead of looping over all possible industries.
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@ -8536,7 +8536,6 @@ ERROR: IsEnd() is invalid as Begin() is never called
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--TileList_IndustryProducing--
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Count(): 92
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Location ListDump:
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46920 => 1
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46919 => 1
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46918 => 1
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46917 => 1
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@ -8545,7 +8544,6 @@ ERROR: IsEnd() is invalid as Begin() is never called
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46914 => 1
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46913 => 1
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46912 => 1
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46911 => 1
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46664 => 1
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46663 => 1
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46662 => 1
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@ -8628,6 +8626,8 @@ ERROR: IsEnd() is invalid as Begin() is never called
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44353 => 1
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44352 => 1
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44351 => 1
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46920 => 0
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46911 => 0
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--TileList_StationType--
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Count(): 4
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@ -512,21 +512,21 @@ CargoArray GetProductionAroundTiles(TileIndex tile, int w, int h, int rad)
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assert(w > 0);
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assert(h > 0);
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std::set<IndustryID> industries;
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TileArea ta(TileXY(x1, y1), TileXY(x2 - 1, y2 - 1));
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/* Loop over all tiles to get the produced cargo of
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* everything except industries */
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TILE_AREA_LOOP(tile, ta) AddProducedCargo(tile, produced);
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TILE_AREA_LOOP(tile, ta) {
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if (IsTileType(tile, MP_INDUSTRY)) industries.insert(GetIndustryIndex(tile));
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AddProducedCargo(tile, produced);
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}
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/* Loop over the industries. They produce cargo for
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* anything that is within 'rad' from their bounding
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* box. As such if you have e.g. a oil well the tile
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* area loop might not hit an industry tile while
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* the industry would produce cargo for the station.
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/* Loop over the seen industries. They produce cargo for
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* anything that is within 'rad' of any one of their tiles.
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*/
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const Industry *i;
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FOR_ALL_INDUSTRIES(i) {
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if (!ta.Intersects(i->location)) continue;
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for (IndustryID industry : industries) {
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const Industry *i = Industry::Get(industry);
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/* Skip industry with neutral station */
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if (i->neutral_station != NULL && !_settings_game.station.serve_neutral_industries) continue;
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