diff --git a/src/vehicle.cpp b/src/vehicle.cpp index 3779c07bc7..8393510901 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; } - 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); + /* 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; + } + + /* 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