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(svn r17437) -Change: don't accept cargo produced in the same industry (generalise and improve the check used only for valuables)
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@ -823,10 +823,6 @@ Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, C
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}
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}
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/* zero the distance (thus income) if it's the bank and very short transport. */
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if (_settings_game.game_creation.landscape == LT_TEMPERATE && cs->label == 'VALU' && dist < 10) return 0;
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static const int MIN_TIME_FACTOR = 31;
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static const int MAX_TIME_FACTOR = 255;
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@ -861,7 +857,7 @@ static SmallIndustryList _cargo_delivery_destinations;
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* @param nun_pieces Amount of cargo delivered
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* @return actually accepted pieces of cargo
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*/
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static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces)
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static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
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{
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/* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
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* This fails in three cases:
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@ -874,6 +870,8 @@ static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint n
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for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
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Industry *ind = st->industries_near[i];
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if (ind->index == source) continue;
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const IndustrySpec *indspec = GetIndustrySpec(ind->type);
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uint cargo_index;
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@ -929,7 +927,7 @@ static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, Ti
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if (cs->town_effect == TE_WATER) st->town->new_act_water += num_pieces;
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/* Give the goods to the industry. */
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uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces);
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uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
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/* Determine profit */
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Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
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