Fix: Bug #7721 (h109): patch by ST2 included to make configuration options work correctly
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@@ -26,7 +26,7 @@ class CompanyGoal {
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goal_id = null; // Number of the goal in OpenTTD goal window.
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timeout = null; // Timeout in ticks before the goal becomes obsolete.
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reward = 0; // reward for reached goal (makes this come closer to subsidies)
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subsidyfactor = GSController.GetSetting("subsidy_factor") * 20;
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subsidyfactor = GSController.GetSetting("subsidy_factor");
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rewardfactor_town = GSController.GetSetting("rewardfactor_town");
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rewardfactor_ind = GSController.GetSetting("rewardfactor_ind");
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@@ -42,7 +42,7 @@ class CompanyGoal {
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this.cargo = cargo;
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this.accept = accept;
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this.wanted_amount = wanted_amount;
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this.reward = this.wanted_amount * subsidyfactor; // estimated factor, better would be a random value
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this.reward = (this.wanted_amount * subsidyfactor) / 100; // estimated factor, better would be a random value
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this.ResetTimeout();
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// Construct goal if a company id was provided.
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@@ -53,13 +53,13 @@ class CompanyGoal {
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destination_string = GSText(GSText.STR_TOWN_NAME, destination);
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destination_string_news = GSText(GSText.STR_TOWN_NAME_NEWS, destination);
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goal_type = GSGoal.GT_TOWN;
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this.reward = this.reward * rewardfactor_town;
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this.reward = (this.reward * rewardfactor_town) / 100;
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} else {
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destination = accept.ind;
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destination_string = GSText(GSText.STR_INDUSTRY_NAME, destination);
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destination_string_news = GSText(GSText.STR_INDUSTRY_NAME_NEWS, destination);
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goal_type = GSGoal.GT_INDUSTRY;
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this.reward = this.reward * rewardfactor_ind;
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this.reward = (this.reward * rewardfactor_ind) / 100;
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}
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local goal_text, goal_news_text;
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if (this.reward > 0) {
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26
info.nut
26
info.nut
@@ -98,32 +98,32 @@ function BeeRewardInfo::GetSettings()
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GSInfo.AddSetting({name="subsidy_factor",
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description="Factor to be multiplied with cargo amount as reward",
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min_value=0,
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max_value=4,
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easy_value=3,
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medium_value=2,
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hard_value=1,
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max_value=4000,
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easy_value=3000,
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medium_value=2000,
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hard_value=1000,
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custom_value=0,
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step_size=0.5,
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step_size=1,
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flags=GSInfo.CONFIG_INGAME});
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GSInfo.AddSetting({name="rewardfactor_town",
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description="Extra factor to be multiplied with reward for towns",
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min_value=0,
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max_value=2,
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easy_value=2,
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medium_value=1,
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max_value=200,
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easy_value=200,
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medium_value=100,
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hard_value=0,
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custom_value=0,
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step_size=0.1,
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step_size=1,
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flags=GSInfo.CONFIG_INGAME});
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GSInfo.AddSetting({name="rewardfactor_ind",
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description="Extra factor to be multiplied with reward for industries",
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min_value=0,
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max_value=2,
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easy_value=2,
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medium_value=1,
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max_value=200,
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easy_value=200,
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medium_value=100,
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hard_value=0,
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custom_value=0,
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step_size=0.1,
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step_size=1,
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flags=GSInfo.CONFIG_INGAME});
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}
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