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(svn r23819) -Fix [FS#4951]: Removal of towns with 0 population failed during map generation.
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@ -1820,6 +1820,8 @@ static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layou
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static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
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{
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assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
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if (!Town::CanAllocateItem()) return NULL;
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do {
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@ -1844,7 +1846,8 @@ static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size
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/* if the population is still 0 at the point, then the
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* placement is so bad it couldn't grow at all */
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if (t->population > 0) return t;
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DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
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CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
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assert(rc.Succeeded());
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/* We already know that we can allocate a single town when
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* entering this function. However, we create and delete
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@ -2564,7 +2567,7 @@ CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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}
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/**
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* Delete a town (scenario editor only).
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* Delete a town (scenario editor or worldgen only).
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* @param tile Unused.
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* @param flags Type of operation.
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* @param p1 Town ID to delete.
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@ -2574,7 +2577,7 @@ CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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*/
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CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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if (_game_mode != GM_EDITOR) return CMD_ERROR;
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if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
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Town *t = Town::GetIfValid(p1);
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if (t == NULL) return CMD_ERROR;
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