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Codechange: Make void tiles flood edge tiles, instead of edge tiles flooding themselves (#8517)
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@ -13,7 +13,6 @@
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#include "landscape.h"
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#include "genworld.h"
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#include "viewport_func.h"
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#include "water.h"
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#include "core/random_func.hpp"
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#include "newgrf_generic.h"
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#include "landscape_cmd.h"
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@ -248,15 +247,6 @@ static void TileLoopClearDesert(TileIndex tile)
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static void TileLoop_Clear(TileIndex tile)
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{
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/* If the tile is at any edge flood it to prevent maps without water. */
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if (_settings_game.construction.freeform_edges && DistanceFromEdge(tile) == 1) {
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int z;
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if (IsTileFlat(tile, &z) && z == 0) {
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DoFloodTile(tile);
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MarkTileDirtyByTile(tile);
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return;
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}
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}
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AmbientSoundEffect(tile);
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switch (_settings_game.game_creation.landscape) {
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@ -12,6 +12,7 @@
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#include "command_func.h"
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#include "viewport_func.h"
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#include "slope_func.h"
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#include "water.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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@ -53,7 +54,8 @@ static void GetTileDesc_Void(TileIndex tile, TileDesc *td)
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static void TileLoop_Void(TileIndex tile)
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{
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/* not used */
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/* Floods adjacent edge tile to prevent maps without water. */
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TileLoop_Water(tile);
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}
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static void ChangeTileOwner_Void(TileIndex tile, Owner old_owner, Owner new_owner)
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@ -1089,6 +1089,9 @@ FloodingBehaviour GetFloodingBehaviour(TileIndex tile)
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case MP_TREES:
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return (GetTreeGround(tile) == TREE_GROUND_SHORE ? FLOOD_DRYUP : FLOOD_NONE);
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case MP_VOID:
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return FLOOD_ACTIVE;
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default:
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return FLOOD_NONE;
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}
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@ -1240,7 +1243,7 @@ void TileLoop_Water(TileIndex tile)
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Slope slope_here = GetFoundationSlope(tile) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
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for (uint dir : SetBitIterator(_flood_from_dirs[slope_here])) {
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TileIndex dest = tile + TileOffsByDir((Direction)dir);
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if (!IsValidTile(dest)) continue;
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if (dest >= Map::Size()) continue;
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FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
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if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
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@ -1279,7 +1282,7 @@ void ConvertGroundTilesIntoWaterTiles()
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for (uint dir : SetBitIterator(_flood_from_dirs[slope & ~SLOPE_STEEP])) {
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TileIndex dest = TileAddByDir(tile, (Direction)dir);
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Slope slope_dest = GetTileSlope(dest) & ~SLOPE_STEEP;
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if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest)) {
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if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest) || IsTileType(dest, MP_VOID)) {
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MakeShore(tile);
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break;
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}
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