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Add: Towns can build tunnels (#8473)
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104
src/town_cmd.cpp
104
src/town_cmd.cpp
@ -1109,44 +1109,44 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
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}
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/**
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* Checks if a town road can be continued on the other side of a bridge.
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* Checks if a town road can be continued into the next tile.
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* Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction.
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*
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* @param end_tile The end tile of the bridge
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* @param bridge_dir The direction of the bridge
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* @param tile The tile where the road would be built
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* @param road_dir The direction of the road
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* @return true if the road can be continued, else false
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*/
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static bool CanRoadContinueAfterBridge(const Town* t, const TileIndex end_tile, const DiagDirection bridge_dir)
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static bool CanRoadContinueIntoNextTile(const Town* t, const TileIndex tile, const DiagDirection road_dir)
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{
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const int delta = TileOffsByDiagDir(bridge_dir); // +1 tile in the direction of the bridge
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TileIndex next_tile = end_tile + delta; // The tile beyond the bridge
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RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(bridge_dir));
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const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
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TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
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RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
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RoadType rt = GetTownRoadType(t);
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/* Before we try anything, make sure the tile is on the map and not the void. */
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if (!IsValidTile(next_tile)) return false;
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/* If the next tile is a bridge or tunnel, allow if it's a road bridge/tunnel continuing in the same direction. */
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/* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
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if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
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return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == bridge_dir;
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return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
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}
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/* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
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if (IsTileType(next_tile, MP_STATION)) {
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/* If the next tile is a road station, allow if it's facing the same direction, otherwise disallow. */
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return IsRoadStop(next_tile) && GetRoadStopDir(next_tile) == ReverseDiagDir(bridge_dir);
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return IsRoadStop(next_tile) && GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir);
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}
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/* If the next tile is a road depot, allow if it's facing the new bridge. */
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/* If the next tile is a road depot, allow if it's facing the right way. */
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if (IsTileType(next_tile, MP_ROAD)) {
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return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(bridge_dir);
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return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
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}
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/* If the next tile is a railroad track, check if towns are allowed to build level crossings.
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* If level crossing are not allowed, reject the bridge. Else allow DoCommand to determine if the rail track is buildable. */
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* If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
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if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
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/* If a road tile can be built, the bridge is allowed.
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* If not, the bridge is rejected. */
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/* If a road tile can be built, the construction is allowed. */
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return DoCommand(next_tile, rcmd | (rt << 4), t->index, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded();
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}
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@ -1208,7 +1208,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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if (bridge_length == 1) return false;
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/* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
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if (!CanRoadContinueAfterBridge(t, bridge_tile, bridge_dir)) return false;
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if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
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for (uint8 times = 0; times <= 22; times++) {
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byte bridge_type = RandomRange(MAX_BRIDGES - 1);
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@ -1225,6 +1225,75 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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return false;
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}
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/**
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* Grows the town with a tunnel.
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* First we check if a tunnel is reasonable.
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* If so we check if we are able to build it.
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*
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* @param t The current town
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* @param tile The current tile
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* @param tunnel_dir The valid direction in which to grow a tunnel
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* @return true if a tunnel has been built, else false
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*/
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static bool GrowTownWithTunnel(const Town* t, const TileIndex tile, const DiagDirection tunnel_dir)
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{
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assert(tunnel_dir < DIAGDIR_END);
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Slope slope = GetTileSlope(tile);
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/* Only consider building a tunnel if the starting tile is sloped properly. */
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if (slope != InclinedSlope(tunnel_dir)) return false;
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/* Assure that the tunnel is connectable to the start side */
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if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
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const int delta = TileOffsByDiagDir(tunnel_dir);
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int max_tunnel_length = 0;
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/* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
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if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
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/* Only tunnel under a mountain if the slope is continuous for at least 4 tiles. We want tunneling to be a last resort for large hills. */
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TileIndex slope_tile = tile;
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for (uint8 tiles = 0; tiles < 4; tiles++) {
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slope = GetTileSlope(slope_tile);
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if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
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slope_tile += delta;
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}
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/* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
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max_tunnel_length = (t->cache.population / 1000) + 7;
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} else {
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/* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
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max_tunnel_length = 5;
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}
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uint8 tunnel_length = 0;
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TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
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/* Find the end tile of the tunnel for length and continuation checks. */
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do {
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if (tunnel_length++ >= max_tunnel_length) return false;
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tunnel_tile += delta;
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/* The tunnel ends when start and end tiles are the same height. */
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} while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
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/* Don't allow a tunnel where the start and end tiles are adjacent. */
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if (tunnel_length == 1) return false;
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/* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
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if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
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/* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
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RoadType rt = GetTownRoadType(t);
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if (DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL).Succeeded()) {
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DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL);
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_grow_town_result = GROWTH_SUCCEED;
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return true;
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}
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return false;
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}
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/**
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* Checks whether at least one surrounding roads allows to build a house here
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*
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@ -1460,10 +1529,11 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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rcmd = CleanUpRoadBits(tile, rcmd);
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if (rcmd == ROAD_NONE) return;
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/* Only use the target direction for bridges to ensure they're connected.
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/* Only use the target direction for bridges and tunnels to ensure they're connected.
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* The target_dir is as computed previously according to town layout, so
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* it will match it perfectly. */
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if (GrowTownWithBridge(t1, tile, target_dir)) return;
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if (GrowTownWithTunnel(t1, tile, target_dir)) return;
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GrowTownWithRoad(t1, tile, rcmd);
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}
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