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Codechange: Distance between town and airport has already just been found, so use it. (#7427)
Previously the distance was thrown away, only to be expensively recalculated again.
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@ -130,8 +130,8 @@
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/* static */ int ScriptAirport::GetNoiseLevelIncrease(TileIndex tile, AirportType type)
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{
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extern Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it);
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extern uint8 GetAirportNoiseLevelForTown(const AirportSpec *as, TileIterator &it, TileIndex town_tile);
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extern Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it, uint &mindist);
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extern uint8 GetAirportNoiseLevelForDistance(const AirportSpec *as, uint distance);
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if (!::IsValidTile(tile)) return -1;
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if (!IsAirportInformationAvailable(type)) return -1;
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@ -139,8 +139,9 @@
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if (_settings_game.economy.station_noise_level) {
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const AirportSpec *as = ::AirportSpec::Get(type);
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AirportTileTableIterator it(as->table[0], tile);
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const Town *t = AirportGetNearestTown(as, it);
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return GetAirportNoiseLevelForTown(as, it, t->xy);
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uint dist;
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AirportGetNearestTown(as, it, dist);
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return GetAirportNoiseLevelForDistance(as, dist);
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}
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return 1;
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@ -148,13 +149,14 @@
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/* static */ TownID ScriptAirport::GetNearestTown(TileIndex tile, AirportType type)
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{
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extern Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it);
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extern Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it, uint &mindist);
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if (!::IsValidTile(tile)) return INVALID_TOWN;
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if (!IsAirportInformationAvailable(type)) return INVALID_TOWN;
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const AirportSpec *as = AirportSpec::Get(type);
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return AirportGetNearestTown(as, AirportTileTableIterator(as->table[0], tile))->index;
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uint dist;
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return AirportGetNearestTown(as, AirportTileTableIterator(as->table[0], tile), dist)->index;
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}
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/* static */ uint16 ScriptAirport::GetMaintenanceCostFactor(AirportType type)
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@ -2164,18 +2164,15 @@ static uint GetMinimalAirportDistanceToTile(TileIterator &it, TileIndex town_til
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* The further you get, the less noise you generate.
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* So all those folks at city council can now happily slee... work in their offices
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* @param as airport information
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* @param it An iterator over all airport tiles.
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* @param town_tile TileIndex of town's center, the one who will receive the airport's candidature
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* @param distance minimum distance between town and airport
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* @return the noise that will be generated, according to distance
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*/
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uint8 GetAirportNoiseLevelForTown(const AirportSpec *as, TileIterator &it, TileIndex town_tile)
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uint8 GetAirportNoiseLevelForDistance(const AirportSpec *as, uint distance)
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{
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/* 0 cannot be accounted, and 1 is the lowest that can be reduced from town.
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* So no need to go any further*/
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if (as->noise_level < 2) return as->noise_level;
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uint distance = GetMinimalAirportDistanceToTile(it, town_tile);
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/* The steps for measuring noise reduction are based on the "magical" (and arbitrary) 8 base distance
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* adding the town_council_tolerance 4 times, as a way to graduate, depending of the tolerance.
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* Basically, it says that the less tolerant a town is, the bigger the distance before
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@ -2196,13 +2193,14 @@ uint8 GetAirportNoiseLevelForTown(const AirportSpec *as, TileIterator &it, TileI
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* If two towns have the same distance, town with lower index is returned.
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* @param as airport's description
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* @param it An iterator over all airport tiles
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* @param[out] mindist Minimum distance to town
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* @return nearest town to airport
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*/
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Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it)
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Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it, uint &mindist)
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{
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Town *t, *nearest = NULL;
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uint add = as->size_x + as->size_y - 2; // GetMinimalAirportDistanceToTile can differ from DistanceManhattan by this much
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uint mindist = UINT_MAX - add; // prevent overflow
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mindist = UINT_MAX - add; // prevent overflow
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FOR_ALL_TOWNS(t) {
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if (DistanceManhattan(t->xy, it) < mindist + add) { // avoid calling GetMinimalAirportDistanceToTile too often
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TileIterator *copy = it.Clone();
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@ -2231,8 +2229,9 @@ void UpdateAirportsNoise()
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if (st->airport.tile != INVALID_TILE && st->airport.type != AT_OILRIG) {
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const AirportSpec *as = st->airport.GetSpec();
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AirportTileIterator it(st);
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Town *nearest = AirportGetNearestTown(as, it);
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nearest->noise_reached += GetAirportNoiseLevelForTown(as, it, nearest->xy);
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uint dist;
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Town *nearest = AirportGetNearestTown(as, it, dist);
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nearest->noise_reached += GetAirportNoiseLevelForDistance(as, dist);
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}
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}
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}
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@ -2285,8 +2284,9 @@ CommandCost CmdBuildAirport(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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if (cost.Failed()) return cost;
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/* The noise level is the noise from the airport and reduce it to account for the distance to the town center. */
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Town *nearest = AirportGetNearestTown(as, iter);
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uint newnoise_level = GetAirportNoiseLevelForTown(as, iter, nearest->xy);
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uint dist;
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Town *nearest = AirportGetNearestTown(as, iter, dist);
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uint newnoise_level = GetAirportNoiseLevelForDistance(as, dist);
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/* Check if local auth would allow a new airport */
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StringID authority_refuse_message = STR_NULL;
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@ -2405,8 +2405,9 @@ static CommandCost RemoveAirport(TileIndex tile, DoCommandFlag flags)
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* And as for construction, always remove it, even if the setting is not set, in order to avoid the
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* need of recalculation */
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AirportTileIterator it(st);
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Town *nearest = AirportGetNearestTown(as, it);
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nearest->noise_reached -= GetAirportNoiseLevelForTown(as, it, nearest->xy);
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uint dist;
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Town *nearest = AirportGetNearestTown(as, it, dist);
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nearest->noise_reached -= GetAirportNoiseLevelForDistance(as, dist);
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}
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TILE_AREA_LOOP(tile_cur, st->airport) {
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