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Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. (#7284)
This only affects failed town generation, as towns do not delete bridges under any other circumstances. The existing test performed badly with a large number of towns due to having to calculate the nearest town, and also by its nature assumed a bridge was built by the nearest town, leading to bridges of nearby large towns be removed incorrectly. If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
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@ -59,6 +59,31 @@ CargoTypes _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses
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TownPool _town_pool("Town");
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INSTANTIATE_POOL_METHODS(Town)
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/**
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* Check if a town 'owns' a bridge.
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* Bridges to not directly have an owner, so we check the tiles adjacent to the bridge ends.
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* If either adjacent tile belongs to the town then it will be assumed that the town built
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* the bridge.
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* @param tile Bridge tile to test
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* @param t Town we are interested in
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* @return true if town 'owns' a bridge.
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*/
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static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
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{
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if (!IsTileOwner(tile, OWNER_TOWN)) return false;
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TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
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bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
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if (!town_owned) {
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/* Or other adjacent road */
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TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
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town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
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}
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return town_owned;
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}
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Town::~Town()
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{
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free(this->name);
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@ -90,7 +115,7 @@ Town::~Town()
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break;
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case MP_TUNNELBRIDGE:
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assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
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assert(!TestTownOwnsBridge(tile, this));
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break;
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default:
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@ -2730,7 +2755,18 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (d->town == t) return CMD_ERROR;
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}
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/* Check all tiles for town ownership. */
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/* Check all tiles for town ownership. First check for bridge tiles, as
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* these do not directly have an owner so we need to check adjacent
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* tiles. This won't work correctly in the same loop if the adjacent
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* tile was already deleted earlier in the loop. */
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for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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if (IsTileType(tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(tile, t)) {
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CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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}
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}
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/* Check all remaining tiles for town ownership. */
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for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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bool try_clear = false;
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switch (GetTileType(tile)) {
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@ -2738,10 +2774,6 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
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break;
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case MP_TUNNELBRIDGE:
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try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
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break;
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case MP_HOUSE:
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try_clear = GetTownIndex(tile) == t->index;
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break;
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