mirror of https://github.com/OpenTTD/OpenTTD
Merge 3d8dad2cc6
into a46a3a97f3
commit
29c6f89695
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@ -158,4 +158,31 @@ namespace StrongType {
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};
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}
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/**
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* Implementation of std::hash for StrongType::Typedef.
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*
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* This specialization of std::hash allows hashing of StrongType::Typedef instances
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* by leveraging the hash of the base type.
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*
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* Example Usage:
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* using MyType = StrongType::Typedef<int, struct MyTypeTag>;
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* std::unordered_map<MyType, std::string> my_map;
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*
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* @tparam TBaseType The underlying type of the StrongType::Typedef.
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* @tparam TProperties Additional properties for the StrongType::Typedef.
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*/
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template <typename TBaseType, typename... TProperties>
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struct std::hash<StrongType::Typedef<TBaseType, TProperties...>> {
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/**
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* Computes the hash value for a StrongType::Typedef instance.
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*
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* @param t The StrongType::Typedef instance to hash.
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* @return The hash value of the base type of t.
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*/
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std::size_t operator()(const StrongType::Typedef<TBaseType, TProperties...> &t) const noexcept
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{
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return std::hash<TBaseType>()(t.base());
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}
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};
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#endif /* STRONG_TYPEDEF_TYPE_HPP */
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@ -27,7 +27,6 @@
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#include "effectvehicle_func.h"
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#include "landscape_type.h"
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#include "animated_tile_func.h"
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#include "core/flatset_type.hpp"
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#include "core/random_func.hpp"
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#include "object_base.h"
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#include "company_func.h"
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@ -43,6 +42,8 @@
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#include "table/strings.h"
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#include "table/sprites.h"
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#include <unordered_set>
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#include "safeguards.h"
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extern const TileTypeProcs
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@ -1298,28 +1299,26 @@ public:
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*/
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static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint min_river_length)
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{
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uint height_begin = TileHeight(begin);
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if (IsWaterTile(begin)) {
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return { DistanceManhattan(spring, begin) > min_river_length, GetTileZ(begin) == 0 };
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}
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FlatSet<TileIndex> marks;
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int height_begin = TileHeight(begin);
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std::unordered_set<TileIndex> marks;
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marks.insert(begin);
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/* Breadth first search for the closest tile we can flow down to. */
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std::list<TileIndex> queue;
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std::vector<TileIndex> queue;
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queue.push_back(begin);
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/* Breadth first search for the closest tile we can flow down to. */
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bool found = false;
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uint count = 0; // Number of tiles considered; to be used for lake location guessing.
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TileIndex end;
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do {
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end = queue.front();
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queue.pop_front();
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for (size_t i = 0; i != queue.size(); i++) {
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end = queue[i];
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uint height_end = TileHeight(end);
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if (IsTileFlat(end) && (height_end < height_begin || (height_end == height_begin && IsWaterTile(end)))) {
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int height_end;
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if (IsTileFlat(end, &height_end) && (height_end < height_begin || (height_end == height_begin && IsWaterTile(end)))) {
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found = true;
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break;
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}
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@ -1328,31 +1327,29 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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TileIndex t = end + TileOffsByDiagDir(d);
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if (IsValidTile(t) && !marks.contains(t) && FlowsDown(end, t)) {
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marks.insert(t);
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count++;
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queue.push_back(t);
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}
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}
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} while (!queue.empty());
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}
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bool main_river = false;
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if (found) {
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/* Flow further down hill. */
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std::tie(found, main_river) = FlowRiver(spring, end, min_river_length);
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} else if (count > 32) {
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} else if (queue.size() > 32) {
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/* Maybe we can make a lake. Find the Nth of the considered tiles. */
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auto cit = marks.cbegin();
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std::advance(cit, RandomRange(count - 1));
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TileIndex lake_centre = *cit;
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TileIndex lake_centre = queue[RandomRange(static_cast<uint32_t>(queue.size()))];
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int height_lake;
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if (IsValidTile(lake_centre) &&
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/* A river, or lake, can only be built on flat slopes. */
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IsTileFlat(lake_centre) &&
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/* We want the lake to be built at the height of the river. */
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TileHeight(begin) == TileHeight(lake_centre) &&
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/* We don't want the lake at the entry of the valley. */
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lake_centre != begin &&
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/* We don't want lakes in the desert. */
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(_settings_game.game_creation.landscape != LandscapeType::Tropic || GetTropicZone(lake_centre) != TROPICZONE_DESERT) &&
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/* A river, or lake, can only be built on flat slopes. */
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IsTileFlat(lake_centre, &height_lake) &&
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/* We want the lake to be built at the height of the river. */
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height_lake == height_begin &&
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/* We only want a lake if the river is long enough. */
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DistanceManhattan(spring, lake_centre) > min_river_length) {
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end = lake_centre;
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@ -1362,7 +1359,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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/* Run the loop twice, so artefacts from going circular in one direction get (mostly) hidden. */
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for (uint loops = 0; loops < 2; ++loops) {
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for (auto tile : SpiralTileSequence(lake_centre, diameter)) {
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MakeLake(tile, height_begin);
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MakeLake(tile, height_lake);
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}
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}
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@ -1370,7 +1367,6 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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}
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}
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marks.clear();
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if (found) RiverBuilder::Exec(begin, end, spring, main_river);
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return { found, main_river };
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}
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