mirror of https://github.com/OpenTTD/OpenTTD
Feature: Import town data from JSON file
parent
91e7ea7398
commit
42652b6698
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@ -18,6 +18,7 @@ enum AbstractFileType {
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FT_SAVEGAME, ///< old or new savegame
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FT_SCENARIO, ///< old or new scenario
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FT_HEIGHTMAP, ///< heightmap file
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FT_TOWN_DATA, ///< town data file
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FT_INVALID = 7, ///< Invalid or unknown file type.
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FT_NUMBITS = 3, ///< Number of bits required for storing a #AbstractFileType value.
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@ -34,6 +35,9 @@ enum DetailedFileType {
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DFT_HEIGHTMAP_BMP, ///< BMP file.
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DFT_HEIGHTMAP_PNG, ///< PNG file.
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/* Town data files. */
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DFT_TOWN_DATA_JSON, ///< JSON file.
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/* fios 'files' */
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DFT_FIOS_DRIVE, ///< A drive (letter) entry.
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DFT_FIOS_PARENT, ///< A parent directory entry.
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@ -78,6 +82,7 @@ enum FiosType {
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FIOS_TYPE_OLD_SCENARIO = MAKE_FIOS_TYPE(FT_SCENARIO, DFT_OLD_GAME_FILE),
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FIOS_TYPE_PNG = MAKE_FIOS_TYPE(FT_HEIGHTMAP, DFT_HEIGHTMAP_PNG),
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FIOS_TYPE_BMP = MAKE_FIOS_TYPE(FT_HEIGHTMAP, DFT_HEIGHTMAP_BMP),
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FIOS_TYPE_JSON = MAKE_FIOS_TYPE(FT_TOWN_DATA, DFT_TOWN_DATA_JSON),
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FIOS_TYPE_INVALID = MAKE_FIOS_TYPE(FT_INVALID, DFT_INVALID),
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};
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41
src/fios.cpp
41
src/fios.cpp
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@ -84,6 +84,10 @@ void FileList::BuildFileList(AbstractFileType abstract_filetype, SaveLoadOperati
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FiosGetHeightmapList(fop, show_dirs, *this);
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break;
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case FT_TOWN_DATA:
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FiosGetTownDataList(fop, show_dirs, *this);
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break;
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default:
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NOT_REACHED();
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}
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@ -180,6 +184,7 @@ bool FiosBrowseTo(const FiosItem *item)
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case FIOS_TYPE_OLD_SCENARIO:
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case FIOS_TYPE_PNG:
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case FIOS_TYPE_BMP:
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case FIOS_TYPE_JSON:
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return false;
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}
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@ -554,6 +559,42 @@ void FiosGetHeightmapList(SaveLoadOperation fop, bool show_dirs, FileList &file_
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FiosGetFileList(fop, show_dirs, &FiosGetHeightmapListCallback, subdir, file_list);
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}
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/**
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* Callback for FiosGetTownDataList.
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* @param fop Purpose of collecting the list.
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* @param file Name of the file to check.
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* @return a FIOS_TYPE_JSON type of the found file, FIOS_TYPE_INVALID if not a valid JSON file, and the title of the file (if any).
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*/
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static std::tuple<FiosType, std::string> FiosGetTownDataListCallback(SaveLoadOperation fop, const std::string &file, const std::string_view ext)
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{
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if (fop == SLO_LOAD) {
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if (StrEqualsIgnoreCase(ext, ".json")) {
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return { FIOS_TYPE_JSON, GetFileTitle(file, SAVE_DIR) };
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}
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}
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return { FIOS_TYPE_INVALID, {} };
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}
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/**
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* Get a list of town data files.
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* @param fop Purpose of collecting the list.
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* @param show_dirs Whether to show directories.
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* @param file_list Destination of the found files.
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*/
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void FiosGetTownDataList(SaveLoadOperation fop, bool show_dirs, FileList &file_list)
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{
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static std::optional<std::string> fios_town_data_path;
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if (!fios_town_data_path) fios_town_data_path = FioFindDirectory(HEIGHTMAP_DIR);
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_fios_path = &(*fios_town_data_path);
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std::string base_path = FioFindDirectory(HEIGHTMAP_DIR);
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Subdirectory subdir = base_path == *_fios_path ? HEIGHTMAP_DIR : NO_DIRECTORY;
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FiosGetFileList(fop, show_dirs, &FiosGetTownDataListCallback, subdir, file_list);
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}
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/**
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* Get the directory for screenshots.
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* @return path to screenshots
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@ -107,6 +107,7 @@ void ShowSaveLoadDialog(AbstractFileType abstract_filetype, SaveLoadOperation fo
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void FiosGetSavegameList(SaveLoadOperation fop, bool show_dirs, FileList &file_list);
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void FiosGetScenarioList(SaveLoadOperation fop, bool show_dirs, FileList &file_list);
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void FiosGetHeightmapList(SaveLoadOperation fop, bool show_dirs, FileList &file_list);
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void FiosGetTownDataList(SaveLoadOperation fop, bool show_dirs, FileList &file_list);
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bool FiosBrowseTo(const FiosItem *item);
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@ -23,6 +23,7 @@
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#include "querystring_gui.h"
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#include "engine_func.h"
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#include "landscape_type.h"
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#include "genworld.h"
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#include "timer/timer_game_calendar.h"
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#include "core/geometry_func.hpp"
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#include "gamelog.h"
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@ -172,6 +173,48 @@ static constexpr NWidgetPart _nested_load_heightmap_dialog_widgets[] = {
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EndContainer(),
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};
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/** Load town data */
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static constexpr NWidgetPart _nested_load_town_data_dialog_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_CLOSEBOX, COLOUR_GREY),
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NWidget(WWT_CAPTION, COLOUR_GREY, WID_SL_CAPTION),
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NWidget(WWT_DEFSIZEBOX, COLOUR_GREY),
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EndContainer(),
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/* Current directory and free space */
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NWidget(WWT_PANEL, COLOUR_GREY, WID_SL_BACKGROUND), SetFill(1, 0), SetResize(1, 0), EndContainer(),
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/* Filter box with label */
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NWidget(WWT_PANEL, COLOUR_GREY), SetFill(1, 1), SetResize(1, 1),
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NWidget(NWID_HORIZONTAL), SetPadding(WidgetDimensions::unscaled.framerect.top, 0, WidgetDimensions::unscaled.framerect.bottom, 0),
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SetPIP(WidgetDimensions::unscaled.frametext.left, WidgetDimensions::unscaled.frametext.right, 0),
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NWidget(WWT_TEXT, COLOUR_GREY), SetFill(0, 1), SetDataTip(STR_SAVELOAD_FILTER_TITLE , STR_NULL),
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NWidget(WWT_EDITBOX, COLOUR_GREY, WID_SL_FILTER), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_LIST_FILTER_OSKTITLE, STR_LIST_FILTER_TOOLTIP),
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EndContainer(),
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EndContainer(),
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/* Sort Buttons */
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NWidget(NWID_HORIZONTAL),
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NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SL_SORT_BYNAME), SetDataTip(STR_SORT_BY_CAPTION_NAME, STR_TOOLTIP_SORT_ORDER), SetFill(1, 0), SetResize(1, 0),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SL_SORT_BYDATE), SetDataTip(STR_SORT_BY_CAPTION_DATE, STR_TOOLTIP_SORT_ORDER), SetFill(1, 0), SetResize(1, 0),
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EndContainer(),
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NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_SL_HOME_BUTTON), SetAspect(1), SetDataTip(SPR_HOUSE_ICON, STR_SAVELOAD_HOME_BUTTON),
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EndContainer(),
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/* Files */
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_PANEL, COLOUR_GREY, WID_SL_FILE_BACKGROUND),
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NWidget(WWT_INSET, COLOUR_GREY, WID_SL_DRIVES_DIRECTORIES_LIST), SetFill(1, 1), SetPadding(2, 2, 2, 2),
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SetDataTip(0x0, STR_SAVELOAD_LIST_TOOLTIP), SetResize(1, 10), SetScrollbar(WID_SL_SCROLLBAR), EndContainer(),
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EndContainer(),
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NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_SL_SCROLLBAR),
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EndContainer(),
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/* Load button */
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NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SL_LOAD_BUTTON), SetResize(1, 0), SetFill(1, 0),
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SetDataTip(STR_SAVELOAD_LOAD_BUTTON, STR_SAVELOAD_LOAD_TOWN_DATA_TOOLTIP),
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NWidget(WWT_RESIZEBOX, COLOUR_GREY),
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EndContainer(),
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};
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/** Save game/scenario */
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static constexpr NWidgetPart _nested_save_dialog_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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@ -242,6 +285,7 @@ static const TextColour _fios_colours[] = {
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TC_ORANGE, // DFT_GAME_FILE
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TC_YELLOW, // DFT_HEIGHTMAP_BMP
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TC_ORANGE, // DFT_HEIGHTMAP_PNG
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TC_LIGHT_BROWN, // DFT_TOWN_DATA_JSON
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TC_LIGHT_BLUE, // DFT_FIOS_DRIVE
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TC_DARK_GREEN, // DFT_FIOS_PARENT
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TC_DARK_GREEN, // DFT_FIOS_DIR
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@ -330,6 +374,7 @@ public:
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break;
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default:
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/* It's not currently possible to save town data. */
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NOT_REACHED();
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}
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}
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@ -356,6 +401,10 @@ public:
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caption_string = (this->fop == SLO_SAVE) ? STR_SAVELOAD_SAVE_HEIGHTMAP : STR_SAVELOAD_LOAD_HEIGHTMAP;
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break;
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case FT_TOWN_DATA:
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caption_string = STR_SAVELOAD_LOAD_TOWN_DATA; // It's not currently possible to save town data.
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break;
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default:
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NOT_REACHED();
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}
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@ -391,6 +440,7 @@ public:
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break;
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case FT_HEIGHTMAP:
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case FT_TOWN_DATA:
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o_dir.name = FioFindDirectory(HEIGHTMAP_DIR);
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break;
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@ -634,6 +684,9 @@ public:
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if (this->abstract_filetype == FT_HEIGHTMAP) {
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this->Close();
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ShowHeightmapLoad();
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} else if (this->abstract_filetype == FT_TOWN_DATA) {
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this->Close();
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LoadTownData();
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} else if (!_load_check_data.HasNewGrfs() || _load_check_data.grf_compatibility != GLC_NOT_FOUND || _settings_client.gui.UserIsAllowedToChangeNewGRFs()) {
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_switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
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ClearErrorMessages();
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@ -689,7 +742,7 @@ public:
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} else if (!_load_check_data.HasErrors()) {
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this->selected = file;
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if (this->fop == SLO_LOAD) {
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if (this->abstract_filetype == FT_SAVEGAME || this->abstract_filetype == FT_SCENARIO) {
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if (this->abstract_filetype == FT_SAVEGAME || this->abstract_filetype == FT_SCENARIO || this->abstract_filetype == FT_TOWN_DATA) {
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this->OnClick(pt, WID_SL_LOAD_BUTTON, 1);
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} else {
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assert(this->abstract_filetype == FT_HEIGHTMAP);
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@ -856,6 +909,7 @@ public:
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switch (this->abstract_filetype) {
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case FT_HEIGHTMAP:
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case FT_TOWN_DATA:
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this->SetWidgetDisabledState(WID_SL_LOAD_BUTTON, this->selected == nullptr || _load_check_data.HasErrors());
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break;
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@ -908,6 +962,14 @@ static WindowDesc _load_heightmap_dialog_desc(
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_nested_load_heightmap_dialog_widgets
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);
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/** Load town data */
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static WindowDesc _load_town_data_dialog_desc(
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WDP_CENTER, "load_town_data", 257, 320,
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WC_SAVELOAD, WC_NONE,
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0,
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_nested_load_town_data_dialog_widgets
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);
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/** Save game/scenario */
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static WindowDesc _save_dialog_desc(
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WDP_CENTER, "save_game", 500, 294,
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@ -929,6 +991,17 @@ void ShowSaveLoadDialog(AbstractFileType abstract_filetype, SaveLoadOperation fo
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new SaveLoadWindow(_save_dialog_desc, abstract_filetype, fop);
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} else {
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/* Dialogue for loading a file. */
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new SaveLoadWindow((abstract_filetype == FT_HEIGHTMAP) ? _load_heightmap_dialog_desc : _load_dialog_desc, abstract_filetype, fop);
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switch (abstract_filetype) {
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case FT_HEIGHTMAP:
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new SaveLoadWindow(_load_heightmap_dialog_desc, abstract_filetype, fop);
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break;
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case FT_TOWN_DATA:
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new SaveLoadWindow(_load_town_data_dialog_desc, abstract_filetype, fop);
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break;
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default:
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new SaveLoadWindow(_load_dialog_desc, abstract_filetype, fop);
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}
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}
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}
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179
src/genworld.cpp
179
src/genworld.cpp
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@ -10,6 +10,10 @@
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#include "stdafx.h"
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#include "landscape.h"
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#include "company_func.h"
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#include "town_cmd.h"
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#include "signs_cmd.h"
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#include "3rdparty/nlohmann/json.hpp"
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#include "strings_func.h"
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#include "genworld.h"
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#include "gfxinit.h"
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#include "window_func.h"
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@ -337,3 +341,178 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
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_GenerateWorld();
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}
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/** Town data imported from JSON files and used to place towns. */
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struct ExternalTownData {
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TownID town_id; ///< The TownID of the town in OpenTTD. Not imported, but set during the founding proceess and stored here for convenience.
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std::string name; ///< The name of the town.
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uint population; ///< The target population of the town when created in OpenTTD. If input is blank, defaults to 0.
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bool is_city; ///< Should it be created as a city in OpenTTD? If input is blank, defaults to false.
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float x_proportion; ///< The X coordinate of the town, as a proportion 0..1 of the maximum X coordinate.
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float y_proportion; ///< The Y coordinate of the town, as a proportion 0..1 of the maximum Y coordinate.
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};
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/**
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* Helper for CircularTileSearch to found a town on or near a given tile.
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* @param tile The tile to try founding the town upon.
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* @param user_data The ExternalTownData to attempt to found.
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* @return True if the town was founded successfully.
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*/
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static bool TryFoundTownNearby(TileIndex tile, void *user_data)
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{
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ExternalTownData &town = *static_cast<ExternalTownData *>(user_data);
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std::tuple<CommandCost, Money, TownID> result = Command<CMD_FOUND_TOWN>::Do(DC_EXEC, tile, TSZ_SMALL, town.is_city, _settings_game.economy.town_layout, false, 0, town.name);
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TownID id = std::get<TownID>(result);
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/* Check if the command failed. */
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if (id == INVALID_TOWN) return false;
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/* The command succeeded, send the ID back through user_data. */
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town.town_id = id;
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return true;
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}
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/**
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* Load town data from _file_to_saveload, place towns at the appropriate locations, and expand them to their target populations.
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*/
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void LoadTownData()
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{
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/* Load the JSON file as a string initially. We'll parse it soon. */
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size_t filesize;
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FILE *f = FioFOpenFile(_file_to_saveload.name, "rb", HEIGHTMAP_DIR, &filesize);
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if (f == nullptr) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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std::string text(filesize, '\0');
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size_t len = fread(text.data(), filesize, 1, f);
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FioFCloseFile(f);
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if (len != 1) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Now parse the JSON. */
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nlohmann::json town_data;
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try {
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town_data = nlohmann::json::parse(text);
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} catch (nlohmann::json::exception &) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Check for JSON formatting errors with the array of towns. */
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if (!town_data.is_array()) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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std::vector<std::pair<Town *, uint> > towns;
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uint failed_towns = 0;
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/* Iterate through towns and attempt to found them. */
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for (auto &feature : town_data) {
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ExternalTownData town;
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/* Ensure JSON is formatted properly. */
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if (!feature.is_object()) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Check to ensure all fields exist and are of the correct type.
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* If the town name is formatted wrong, all we can do is give a general warning. */
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if (!feature.contains("name") || !feature.at("name").is_string()) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* If other fields are formatted wrong, we can actually inform the player which town is the problem. */
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if (!feature.contains("population") || !feature.at("population").is_number() ||
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!feature.contains("city") || !feature.at("city").is_boolean() ||
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!feature.contains("x") || !feature.at("x").is_number() ||
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!feature.contains("y") || !feature.at("y").is_number()) {
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feature.at("name").get_to(town.name);
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SetDParamStr(0, town.name);
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Set town properties. */
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feature.at("name").get_to(town.name);
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feature.at("population").get_to(town.population);
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feature.at("city").get_to(town.is_city);
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/* Set town coordinates. */
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feature.at("x").get_to(town.x_proportion);
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feature.at("y").get_to(town.y_proportion);
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/* Check for improper coordinates and warn the player. */
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if (town.x_proportion <= 0.0f || town.y_proportion <= 0.0f || town.x_proportion >= 1.0f || town.y_proportion >= 1.0f) {
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SetDParamStr(0, town.name);
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_BAD_COORDINATE, WL_ERROR);
|
||||
return;
|
||||
}
|
||||
|
||||
/* Find the target tile for the town. */
|
||||
TileIndex tile;
|
||||
switch (_settings_game.game_creation.heightmap_rotation) {
|
||||
case HM_CLOCKWISE:
|
||||
/* Tile coordinates align with what we expect. */
|
||||
tile = TileXY(town.x_proportion * Map::MaxX(), town.y_proportion * Map::MaxY());
|
||||
break;
|
||||
case HM_COUNTER_CLOCKWISE:
|
||||
/* Tile coordinates are rotated and must be adjusted. */
|
||||
tile = TileXY((1 - town.y_proportion * Map::MaxX()), town.x_proportion * Map::MaxY());
|
||||
break;
|
||||
default: NOT_REACHED();
|
||||
}
|
||||
|
||||
/* Try founding on the target tile, and if that doesn't work, find the nearest suitable tile up to 16 tiles away.
|
||||
* The target might be on water, blocked somehow, or on a steep slope that can't be terraformed by the founding command. */
|
||||
TileIndex search_tile = tile;
|
||||
bool success = CircularTileSearch(&search_tile, 16, 0, 0, TryFoundTownNearby, &town);
|
||||
|
||||
/* If we still fail to found the town, we'll create a sign at the intended location and tell the player how many towns we failed to create in an error message.
|
||||
* This allows the player to diagnose a heightmap misalignment, if towns end up in the sea, or place towns manually, if in rough terrain. */
|
||||
if (!success) {
|
||||
Command<CMD_PLACE_SIGN>::Post(tile, town.name);
|
||||
failed_towns++;
|
||||
continue;
|
||||
}
|
||||
|
||||
towns.emplace_back(std::make_pair(Town::Get(town.town_id), town.population));
|
||||
}
|
||||
|
||||
/* If we couldn't found a town (or multiple), display a message to the player with the number of failed towns. */
|
||||
if (failed_towns > 0) {
|
||||
SetDParam(0, failed_towns);
|
||||
ShowErrorMessage(STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN, INVALID_STRING_ID, WL_WARNING);
|
||||
}
|
||||
|
||||
/* Now that we've created the towns, let's grow them to their target populations. */
|
||||
for (const auto &item : towns) {
|
||||
Town *t = item.first;
|
||||
uint population = item.second;
|
||||
|
||||
/* Grid towns can grow almost forever, but the town growth algorithm gets less and less efficient as it wanders roads randomly,
|
||||
* so we set an arbitrary limit. With a flat map and a 3x3 grid layout this results in about 4900 houses, or 2800 houses with "Better roads." */
|
||||
int try_limit = 1000;
|
||||
|
||||
/* If a town repeatedly fails to grow, continuing to try only wastes time. */
|
||||
int fail_limit = 10;
|
||||
|
||||
/* Grow by a constant number of houses each time, instead of growth based on current town size.
|
||||
* We want our try limit to apply in a predictable way, no matter the road layout and other geography. */
|
||||
const int HOUSES_TO_GROW = 10;
|
||||
|
||||
do {
|
||||
uint before = t->cache.num_houses;
|
||||
Command<CMD_EXPAND_TOWN>::Post(t->index, HOUSES_TO_GROW);
|
||||
if (t->cache.num_houses <= before) fail_limit--;
|
||||
} while (fail_limit > 0 && try_limit-- > 0 && t->cache.population < population);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -89,6 +89,7 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
|
|||
void AbortGeneratingWorld();
|
||||
bool IsGeneratingWorldAborted();
|
||||
void HandleGeneratingWorldAbortion();
|
||||
void LoadTownData();
|
||||
|
||||
/* genworld_gui.cpp */
|
||||
void SetNewLandscapeType(uint8_t landscape);
|
||||
|
|
|
@ -3019,6 +3019,8 @@ STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Random T
|
|||
STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Found town in random location
|
||||
STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Many random towns
|
||||
STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Cover the map with randomly placed towns
|
||||
STR_FOUND_TOWN_LOAD_FROM_FILE :{BLACK}Load from file
|
||||
STR_FOUND_TOWN_LOAD_FROM_FILE_TOOLTIP :{BLACK}Import town data from a JSON file
|
||||
STR_FOUND_TOWN_EXPAND_ALL_TOWNS :{BLACK}Expand all towns
|
||||
STR_FOUND_TOWN_EXPAND_ALL_TOWNS_TOOLTIP :{BLACK}Make all towns grow slightly
|
||||
|
||||
|
@ -3271,6 +3273,7 @@ STR_SAVELOAD_SAVE_SCENARIO :{WHITE}Save Sce
|
|||
STR_SAVELOAD_LOAD_SCENARIO :{WHITE}Load Scenario
|
||||
STR_SAVELOAD_LOAD_HEIGHTMAP :{WHITE}Load Heightmap
|
||||
STR_SAVELOAD_SAVE_HEIGHTMAP :{WHITE}Save Heightmap
|
||||
STR_SAVELOAD_LOAD_TOWN_DATA :{WHITE}Load Town Data
|
||||
STR_SAVELOAD_HOME_BUTTON :{BLACK}Click here to jump to the current default save/load directory
|
||||
STR_SAVELOAD_BYTES_FREE :{BLACK}{BYTES} free
|
||||
STR_SAVELOAD_LIST_TOOLTIP :{BLACK}List of drives, directories and saved-game files
|
||||
|
@ -3282,6 +3285,7 @@ STR_SAVELOAD_SAVE_TOOLTIP :{BLACK}Save the
|
|||
STR_SAVELOAD_LOAD_BUTTON :{BLACK}Load
|
||||
STR_SAVELOAD_LOAD_TOOLTIP :{BLACK}Load the selected game
|
||||
STR_SAVELOAD_LOAD_HEIGHTMAP_TOOLTIP :{BLACK}Load the selected heightmap
|
||||
STR_SAVELOAD_LOAD_TOWN_DATA_TOOLTIP :{BLACK}Load the selected town data
|
||||
STR_SAVELOAD_DETAIL_CAPTION :{BLACK}Game Details
|
||||
STR_SAVELOAD_DETAIL_NOT_AVAILABLE :{BLACK}No information available
|
||||
STR_SAVELOAD_DETAIL_COMPANY_INDEX :{SILVER}{COMMA}: {WHITE}{STRING1}
|
||||
|
@ -3415,6 +3419,13 @@ STR_GENERATION_PREPARING_TILELOOP :{BLACK}Running
|
|||
STR_GENERATION_PREPARING_SCRIPT :{BLACK}Running script
|
||||
STR_GENERATION_PREPARING_GAME :{BLACK}Preparing game
|
||||
|
||||
STR_TOWN_DATA_ERROR_LOAD_FAILED :{WHITE}Town data load failed
|
||||
STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY :{WHITE}JSON file formatted incorrectly
|
||||
STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY :{WHITE}{RAW_STRING} data formatted incorrectly
|
||||
STR_TOWN_DATA_ERROR_BAD_COORDINATE :{WHITE}{RAW_STRING} coordinates formatted incorrectly, must be 0..1 as a percentage of the total heightmap dimension
|
||||
|
||||
STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN :{WHITE}Could not find valid location to found {NUM} town{P "" s}. Created {P "a " ""}sign{P "" s} at the intended location{P "" s} instead
|
||||
|
||||
# NewGRF settings
|
||||
STR_NEWGRF_SETTINGS_CAPTION :{WHITE}NewGRF Settings
|
||||
STR_NEWGRF_SETTINGS_INFO_TITLE :{WHITE}Detailed NewGRF information
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
#include "core/backup_type.hpp"
|
||||
#include "core/geometry_func.hpp"
|
||||
#include "genworld.h"
|
||||
#include "fios.h"
|
||||
#include "stringfilter_type.h"
|
||||
#include "dropdown_func.h"
|
||||
#include "town_kdtree.h"
|
||||
|
@ -1108,6 +1109,7 @@ static constexpr NWidgetPart _nested_found_town_widgets[] = {
|
|||
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_TF_NEW_TOWN), SetDataTip(STR_FOUND_TOWN_NEW_TOWN_BUTTON, STR_FOUND_TOWN_NEW_TOWN_TOOLTIP), SetFill(1, 0),
|
||||
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_TF_RANDOM_TOWN), SetDataTip(STR_FOUND_TOWN_RANDOM_TOWN_BUTTON, STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP), SetFill(1, 0),
|
||||
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_TF_MANY_RANDOM_TOWNS), SetDataTip(STR_FOUND_TOWN_MANY_RANDOM_TOWNS, STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP), SetFill(1, 0),
|
||||
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_TF_LOAD_FROM_FILE), SetDataTip(STR_FOUND_TOWN_LOAD_FROM_FILE, STR_FOUND_TOWN_LOAD_FROM_FILE_TOOLTIP), SetFill(1, 0),
|
||||
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_TF_EXPAND_ALL_TOWNS), SetDataTip(STR_FOUND_TOWN_EXPAND_ALL_TOWNS, STR_FOUND_TOWN_EXPAND_ALL_TOWNS_TOOLTIP), SetFill(1, 0),
|
||||
|
||||
/* Town name selection. */
|
||||
|
@ -1188,7 +1190,7 @@ public:
|
|||
void UpdateButtons(bool check_availability)
|
||||
{
|
||||
if (check_availability && _game_mode != GM_EDITOR) {
|
||||
this->SetWidgetsDisabledState(true, WID_TF_RANDOM_TOWN, WID_TF_MANY_RANDOM_TOWNS, WID_TF_EXPAND_ALL_TOWNS, WID_TF_SIZE_LARGE);
|
||||
this->SetWidgetsDisabledState(true, WID_TF_RANDOM_TOWN, WID_TF_MANY_RANDOM_TOWNS, WID_TF_LOAD_FROM_FILE, WID_TF_EXPAND_ALL_TOWNS, WID_TF_SIZE_LARGE);
|
||||
this->SetWidgetsDisabledState(_settings_game.economy.found_town != TF_CUSTOM_LAYOUT,
|
||||
WID_TF_LAYOUT_ORIGINAL, WID_TF_LAYOUT_BETTER, WID_TF_LAYOUT_GRID2, WID_TF_LAYOUT_GRID3, WID_TF_LAYOUT_RANDOM);
|
||||
if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT) town_layout = _settings_game.economy.town_layout;
|
||||
|
@ -1254,6 +1256,10 @@ public:
|
|||
break;
|
||||
}
|
||||
|
||||
case WID_TF_LOAD_FROM_FILE:
|
||||
ShowSaveLoadDialog(FT_TOWN_DATA, SLO_LOAD);
|
||||
break;
|
||||
|
||||
case WID_TF_EXPAND_ALL_TOWNS:
|
||||
for (Town *t : Town::Iterate()) {
|
||||
Command<CMD_EXPAND_TOWN>::Do(DC_EXEC, t->index, 0);
|
||||
|
|
|
@ -50,6 +50,7 @@ enum TownFoundingWidgets : WidgetID {
|
|||
WID_TF_NEW_TOWN, ///< Create a new town.
|
||||
WID_TF_RANDOM_TOWN, ///< Randomly place a town.
|
||||
WID_TF_MANY_RANDOM_TOWNS, ///< Randomly place many towns.
|
||||
WID_TF_LOAD_FROM_FILE, ///< Load town data from file.
|
||||
WID_TF_EXPAND_ALL_TOWNS, ///< Make all towns grow slightly.
|
||||
WID_TF_TOWN_NAME_EDITBOX, ///< Editor for the town name.
|
||||
WID_TF_TOWN_NAME_RANDOM, ///< Generate a random town name.
|
||||
|
|
Loading…
Reference in New Issue