mirror of https://github.com/OpenTTD/OpenTTD
(svn r15278) -Fix [FS#2332]: test noise limit of nearest town instead of st->town
parent
7f9c91901e
commit
659989af45
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@ -115,6 +115,7 @@
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/* static */ int AIAirport::GetNoiseLevelIncrease(TileIndex tile, AirportType type)
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{
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extern Town *AirportGetNearestTown(const AirportFTAClass *afc, TileIndex airport_tile);
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extern uint8 GetAirportNoiseLevelForTown(const AirportFTAClass *afc, TileIndex town_tile, TileIndex tile);
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if (!::IsValidTile(tile)) return -1;
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@ -122,7 +123,7 @@
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if (_settings_game.economy.station_noise_level) {
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const AirportFTAClass *afc = ::GetAirport(type);
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const Town *t = ::ClosestTownFromTile(tile, UINT_MAX);
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const Town *t = AirportGetNearestTown(afc, tile);
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return GetAirportNoiseLevelForTown(afc, t->xy, tile);
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}
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@ -1751,6 +1751,32 @@ static const byte * const _airport_sections[] = {
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_airport_sections_helistation // Helistation
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};
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/**
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* Computes the minimal distance from town's xy to any airport's tile.
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* @param afc airport's description
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* @param town_tile town's tile (t->xy)
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* @param airport_tile st->airport_tile
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* @return minimal manhattan distance from town_tile to any airport's tile
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*/
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static uint GetMinimalAirportDistanceToTile(const AirportFTAClass *afc, TileIndex town_tile, TileIndex airport_tile)
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{
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uint ttx = TileX(town_tile); // X, Y of town
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uint tty = TileY(town_tile);
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uint atx = TileX(airport_tile); // X, Y of northern airport corner
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uint aty = TileY(airport_tile);
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uint btx = TileX(airport_tile) + afc->size_x - 1; // X, Y of southern corner
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uint bty = TileY(airport_tile) + afc->size_y - 1;
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/* if ttx < atx, dx = atx - ttx
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* if atx <= ttx <= btx, dx = 0
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* else, dx = ttx - btx (similiar for dy) */
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uint dx = ttx < atx ? atx - ttx : (ttx <= btx ? 0 : ttx - btx);
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uint dy = tty < aty ? aty - tty : (tty <= bty ? 0 : tty - bty);
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return dx + dy;
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}
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/** Get a possible noise reduction factor based on distance from town center.
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* The further you get, the less noise you generate.
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@ -1762,44 +1788,11 @@ static const byte * const _airport_sections[] = {
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*/
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uint8 GetAirportNoiseLevelForTown(const AirportFTAClass *afc, TileIndex town_tile, TileIndex tile)
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{
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struct TileIndexDistance {
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TileIndex index;
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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 (afc->noise_level < 2) return afc->noise_level;
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uint distance;
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/* Find the airport-to-be's closest corner to the town */
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if (afc->size_x == 1 && afc->size_y == 1) {
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distance = DistanceManhattan(town_tile, tile); // ont tile, one corner, it's THE corner
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} else {
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/* calculate manhattan distance to town of each side of the airport */
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TileIndexDistance dist[4]; ///< Array that will contain all 4 corners in TileIndex and distance
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uint min_tile = UINT_MAX; ///< Sentinel value
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uint min_indice = 4;
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/* Based on the size of the airport, establish location of each corner*/
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dist[0].index = tile; // north tile
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dist[1].index = TileAddWrap(tile, afc->size_x - 1, afc->size_y - 1); // south tile
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dist[2].index = TileAddWrap(tile, afc->size_x - 1, 0); // west tile
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dist[3].index = TileAddWrap(tile, 0, afc->size_y - 1); //east tile
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/* now, go and find the smallest one, thus the closest to town */
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for (uint i = 0; i < 4; i++) {
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dist[i].distance = DistanceManhattan(town_tile, dist[i].index);
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if (dist[i].distance < min_tile) {
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min_tile = dist[i].distance; // here's a new candidate
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min_indice = i;
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}
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}
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distance = dist[min_indice].distance;
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}
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uint distance = GetMinimalAirportDistanceToTile(afc, town_tile, 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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@ -1816,6 +1809,31 @@ uint8 GetAirportNoiseLevelForTown(const AirportFTAClass *afc, TileIndex town_til
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return noise_reduction >= afc->noise_level ? 1 : afc->noise_level - noise_reduction;
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}
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/**
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* Finds the town nearest to given airport. Based on minimal manhattan distance to any airport's tile.
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* If two towns have the same distance, town with lower index is returned.
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* @param afc airport's description
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* @param airport_tile st->airport_tile
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* @return nearest town to airport
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*/
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Town *AirportGetNearestTown(const AirportFTAClass *afc, TileIndex airport_tile)
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{
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Town *t, *nearest = NULL;
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uint add = afc->size_x + afc->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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FOR_ALL_TOWNS(t) {
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if (DistanceManhattan(t->xy, airport_tile) < mindist + add) { // avoid calling GetMinimalAirportDistanceToTile too often
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uint dist = GetMinimalAirportDistanceToTile(afc, t->xy, airport_tile);
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if (dist < mindist) {
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nearest = t;
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mindist = dist;
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}
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}
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}
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return nearest;
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}
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/** Recalculate the noise generated by the airports of each town */
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void UpdateAirportsNoise()
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@ -1827,7 +1845,9 @@ void UpdateAirportsNoise()
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FOR_ALL_STATIONS(st) {
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if (st->airport_tile != INVALID_TILE) {
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st->town->noise_reached += GetAirportNoiseLevelForTown(GetAirport(st->airport_type), st->town->xy, st->airport_tile);
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const AirportFTAClass *afc = GetAirport(st->airport_type);
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Town *nearest = AirportGetNearestTown(afc, st->airport_tile);
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nearest->noise_reached += GetAirportNoiseLevelForTown(afc, nearest->xy, st->airport_tile);
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}
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}
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}
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@ -1871,14 +1891,15 @@ CommandCost CmdBuildAirport(TileIndex tile, uint32 flags, uint32 p1, uint32 p2,
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if (CmdFailed(cost)) return cost;
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/* Go get the final noise level, that is base noise minus factor from distance to town center */
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uint newnoise_level = GetAirportNoiseLevelForTown(afc, t->xy, tile);
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Town *nearest = AirportGetNearestTown(afc, tile);
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uint newnoise_level = GetAirportNoiseLevelForTown(afc, nearest->xy, tile);
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/* Check if local auth would allow a new airport */
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bool authority_refused;
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if (_settings_game.economy.station_noise_level) {
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/* do not allow to build a new airport if this raise the town noise over the maximum allowed by town */
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authority_refused = (t->noise_reached + newnoise_level) > t->MaxTownNoise();
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authority_refused = (nearest->noise_reached + newnoise_level) > nearest->MaxTownNoise();
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} else {
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uint num = 0;
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const Station *st;
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@ -1939,7 +1960,7 @@ CommandCost CmdBuildAirport(TileIndex tile, uint32 flags, uint32 p1, uint32 p2,
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if (flags & DC_EXEC) {
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/* Always add the noise, so there will be no need to recalculate when option toggles */
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st->town->noise_reached += newnoise_level;
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nearest->noise_reached += newnoise_level;
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st->airport_tile = tile;
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st->AddFacility(FACIL_AIRPORT, tile);
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@ -2020,7 +2041,8 @@ static CommandCost RemoveAirport(Station *st, uint32 flags)
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/* Go get the final noise level, that is base noise minus factor from distance to town center.
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* And as for construction, always remove it, even if the patch is not set, in order to avoid the
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* need of recalculation */
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st->town->noise_reached -= GetAirportNoiseLevelForTown(afc, st->town->xy, tile);
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Town *nearest = AirportGetNearestTown(afc, tile);
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nearest->noise_reached -= GetAirportNoiseLevelForTown(afc, nearest->xy, tile);
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st->rect.AfterRemoveRect(st, tile, w, h);
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