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Codefix: do not wrap-around the map when flooding tiles

pull/13011/head
Rubidium 2024-10-18 22:11:21 +02:00 committed by rubidium42
parent 5e8da0479a
commit 8ca417baa9
1 changed files with 3 additions and 3 deletions

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@ -1235,7 +1235,7 @@ void TileLoop_Water(TileIndex tile)
switch (GetFloodingBehaviour(tile)) {
case FLOOD_ACTIVE:
for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
TileIndex dest = tile + TileOffsByDir(dir);
TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir));
if (!IsValidTile(dest)) continue;
/* do not try to flood water tiles - increases performance a lot */
if (IsTileType(dest, MP_WATER)) continue;
@ -1255,8 +1255,8 @@ void TileLoop_Water(TileIndex tile)
case FLOOD_DRYUP: {
Slope slope_here = std::get<0>(GetFoundationSlope(tile)) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
for (uint dir : SetBitIterator(_flood_from_dirs[slope_here])) {
TileIndex dest = tile + TileOffsByDir((Direction)dir);
if (dest >= Map::Size()) continue;
TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(static_cast<Direction>(dir)));
if (!IsValidTile(dest)) continue;
FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;