mirror of https://github.com/OpenTTD/OpenTTD
(svn r27273) [1.5] -Backport from trunk:
- Fix: Do not consider road junctions with trivial dead ends as branch points during town growth [FS#6245] (r27260, r27259, r27244) - Fix: In some cases town growth failure was considered as success [FS#6240] (r27249, r27247)release/1.5
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622ea4406d
commit
a622403be6
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@ -1297,13 +1297,51 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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GrowTownWithRoad(t1, tile, rcmd);
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}
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/**
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* Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
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* This only checks trivial but often cases.
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* @param tile Start tile for road.
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* @param dir Direction for road to follow or build.
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* @return true If road is or can be connected in the specified direction.
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*/
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static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
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{
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TileIndex target_tile = tile + TileOffsByDiagDir(dir);
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if (!IsValidTile(target_tile)) return false;
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if (HasTileWaterGround(target_tile)) return false;
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RoadBits target_rb = GetTownRoadBits(target_tile);
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if (_settings_game.economy.allow_town_roads || _generating_world) {
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/* Check whether a road connection exists or can be build. */
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switch (GetTileType(target_tile)) {
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case MP_ROAD:
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return target_rb != ROAD_NONE;
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case MP_HOUSE:
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case MP_STATION:
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case MP_INDUSTRY:
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case MP_OBJECT:
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return false;
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default:
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/* Checked for void and water earlier */
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return true;
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}
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} else {
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/* Check whether a road connection already exists,
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* and it leads somewhere else. */
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RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
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return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
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}
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}
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/**
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* Returns "growth" if a house was built, or no if the build failed.
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* @param t town to inquiry
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* @param tile to inquiry
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* @return something other than zero(0)if town expansion was possible
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* @return true if town expansion was possible
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*/
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static int GrowTownAtRoad(Town *t, TileIndex tile)
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static bool GrowTownAtRoad(Town *t, TileIndex tile)
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{
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/* Special case.
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* @see GrowTownInTile Check the else if
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@ -1340,7 +1378,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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* and return if no more road blocks available */
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if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
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if (cur_rb == ROAD_NONE) {
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return _grow_town_result;
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return _grow_town_result == GROWTH_SUCCEED;
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}
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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@ -1349,14 +1387,22 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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} else {
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/* Select a random bit from the blockmask, walk a step
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* and continue the search from there. */
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do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
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do {
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if (cur_rb == ROAD_NONE) return false;
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RoadBits target_bits;
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do {
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target_dir = RandomDiagDir();
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target_bits = DiagDirToRoadBits(target_dir);
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} while (!(cur_rb & target_bits));
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cur_rb &= ~target_bits;
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} while (!CanFollowRoad(tile, target_dir));
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}
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tile = TileAddByDiagDir(tile, target_dir);
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if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
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/* Don't allow building over roads of other cities */
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if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
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_grow_town_result = GROWTH_SUCCEED;
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return false;
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} else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
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/* If we are in the SE, and this road-piece has no town owner yet, it just found an
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* owner :) (happy happy happy road now) */
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@ -1368,7 +1414,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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/* Max number of times is checked. */
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} while (--_grow_town_result >= 0);
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return (_grow_town_result == -2);
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return _grow_town_result == GROWTH_SUCCEED - 1;
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}
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/**
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@ -1390,7 +1436,7 @@ static RoadBits GenRandomRoadBits()
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/**
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* Grow the town
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* @param t town to grow
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* @return true iff a house was built
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* @return true iff something (house, road, bridge, ...) was built
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*/
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static bool GrowTown(Town *t)
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{
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@ -1419,9 +1465,9 @@ static bool GrowTown(Town *t)
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const TileIndexDiffC *ptr;
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for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
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if (GetTownRoadBits(tile) != ROAD_NONE) {
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int r = GrowTownAtRoad(t, tile);
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bool success = GrowTownAtRoad(t, tile);
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cur_company.Restore();
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return r != 0;
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return success;
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}
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tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
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}
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