Tyler Trahan
ad020759c7
Feature: Import town data from JSON file ( #10409 )
2024-09-16 09:29:10 -04:00
Peter Nelson
0f0f3d74ca
Codefix: Delete PersistentStorage when a town is deleted. ( #12903 )
2024-08-19 08:18:01 +01:00
Peter Nelson
8754846901
Codechange: Allow adding to animated tile list without marking dirty.
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This avoids redundant tile refreshes when the caller has already marked a tile dirty, or knows it does not need refreshing.
Loosely backported from JGRPP.
2024-08-13 20:04:44 +01:00
Peter Nelson
93eb27d8df
Codechange: Use reference for always_accepted output parameter of AddAcceptedCargo. ( #12854 )
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This parameter should always present (see tile_cmd.h:186), so use a reference to ensure it is.
2024-07-10 12:30:14 +01:00
Tyler Trahan
5ed2fcfb53
Change: Don't use house construction states in Scenario Editor
2024-06-26 16:27:02 -04:00
Tyler Trahan
06bd47af4f
Revert d8771b3: Construction stage wrong for all houses
2024-06-26 16:27:02 -04:00
Jonathan G Rennison
9c84e5df3f
Add: Road waypoint functionality
2024-06-24 22:12:08 +02:00
Björn Wärmedal
e0bcb54a4b
Change: Allow bribing local authority when other company has exclusive rights ( #12763 )
2024-06-22 07:51:03 -04:00
Tyler Trahan
d8771b3f68
Change: Don't use house construction states in Scenario Editor ( #12730 )
2024-06-15 17:11:00 -04:00
Peter Nelson
6d2424c0ef
Codechange: Update each town label dimensions once during map gen. ( #12742 )
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This avoids re-layouting the label for each change in population as the town is grown.
2024-06-01 16:57:17 +01:00
Peter Nelson
d1b7619822
Change: Ignore min/max years for manual house placer. ( #12687 )
2024-05-15 23:17:58 +01:00
Peter Nelson
ed67aedabf
Feature: Allow manually placing town buildings in scenario editor.
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House picker is accessed from the Landscaping toolbar as there is no town toolbar.
Once placed these houses behave like any other and can be removed by players and towns.
Uses the unified picker system, so also supports used/saved favourites. As town building don't have class labels, town zones are use to imitate them.
2024-05-14 21:11:48 +01:00
Peter Nelson
d99c1337a2
Add: Command to build an individual house on a specific tile.
2024-05-14 21:11:48 +01:00
Peter Nelson
f901722066
Codechange: Rename BuildTownHouse to TryBuildTownHouse.
2024-05-14 21:11:48 +01:00
Peter Nelson
40fa45a76a
Codechange: Emplace std::pair into vectors.
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This creates the pair in the vector, instead of creating it then copying it in.
2024-04-20 10:25:20 +01:00
Peter Nelson
fe7bd3a266
Codechange: Use std::array for cached town zone radius.
2024-04-18 22:13:55 +01:00
Peter Nelson
48eb9b8bc9
Add: Check that towns can build roads before generating map. ( #12503 )
2024-04-16 15:25:07 +00:00
Rubidium
4e6d4fcf32
Codechange: replace for loops with endof with range-based for loops
2024-04-08 07:00:55 +02:00
Peter Nelson
9854553e10
Codechange: ZOOM_LVL_SHIFT/BASE are not actually ZOOM_LVLs.
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Rename to ZOOM_BASE_SHIFT and ZOOM_BASE respectively, and derive from ZOOM_LVL instead of numeric value.
2024-04-04 22:27:03 +01:00
Peter Nelson
e16b982b6a
Codechange: Use iteration when dealing with all HouseSpecs.
2024-03-28 23:23:00 +01:00
Peter Nelson
3e83dcedfd
Codechange: Allocate houses dynamically instead of from a fixed array.
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This uses vectors for HouseSpecs and global/town building counts.
2024-03-28 23:23:00 +01:00
Patric Stout
a3cfd23cf9
Codechange: rename byte to uint8_t ( #12308 )
2024-03-16 23:59:32 +01:00
Rubidium
27eadc13ec
Codechange: rename TILE_ADD(XY) to TileAdd(XY)
2024-03-10 15:50:24 +01:00
Rubidium
bab5a8a787
Codechange: use std::source_location over __FILE__ and __LINE__ for Backup
2024-03-10 10:14:20 +01:00
Michael Lutz
8dda387f82
Codechange: Use std::tuple for slope functions with two return values
2024-03-08 18:08:55 +01:00
Peter Nelson
2fd9096070
Change: Decouple and remove landscape-dependent cargo types. ( #11719 )
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Cargo types of default engines, industries and houses are now specified in terms of label.
2024-02-04 10:16:08 +00:00
Peter Nelson
17d02ed45f
Feature: NewGRF properties to set town production effect and multiplier. ( #11947 )
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Town production effect is modelled on town acceptance (growth) effect, and so takes an original cargo slot for behaviour instead of a direct value.
NewGRF feature 0x0B, property 0x1E, takes 1 byte.
Valid values are:
- 0x00 to behave like passengers
- 0x02 to behave like mail
- 0xFF to behave like other cargo (i.e. not produced.)
If not set, town production effect is set based on the cargo label ('PASS' or 'MAIL').
Town production multiplier allows adjusting the amount of cargo produces when Town Production Effect is set, without needing to use callbacks.
NewGRF feature 0x0B (cargo), property 0x1F, accepts a 2 byte (word) value, similar to the cargo capacity multiplier property. The default value is 256 which means 100%, i.e. normal rate.
2024-02-03 13:58:31 +00:00
frosch
b1718478c8
Codechange: Replace old non-standard attributes with C++17/20 standard attributes.
2024-02-02 22:29:28 +01:00
Peter Nelson
6d93fa649c
Change: Towns generate cargo based on town production effect.
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This replaces the fixed handling of passengers and mail.
2024-02-02 20:37:49 +00:00
Peter Nelson
60dcf3b5e2
Codechange: Rename TownEffect to TownAcceptanceEffect.
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This makes it clearer that TownEffect only affects acceptance behaviour.
2024-02-02 20:37:49 +00:00
merni-ns
ccaa383e85
Fix #11938 : Check infinite money setting in cases where it was missed ( #11939 )
2024-01-31 20:11:48 +01:00
Tyler Trahan
41f2eed425
Feature: Settings to scale cargo production of towns and industries ( #10606 )
2024-01-30 15:11:46 -05:00
merni-ns
5a88027a19
Feature: Infinite money mode ( #11902 )
2024-01-30 18:01:02 +00:00
Peter Nelson
bf013097a7
Fix #11918 : Houses should build only next to road stops, not any station type. ( #11919 )
2024-01-29 01:27:34 +00:00
frosch
68c64d2511
Codechange: Remove TKM string codes by duplicating strings.
2024-01-28 14:44:24 +01:00
Tyler Trahan
735abfe111
Codechange: Split dates and timers into Economy and Calendar time ( #10700 )
2024-01-22 09:04:34 -05:00
SamuXarick
fddcaef74a
Codechange: Use town zone constants instead of magic numbers
2023-12-18 22:12:43 +01:00
Jonathan G Rennison
8437b20fed
Fix: Deleting towns did not check for waypoints referencing the town
2023-11-29 00:27:16 +01:00
Tyler Trahan
4181d3c1ff
Codechange: Don't use a magic number for the number of DiagDirections
2023-11-28 14:24:33 -05:00
Tyler Trahan
2dad9263d7
Doc: Add, fix, and clean up documentation inside town_cmd.cpp
2023-11-28 14:24:33 -05:00
Tyler Trahan
745945c4d3
Codechange: Be consistent with how we name common parameters
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TileIndex is always tile and Town is always *t. Don't use t and *town.
2023-11-28 14:24:33 -05:00
Tyler Trahan
1b14eca9d9
Codechange: Rename TryClearTile() for clarity
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The function does not execute the clearing action.
2023-11-28 14:24:33 -05:00
Tyler Trahan
a98fe9f317
Codechange: Rename MakeTownHouseBigger() for clarity
2023-11-28 14:24:33 -05:00
Tyler Trahan
060672428d
Codechange: Merge confusingly-named helper functions into their timer
2023-11-28 14:24:33 -05:00
Tyler Trahan
1f41e773d6
Codechange: Use consistent name for bay road stops
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As of #10494 , this is how we describe original dead-end road stops.
2023-11-28 14:24:33 -05:00
Peter Nelson
ab535c0a86
Codechange: Add base() method to StrongType to allow access to the base type without casting. ( #11445 )
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This removes the ability to explicitly cast to the base type, but the requirement
to use .base() means the conversion is still explicit.
2023-11-06 20:29:35 +00:00
Tyler Trahan
088db62dba
Change: Always allow expanding towns in Scenario Editor to build new roads ( #11377 )
2023-10-19 17:01:45 -04:00
Peter Nelson
9602de474d
Codechange: Use iterators and/or range-for on cargo related loops.
2023-10-19 17:03:25 +01:00
frosch
5733145c59
Cleanup: Remove unneeded parameters.
2023-09-19 22:49:59 +02:00
frosch
b6c8f301be
Codechange: Silence warnings about intentionally unused parameters.
2023-09-19 22:49:59 +02:00