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22b4b0df0d | |
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7546c1acab | |
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a6143eea21 | |
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f9aef24325 |
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@ -43,26 +43,26 @@ SpriteFontCache::SpriteFontCache(FontSize fs) : FontCache(fs)
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}
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/**
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* Get SpriteID associated with a GlyphID.
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* @param key Glyph to find.
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* @return SpriteID of glyph, or 0 if not present.
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* Get SpriteID associated with a character.
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* @param key Character to find.
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* @return SpriteID for character, or 0 if not present.
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*/
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SpriteID SpriteFontCache::GetUnicodeGlyph(GlyphID key)
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SpriteID SpriteFontCache::GetUnicodeGlyph(char32_t key)
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{
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const auto found = this->glyph_to_spriteid_map.find(key & ~SPRITE_GLYPH);
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if (found == std::end(this->glyph_to_spriteid_map)) return 0;
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const auto found = this->char_map.find(key);
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if (found == std::end(this->char_map)) return 0;
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return found->second;
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}
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void SpriteFontCache::SetUnicodeGlyph(char32_t key, SpriteID sprite)
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{
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this->glyph_to_spriteid_map[key] = sprite;
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this->char_map[key] = sprite;
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}
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void SpriteFontCache::InitializeUnicodeGlyphMap()
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{
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/* Clear out existing glyph map if it exists */
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this->glyph_to_spriteid_map.clear();
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this->char_map.clear();
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SpriteID base;
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switch (this->fs) {
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@ -28,8 +28,8 @@ public:
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bool IsBuiltInFont() override { return true; }
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private:
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std::unordered_map<GlyphID, SpriteID> glyph_to_spriteid_map{}; ///< Mapping of glyphs to sprite IDs.
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SpriteID GetUnicodeGlyph(GlyphID key);
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std::unordered_map<char32_t, SpriteID> char_map{}; ///< Mapping of characters to sprite IDs.
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SpriteID GetUnicodeGlyph(char32_t key);
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};
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#endif /* SPRITEFONTCACHE_H */
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@ -1024,7 +1024,8 @@ static void MakeLake(TileIndex tile, uint height_lake)
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t = tile + TileOffsByDiagDir(d);
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if (IsWaterTile(t)) {
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MakeRiverAndModifyDesertZoneAround(tile);
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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return;
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}
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}
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@ -1154,7 +1155,8 @@ static void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
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/* If the tile upstream isn't flat, don't bother. */
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if (GetTileSlope(downstream_tile) != SLOPE_FLAT) return;
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MakeRiverAndModifyDesertZoneAround(downstream_tile);
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MakeRiver(downstream_tile, Random());
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MarkTileDirtyByTile(downstream_tile);
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}
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/* If upstream is dry and flat, try making it a river tile. */
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@ -1162,13 +1164,15 @@ static void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
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/* If the tile upstream isn't flat, don't bother. */
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if (GetTileSlope(upstream_tile) != SLOPE_FLAT) return;
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MakeRiverAndModifyDesertZoneAround(upstream_tile);
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MakeRiver(upstream_tile, Random());
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MarkTileDirtyByTile(upstream_tile);
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}
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}
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/* If the tile slope matches the desired slope, add a river tile. */
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if (cur_slope == desired_slope) {
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MakeRiverAndModifyDesertZoneAround(tile);
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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}
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}
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@ -1238,7 +1242,8 @@ protected:
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for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
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TileIndex tile = path->GetTile();
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if (!IsWaterTile(tile)) {
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MakeRiverAndModifyDesertZoneAround(tile);
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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}
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}
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@ -1356,7 +1361,8 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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/* We only want a lake if the river is long enough. */
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DistanceManhattan(spring, lake_centre) > min_river_length) {
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end = lake_centre;
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MakeRiverAndModifyDesertZoneAround(lake_centre);
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MakeRiver(lake_centre, Random());
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MarkTileDirtyByTile(lake_centre);
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uint diameter = RandomRange(8) + 3;
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/* Run the loop twice, so artefacts from going circular in one direction get (mostly) hidden. */
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@ -1420,6 +1426,25 @@ static void CreateRivers()
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/* Widening rivers may have left some tiles requiring to be watered. */
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ConvertGroundTilesIntoWaterTiles();
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/* Search for unwanted pockets of river artifacts to clear them of water. */
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for (const auto tile : Map::Iterate()) {
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if (!IsTileType(tile, MP_WATER) || !IsRiver(tile)) continue;
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bool has_neighbour = false;
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for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) {
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TileIndex other_tile = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDiagDir(d));
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if (other_tile == INVALID_TILE || !IsWaterTile(other_tile)) continue;
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has_neighbour = true;
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if (_settings_game.game_creation.landscape == LandscapeType::Tropic) ModifyDesertZoneAroundRiver(tile);
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break;
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}
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if (!has_neighbour) {
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DoClearSquare(tile);
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}
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}
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/* Run tile loop to update the ground density. */
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for (uint i = 0; i != TILE_UPDATE_FREQUENCY; i++) {
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if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
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@ -24,10 +24,12 @@
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#include "api/script_event.hpp"
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#include "api/script_log.hpp"
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#include "../company_base.h"
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#include "../company_func.h"
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#include "../company_type.h"
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#include "../fileio_func.h"
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#include "../goal_type.h"
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#include "../league_type.h"
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#include "../signs_type.h"
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#include "../story_type.h"
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#include "../misc/endian_buffer.hpp"
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#include "../safeguards.h"
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@ -12,12 +12,10 @@
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#include <queue>
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#include "../signs_func.h"
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#include "../vehicle_func.h"
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#include "../command_type.h"
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#include "../company_type.h"
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#include "../rail_type.h"
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#include "../road_type.h"
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#include "../group.h"
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#include "../goal_type.h"
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#include "../story_type.h"
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#include "script_types.hpp"
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#include "script_log_types.hpp"
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@ -39,6 +39,7 @@ void MakeWaterKeepingClass(TileIndex tile, Owner o);
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void CheckForDockingTile(TileIndex t);
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void MakeRiverAndModifyDesertZoneAround(TileIndex tile);
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void ModifyDesertZoneAroundRiver(TileIndex tile);
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static const uint RIVER_OFFSET_DESERT_DISTANCE = 5; ///< Circular tile search diameter to create non-desert around a river tile.
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bool IsWateredTile(TileIndex tile, Direction from);
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@ -454,6 +454,20 @@ void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
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}
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}
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/**
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* Remove desert directly around a river tile.
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* @param tile The tile to create non-desert around
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*/
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void ModifyDesertZoneAroundRiver(TileIndex tile)
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{
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assert(IsTileType(tile, MP_WATER) && IsRiver(tile));
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/* Remove desert directly around the river tile. */
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for (auto t : SpiralTileSequence(tile, RIVER_OFFSET_DESERT_DISTANCE)) {
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if (GetTropicZone(t) == TROPICZONE_DESERT) SetTropicZone(t, TROPICZONE_NORMAL);
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}
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}
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/**
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* Build a piece of canal.
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* @param flags type of operation
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