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OpenTTD/src/genworld.cpp

509 lines
17 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file genworld.cpp Functions to generate a map. */
#include "stdafx.h"
#include "landscape.h"
#include "company_func.h"
#include "town_cmd.h"
#include "signs_cmd.h"
#include "3rdparty/nlohmann/json.hpp"
#include "strings_func.h"
#include "genworld.h"
#include "gfxinit.h"
#include "window_func.h"
#include "network/network.h"
#include "heightmap.h"
#include "viewport_func.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_tick.h"
#include "engine_func.h"
#include "water.h"
#include "video/video_driver.hpp"
#include "tilehighlight_func.h"
#include "saveload/saveload.h"
#include "void_map.h"
#include "town.h"
#include "newgrf.h"
#include "newgrf_house.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "progress.h"
#include "error.h"
#include "game/game.hpp"
#include "game/game_instance.hpp"
#include "newgrf_railtype.h"
#include "newgrf_roadtype.h"
#include "string_func.h"
#include "thread.h"
#include "tgp.h"
#include "table/strings.h"
#include "safeguards.h"
void GenerateClearTile();
void GenerateIndustries();
void GenerateObjects();
void GenerateTrees();
void StartupEconomy();
void StartupCompanies();
void StartupDisasters();
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
/** Properties of current genworld process */
struct GenWorldInfo {
static inline bool abort; ///< Whether to abort the thread ASAP
static inline GenWorldMode mode; ///< What mode are we making a world in
static inline CompanyID lc; ///< The local_company before generating
static inline uint size_x; ///< X-size of the map
static inline uint size_y; ///< Y-size of the map
static inline GWDoneProc *proc; ///< Proc that is called when done (can be nullptr)
static inline GWAbortProc *abortp; ///< Proc that is called when aborting (can be nullptr)
};
/** Whether we are generating the map or not. */
bool _generating_world;
class AbortGenerateWorldSignal { };
/**
* Generation is done; show windows again and delete the progress window.
*/
static void CleanupGeneration()
{
_generating_world = false;
SetMouseCursorBusy(false);
SetModalProgress(false);
GenWorldInfo::proc = nullptr;
GenWorldInfo::abortp = nullptr;
CloseWindowByClass(WC_MODAL_PROGRESS);
ShowFirstError();
MarkWholeScreenDirty();
}
/**
* The internal, real, generate function.
*/
static void _GenerateWorld()
{
/* Make sure everything is done via OWNER_NONE. */
Backup<CompanyID> _cur_company(_current_company, OWNER_NONE);
try {
_generating_world = true;
if (_network_dedicated) Debug(net, 3, "Generating map, please wait...");
/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
_random.SetSeed(_settings_game.game_creation.generation_seed);
SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
ScriptObject::InitializeRandomizers();
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
/* Must start economy early because of the costs. */
StartupEconomy();
if (!CheckTownRoadTypes()) {
HandleGeneratingWorldAbortion();
return;
}
bool landscape_generated = false;
/* Don't generate landscape items when in the scenario editor. */
if (GenWorldInfo::mode != GWM_EMPTY) {
landscape_generated = GenerateLandscape(GenWorldInfo::mode);
}
if (!landscape_generated) {
SetGeneratingWorldProgress(GWP_OBJECT, 1);
/* Make sure the tiles at the north border are void tiles if needed. */
if (_settings_game.construction.freeform_edges) {
for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, 0));
for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(0, y));
}
/* Make the map the height of the setting */
if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
ConvertGroundTilesIntoWaterTiles();
IncreaseGeneratingWorldProgress(GWP_OBJECT);
_settings_game.game_creation.snow_line_height = DEF_SNOWLINE_HEIGHT;
} else {
GenerateClearTile();
/* Only generate towns, tree and industries in newgame mode. */
if (_game_mode != GM_EDITOR) {
if (!GenerateTowns(_settings_game.economy.town_layout)) {
HandleGeneratingWorldAbortion();
return;
}
GenerateIndustries();
GenerateObjects();
GenerateTrees();
}
}
/* These are probably pointless when inside the scenario editor. */
SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
StartupCompanies();
IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
StartupEngines();
IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
StartupDisasters();
_generating_world = false;
Game::StartNew();
/* No need to run the tile loop in the scenario editor. */
if (GenWorldInfo::mode != GWM_EMPTY) {
uint i;
SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
for (i = 0; i < 0x500; i++) {
RunTileLoop();
TimerGameTick::counter++;
IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
}
if (_game_mode != GM_EDITOR) {
if (Game::GetInstance() != nullptr) {
SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
_generating_world = true;
for (i = 0; i < 2500; i++) {
Game::GameLoop();
IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
if (Game::GetInstance()->IsSleeping()) break;
}
_generating_world = false;
}
}
}
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
ResetObjectToPlace();
_cur_company.Trash();
_current_company = _local_company = GenWorldInfo::lc;
/* Show all vital windows again, because we have hidden them. */
if (_game_mode != GM_MENU) ShowVitalWindows();
SetGeneratingWorldProgress(GWP_GAME_START, 1);
/* Call any callback */
if (GenWorldInfo::proc != nullptr) GenWorldInfo::proc();
IncreaseGeneratingWorldProgress(GWP_GAME_START);
CleanupGeneration();
ShowNewGRFError();
if (_network_dedicated) Debug(net, 3, "Map generated, starting game");
Debug(desync, 1, "new_map: {:08x}", _settings_game.game_creation.generation_seed);
if (_debug_desync_level > 0) {
std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameEconomy::date);
SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}
} catch (AbortGenerateWorldSignal&) {
CleanupGeneration();
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
if (_cur_company.IsValid()) _cur_company.Restore();
if (_network_dedicated) {
/* Exit the game to prevent a return to main menu. */
Debug(net, 0, "Generating map failed; closing server");
_exit_game = true;
} else {
SwitchToMode(_switch_mode);
}
}
}
/**
* Set here the function, if any, that you want to be called when landscape
* generation is done.
* @param proc callback procedure
*/
void GenerateWorldSetCallback(GWDoneProc *proc)
{
GenWorldInfo::proc = proc;
}
/**
* Set here the function, if any, that you want to be called when landscape
* generation is aborted.
* @param proc callback procedure
*/
void GenerateWorldSetAbortCallback(GWAbortProc *proc)
{
GenWorldInfo::abortp = proc;
}
/**
* Initializes the abortion process
*/
void AbortGeneratingWorld()
{
GenWorldInfo::abort = true;
}
/**
* Is the generation being aborted?
* @return the 'aborted' status
*/
bool IsGeneratingWorldAborted()
{
return GenWorldInfo::abort || _exit_game;
}
/**
* Really handle the abortion, i.e. clean up some of the mess
*/
void HandleGeneratingWorldAbortion()
{
/* Clean up - in SE create an empty map, otherwise, go to intro menu */
_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
if (GenWorldInfo::abortp != nullptr) GenWorldInfo::abortp();
throw AbortGenerateWorldSignal();
}
/**
* Generate a world.
* @param mode The mode of world generation (see GenWorldMode).
* @param size_x The X-size of the map.
* @param size_y The Y-size of the map.
* @param reset_settings Whether to reset the game configuration (used for restart)
*/
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
{
if (HasModalProgress()) return;
GenWorldInfo::mode = mode;
GenWorldInfo::size_x = size_x;
GenWorldInfo::size_y = size_y;
SetModalProgress(true);
GenWorldInfo::abort = false;
GenWorldInfo::abortp = nullptr;
GenWorldInfo::lc = _local_company;
/* This disables some commands and stuff */
SetLocalCompany(COMPANY_SPECTATOR);
InitializeGame(GenWorldInfo::size_x, GenWorldInfo::size_y, true, reset_settings);
PrepareGenerateWorldProgress();
if (_settings_game.construction.map_height_limit == 0) {
uint estimated_height = 0;
if (GenWorldInfo::mode == GWM_EMPTY && _game_mode != GM_MENU) {
estimated_height = _settings_game.game_creation.se_flat_world_height;
} else if (GenWorldInfo::mode == GWM_HEIGHTMAP) {
estimated_height = _settings_game.game_creation.heightmap_height;
} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
estimated_height = GetEstimationTGPMapHeight();
} else {
estimated_height = 0;
}
_settings_game.construction.map_height_limit = std::max(MAP_HEIGHT_LIMIT_AUTO_MINIMUM, std::min(MAX_MAP_HEIGHT_LIMIT, estimated_height + MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM));
}
if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = InteractiveRandom();
/* Load the right landscape stuff, and the NewGRFs! */
GfxLoadSprites();
SetCurrentRailTypeLabelList();
SetCurrentRoadTypeLabelList();
InitializeBuildingCounts();
LoadStringWidthTable();
/* Re-init the windowing system */
ResetWindowSystem();
/* Create toolbars */
SetupColoursAndInitialWindow();
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
UnshowCriticalError();
CloseAllNonVitalWindows();
HideVitalWindows();
ShowGenerateWorldProgress();
/* Centre the view on the map */
ScrollMainWindowToTile(TileXY(Map::SizeX() / 2, Map::SizeY() / 2), true);
_GenerateWorld();
}
/**
* Load town data from _file_to_saveload, place towns at the appropriate locations, and expand them to their target populations.
*/
void LoadTownData()
{
/* Load the JSON file as a string initially. We'll parse it soon. */
size_t filesize;
auto f = FioFOpenFile(_file_to_saveload.name, "rb", HEIGHTMAP_DIR, &filesize);
if (!f.has_value()) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
return;
}
std::string text(filesize, '\0');
size_t len = fread(text.data(), filesize, 1, *f);
f.reset();
if (len != 1) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
return;
}
/* Now parse the JSON. */
nlohmann::json town_data;
try {
town_data = nlohmann::json::parse(text);
} catch (nlohmann::json::exception &) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
return;
}
/* Check for JSON formatting errors with the array of towns. */
if (!town_data.is_array()) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
return;
}
std::vector<std::pair<Town *, uint> > towns;
uint failed_towns = 0;
/* Iterate through towns and attempt to found them. */
for (auto &feature : town_data) {
std::string name; // The name of the town.
uint population; // The target population of the town when created in OpenTTD. If input is blank, defaults to 0.
bool is_city; // Should it be created as a city in OpenTTD? If input is blank, defaults to false.
float x_proportion; // The X coordinate of the town, as a proportion 0..1 of the maximum X coordinate.
float y_proportion; // The Y coordinate of the town, as a proportion 0..1 of the maximum Y coordinate.
/* Ensure JSON is formatted properly. */
if (!feature.is_object()) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
return;
}
/* Check to ensure all fields exist and are of the correct type.
* If the town name is formatted wrong, all we can do is give a general warning. */
if (!feature.contains("name") || !feature.at("name").is_string()) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
return;
}
/* If other fields are formatted wrong, we can actually inform the player which town is the problem. */
if (!feature.contains("population") || !feature.at("population").is_number() ||
!feature.contains("city") || !feature.at("city").is_boolean() ||
!feature.contains("x") || !feature.at("x").is_number() ||
!feature.contains("y") || !feature.at("y").is_number()) {
feature.at("name").get_to(name);
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
GetEncodedString(STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY, name), WL_ERROR);
return;
}
/* Set town properties. */
feature.at("name").get_to(name);
feature.at("population").get_to(population);
feature.at("city").get_to(is_city);
/* Set town coordinates. */
feature.at("x").get_to(x_proportion);
feature.at("y").get_to(y_proportion);
/* Check for improper coordinates and warn the player. */
if (x_proportion <= 0.0f || y_proportion <= 0.0f || x_proportion >= 1.0f || y_proportion >= 1.0f) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
GetEncodedString(STR_TOWN_DATA_ERROR_BAD_COORDINATE, name), WL_ERROR);
return;
}
/* Find the target tile for the town. */
TileIndex target_tile;
switch (_settings_game.game_creation.heightmap_rotation) {
case HM_CLOCKWISE:
/* Tile coordinates align with what we expect. */
target_tile = TileXY(x_proportion * Map::MaxX(), y_proportion * Map::MaxY());
break;
case HM_COUNTER_CLOCKWISE:
/* Tile coordinates are rotated and must be adjusted. */
target_tile = TileXY((1 - y_proportion * Map::MaxX()), x_proportion * Map::MaxY());
break;
default: NOT_REACHED();
}
TownID town_id; // The TownID of the town in OpenTTD. Not imported, but set during the founding proceess and stored here for convenience.
/* Try founding on the target tile, and if that doesn't work, find the nearest suitable tile up to 16 tiles away.
* The target might be on water, blocked somehow, or on a steep slope that can't be terraformed by the founding command. */
for (auto tile : SpiralTileSequence(target_tile, 16, 0, 0)) {
std::tuple<CommandCost, Money, TownID> result = Command<CMD_FOUND_TOWN>::Do(DoCommandFlag::Execute, tile, TSZ_SMALL, is_city, _settings_game.economy.town_layout, false, 0, name);
town_id = std::get<TownID>(result);
/* Check if the command succeeded. */
if (town_id != TownID::Invalid()) break;
}
/* If we still fail to found the town, we'll create a sign at the intended location and tell the player how many towns we failed to create in an error message.
* This allows the player to diagnose a heightmap misalignment, if towns end up in the sea, or place towns manually, if in rough terrain. */
if (town_id == TownID::Invalid()) {
Command<CMD_PLACE_SIGN>::Post(target_tile, name);
failed_towns++;
continue;
}
towns.emplace_back(std::make_pair(Town::Get(town_id), population));
}
/* If we couldn't found a town (or multiple), display a message to the player with the number of failed towns. */
if (failed_towns > 0) {
ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN, failed_towns), {}, WL_WARNING);
}
/* Now that we've created the towns, let's grow them to their target populations. */
for (const auto &item : towns) {
Town *t = item.first;
uint population = item.second;
/* Grid towns can grow almost forever, but the town growth algorithm gets less and less efficient as it wanders roads randomly,
* so we set an arbitrary limit. With a flat map and a 3x3 grid layout this results in about 4900 houses, or 2800 houses with "Better roads." */
int try_limit = 1000;
/* If a town repeatedly fails to grow, continuing to try only wastes time. */
int fail_limit = 10;
/* Grow by a constant number of houses each time, instead of growth based on current town size.
* We want our try limit to apply in a predictable way, no matter the road layout and other geography. */
const int HOUSES_TO_GROW = 10;
do {
uint before = t->cache.num_houses;
Command<CMD_EXPAND_TOWN>::Post(t->index, HOUSES_TO_GROW);
if (t->cache.num_houses <= before) fail_limit--;
} while (fail_limit > 0 && try_limit-- > 0 && t->cache.population < population);
}
}