forked from mirror/OpenTTD
Codechange: Move Ticks into their own class
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@@ -822,7 +822,7 @@ static void TownTickHandler(Town *t)
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i = t->growth_rate;
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} else {
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/* If growth failed wait a bit before retrying */
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i = std::min<uint16_t>(t->growth_rate, TOWN_GROWTH_TICKS - 1);
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i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
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}
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}
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t->grow_counter = i;
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@@ -1868,7 +1868,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSi
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t->cache.population = 0;
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/* Spread growth across ticks so even if there are many
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* similar towns they're unlikely to grow all in one tick */
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t->grow_counter = t->index % TOWN_GROWTH_TICKS;
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t->grow_counter = t->index % Ticks::TOWN_GROWTH_TICKS;
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t->growth_rate = TownTicksToGameTicks(250);
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t->show_zone = false;
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@@ -3236,7 +3236,7 @@ static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
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* tick-perfect and gives player some time window where they can
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* spam funding with the exact same efficiency.
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*/
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t->grow_counter = std::min<uint16_t>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
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t->grow_counter = std::min<uint16_t>(t->grow_counter, 2 * Ticks::TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % Ticks::TOWN_GROWTH_TICKS);
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SetWindowDirty(WC_TOWN_VIEW, t->index);
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}
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