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Fix b4ac5e22: Incorrect TileIndex used in TownCanBePlacedHere (#15002)

This commit is contained in:
Jonathan G Rennison
2026-01-01 13:31:37 +00:00
committed by GitHub
parent 1bac36a8c3
commit 0ec507d4c5

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@@ -2139,18 +2139,27 @@ static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
/* Half of the tiles in the search must be valid for the town to build upon. */
constexpr uint VALID_TILE_GOAL = (SEARCH_DIAMETER * SEARCH_DIAMETER) / 2;
uint counter = 0;
int town_height = GetTileZ(tile);
for (TileIndex t : SpiralTileSequence(tile, SEARCH_DIAMETER)) {
if (counter == VALID_TILE_GOAL) break;
/* The most likely unsuitable tile type is water, test that first. */
if (IsTileType(tile, MP_WATER)) continue;
switch (GetTileType(t)) {
case MP_CLEAR:
/* Don't allow rough tiles, as they are likely wetlands. */
if (GetClearDensity(t) == CLEAR_ROUGH) continue;
break;
case MP_TREES:
/* Don't allow rough trees, as they are likely wetlands. */
if (GetTreeGround(t) == TREE_GROUND_ROUGH) continue;
break;
default:
continue;
}
/* Don't allow rough tiles, as they are likely wetlands. */
bool clear = IsTileType(t, MP_CLEAR) && GetClearDensity(t) != CLEAR_ROUGH;
bool trees = IsTileType(t, MP_TREES) && GetTreeGround(t) != TREE_GROUND_ROUGH;
int town_height = GetTileZ(tile);
bool elevation_similar = (GetTileMaxZ(t) <= town_height + 1) && (GetTileZ(t) >= town_height - 1);
if ((clear || trees) && elevation_similar) counter++;
if (elevation_similar) counter++;
}
if (counter < VALID_TILE_GOAL) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
@@ -2335,7 +2344,7 @@ static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layou
uint max_dist = 0;
for (auto test : SpiralTileSequence(coast, 10)) {
if (!IsTileType(test, MP_CLEAR) || !IsTileFlat(test) || !IsTileAlignedToGrid(test, layout)) continue;
if (TownCanBePlacedHere(tile, true).Failed()) continue;
if (TownCanBePlacedHere(test, true).Failed()) continue;
uint dist = GetClosestWaterDistance(test, true);
if (dist > max_dist) {