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Change: Ensure generated towns have enough room (#14803)
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@@ -55,6 +55,8 @@
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#include "road_cmd.h"
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#include "terraform_cmd.h"
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#include "tunnelbridge_cmd.h"
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#include "clear_map.h"
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#include "tree_map.h"
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#include "map_func.h"
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#include "timer/timer.h"
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#include "timer/timer_game_calendar.h"
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@@ -2113,9 +2115,10 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSi
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/**
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* Check if it's possible to place a town on a given tile.
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* @param tile The tile to check.
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* @param check_surrounding Should we ensure surrounding tiles are free too?
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* @return A zero cost if allowed, otherwise an error.
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*/
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static CommandCost TownCanBePlacedHere(TileIndex tile)
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static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
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{
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/* Check if too close to the edge of map */
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if (DistanceFromEdge(tile) < 12) {
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@@ -2132,6 +2135,29 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
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return CommandCost(STR_ERROR_SITE_UNSUITABLE);
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}
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/* We might want to make sure the town has enough room. */
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if (check_surrounding) {
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constexpr uint SEARCH_DIAMETER = 5; // Center tile of town + 2 tile radius.
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/* Half of the tiles in the search must be valid for the town to build upon. */
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constexpr uint VALID_TILE_GOAL = (SEARCH_DIAMETER * SEARCH_DIAMETER) / 2;
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uint counter = 0;
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for (TileIndex t : SpiralTileSequence(tile, SEARCH_DIAMETER)) {
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if (counter == VALID_TILE_GOAL) break;
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/* The most likely unsuitable tile type is water, test that first. */
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if (IsTileType(tile, MP_WATER)) continue;
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/* Don't allow rough tiles, as they are likely wetlands. */
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bool clear = IsTileType(t, MP_CLEAR) && GetClearDensity(t) != CLEAR_ROUGH;
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bool trees = IsTileType(t, MP_TREES) && GetTreeGround(t) != TREE_GROUND_ROUGH;
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int town_height = GetTileZ(tile);
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bool elevation_similar = (GetTileMaxZ(t) <= town_height + 1) && (GetTileZ(t) >= town_height - 1);
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if ((clear || trees) && elevation_similar) counter++;
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}
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if (counter < VALID_TILE_GOAL) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
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}
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return CommandCost(EXPENSES_OTHER);
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}
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@@ -2194,7 +2220,7 @@ std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlags flags, TileIn
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if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, TownID::Invalid() };
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if (!random_location) {
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CommandCost ret = TownCanBePlacedHere(tile);
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CommandCost ret = TownCanBePlacedHere(tile, false);
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if (ret.Failed()) return { ret, 0, TownID::Invalid() };
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}
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@@ -2311,6 +2337,7 @@ static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layou
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uint max_dist = 0;
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for (auto test : SpiralTileSequence(coast, 10)) {
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if (!IsTileType(test, MP_CLEAR) || !IsTileFlat(test) || !IsTileAlignedToGrid(test, layout)) continue;
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if (TownCanBePlacedHere(tile, true).Failed()) continue;
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uint dist = GetClosestWaterDistance(test, true);
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if (dist > max_dist) {
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@@ -2359,15 +2386,12 @@ static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize si
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/* Generate a tile index not too close from the edge */
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TileIndex tile = AlignTileToGrid(RandomTile(), layout);
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/* if we tried to place the town on water, slide it over onto
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* the nearest likely-looking spot */
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/* If we tried to place the town on water, find a suitable land tile nearby.
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* Otherwise, evaluate the land tile. */
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if (IsTileType(tile, MP_WATER)) {
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tile = FindNearestGoodCoastalTownSpot(tile, layout);
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if (tile == INVALID_TILE) continue;
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}
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/* Make sure town can be placed here */
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if (TownCanBePlacedHere(tile).Failed()) continue;
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} else if (TownCanBePlacedHere(tile, true).Failed()) continue;
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/* Allocate a town struct */
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Town *t = new Town(tile);
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