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@ -38,6 +38,7 @@
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#include "subsidy_func.h"
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#include "core/pool_func.hpp"
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#include "town.h"
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#include "town_kdtree.h"
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#include "townname_func.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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@ -59,6 +60,20 @@ CargoTypes _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses
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TownPool _town_pool("Town");
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INSTANTIATE_POOL_METHODS(Town)
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TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
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void RebuildTownKdtree()
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{
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std::vector<TownID> townids;
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Town *town;
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FOR_ALL_TOWNS(town) {
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townids.push_back(town->index);
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}
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_town_kdtree.Build(townids.begin(), townids.end());
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}
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/**
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* Check if a town 'owns' a bridge.
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* Bridges to not directly have an owner, so we check the tiles adjacent to the bridge ends.
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@ -366,30 +381,9 @@ static void AnimateTile_Town(TileIndex tile)
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*/
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static bool IsCloseToTown(TileIndex tile, uint dist)
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{
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/* On a large map with many towns, it may be faster to check the surroundings of the tile.
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* An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */
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if (Town::GetNumItems() > (size_t) (dist * dist * 2)) {
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const int tx = TileX(tile);
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const int ty = TileY(tile);
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TileArea tile_area = TileArea(
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TileXY(max(0, tx - (int) dist), max(0, ty - (int) dist)),
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TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist))
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);
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TILE_AREA_LOOP(atile, tile_area) {
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if (GetTileType(atile) == MP_HOUSE) {
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Town *t = Town::GetByTile(atile);
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if (DistanceManhattan(tile, t->xy) < dist) return true;
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}
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}
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return false;
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}
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const Town *t;
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FOR_ALL_TOWNS(t) {
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if (DistanceManhattan(tile, t->xy) < dist) return true;
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}
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return false;
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if (_town_kdtree.Count() == 0) return false;
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Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
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return DistanceManhattan(tile, t->xy) < dist;
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}
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/**
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@ -1682,6 +1676,8 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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t->grow_counter = t->index % TOWN_GROWTH_TICKS;
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t->growth_rate = TownTicksToGameTicks(250);
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_town_kdtree.Insert(t->index);
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/* Set the default cargo requirement for town growth */
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switch (_settings_game.game_creation.landscape) {
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case LT_ARCTIC:
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@ -2092,6 +2088,9 @@ bool GenerateTowns(TownLayout layout)
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town_names.clear();
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/* Build the town k-d tree again to make sure it's well balanced */
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RebuildTownKdtree();
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if (current_number != 0) return true;
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/* If current_number is still zero at this point, it means that not a single town has been created.
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@ -2867,7 +2866,10 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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}
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/* The town destructor will delete the other things related to the town. */
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if (flags & DC_EXEC) delete t;
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if (flags & DC_EXEC) {
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_town_kdtree.Remove(t->index);
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delete t;
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}
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return CommandCost();
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}
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@ -3392,19 +3394,12 @@ CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags
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*/
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Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
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{
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Town *t;
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uint best = threshold;
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Town *best_town = NULL;
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FOR_ALL_TOWNS(t) {
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uint dist = DistanceManhattan(tile, t->xy);
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if (dist < best) {
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best = dist;
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best_town = t;
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}
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}
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if (Town::GetNumItems() == 0) return NULL;
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return best_town;
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TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
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Town *town = Town::Get(tid);
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if (DistanceManhattan(tile, town->xy) < threshold) return town;
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return NULL;
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}
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/**
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