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@ -45,6 +45,7 @@
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#include "townname_type.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "depot_base.h"
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#include "table/strings.h"
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#include "table/town_land.h"
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@ -2348,6 +2349,70 @@ CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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return CommandCost();
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}
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/**
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* Delete a town (scenario editor only).
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* @param tile Unused.
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* @param flags Type of operation.
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* @param p1 Town ID to delete.
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* @param p2 Unused.
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* @param text Unused.
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* @return Empty cost or an error.
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*/
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CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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if (_game_mode != GM_EDITOR) return CMD_ERROR;
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Town *t = Town::GetIfValid(p1);
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if (t == NULL) return CMD_ERROR;
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/* Stations refer to towns. */
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const Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->town == t) {
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/* Non-oil rig stations are always a problem. */
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if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
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/* We can only automatically delete oil rigs *if* there's no vehicle on them. */
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CommandCost ret = DoCommand(st->airport.tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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}
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}
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/* Depots refer to towns. */
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const Depot *d;
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FOR_ALL_DEPOTS(d) {
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if (d->town == t) return CMD_ERROR;
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}
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/* Check all tiles for town ownership. */
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for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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switch (GetTileType(tile)) {
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case MP_ROAD:
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if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index) {
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/* Can we clear this tile? */
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CommandCost ret = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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}
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break;
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case MP_TUNNELBRIDGE:
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if (IsTileOwner(tile, OWNER_TOWN) &&
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ClosestTownFromTile(tile, UINT_MAX) == t) {
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/* Can we clear this bridge? */
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CommandCost ret = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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}
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break;
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default:
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break;
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}
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}
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/* The town destructor will delete everything related to the town. */
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if (flags & DC_EXEC) delete t;
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return CommandCost();
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}
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/**
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* Factor in the cost of each town action.
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* @see TownActions
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