mirror of https://github.com/OpenTTD/OpenTTD.git
Change: Always allow expanding towns in Scenario Editor to build new roads (#11377)
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@ -4866,7 +4866,6 @@ STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... too
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STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... too close to another town
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STR_ERROR_TOO_MANY_TOWNS :{WHITE}... too many towns
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STR_ERROR_NO_SPACE_FOR_TOWN :{WHITE}... there is no more space on the map
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STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}The town will not build roads. You can enable building of roads via Settings->Environment->Towns
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STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Road works in progress
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STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}Can't delete this town...{}A station or depot is referring to the town or a town owned tile can't be removed
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STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... there is no suitable place for a statue in the centre of this town
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@ -1374,6 +1374,15 @@ static bool TownCanGrowRoad(TileIndex tile)
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return HasBit(GetRoadTypeInfo(rt)->flags, ROTF_TOWN_BUILD) || GetTownRoadType() == rt;
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}
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/**
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* Check if the town is allowed to build roads.
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* @return true If the town is allowed to build roads.
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*/
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static inline bool TownAllowedToBuildRoads()
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{
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return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
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}
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/**
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* Grows the given town.
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* There are at the moment 3 possible way's for
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@ -1403,7 +1412,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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* to say that this is the last iteration. */
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
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if (!TownAllowedToBuildRoads()) return;
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if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
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/* Remove hills etc */
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@ -1457,7 +1466,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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* the fitting RoadBits */
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
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if (!TownAllowedToBuildRoads()) return;
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switch (t1->layout) {
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default: NOT_REACHED();
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@ -1528,7 +1537,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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if (!IsValidTile(house_tile)) return;
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if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
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if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
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switch (t1->layout) {
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default: NOT_REACHED();
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@ -1606,7 +1615,7 @@ static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
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if (HasTileWaterGround(target_tile)) return false;
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RoadBits target_rb = GetTownRoadBits(target_tile);
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if (_settings_game.economy.allow_town_roads || _generating_world) {
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if (TownAllowedToBuildRoads()) {
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/* Check whether a road connection exists or can be build. */
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switch (GetTileType(target_tile)) {
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case MP_ROAD:
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@ -1773,7 +1782,7 @@ static bool GrowTown(Town *t)
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/* No road available, try to build a random road block by
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* clearing some land and then building a road there. */
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if (_settings_game.economy.allow_town_roads || _generating_world) {
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if (TownAllowedToBuildRoads()) {
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tile = t->xy;
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for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
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/* Only work with plain land that not already has a house */
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@ -2437,7 +2446,7 @@ static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
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static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
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{
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/* Allow towns everywhere when we don't build roads */
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
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if (!TownAllowedToBuildRoads()) return true;
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TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
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@ -2468,7 +2477,7 @@ static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
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static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
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{
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/* Allow towns everywhere when we don't build roads */
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
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if (!TownAllowedToBuildRoads()) return true;
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/* Compute relative position of tile. (Positive offsets are towards north) */
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TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
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@ -500,14 +500,6 @@ public:
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break;
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case WID_TV_EXPAND: { // expand town - only available on Scenario editor
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/* Warn the user if towns are not allowed to build roads, but do this only once per OpenTTD run. */
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static bool _warn_town_no_roads = false;
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if (!_settings_game.economy.allow_town_roads && !_warn_town_no_roads) {
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ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, WL_WARNING);
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_warn_town_no_roads = true;
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}
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Command<CMD_EXPAND_TOWN>::Post(STR_ERROR_CAN_T_EXPAND_TOWN, this->window_number, 0);
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break;
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}
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