(svn r24105) -Feature: Be more careful with the population of a small town while placing a statue.

This commit is contained in:
alberth 2012-04-08 17:30:20 +00:00
parent 2911732841
commit 0d74c074dd
1 changed files with 18 additions and 2 deletions

View File

@ -2720,8 +2720,9 @@ static bool TryClearTile(TileIndex tile)
/** Structure for storing data while searching the best place to build a statue. */
struct StatueBuildSearchData {
TileIndex best_position; ///< Best position found so far.
int tile_count; ///< Number of tiles tried.
StatueBuildSearchData(TileIndex best_pos) : best_position(best_pos) { }
StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
};
/**
@ -2732,7 +2733,10 @@ struct StatueBuildSearchData {
*/
static bool SearchTileForStatue(TileIndex tile, void *user_data)
{
static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
statue_data->tile_count++;
/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
if (IsSteepSlope(GetTileSlope(tile))) return false;
@ -2747,6 +2751,18 @@ static bool SearchTileForStatue(TileIndex tile, void *user_data)
bool house = IsTileType(tile, MP_HOUSE);
/* Searching inside the inner circle. */
if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
/* Save first house in inner circle. */
if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
statue_data->best_position = tile;
}
/* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
}
/* Searching outside the circle, just pick the first possible spot. */
statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
return house && TryClearTile(tile);
}
@ -2763,7 +2779,7 @@ static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
TileIndex tile = t->xy;
StatueBuildSearchData statue_data(INVALID_TILE);
StatueBuildSearchData statue_data(INVALID_TILE, 0);
if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
if (flags & DC_EXEC) {