mirror of https://github.com/OpenTTD/OpenTTD.git
Fix #11802: Made determining water region edge traversability more robust
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@ -77,7 +77,11 @@ public:
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bool IsInitialized() const { return this->initialized; }
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void Invalidate() { this->initialized = false; }
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void Invalidate()
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{
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if (!IsInitialized()) Debug(map, 3, "Invalidated water region ({},{})", GetWaterRegionX(this->tile_area.tile), GetWaterRegionY(this->tile_area.tile));
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this->initialized = false;
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}
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/**
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* Returns a set of bits indicating whether an edge tile on a particular side is traversable or not. These
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@ -120,16 +124,7 @@ public:
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this->has_cross_region_aqueducts = false;
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this->tile_patch_labels.fill(INVALID_WATER_REGION_PATCH);
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for (const TileIndex tile : this->tile_area) {
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if (IsAqueductTile(tile)) {
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const TileIndex other_aqueduct_end = GetOtherBridgeEnd(tile);
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if (!tile_area.Contains(other_aqueduct_end)) {
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this->has_cross_region_aqueducts = true;
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break;
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}
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}
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}
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this->edge_traversability_bits.fill(0);
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TWaterRegionPatchLabel current_label = 1;
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TWaterRegionPatchLabel highest_assigned_label = 0;
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@ -158,7 +153,18 @@ public:
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for (const Trackdir dir : SetTrackdirBitIterator(valid_dirs)) {
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/* By using a TrackFollower we "play by the same rules" as the actual ship pathfinder */
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CFollowTrackWater ft;
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if (ft.Follow(tile, dir) && this->tile_area.Contains(ft.m_new_tile)) tiles_to_check.push_back(ft.m_new_tile);
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if (ft.Follow(tile, dir)) {
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if (this->tile_area.Contains(ft.m_new_tile)) {
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tiles_to_check.push_back(ft.m_new_tile);
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} else if (!ft.m_is_bridge) {
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assert(DistanceManhattan(ft.m_new_tile, tile) == 1);
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const auto side = DiagdirBetweenTiles(tile, ft.m_new_tile);
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const int local_x_or_y = DiagDirToAxis(side) == AXIS_X ? TileY(tile) - TileY(this->tile_area.tile) : TileX(tile) - TileX(this->tile_area.tile);
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SetBit(this->edge_traversability_bits[side], local_x_or_y);
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} else {
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this->has_cross_region_aqueducts = true;
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}
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}
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}
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}
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@ -167,18 +173,6 @@ public:
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this->number_of_patches = highest_assigned_label;
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this->initialized = true;
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/* Calculate the traversability (whether the tile can be entered / exited) for all edges. Note that
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* we always follow the same X and Y scanning direction, this is important for comparisons later on! */
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this->edge_traversability_bits.fill(0);
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const int top_x = TileX(tile_area.tile);
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const int top_y = TileY(tile_area.tile);
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for (int i = 0; i < WATER_REGION_EDGE_LENGTH; ++i) {
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if (GetWaterTracks(TileXY(top_x + i, top_y)) & TRACK_BIT_3WAY_NW) SetBit(this->edge_traversability_bits[DIAGDIR_NW], i); // NW edge
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if (GetWaterTracks(TileXY(top_x + i, top_y + WATER_REGION_EDGE_LENGTH - 1)) & TRACK_BIT_3WAY_SE) SetBit(this->edge_traversability_bits[DIAGDIR_SE], i); // SE edge
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if (GetWaterTracks(TileXY(top_x, top_y + i)) & TRACK_BIT_3WAY_NE) SetBit(this->edge_traversability_bits[DIAGDIR_NE], i); // NE edge
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if (GetWaterTracks(TileXY(top_x + WATER_REGION_EDGE_LENGTH - 1, top_y + i)) & TRACK_BIT_3WAY_SW) SetBit(this->edge_traversability_bits[DIAGDIR_SW], i); // SW edge
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}
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}
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/**
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@ -278,10 +272,17 @@ WaterRegionPatchDesc GetWaterRegionPatchInfo(TileIndex tile)
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*/
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void InvalidateWaterRegion(TileIndex tile)
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{
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const int index = GetWaterRegionIndex(tile);
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_water_regions[index].Invalidate();
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if (!IsValidTile(tile)) return;
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const int water_region_index = GetWaterRegionIndex(tile);
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_water_regions[water_region_index].Invalidate();
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Debug(map, 3, "Invalidated water region ({},{})", GetWaterRegionX(tile), GetWaterRegionY(tile));
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/* When updating the water region we look into the first tile of adjacent water regions to determine edge
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* traversability. This means that if we invalidate any region edge tiles we might also change the traversability
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* of the adjacent region. This code ensures the adjacent regions also get invalidated in such a case. */
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for (DiagDirection side = DIAGDIR_BEGIN; side < DIAGDIR_END; side++) {
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const int adjacent_region_index = GetWaterRegionIndex(TileAddByDiagDir(tile, side));
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if (adjacent_region_index != water_region_index) _water_regions[adjacent_region_index].Invalidate();
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}
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}
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/**
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