Change: Towns don't build dead-end road bridges (#8401)

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Tyler Trahan 2020-12-24 18:37:13 -05:00 committed by GitHub
parent 22b9dec960
commit 7bdfb382a8
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1 changed files with 46 additions and 2 deletions

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@ -1087,6 +1087,48 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
return false;
}
/**
* Checks if a town road can be continued on the other side of a bridge.
*
* @param end_tile The end tile of the bridge
* @param bridge_dir The direction of the bridge
* @return true if the road can be continued, else false
*/
static bool CanRoadContinueAfterBridge(const Town* t, const TileIndex end_tile, const DiagDirection bridge_dir)
{
const int delta = TileOffsByDiagDir(bridge_dir); // +1 tile in the direction of the bridge
TileIndex next_tile = end_tile + delta; // The tile beyond the bridge
RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(bridge_dir));
RoadType rt = GetTownRoadType(t);
/* Before we try anything, make sure the tile is on the map and not the void. */
if (!IsValidTile(next_tile)) return false;
/* If the next tile is a bridge or tunnel, allow if it's a road bridge/tunnel continuing in the same direction. */
if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == bridge_dir;
}
/* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
if (IsTileType(next_tile, MP_STATION)) {
/* If the next tile is a road station, allow if it's facing the same direction, otherwise disallow. */
return IsRoadStop(next_tile) && GetRoadStopDir(next_tile) == ReverseDiagDir(bridge_dir);
}
/* If the next tile is a road depot, allow if it's facing the new bridge. */
if (IsTileType(next_tile, MP_ROAD)) {
return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(bridge_dir);
}
/* If the next tile is a railroad track, check if towns are allowed to build level crossings.
* If level crossing are not allowed, reject the bridge. Else allow DoCommand to determine if the rail track is buildable. */
if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
/* If a road tile can be built, the bridge is allowed.
* If not, the bridge is rejected. */
return DoCommand(next_tile, rcmd | (rt << 4), t->index, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded();
}
/**
* Grows the town with a bridge.
* At first we check if a bridge is reasonable.
@ -1136,9 +1178,12 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
} while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
}
/* no water tiles in between? */
/* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
if (bridge_length == 1) return false;
/* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
if (!CanRoadContinueAfterBridge(t, bridge_tile, bridge_dir)) return false;
for (uint8 times = 0; times <= 22; times++) {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
@ -1154,7 +1199,6 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
return false;
}
/**
* Checks whether at least one surrounding roads allows to build a house here
*