Fix: Desync after house replacement

This commit is contained in:
dP 2020-05-15 23:18:03 +03:00 committed by Charles Pigott
parent d11bae58a0
commit 93d1d8773f
1 changed files with 17 additions and 12 deletions

View File

@ -454,13 +454,22 @@ uint32 GetWorldPopulation()
/**
* Remove stations from nearby station list if a town is no longer in the catchment area of each.
* To improve performance only checks stations that cover the provided house area (doesn't need to contain an actual house).
* @param t Town to work on
* @param tile Location of house area (north part)
* @param flags BuildingFlags containing the size of house area
*/
static void RemoveNearbyStations(Town *t)
static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
{
for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
const Station *st = *it;
if (!st->CatchmentCoversTown(t->index)) {
bool covers_area = st->TileIsInCatchment(tile);
if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
if (covers_area && !st->CatchmentCoversTown(t->index)) {
it = t->stations_near.erase(it);
} else {
++it;
@ -621,11 +630,7 @@ static void TileLoop_Town(TileIndex tile)
ClearTownHouse(t, tile);
/* Rebuild with another house? */
if (GB(r, 24, 8) < 12 || !BuildTownHouse(t, tile))
{
/* House wasn't replaced, so remove it */
if (!_generating_world) RemoveNearbyStations(t);
}
if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
}
cur_company.Restore();
@ -654,7 +659,6 @@ static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
if (flags & DC_EXEC) {
ClearTownHouse(t, tile);
RemoveNearbyStations(t);
}
return cost;
@ -2666,11 +2670,12 @@ void ClearTownHouse(Town *t, TileIndex tile)
}
/* Do the actual clearing of tiles */
uint eflags = hs->building_flags;
DoClearTownHouseHelper(tile, t, house);
if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
RemoveNearbyStations(t, tile, hs->building_flags);
UpdateTownRadius(t);