Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. (#7284)

This only affects failed town generation, as towns do not delete bridges under any other circumstances.

The existing test performed badly with a large number of towns due to having to calculate the
nearest town, and also by its nature assumed a bridge was built by the nearest town, leading
to bridges of nearby large towns be removed incorrectly.

If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
This commit is contained in:
PeterN 2019-03-03 22:28:55 +00:00 committed by GitHub
parent 3c94bddbc2
commit ebc3934ee6
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 38 additions and 6 deletions

View File

@ -59,6 +59,31 @@ CargoTypes _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses
TownPool _town_pool("Town");
INSTANTIATE_POOL_METHODS(Town)
/**
* Check if a town 'owns' a bridge.
* Bridges to not directly have an owner, so we check the tiles adjacent to the bridge ends.
* If either adjacent tile belongs to the town then it will be assumed that the town built
* the bridge.
* @param tile Bridge tile to test
* @param t Town we are interested in
* @return true if town 'owns' a bridge.
*/
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
{
if (!IsTileOwner(tile, OWNER_TOWN)) return false;
TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
if (!town_owned) {
/* Or other adjacent road */
TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
}
return town_owned;
}
Town::~Town()
{
free(this->name);
@ -90,7 +115,7 @@ Town::~Town()
break;
case MP_TUNNELBRIDGE:
assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
assert(!TestTownOwnsBridge(tile, this));
break;
default:
@ -2730,7 +2755,18 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
if (d->town == t) return CMD_ERROR;
}
/* Check all tiles for town ownership. */
/* Check all tiles for town ownership. First check for bridge tiles, as
* these do not directly have an owner so we need to check adjacent
* tiles. This won't work correctly in the same loop if the adjacent
* tile was already deleted earlier in the loop. */
for (TileIndex tile = 0; tile < MapSize(); ++tile) {
if (IsTileType(tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(tile, t)) {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
}
}
/* Check all remaining tiles for town ownership. */
for (TileIndex tile = 0; tile < MapSize(); ++tile) {
bool try_clear = false;
switch (GetTileType(tile)) {
@ -2738,10 +2774,6 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
break;
case MP_TUNNELBRIDGE:
try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
break;
case MP_HOUSE:
try_clear = GetTownIndex(tile) == t->index;
break;