From ebc3934ee642e2528768d6747ce6c09869f32b76 Mon Sep 17 00:00:00 2001 From: PeterN Date: Sun, 3 Mar 2019 22:28:55 +0000 Subject: [PATCH] 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. --- src/town_cmd.cpp | 44 ++++++++++++++++++++++++++++++++++++++------ 1 file changed, 38 insertions(+), 6 deletions(-) diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 84c7d44f3a..32875974c9 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -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;