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Add rotation parameter to AirportGetNearestTown Add wrapper for existing stations Remove unnecessary iterator cloning
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@ -137,9 +137,8 @@
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if (!as->IsWithinMapBounds(0, tile)) return -1;
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if (_settings_game.economy.station_noise_level) {
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AirportTileTableIterator it(as->table[0], tile);
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uint dist;
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AirportGetNearestTown(as, tile, it, dist);
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AirportGetNearestTown(as, as->rotation[0], tile, AirportTileTableIterator(as->table[0], tile), dist);
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return GetAirportNoiseLevelForDistance(as, dist);
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}
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@ -155,7 +154,7 @@
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if (!as->IsWithinMapBounds(0, tile)) return INVALID_TOWN;
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uint dist;
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return AirportGetNearestTown(as, tile, AirportTileTableIterator(as->table[0], tile), dist)->index;
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return AirportGetNearestTown(as, as->rotation[0], tile, AirportTileTableIterator(as->table[0], tile), dist)->index;
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}
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/* static */ SQInteger ScriptAirport::GetMaintenanceCostFactor(AirportType type)
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@ -2303,28 +2303,32 @@ uint8_t GetAirportNoiseLevelForDistance(const AirportSpec *as, uint distance)
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* Finds the town nearest to given airport. Based on minimal manhattan distance to any airport's tile.
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* If two towns have the same distance, town with lower index is returned.
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* @param as airport's description
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* @param rotation airport's rotation
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* @param tile origin tile (top corner of the airport)
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* @param it An iterator over all airport tiles
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* @param it An iterator over all airport tiles (consumed)
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* @param[out] mindist Minimum distance to town
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* @return nearest town to airport
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*/
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Town *AirportGetNearestTown(const AirportSpec *as, TileIndex tile, const TileIterator &it, uint &mindist)
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Town *AirportGetNearestTown(const AirportSpec *as, Direction rotation, TileIndex tile, TileIterator &&it, uint &mindist)
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{
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assert(Town::GetNumItems() > 0);
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Town *nearest = nullptr;
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auto width = as->size_x;
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auto height = as->size_y;
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if (rotation == DIR_E || rotation == DIR_W) std::swap(width, height);
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uint perimeter_min_x = TileX(tile);
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uint perimeter_min_y = TileY(tile);
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uint perimeter_max_x = perimeter_min_x + as->size_x - 1;
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uint perimeter_max_y = perimeter_min_y + as->size_y - 1;
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uint perimeter_max_x = perimeter_min_x + width - 1;
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uint perimeter_max_y = perimeter_min_y + height - 1;
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mindist = UINT_MAX - 1; // prevent overflow
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std::unique_ptr<TileIterator> copy(it.Clone());
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for (TileIndex cur_tile = *copy; cur_tile != INVALID_TILE; cur_tile = ++*copy) {
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assert(IsInsideBS(TileX(cur_tile), perimeter_min_x, as->size_x));
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assert(IsInsideBS(TileY(cur_tile), perimeter_min_y, as->size_y));
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for (TileIndex cur_tile = *it; cur_tile != INVALID_TILE; cur_tile = ++it) {
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assert(IsInsideBS(TileX(cur_tile), perimeter_min_x, width));
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assert(IsInsideBS(TileY(cur_tile), perimeter_min_y, height));
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if (TileX(cur_tile) == perimeter_min_x || TileX(cur_tile) == perimeter_max_x || TileY(cur_tile) == perimeter_min_y || TileY(cur_tile) == perimeter_max_y) {
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Town *t = CalcClosestTownFromTile(cur_tile, mindist + 1);
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if (t == nullptr) continue;
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@ -2341,6 +2345,18 @@ Town *AirportGetNearestTown(const AirportSpec *as, TileIndex tile, const TileIte
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return nearest;
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}
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/**
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* Finds the town nearest to given existing airport. Based on minimal manhattan distance to any airport's tile.
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* If two towns have the same distance, town with lower index is returned.
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* @param station existing station with airport
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* @param[out] mindist Minimum distance to town
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* @return nearest town to airport
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*/
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static Town *AirportGetNearestTown(const Station *st, uint &mindist)
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{
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return AirportGetNearestTown(st->airport.GetSpec(), st->airport.rotation, st->airport.tile, AirportTileIterator(st), mindist);
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}
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/** Recalculate the noise generated by the airports of each town */
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void UpdateAirportsNoise()
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@ -2349,11 +2365,9 @@ void UpdateAirportsNoise()
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for (const Station *st : Station::Iterate()) {
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if (st->airport.tile != INVALID_TILE && st->airport.type != AT_OILRIG) {
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const AirportSpec *as = st->airport.GetSpec();
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AirportTileIterator it(st);
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uint dist;
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Town *nearest = AirportGetNearestTown(as, st->airport.tile, it, dist);
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nearest->noise_reached += GetAirportNoiseLevelForDistance(as, dist);
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Town *nearest = AirportGetNearestTown(st, dist);
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nearest->noise_reached += GetAirportNoiseLevelForDistance(st->airport.GetSpec(), dist);
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}
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}
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}
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@ -2402,7 +2416,7 @@ CommandCost CmdBuildAirport(DoCommandFlag flags, TileIndex tile, byte airport_ty
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/* The noise level is the noise from the airport and reduce it to account for the distance to the town center. */
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uint dist;
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Town *nearest = AirportGetNearestTown(as, tile, tile_iter, dist);
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Town *nearest = AirportGetNearestTown(as, rotation, tile, std::move(tile_iter), dist);
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uint newnoise_level = GetAirportNoiseLevelForDistance(as, dist);
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/* Check if local auth would allow a new airport */
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@ -2524,14 +2538,12 @@ static CommandCost RemoveAirport(TileIndex tile, DoCommandFlag flags)
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CloseWindowById(WC_VEHICLE_DEPOT, tile_cur);
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}
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const AirportSpec *as = st->airport.GetSpec();
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/* The noise level is the noise from the airport and reduce it to account for the distance to the town center.
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* And as for construction, always remove it, even if the setting is not set, in order to avoid the
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* need of recalculation */
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AirportTileIterator it(st);
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uint dist;
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Town *nearest = AirportGetNearestTown(as, st->airport.tile, it, dist);
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nearest->noise_reached -= GetAirportNoiseLevelForDistance(as, dist);
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Town *nearest = AirportGetNearestTown(st, dist);
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nearest->noise_reached -= GetAirportNoiseLevelForDistance(st->airport.GetSpec(), dist);
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if (_settings_game.economy.station_noise_level) {
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SetWindowDirty(WC_TOWN_VIEW, nearest->index);
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@ -16,7 +16,7 @@
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enum StationClassID : byte;
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enum RoadStopClassID : byte;
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extern Town *AirportGetNearestTown(const struct AirportSpec *as, TileIndex tile, const TileIterator &it, uint &mindist);
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extern Town *AirportGetNearestTown(const struct AirportSpec *as, Direction rotation, TileIndex tile, TileIterator &&it, uint &mindist);
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extern uint8_t GetAirportNoiseLevelForDistance(const struct AirportSpec *as, uint distance);
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CommandCost CmdBuildAirport(DoCommandFlag flags, TileIndex tile, byte airport_type, byte layout, StationID station_to_join, bool allow_adjacent);
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