Codechange: Update each town label dimensions once during map gen. (#12742)

This avoids re-layouting the label for each change in population as the town is grown.
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Peter Nelson 2024-06-01 16:57:17 +01:00 committed by GitHub
parent 96fc367bcf
commit 6d2424c0ef
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@ -79,6 +79,8 @@ void RebuildTownKdtree()
_town_kdtree.Build(townids.begin(), townids.end());
}
/** Set if a town is being generated. */
static bool _generating_town = false;
/**
* Check if a town 'owns' a bridge.
@ -442,6 +444,8 @@ void ClearAllTownCachedNames()
static void ChangePopulation(Town *t, int mod)
{
t->cache.population += mod;
if (_generating_town) [[unlikely]] return;
InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
@ -1973,6 +1977,8 @@ static void UpdateTownGrowth(Town *t);
*/
static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
{
AutoRestoreBackup backup(_generating_town, true);
t->xy = tile;
t->cache.num_houses = 0;
t->time_until_rebuild = 10;
@ -2016,9 +2022,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSi
}
t->townnameparts = townnameparts;
t->UpdateVirtCoord();
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
t->InitializeLayout(layout);
t->larger_town = city;
@ -2036,6 +2039,9 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSi
GrowTown(t);
} while (--i);
t->UpdateVirtCoord();
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
t->cache.num_houses -= x;
UpdateTownRadius(t);
UpdateTownGrowthRate(t);