GRF: Add extra road/tram type flag: towns cannot modify tiles

pull/199/head
Jonathan G Rennison 4 years ago
parent 75a964acb0
commit 946442ab6b

@ -238,6 +238,7 @@
<table>
<tr><th>Bit</th><th>Value</th><th>Meaning</th></tr>
<tr><td>0</td><td>1</td><td>Scripts (AI/GS) may not build this road/tram type</td></tr>
<tr><td>1</td><td>2</td><td>Towns may not modify tiles of this road/tram type in any way whatsoever</td></tr>
</table>
</p>
<p>This is indicated by the feature name: <font face="monospace">action0_roadtype_extra_flags</font>, version 1</p>

@ -477,6 +477,7 @@ enum DoCommandFlag {
DC_NO_MODIFY_TOWN_RATING = 0x400, ///< do not change town rating
DC_FORCE_CLEAR_TILE = 0x800, ///< do not only remove the object on the tile, but also clear any water left on it
DC_ALLOW_REMOVE_WATER = 0x1000,///< always allow removing water
DC_TOWN = 0x2000,///< town operation
};
DECLARE_ENUM_AS_BIT_SET(DoCommandFlag)

@ -32,6 +32,7 @@
#include "pathfinder/npf/aystar.h"
#include "saveload/saveload.h"
#include "framerate_type.h"
#include "town.h"
#include "3rdparty/cpp-btree/btree_set.h"
#include "scope_info.h"
#include <list>
@ -713,6 +714,8 @@ CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED);
}
if ((flags & DC_TOWN) && !MayTownModifyRoad(tile)) return CMD_ERROR;
const ClearedObjectArea *coa = FindClearedObject(tile);
/* If this tile was the first tile which caused object destruction, always

@ -53,10 +53,12 @@ DECLARE_ENUM_AS_BIT_SET(RoadTypeFlags)
/** Roadtype extra flags. */
enum RoadTypeExtraFlags {
RXTF_NOT_AVAILABLE_AI_GS = 0, ///< Bit number for unavailable for AI/GS
RXTF_NOT_AVAILABLE_AI_GS = 0, ///< Bit number for unavailable for AI/GS
RXTF_NO_TOWN_MODIFICATION, ///< Bit number for no town modification
RXTFB_NONE = 0, ///< All flags cleared.
RXTFB_NOT_AVAILABLE_AI_GS = 1 << RXTF_NOT_AVAILABLE_AI_GS, ///< Value for unavailable for AI/GS
RXTFB_NONE = 0, ///< All flags cleared.
RXTFB_NOT_AVAILABLE_AI_GS = 1 << RXTF_NOT_AVAILABLE_AI_GS, ///< Value for unavailable for AI/GS
RXTFB_NO_TOWN_MODIFICATION = 1 << RXTF_NO_TOWN_MODIFICATION, ///< Value for no town modification
};
DECLARE_ENUM_AS_BIT_SET(RoadTypeExtraFlags)

@ -721,6 +721,8 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
bool disable_custom_bridge_heads = HasBit(p1, 13);
if ((flags & DC_TOWN) && !MayTownModifyRoad(tile)) return CMD_ERROR;
Slope tileh = GetTileSlope(tile);
RoadTramType rtt = GetRoadTramType(rt);

@ -861,8 +861,9 @@ class NIHRoadType : public NIHelper {
HasBit(rti->flags, ROTF_HIDDEN) ? 'h' : '-',
HasBit(rti->flags, ROTF_TOWN_BUILD) ? 'T' : '-');
print(buffer);
seprintf(buffer, lastof(buffer), " Extra Flags: %c",
HasBit(rti->extra_flags, RXTF_NOT_AVAILABLE_AI_GS) ? 's' : '-');
seprintf(buffer, lastof(buffer), " Extra Flags: %c%c",
HasBit(rti->extra_flags, RXTF_NOT_AVAILABLE_AI_GS) ? 's' : '-',
HasBit(rti->extra_flags, RXTF_NO_TOWN_MODIFICATION) ? 't' : '-');
print(buffer);
seprintf(buffer, lastof(buffer), " Powered: 0x" OTTD_PRINTFHEX64, rti->powered_roadtypes);
print(buffer);

@ -337,5 +337,6 @@ static inline uint16 TownTicksToGameTicks(uint16 ticks) {
RoadType GetTownRoadType(const Town *t);
bool MayTownModifyRoad(TileIndex tile);
#endif /* TOWN_H */

@ -976,6 +976,7 @@ void OnTick_Town()
static RoadBits GetTownRoadBits(TileIndex tile)
{
if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
if (!MayTownModifyRoad(tile)) return ROAD_NONE;
return GetAnyRoadBits(tile, RTT_ROAD, true);
}
@ -996,6 +997,7 @@ RoadType GetTownRoadType(const Town *t)
/* Can town build this road. */
if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
if (HasBit(rti->extra_flags, RXTF_NO_TOWN_MODIFICATION)) continue;
/* Not yet introduced at this date. */
if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
@ -1011,6 +1013,17 @@ RoadType GetTownRoadType(const Town *t)
return best_rt;
}
bool MayTownModifyRoad(TileIndex tile)
{
if (MayHaveRoad(tile)) {
RoadType present_road = GetRoadTypeRoad(tile);
if (present_road != INVALID_ROADTYPE && HasBit(GetRoadTypeInfo(present_road)->extra_flags, RXTF_NO_TOWN_MODIFICATION)) return false;
RoadType present_tram = GetRoadTypeTram(tile);
if (present_tram != INVALID_ROADTYPE && HasBit(GetRoadTypeInfo(present_tram)->extra_flags, RXTF_NO_TOWN_MODIFICATION)) return false;
}
return true;
}
/**
* Check for parallel road inside a given distance.
* Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
@ -1069,7 +1082,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
* This is to make sure that we can build a road here later. */
RoadType rt = GetTownRoadType(t);
if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
DoCommand(tile, 0, 0, DC_AUTO | DC_TOWN, CMD_LANDSCAPE_CLEAR).Failed()) {
return false;
}
}
@ -1087,7 +1100,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
if (!_generating_world && Chance16(1, 10)) {
/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
DC_EXEC | DC_AUTO | DC_NO_WATER | DC_TOWN, CMD_TERRAFORM_LAND);
}
if (res.Failed() && Chance16(1, 3)) {
/* We can consider building on the slope, though. */
@ -1103,9 +1116,9 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
{
assert(tile < MapSize());
CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_TOWN, CMD_TERRAFORM_LAND);
if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_TOWN | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
}
@ -1237,7 +1250,7 @@ static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
{
RoadType rt = GetTownRoadType(t);
if (DoCommand(tile, rcmd | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
if (DoCommand(tile, rcmd | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_TOWN, CMD_BUILD_ROAD).Succeeded()) {
_grow_town_result = GROWTH_SUCCEED;
return true;
}
@ -1296,6 +1309,9 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
/* no water tiles in between? */
if (bridge_length == 1) return false;
if (!MayTownModifyRoad(bridge_tile)) return false;
if (IsValidTile(bridge_tile + delta) && !MayTownModifyRoad(bridge_tile + delta)) return false;
std::bitset <MAX_BRIDGES> tried;
uint n = MAX_BRIDGES;
byte bridge_type = RandomRange (n);
@ -1303,8 +1319,8 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
for (;;) {
/* Can we actually build the bridge? */
RoadType rt = GetTownRoadType(t);
if (MayTownBuildBridgeType(bridge_type) && DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
if (MayTownBuildBridgeType(bridge_type) && DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)) | DC_TOWN, CMD_BUILD_BRIDGE).Succeeded()) {
DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)) | DC_TOWN, CMD_BUILD_BRIDGE);
_grow_town_result = GROWTH_SUCCEED;
return true;
}
@ -1389,6 +1405,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
if (!MayTownModifyRoad(tile)) return;
/* Remove hills etc */
if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
@ -1791,9 +1808,9 @@ static bool GrowTown(Town *t)
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
/* Only work with plain land that not already has a house */
if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER | DC_TOWN, CMD_LANDSCAPE_CLEAR).Succeeded()) {
RoadType rt = GetTownRoadType(t);
DoCommand(tile, GenRandomRoadBits() | (rt << 4), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
DoCommand(tile, GenRandomRoadBits() | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_TOWN, CMD_BUILD_ROAD);
cur_company.Restore();
return true;
}
@ -2366,7 +2383,7 @@ HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
*/
static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
{
CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_TOWN, CMD_LANDSCAPE_CLEAR);
assert(cc.Succeeded());
@ -2430,7 +2447,7 @@ static inline CommandCost CanBuildHouseHere(TileIndex tile, TownID town, bool no
if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
/* can we clear the land? */
CommandCost ret = DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
CommandCost ret = DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER | DC_TOWN, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
/* do not try to build over house owned by another town */
@ -3261,7 +3278,7 @@ static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
static bool TryClearTile(TileIndex tile)
{
Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
CommandCost r = DoCommand(tile, 0, 0, DC_TOWN, CMD_LANDSCAPE_CLEAR);
cur_company.Restore();
return r.Succeeded();
}
@ -3333,7 +3350,7 @@ static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
if (flags & DC_EXEC) {
Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
DoCommand(statue_data.best_position, 0, 0, DC_EXEC | DC_TOWN, CMD_LANDSCAPE_CLEAR);
cur_company.Restore();
BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.

@ -333,6 +333,8 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
TileIndex tile_start = p1;
TileIndex tile_end = end_tile;
if ((flags & DC_TOWN) && !(MayTownModifyRoad(tile_start) && MayTownModifyRoad(tile_end))) return CMD_ERROR;
if (company == OWNER_DEITY) {
if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
const Town *town = CalcClosestTownFromTile(tile_start);

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