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@ -56,6 +56,7 @@
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Town *_cleared_town;
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int _cleared_town_rating;
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TownID _new_town_id;
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uint32 _cur_town_ctr; ///< iterator through all towns in OnTick_Town
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uint32 _cur_town_iter; ///< frequency iterator at the same place
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@ -174,6 +175,7 @@ enum TownGrowthResult {
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};
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static bool BuildTownHouse(Town *t, TileIndex tile);
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static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
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static void TownDrawHouseLift(const TileInfo *ti)
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{
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@ -1581,7 +1583,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
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return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
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}
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return CommandCost();
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return CommandCost(EXPENSES_OTHER);
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}
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/** Create a new town.
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@ -1592,6 +1594,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
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* @param p1 0..1 size of the town (@see TownSize)
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* 2 true iff it should be a city
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* 3..5 town road layout (@see TownLayout)
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* 6 use random location (randomize \c tile )
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* @param p2 town name parts
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* @param text unused
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* @return the cost of this operation or an error
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@ -1605,6 +1608,7 @@ CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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bool city = HasBit(p1, 2);
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TownLayout layout = (TownLayout)GB(p1, 3, 3);
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TownNameParams par(_settings_game.game_creation.town_name);
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bool random = HasBit(p1, 6);
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uint32 townnameparts = p2;
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if (size > TS_RANDOM) return CMD_ERROR;
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@ -1612,22 +1616,34 @@ CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
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CommandCost cost = TownCanBePlacedHere(tile);
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if (CmdFailed(cost)) return cost;
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/* Allocate town struct */
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if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
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CommandCost cost(EXPENSES_OTHER);
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if (!random) {
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cost = TownCanBePlacedHere(tile);
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if (CmdFailed(cost)) return cost;
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}
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/* Create the town */
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if (flags & DC_EXEC) {
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Town *t = new Town(tile);
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_generating_world = true;
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UpdateNearestTownForRoadTiles(true);
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DoCreateTown(t, tile, townnameparts, size, city, layout);
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if (random) {
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const Town *t = CreateRandomTown(20, townnameparts, size, city, layout);
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if (t == NULL) {
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cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
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} else {
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_new_town_id = t->index;
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}
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} else {
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Town *t = new Town(tile);
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DoCreateTown(t, tile, townnameparts, size, city, layout);
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}
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UpdateNearestTownForRoadTiles(false);
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_generating_world = false;
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}
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return CommandCost();
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return cost;
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}
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/**
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@ -1744,7 +1760,7 @@ static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layou
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return INVALID_TILE;
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}
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Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
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static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
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{
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if (!Town::CanAllocateItem()) return NULL;
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@ -1762,10 +1778,6 @@ Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layou
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/* Make sure town can be placed here */
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if (CmdFailed(TownCanBePlacedHere(tile))) continue;
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uint32 townnameparts;
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/* Get a unique name for the town. */
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if (!GenerateTownName(&townnameparts)) break;
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/* Allocate a town struct */
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Town *t = new Town(tile);
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@ -1793,6 +1805,7 @@ bool GenerateTowns(TownLayout layout)
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uint num = 0;
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uint difficulty = _settings_game.difficulty.number_towns;
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uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
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uint32 townnameparts;
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SetGeneratingWorldProgress(GWP_TOWN, n);
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@ -1802,22 +1815,28 @@ bool GenerateTowns(TownLayout layout)
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do {
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bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
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IncreaseGeneratingWorldProgress(GWP_TOWN);
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/* Get a unique name for the town. */
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if (!GenerateTownName(&townnameparts)) continue;
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/* try 20 times to create a random-sized town for the first loop. */
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if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
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if (CreateRandomTown(20, townnameparts, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
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} while (--n);
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if (num != 0) return true;
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/* If num is still zero at this point, it means that not a single town has been created.
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* So give it a last try, but now more aggressive */
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if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
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if (Town::GetNumItems() == 0) {
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if (_game_mode != GM_EDITOR) {
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
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}
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}
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return false; // we are still without a town? we failed, simply
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if (GenerateTownName(&townnameparts) &&
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CreateRandomTown(10000, townnameparts, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
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return true;
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}
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return true;
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/* If there are no towns at all and we are generating new game, bail out */
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if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
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}
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return false; // we are still without a town? we failed, simply
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}
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