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@ -698,17 +698,9 @@ void OnTick_Town()
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*/
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static RoadBits GetTownRoadBits(TileIndex tile)
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{
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TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
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RoadBits r = ROAD_NONE;
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if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
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if (b == TRACK_BIT_NONE) return r;
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if (b & TRACK_BIT_X) r |= ROAD_X;
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if (b & TRACK_BIT_Y) r |= ROAD_Y;
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if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
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if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
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if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW;
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if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
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return r;
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return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
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}
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/**
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@ -757,7 +749,7 @@ static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dis
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*/
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static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
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{
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if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
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if (DistanceFromEdge(tile) == 0) return false;
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Slope cur_slope, desired_slope;
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@ -905,14 +897,24 @@ static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection di
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static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
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{
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/* We can't look further than that. */
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if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
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if (DistanceFromEdge(tile) == 0) return false;
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uint counter = 0; // counts the house neighbor tiles
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/* Check the tiles E,N,W and S of the current tile for houses */
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for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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/* Count both void and house tiles for checking whether there
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* are enough houses in the area. This to make it likely that
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* houses get build up to the edge of the map. */
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switch (GetTileType(TileAddByDiagDir(tile, dir))) {
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case MP_HOUSE:
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case MP_VOID:
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counter++;
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break;
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if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
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default:
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break;
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}
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/* If there are enough neighbors stop here */
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if (counter >= 3) {
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@ -1115,7 +1117,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* Don't walk into water. */
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if (IsWaterTile(house_tile)) return;
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if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
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if (!IsValidTile(house_tile)) return;
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if (_settings_game.economy.allow_town_roads || _generating_world) {
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switch (t1->layout) {
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