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Codechange: Rename BuildTownHouse to TryBuildTownHouse.
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@ -232,7 +232,7 @@ enum TownGrowthResult {
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// GROWTH_SEARCH_RUNNING >= 1
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};
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static bool BuildTownHouse(Town *t, TileIndex tile);
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static bool TryBuildTownHouse(Town *t, TileIndex tile);
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static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
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static void TownDrawHouseLift(const TileInfo *ti)
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@ -694,7 +694,7 @@ static void TileLoop_Town(TileIndex tile)
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}
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}
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BuildTownHouse(t, tile);
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TryBuildTownHouse(t, tile);
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}
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}
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@ -1183,7 +1183,7 @@ static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
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/* If there are enough neighbors stop here */
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if (counter >= 3) {
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if (BuildTownHouse(t, tile)) {
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if (TryBuildTownHouse(t, tile)) {
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_grow_town_result = GROWTH_SUCCEED;
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return true;
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}
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@ -1668,7 +1668,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* And build a house.
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* Set result to -1 if we managed to build it. */
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if (BuildTownHouse(t1, house_tile)) {
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if (TryBuildTownHouse(t1, house_tile)) {
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_grow_town_result = GROWTH_SUCCEED;
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}
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}
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@ -2672,7 +2672,7 @@ static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool nosl
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* @param tile The tile to try building on.
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* @return false iff no house can be built on this tile.
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*/
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static bool BuildTownHouse(Town *t, TileIndex tile)
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static bool TryBuildTownHouse(Town *t, TileIndex tile)
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{
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/* forbidden building here by town layout */
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if (!TownLayoutAllowsHouseHere(t, tile)) return false;
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