Charles Pigott
9b800a96ed
Codechange: Remove min/max functions in favour of STL variants ( #8502 )
4 years ago
Patric Stout
c7609e767f
Fix #7604 : prevent houses to wander too far from town center when rebuilding ( #8507 )
...
When a multi-tile house is rebuild, it always used the most northern
tile to build the new house. This can very easily lead to houses
wandering off in the north-ish direction (either NW or NE).
To prevent this, pick the tile closest to town center when rebuilding
on a multi-tile house. This still means a house can be build away
from a road, but it is no longer wandering around finding another
town to call home.
4 years ago
Patric Stout
a4e34e824c
Change: towns can now bridge 4 rails (up from 3)
...
Having 4 rails is a pretty common design, and towns now couldn't
bridge out of this common design.
4 years ago
Didac Perez Parera
64eddaeb49
Feature: Make maximum length of town bridges depend on population.
4 years ago
Charles Pigott
860c270c73
Codechange: Replace assert_compile macro with static_assert
4 years ago
Tyler Trahan
7bdfb382a8
Change: Towns don't build dead-end road bridges ( #8401 )
4 years ago
dP
7045186594
Change #8159 : Remove now unused town cargo caches without bumping the savegame version
4 years ago
Yexo
a82572d0f5
Codechange: remove has_newhouses global
4 years ago
Michael Lutz
63ccb36ef3
Codechange: Use std::string for most of the user-settable custom names.
4 years ago
dP
93d1d8773f
Fix: Desync after house replacement
4 years ago
dP
f2a9a1e2a5
Fix #8137 : New clients can't join (desync) after funding an industry
4 years ago
dP
7bd52970a1
Codechange: Refactor FindStationsAroundTiles to avoid code duplication
4 years ago
Jonathan G Rennison
c3223903ed
Codechange: Cache resolved town, station and industry name strings
5 years ago
Jonathan G Rennison
22ba048c89
Change: Only resort town directory window on population change if necessary
5 years ago
glx
39e6247bec
Fix #7899 , 196d5868: don't trigger filter changes more than expected
5 years ago
Niels Martin Hansen
f401622149
Feature: Script API to change town rating of companies
5 years ago
glx
ee7a8eebca
Codechange: Replace FOR_ALL_TOWNS with range-based for loops
5 years ago
glx
514565fad6
Codechange: Replace FOR_ALL_OBJECTS with range-based for loops
5 years ago
glx
00c2a98cf3
Codechange: Replace FOR_ALL_INDUSTRIES with range-based for loops
5 years ago
glx
fa9769f81a
Codechange: Replace FOR_ALL_DEPOTS with range-based for loops
5 years ago
glx
ddabfed1cd
Codechange: Replace station related FOR_ALL with range-based for loops
5 years ago
glx
3a14cea068
Codechange: Replace FOR_ALL_COMPANIES with range-based for loops
5 years ago
Niels Martin Hansen
9900af38f5
Fix #7847 : Use ViewportSign coordinates for sign Kdtree coordinates ( #7849 )
...
Ensure the same coordinates are used for station/town/player signs regardless of how the landscape changes below it after the coordinates were first determined.
By keeping track of whether each ViewportSign is valid for Kdtree use (and only ever registering the viewport sign when the object is valid) a lot of code can be simplified and become more robust at the same time.
5 years ago
frosch
61dba850af
Revert #7837 , 7e22f243e: OpenTTD tries to replicate the original game mechanics.
...
Making numbers look nice and correlate is no goal, and in this case they actually did not correlate.
5 years ago
Yourself
7e22f243ed
Fix: typo in town growth rates ( #7837 )
5 years ago
S. D. Cloudt
13cc8a0cee
Cleanup: Removed SVN headers
5 years ago
Gabda
b870596f15
Add #6887 : Option to show zone inside local authority boundary of towns
...
Can be found at town information > local authority window
Layout for button is same as Graph Keys
Turn on/off for every town individually
5 years ago
peter1138
c02ef3e456
Feature: Add NotRoadTypes (NRT)
5 years ago
Charles Pigott
5b34c8019f
Codechange: Remove Company/OwnerByte types
6 years ago
Charles Pigott
f20b75d712
Codechange: Remove TownLayoutByte type
6 years ago
Henry Wilson
7c8e7c6b6e
Codechange: Use null pointer literal instead of the NULL macro
6 years ago
Niels Martin Hansen
cebdd72146
Fix #7440 : Remove town sign when deleting town, not add it once more
6 years ago
Henry Wilson
cc62f4163f
Cleanup: Remove unused size template parameters from SmallMap and Auto[Free|Delete]SmallVector
6 years ago
Henry Wilson
bfd79e59dc
Codechange: Replace SmallVector::Clear() with std::vector::clear()
6 years ago
Gabda
dea7f078f4
Codechange: Update town sign on population change only when population is shown ( #7368 )
6 years ago
Niels Martin Hansen
e8d397e4ee
Codechange: Make a merged k-d tree index of all viewport signs
6 years ago
Niels Martin Hansen
d84b67e54d
Codechange: Make a k-d tree index of stations
6 years ago
Niels Martin Hansen
7b56be0f3a
Codechange: Make a k-d tree index of towns
6 years ago
Peter Nelson
8b1b3fd0f9
Feature: Non-rectangular sparse station catchment area.
6 years ago
Niels Martin Hansen
52572cafa6
Add: Option for population-linear town cargo generation
...
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm.
The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist.
The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm.
Existing savegames will use the original algorithm, while new games will default to the new algorithm.
6 years ago
PeterN
ebc3934ee6
Fix #7043 , Fix #7274 : Delete town owned bridge based on adjacent tile ownership, not nearest town. ( #7284 )
...
This only affects failed town generation, as towns do not delete bridges under any other circumstances.
The existing test performed badly with a large number of towns due to having to calculate the
nearest town, and also by its nature assumed a bridge was built by the nearest town, leading
to bridges of nearby large towns be removed incorrectly.
If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
6 years ago
SamuXarick
50a0cf1915
Change: Allow towns to build bridges over rails and one-way roads. ( #7291 )
6 years ago
Niels Martin Hansen
48b334cf97
Add: Houses can accept up to 16 different cargo types via NewGRF.
...
New Action0 property 23 for feature 07, variable length, format B n*(B B). Initial byte is number of structures following. First byte in structure is cargo id, second is acceptance level in 1/8 units.
6 years ago
nikolas
d8ccad91f9
Fix: Some code and comment typos
...
Found with codespell
6 years ago
Joan Josep
9aecbac2b4
Codechange: Define INVALID_TOWN as a TownID ( #7044 )
6 years ago
Charles Pigott
b5028efc1f
Fix: Protect against a few out of bounds or uninitialised usage errors
6 years ago
Charles Pigott
f5b1115039
Doc: Lots and lots of doxymentation fixes
6 years ago
Max Maton
eed0da60a2
Fix #6622 : Fixes empty company name in news when gamescript constructs a town
6 years ago
Pavel Stupnikov
9fc3212679
Feature #6397 : Keep town growth rate in sync with house count
...
Takes some code and ideas from #6378 patch, but doesn't change anything GS-related.
6 years ago
PeterN
4cebebcf68
Change: Add CargoTypes type for cargo masks. ( #6790 )
6 years ago
Pavel Stupnikov
fef8b831a9
Change: Switch town growth rate and counter to actual game ticks ( #6763 )
7 years ago
Pavel Stupnikov
8d8b9a026a
Feature #6610 : Allow towns to build houses on road turns ( #6758 )
7 years ago
frosch
b4b98e5165
(svn r27893) -Codechange: Use fallthrough attribute. (LordAro)
7 years ago
frosch
bcc2c7d06e
(svn r27739) -Cleanup/Revert (r12162): Clearing MP_HOUSE with DC_EXEC always fails, so there is no effect in testing for houses first. (adf88)
8 years ago
frosch
ab7ebdcfd9
(svn r27423) -Fix: When towns expanded single-bit roadtiles using a grid-layout, they used the layout position of the neighbouring tile.
9 years ago
frosch
d626962a38
(svn r27420) -Fix [FS#6362]: GrowTownAtRoad sometimes returned false, even when a house was built. (_dp_)
9 years ago
frosch
ab69952f2a
(svn r27306) -Fix (r27305): Confused tiles.
9 years ago
frosch
0e378747db
(svn r27305) -Fix [FS#6320]: Account for road-bridges and drive-through-stops in CanFollowRoad.
9 years ago
frosch
813e85f301
(svn r27260) -Fix (r27244): economy.allow_town_roads should not affect town placement during world generation.
10 years ago
frosch
5992f4fa1b
(svn r27259) -Fix (r27244): Incorrect merge. (_dp_)
10 years ago
frosch
9aa0ba43f7
(svn r27249) -Fix [FS#6240]: In some cases town growth failure was considered as success. (_dp_)
10 years ago
frosch
9fb56ca02e
(svn r27248) -Fix [FS#6257]: Town labels on smallmap and zoomed-out viewports were not centered. (_dp_)
10 years ago
frosch
93d7db0b36
(svn r27247) -Cleanup: Make GrowTownAtRoad return a bool.
10 years ago
frosch
915aad7603
(svn r27244) -Change [FS#6245]: Do not consider road junctions with trivial dead ends as branch points during town growth. (_dp_)
10 years ago
rubidium
30f778e933
(svn r27105) -Fix [FS#6195]: grow_counter was not properly bounded by growth_rate, but by some other value used to calculate growth_rate.
10 years ago
rubidium
d534c80e94
(svn r27020) -Cleanup: some coding style consistency improvements (mostly spaces)
10 years ago
rubidium
9daf7e749c
(svn r26879) -Codechange: remove most MayHaveBridgeAbove calls since the data is now always accessible
10 years ago
rubidium
9ed12b0f07
(svn r26509) -Codechange: replace strdup with stredup (the latter ensures the return is not NULL)
11 years ago
rubidium
0463dbdc9e
(svn r26482) -Codechange: add an include that allows us to undefine/redefine "unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
11 years ago
frosch
55502341ac
(svn r26346) -Fix [FS#5870]: Call Layouter::ReduceLineCache from GenerateTownName in all cases.
11 years ago
frosch
20785c79fc
(svn r26345) -Cleanup (r26310): Spawning towns does not touch persistent NewGRF storage. ClearPersistentStorageChanges is a dangerous/magic function which should not be called without reason.
11 years ago
rubidium
9f6b8aea49
(svn r26313) -Codechange: use a set for finding unique town names instead of iterating all just created town names (MJP)
11 years ago
rubidium
d05ff6e77b
(svn r26311) -Codechange: use a different method for finding whether there is a nearby town when the map has thousands of towns (MJP)
11 years ago
rubidium
fcb122124b
(svn r26310) -Codechange: clean up some caches during town generation to keep memory usage significantly lower (MJP)
11 years ago
rubidium
30a95966ec
(svn r26308) -Fix-ish: do not try to build more towns/industries than the pool can hold (MJP)
11 years ago
rubidium
c143ca729a
(svn r26104) -Fix: do not attempt to do stuff with an invalid direction, especially using it as index into a table
11 years ago
rubidium
8e27031492
(svn r26051) -Fix: out of bounds access in CmdTownCargoGoal
11 years ago
frosch
9a41aefcc4
(svn r25968) -Add: [Script] ScriptTown::TOWN_GROWTH_NONE to indicate no town growth via ScriptTown::SetGrowthRate and GetGrowthRate.
11 years ago
frosch
cef342d57c
(svn r25931) -Fix [FS#5786-ish]: [NoGo] Preserve the relative town growth progress when changing the town growth rate.
11 years ago
frosch
12b30103b1
(svn r25922) -Codechange: Rename TOWN_IS_FUNDED to TOWN_IS_GROWING. It is not tied to funding a town.
11 years ago
zuu
dfb5663313
(svn r25849) -Codechange: Introduce IsTileFlat to not compute full slope information for situations when we only want to know if a tile is flat or not (cirdan, LordAro)
11 years ago
frosch
6a0439a789
(svn r25838) -Codechange: Rename HOUSE_MAX to NUM_HOUSES.
11 years ago
frosch
35d7e8bca4
(svn r25833) -Codechange: Move ObjectType from map array into pool item.
11 years ago
zuu
ffec9b41e8
(svn r25789) -Fix (r25783): Calling GSTown.FoundTown in world gen caused world gen to terminate and start the game
11 years ago
zuu
67ab3108d6
(svn r25785) -Feature: [Script] Allow AIs and GS to found towns. Allow GS to rename towns
11 years ago
frosch
87fae6ba57
(svn r25140) -Fix [FS#5519]: Towns are build as OWNER_TOWN, so they also need to be removed as OWNER_TOWN.
12 years ago
planetmaker
c24374f99c
(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
12 years ago
alberth
732e073261
(svn r24776) -Doc: Typo fixes, additions, and additional dots collected from various sources (including Eagle_rainbow, MinchinWeb)
12 years ago
frosch
6c2e201133
(svn r24391) -Change [FS#5229]: Disallow original and better road layouts to build roads under bridges along the bridge direction.
12 years ago
frosch
95d3d6fdef
(svn r24291) -Add: [Script] ScriptEventRoadReconstruction.
13 years ago
frosch
8dc553a039
(svn r24290) -Add: [Script] ScriptEventExclusiveTransportRights.
13 years ago
frosch
ec91dc5ffc
(svn r24287) -Feature [FS#2688]: News item for exclusive transport rights. (based on patch by Grantovich)
13 years ago
frosch
a8c88f43b6
(svn r24284) -Codechange: Remove NewsSubtypes and directly use NewsTypes and NewsFlag instead.
13 years ago
frosch
a0be398da9
(svn r24283) -Codechange: Add AddTileNewsItem function to preemptively deduplicate code.
13 years ago
frosch
477a09d13e
(svn r24205) -Feature [FS#5178-ish]: Show a hint in the supplies tab of station windows, if the station is affected by exclusive transport rights.
13 years ago
frosch
cc1e4ca5ad
(svn r24183) -Fix [FS#5169]: Town radii were not updated immediatelly after construction/destruction of houses, resulting in desyncs.
13 years ago
rubidium
41e5c839e0
(svn r24179) -Codechange: move some variables of Town to TownCache
13 years ago
alberth
0d74c074dd
(svn r24105) -Feature: Be more careful with the population of a small town while placing a statue.
13 years ago
alberth
2911732841
(svn r24104) -Codechange: Output the resulting tile through the user data.
13 years ago
alberth
a01948dbf3
(svn r24103) -Codechange: Handle clear tiles separately from house tiles.
13 years ago