2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 /** @file genworld.cpp Functions to generate a map. */
11 #include "landscape.h"
12 #include "company_func.h"
14 #include "signs_cmd.h"
15 #include "3rdparty/nlohmann/json.hpp"
16 #include "strings_func.h"
19 #include "window_func.h"
20 #include "network/network.h"
21 #include "heightmap.h"
22 #include "viewport_func.h"
23 #include "timer/timer_game_calendar.h"
24 #include "timer/timer_game_tick.h"
25 #include "engine_func.h"
27 #include "video/video_driver.hpp"
28 #include "tilehighlight_func.h"
29 #include "saveload/saveload.h"
33 #include "newgrf_house.h"
34 #include "core/random_func.hpp"
35 #include "core/backup_type.hpp"
38 #include "game/game.hpp"
39 #include "game/game_instance.hpp"
40 #include "string_func.h"
44 #include "safeguards.h"
47 void GenerateClearTile();
48 void GenerateIndustries();
49 void GenerateObjects();
52 void StartupEconomy();
53 void StartupCompanies();
54 void StartupDisasters();
56 void InitializeGame(uint size_x
, uint size_y
, bool reset_date
, bool reset_settings
);
59 * Please only use this variable in genworld.h and genworld.cpp and
60 * nowhere else. For speed improvements we need it to be global, but
61 * in no way the meaning of it is to use it anywhere else besides
62 * in the genworld.h and genworld.cpp!
66 /** Whether we are generating the map or not. */
67 bool _generating_world
;
69 class AbortGenerateWorldSignal
{ };
72 * Generation is done; show windows again and delete the progress window.
74 static void CleanupGeneration()
76 _generating_world
= false;
78 SetMouseCursorBusy(false);
79 SetModalProgress(false);
83 CloseWindowByClass(WC_MODAL_PROGRESS
);
85 MarkWholeScreenDirty();
89 * The internal, real, generate function.
91 static void _GenerateWorld()
93 /* Make sure everything is done via OWNER_NONE. */
94 Backup
<CompanyID
> _cur_company(_current_company
, OWNER_NONE
);
97 _generating_world
= true;
98 if (_network_dedicated
) Debug(net
, 3, "Generating map, please wait...");
99 /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
100 _random
.SetSeed(_settings_game
.game_creation
.generation_seed
);
101 SetGeneratingWorldProgress(GWP_MAP_INIT
, 2);
102 SetObjectToPlace(SPR_CURSOR_ZZZ
, PAL_NONE
, HT_NONE
, WC_MAIN_WINDOW
, 0);
103 ScriptObject::InitializeRandomizers();
105 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
107 IncreaseGeneratingWorldProgress(GWP_MAP_INIT
);
108 /* Must start economy early because of the costs. */
110 if (!CheckTownRoadTypes()) {
111 HandleGeneratingWorldAbortion();
115 bool landscape_generated
= false;
117 /* Don't generate landscape items when in the scenario editor. */
118 if (_gw
.mode
!= GWM_EMPTY
) {
119 landscape_generated
= GenerateLandscape(_gw
.mode
);
122 if (!landscape_generated
) {
123 SetGeneratingWorldProgress(GWP_OBJECT
, 1);
125 /* Make sure the tiles at the north border are void tiles if needed. */
126 if (_settings_game
.construction
.freeform_edges
) {
127 for (uint x
= 0; x
< Map::SizeX(); x
++) MakeVoid(TileXY(x
, 0));
128 for (uint y
= 0; y
< Map::SizeY(); y
++) MakeVoid(TileXY(0, y
));
131 /* Make the map the height of the setting */
132 if (_game_mode
!= GM_MENU
) FlatEmptyWorld(_settings_game
.game_creation
.se_flat_world_height
);
134 ConvertGroundTilesIntoWaterTiles();
135 IncreaseGeneratingWorldProgress(GWP_OBJECT
);
137 _settings_game
.game_creation
.snow_line_height
= DEF_SNOWLINE_HEIGHT
;
141 /* Only generate towns, tree and industries in newgame mode. */
142 if (_game_mode
!= GM_EDITOR
) {
143 if (!GenerateTowns(_settings_game
.economy
.town_layout
)) {
144 HandleGeneratingWorldAbortion();
147 GenerateIndustries();
153 /* These are probably pointless when inside the scenario editor. */
154 SetGeneratingWorldProgress(GWP_GAME_INIT
, 3);
156 IncreaseGeneratingWorldProgress(GWP_GAME_INIT
);
158 IncreaseGeneratingWorldProgress(GWP_GAME_INIT
);
160 _generating_world
= false;
162 /* No need to run the tile loop in the scenario editor. */
163 if (_gw
.mode
!= GWM_EMPTY
) {
166 SetGeneratingWorldProgress(GWP_RUNTILELOOP
, 0x500);
167 for (i
= 0; i
< 0x500; i
++) {
169 TimerGameTick::counter
++;
170 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP
);
173 if (_game_mode
!= GM_EDITOR
) {
176 if (Game::GetInstance() != nullptr) {
177 SetGeneratingWorldProgress(GWP_RUNSCRIPT
, 2500);
178 _generating_world
= true;
179 for (i
= 0; i
< 2500; i
++) {
181 IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT
);
182 if (Game::GetInstance()->IsSleeping()) break;
184 _generating_world
= false;
189 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
191 ResetObjectToPlace();
192 _cur_company
.Trash();
193 _current_company
= _local_company
= _gw
.lc
;
194 /* Show all vital windows again, because we have hidden them. */
195 if (_game_mode
!= GM_MENU
) ShowVitalWindows();
197 SetGeneratingWorldProgress(GWP_GAME_START
, 1);
198 /* Call any callback */
199 if (_gw
.proc
!= nullptr) _gw
.proc();
200 IncreaseGeneratingWorldProgress(GWP_GAME_START
);
206 if (_network_dedicated
) Debug(net
, 3, "Map generated, starting game");
207 Debug(desync
, 1, "new_map: {:08x}", _settings_game
.game_creation
.generation_seed
);
209 if (_debug_desync_level
> 0) {
210 std::string name
= fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game
.game_creation
.generation_seed
, TimerGameEconomy::date
);
211 SaveOrLoad(name
, SLO_SAVE
, DFT_GAME_FILE
, AUTOSAVE_DIR
, false);
213 } catch (AbortGenerateWorldSignal
&) {
216 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
, true);
217 if (_cur_company
.IsValid()) _cur_company
.Restore();
219 if (_network_dedicated
) {
220 /* Exit the game to prevent a return to main menu. */
221 Debug(net
, 0, "Generating map failed; closing server");
224 SwitchToMode(_switch_mode
);
230 * Set here the function, if any, that you want to be called when landscape
231 * generation is done.
232 * @param proc callback procedure
234 void GenerateWorldSetCallback(GWDoneProc
*proc
)
240 * Set here the function, if any, that you want to be called when landscape
241 * generation is aborted.
242 * @param proc callback procedure
244 void GenerateWorldSetAbortCallback(GWAbortProc
*proc
)
250 * Initializes the abortion process
252 void AbortGeneratingWorld()
258 * Is the generation being aborted?
259 * @return the 'aborted' status
261 bool IsGeneratingWorldAborted()
263 return _gw
.abort
|| _exit_game
;
267 * Really handle the abortion, i.e. clean up some of the mess
269 void HandleGeneratingWorldAbortion()
271 /* Clean up - in SE create an empty map, otherwise, go to intro menu */
272 _switch_mode
= (_game_mode
== GM_EDITOR
) ? SM_EDITOR
: SM_MENU
;
274 if (_gw
.abortp
!= nullptr) _gw
.abortp();
276 throw AbortGenerateWorldSignal();
281 * @param mode The mode of world generation (see GenWorldMode).
282 * @param size_x The X-size of the map.
283 * @param size_y The Y-size of the map.
284 * @param reset_settings Whether to reset the game configuration (used for restart)
286 void GenerateWorld(GenWorldMode mode
, uint size_x
, uint size_y
, bool reset_settings
)
288 if (HasModalProgress()) return;
292 SetModalProgress(true);
294 _gw
.abortp
= nullptr;
295 _gw
.lc
= _local_company
;
297 /* This disables some commands and stuff */
298 SetLocalCompany(COMPANY_SPECTATOR
);
300 InitializeGame(_gw
.size_x
, _gw
.size_y
, true, reset_settings
);
301 PrepareGenerateWorldProgress();
303 if (_settings_game
.construction
.map_height_limit
== 0) {
304 uint estimated_height
= 0;
306 if (_gw
.mode
== GWM_EMPTY
&& _game_mode
!= GM_MENU
) {
307 estimated_height
= _settings_game
.game_creation
.se_flat_world_height
;
308 } else if (_gw
.mode
== GWM_HEIGHTMAP
) {
309 estimated_height
= _settings_game
.game_creation
.heightmap_height
;
310 } else if (_settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
) {
311 estimated_height
= GetEstimationTGPMapHeight();
313 estimated_height
= 0;
316 _settings_game
.construction
.map_height_limit
= std::max(MAP_HEIGHT_LIMIT_AUTO_MINIMUM
, std::min(MAX_MAP_HEIGHT_LIMIT
, estimated_height
+ MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM
));
319 if (_settings_game
.game_creation
.generation_seed
== GENERATE_NEW_SEED
) _settings_game
.game_creation
.generation_seed
= InteractiveRandom();
321 /* Load the right landscape stuff, and the NewGRFs! */
323 InitializeBuildingCounts();
324 LoadStringWidthTable();
326 /* Re-init the windowing system */
329 /* Create toolbars */
330 SetupColoursAndInitialWindow();
331 SetObjectToPlace(SPR_CURSOR_ZZZ
, PAL_NONE
, HT_NONE
, WC_MAIN_WINDOW
, 0);
333 UnshowCriticalError();
334 CloseAllNonVitalWindows();
337 ShowGenerateWorldProgress();
339 /* Centre the view on the map */
340 ScrollMainWindowToTile(TileXY(Map::SizeX() / 2, Map::SizeY() / 2), true);
345 /** Town data imported from JSON files and used to place towns. */
346 struct ExternalTownData
{
347 TownID town_id
; ///< The TownID of the town in OpenTTD. Not imported, but set during the founding proceess and stored here for convenience.
348 std::string name
; ///< The name of the town.
349 uint population
; ///< The target population of the town when created in OpenTTD. If input is blank, defaults to 0.
350 bool is_city
; ///< Should it be created as a city in OpenTTD? If input is blank, defaults to false.
351 float x_proportion
; ///< The X coordinate of the town, as a proportion 0..1 of the maximum X coordinate.
352 float y_proportion
; ///< The Y coordinate of the town, as a proportion 0..1 of the maximum Y coordinate.
356 * Helper for CircularTileSearch to found a town on or near a given tile.
357 * @param tile The tile to try founding the town upon.
358 * @param user_data The ExternalTownData to attempt to found.
359 * @return True if the town was founded successfully.
361 static bool TryFoundTownNearby(TileIndex tile
, void *user_data
)
363 ExternalTownData
&town
= *static_cast<ExternalTownData
*>(user_data
);
364 std::tuple
<CommandCost
, Money
, TownID
> result
= Command
<CMD_FOUND_TOWN
>::Do(DC_EXEC
, tile
, TSZ_SMALL
, town
.is_city
, _settings_game
.economy
.town_layout
, false, 0, town
.name
);
366 TownID id
= std::get
<TownID
>(result
);
368 /* Check if the command failed. */
369 if (id
== INVALID_TOWN
) return false;
371 /* The command succeeded, send the ID back through user_data. */
377 * Load town data from _file_to_saveload, place towns at the appropriate locations, and expand them to their target populations.
381 /* Load the JSON file as a string initially. We'll parse it soon. */
383 auto f
= FioFOpenFile(_file_to_saveload
.name
, "rb", HEIGHTMAP_DIR
, &filesize
);
385 if (!f
.has_value()) {
386 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY
, WL_ERROR
);
390 std::string
text(filesize
, '\0');
391 size_t len
= fread(text
.data(), filesize
, 1, *f
);
394 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY
, WL_ERROR
);
398 /* Now parse the JSON. */
399 nlohmann::json town_data
;
401 town_data
= nlohmann::json::parse(text
);
402 } catch (nlohmann::json::exception
&) {
403 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY
, WL_ERROR
);
407 /* Check for JSON formatting errors with the array of towns. */
408 if (!town_data
.is_array()) {
409 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY
, WL_ERROR
);
413 std::vector
<std::pair
<Town
*, uint
> > towns
;
414 uint failed_towns
= 0;
416 /* Iterate through towns and attempt to found them. */
417 for (auto &feature
: town_data
) {
418 ExternalTownData town
;
420 /* Ensure JSON is formatted properly. */
421 if (!feature
.is_object()) {
422 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY
, WL_ERROR
);
426 /* Check to ensure all fields exist and are of the correct type.
427 * If the town name is formatted wrong, all we can do is give a general warning. */
428 if (!feature
.contains("name") || !feature
.at("name").is_string()) {
429 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY
, WL_ERROR
);
433 /* If other fields are formatted wrong, we can actually inform the player which town is the problem. */
434 if (!feature
.contains("population") || !feature
.at("population").is_number() ||
435 !feature
.contains("city") || !feature
.at("city").is_boolean() ||
436 !feature
.contains("x") || !feature
.at("x").is_number() ||
437 !feature
.contains("y") || !feature
.at("y").is_number()) {
438 feature
.at("name").get_to(town
.name
);
439 SetDParamStr(0, town
.name
);
440 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY
, WL_ERROR
);
444 /* Set town properties. */
445 feature
.at("name").get_to(town
.name
);
446 feature
.at("population").get_to(town
.population
);
447 feature
.at("city").get_to(town
.is_city
);
449 /* Set town coordinates. */
450 feature
.at("x").get_to(town
.x_proportion
);
451 feature
.at("y").get_to(town
.y_proportion
);
453 /* Check for improper coordinates and warn the player. */
454 if (town
.x_proportion
<= 0.0f
|| town
.y_proportion
<= 0.0f
|| town
.x_proportion
>= 1.0f
|| town
.y_proportion
>= 1.0f
) {
455 SetDParamStr(0, town
.name
);
456 ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED
, STR_TOWN_DATA_ERROR_BAD_COORDINATE
, WL_ERROR
);
460 /* Find the target tile for the town. */
462 switch (_settings_game
.game_creation
.heightmap_rotation
) {
464 /* Tile coordinates align with what we expect. */
465 tile
= TileXY(town
.x_proportion
* Map::MaxX(), town
.y_proportion
* Map::MaxY());
467 case HM_COUNTER_CLOCKWISE
:
468 /* Tile coordinates are rotated and must be adjusted. */
469 tile
= TileXY((1 - town
.y_proportion
* Map::MaxX()), town
.x_proportion
* Map::MaxY());
471 default: NOT_REACHED();
474 /* Try founding on the target tile, and if that doesn't work, find the nearest suitable tile up to 16 tiles away.
475 * The target might be on water, blocked somehow, or on a steep slope that can't be terraformed by the founding command. */
476 TileIndex search_tile
= tile
;
477 bool success
= CircularTileSearch(&search_tile
, 16, 0, 0, TryFoundTownNearby
, &town
);
479 /* If we still fail to found the town, we'll create a sign at the intended location and tell the player how many towns we failed to create in an error message.
480 * This allows the player to diagnose a heightmap misalignment, if towns end up in the sea, or place towns manually, if in rough terrain. */
482 Command
<CMD_PLACE_SIGN
>::Post(tile
, town
.name
);
487 towns
.emplace_back(std::make_pair(Town::Get(town
.town_id
), town
.population
));
490 /* If we couldn't found a town (or multiple), display a message to the player with the number of failed towns. */
491 if (failed_towns
> 0) {
492 SetDParam(0, failed_towns
);
493 ShowErrorMessage(STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN
, INVALID_STRING_ID
, WL_WARNING
);
496 /* Now that we've created the towns, let's grow them to their target populations. */
497 for (const auto &item
: towns
) {
498 Town
*t
= item
.first
;
499 uint population
= item
.second
;
501 /* Grid towns can grow almost forever, but the town growth algorithm gets less and less efficient as it wanders roads randomly,
502 * so we set an arbitrary limit. With a flat map and a 3x3 grid layout this results in about 4900 houses, or 2800 houses with "Better roads." */
503 int try_limit
= 1000;
505 /* If a town repeatedly fails to grow, continuing to try only wastes time. */
508 /* Grow by a constant number of houses each time, instead of growth based on current town size.
509 * We want our try limit to apply in a predictable way, no matter the road layout and other geography. */
510 const int HOUSES_TO_GROW
= 10;
513 uint before
= t
->cache
.num_houses
;
514 Command
<CMD_EXPAND_TOWN
>::Post(t
->index
, HOUSES_TO_GROW
);
515 if (t
->cache
.num_houses
<= before
) fail_limit
--;
516 } while (fail_limit
> 0 && try_limit
-- > 0 && t
->cache
.population
< population
);