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.
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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 town.h Base of the town class. */
13 #include "viewport_type.h"
14 #include "timer/timer_game_tick.h"
16 #include "subsidy_type.h"
17 #include "newgrf_storage.h"
18 #include "cargotype.h"
21 struct BuildingCounts
{
22 std::vector
<T
> id_count
;
23 std::vector
<T
> class_count
;
25 auto operator<=>(const BuildingCounts
&) const = default;
28 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
= 4; ///< value for custom town number in difficulty settings
29 static const uint CUSTOM_TOWN_MAX_NUMBER
= 5000; ///< this is the maximum number of towns a user can specify in customisation
31 static const TownID INVALID_TOWN
= 0xFFFF;
33 static const uint TOWN_GROWTH_WINTER
= 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
34 static const uint TOWN_GROWTH_DESERT
= 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount)
35 static const uint16_t TOWN_GROWTH_RATE_NONE
= 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
36 static const uint16_t MAX_TOWN_GROWTH_TICKS
= 930; ///< Max amount of original town ticks that still fit into uint16_t, about equal to UINT16_MAX / TOWN_GROWTH_TICKS but slightly less to simplify calculations
38 typedef Pool
<Town
, TownID
, 64, 64000> TownPool
;
39 extern TownPool _town_pool
;
41 /** Data structure with cached data of towns. */
43 uint32_t num_houses
; ///< Amount of houses
44 uint32_t population
; ///< Current population of people
45 TrackedViewportSign sign
; ///< Location of name sign, UpdateVirtCoord updates this
46 PartOfSubsidy part_of_subsidy
; ///< Is this town a source/destination of a subsidy?
47 std::array
<uint32_t, HZB_END
> squared_town_zone_radius
; ///< UpdateTownRadius updates this given the house count
48 BuildingCounts
<uint16_t> building_counts
; ///< The number of each type of building in the town
50 auto operator<=>(const TownCache
&) const = default;
53 /** Town data structure. */
54 struct Town
: TownPool::PoolItem
<&_town_pool
> {
55 TileIndex xy
; ///< town center tile
57 TownCache cache
; ///< Container for all cacheable data.
60 uint32_t townnamegrfid
;
61 uint16_t townnametype
;
62 uint32_t townnameparts
;
63 std::string name
; ///< Custom town name. If empty, the town was not renamed and uses the generated name.
64 mutable std::string cached_name
; ///< NOSAVE: Cache of the resolved name of the town, if not using a custom town name
66 uint8_t flags
; ///< See #TownFlags.
68 uint16_t noise_reached
; ///< level of noise that all the airports are generating
70 CompanyMask statues
; ///< which companies have a statue?
72 /* Company ratings. */
73 CompanyMask have_ratings
; ///< which companies have a rating
74 uint8_t unwanted
[MAX_COMPANIES
]; ///< how many months companies aren't wanted by towns (bribe)
75 CompanyID exclusivity
; ///< which company has exclusivity
76 uint8_t exclusive_counter
; ///< months till the exclusivity expires
77 int16_t ratings
[MAX_COMPANIES
]; ///< ratings of each company for this town
79 TransportedCargoStat
<uint32_t> supplied
[NUM_CARGO
]; ///< Cargo statistics about supplied cargo.
80 TransportedCargoStat
<uint16_t> received
[NUM_TAE
]; ///< Cargo statistics about received cargotypes.
81 uint32_t goal
[NUM_TAE
]; ///< Amount of cargo required for the town to grow.
83 std::string text
; ///< General text with additional information.
85 inline uint8_t GetPercentTransported(CargoID cid
) const
87 if (!IsValidCargoID(cid
)) return 0;
88 return this->supplied
[cid
].old_act
* 256 / (this->supplied
[cid
].old_max
+ 1);
91 StationList stations_near
; ///< NOSAVE: List of nearby stations.
93 uint16_t time_until_rebuild
; ///< time until we rebuild a house
95 uint16_t grow_counter
; ///< counter to count when to grow, value is smaller than or equal to growth_rate
96 uint16_t growth_rate
; ///< town growth rate
98 uint8_t fund_buildings_months
; ///< fund buildings program in action?
99 uint8_t road_build_months
; ///< fund road reconstruction in action?
101 bool larger_town
; ///< if this is a larger town and should grow more quickly
102 TownLayout layout
; ///< town specific road layout
104 bool show_zone
; ///< NOSAVE: mark town to show the local authority zone in the viewports
106 std::list
<PersistentStorage
*> psa_list
;
109 * Creates a new town.
110 * @param tile center tile of the town
112 Town(TileIndex tile
= INVALID_TILE
) : xy(tile
) { }
114 /** Destroy the town. */
117 void InitializeLayout(TownLayout layout
);
120 * Calculate the max town noise.
121 * The value is counted using the population divided by the content of the
122 * entry in town_noise_population corresponding to the town's tolerance.
123 * @return the maximum noise level the town will tolerate.
125 inline uint16_t MaxTownNoise() const
127 if (this->cache
.population
== 0) return 0; // no population? no noise
129 /* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
130 return ClampTo
<uint16_t>((this->cache
.population
/ _settings_game
.economy
.town_noise_population
[_settings_game
.difficulty
.town_council_tolerance
]) + 3);
133 void UpdateVirtCoord();
135 inline const std::string
&GetCachedName() const
137 if (!this->name
.empty()) return this->name
;
138 if (this->cached_name
.empty()) this->FillCachedName();
139 return this->cached_name
;
142 static inline Town
*GetByTile(TileIndex tile
)
144 return Town::Get(GetTownIndex(tile
));
147 static Town
*GetRandom();
148 static void PostDestructor(size_t index
);
151 void FillCachedName() const;
154 uint32_t GetWorldPopulation();
156 void UpdateAllTownVirtCoords();
157 void ClearAllTownCachedNames();
158 void ShowTownViewWindow(TownID town
);
159 void ExpandTown(Town
*t
);
161 void RebuildTownKdtree();
163 /** Settings for town council attitudes. */
164 enum TownCouncilAttitudes
{
165 TOWN_COUNCIL_LENIENT
= 0,
166 TOWN_COUNCIL_TOLERANT
= 1,
167 TOWN_COUNCIL_HOSTILE
= 2,
168 TOWN_COUNCIL_PERMISSIVE
= 3,
172 * Action types that a company must ask permission for to a town authority.
173 * @see CheckforTownRating
175 enum TownRatingCheckType
{
176 ROAD_REMOVE
= 0, ///< Removal of a road owned by the town.
177 TUNNELBRIDGE_REMOVE
= 1, ///< Removal of a tunnel or bridge owned by the towb.
178 TOWN_RATING_CHECK_TYPE_COUNT
, ///< Number of town checking action types.
181 /** Special values for town list window for the data parameter of #InvalidateWindowData. */
182 enum TownDirectoryInvalidateWindowData
{
184 TDIWD_POPULATION_CHANGE
,
189 * This enum is used in conjunction with town->flags.
190 * IT simply states what bit is used for.
191 * It is pretty unrealistic (IMHO) to only have one church/stadium
192 * per town, NO MATTER the population of it.
193 * And there are 5 more bits available on flags...
196 TOWN_IS_GROWING
= 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate.
197 TOWN_HAS_CHURCH
= 1, ///< There can be only one church by town.
198 TOWN_HAS_STADIUM
= 2, ///< There can be only one stadium by town.
199 TOWN_CUSTOM_GROWTH
= 3, ///< Growth rate is controlled by GS.
202 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
);
205 TileIndexDiff
GetHouseNorthPart(HouseID
&house
);
207 Town
*CalcClosestTownFromTile(TileIndex tile
, uint threshold
= UINT_MAX
);
211 /** Town actions of a company. */
213 TACT_NONE
= 0x00, ///< Empty action set.
215 TACT_ADVERTISE_SMALL
= 0x01, ///< Small advertising campaign.
216 TACT_ADVERTISE_MEDIUM
= 0x02, ///< Medium advertising campaign.
217 TACT_ADVERTISE_LARGE
= 0x04, ///< Large advertising campaign.
218 TACT_ROAD_REBUILD
= 0x08, ///< Rebuild the roads.
219 TACT_BUILD_STATUE
= 0x10, ///< Build a statue.
220 TACT_FUND_BUILDINGS
= 0x20, ///< Fund new buildings.
221 TACT_BUY_RIGHTS
= 0x40, ///< Buy exclusive transport rights.
222 TACT_BRIBE
= 0x80, ///< Try to bribe the council.
224 TACT_COUNT
= 8, ///< Number of available town actions.
226 TACT_ADVERTISE
= TACT_ADVERTISE_SMALL
| TACT_ADVERTISE_MEDIUM
| TACT_ADVERTISE_LARGE
, ///< All possible advertising actions.
227 TACT_CONSTRUCTION
= TACT_ROAD_REBUILD
| TACT_BUILD_STATUE
| TACT_FUND_BUILDINGS
, ///< All possible construction actions.
228 TACT_FUNDS
= TACT_BUY_RIGHTS
| TACT_BRIBE
, ///< All possible funding actions.
229 TACT_ALL
= TACT_ADVERTISE
| TACT_CONSTRUCTION
| TACT_FUNDS
, ///< All possible actions.
231 DECLARE_ENUM_AS_BIT_SET(TownActions
)
233 void ClearTownHouse(Town
*t
, TileIndex tile
);
234 void UpdateTownMaxPass(Town
*t
);
235 void UpdateTownRadius(Town
*t
);
236 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
);
237 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
);
238 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
);
239 HouseZonesBits
GetTownRadiusGroup(const Town
*t
, TileIndex tile
);
240 void SetTownRatingTestMode(bool mode
);
241 TownActions
GetMaskOfTownActions(CompanyID cid
, const Town
*t
);
242 bool GenerateTowns(TownLayout layout
);
243 const CargoSpec
*FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect
);
245 extern const uint8_t _town_action_costs
[TACT_COUNT
];
248 * Set the default name for a depot/waypoint
249 * @tparam T The type/class to make a default name for
250 * @param obj The object/instance we want to find the name for
253 void MakeDefaultName(T
*obj
)
255 /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
256 assert(obj
->name
.empty() || obj
->town_cn
== UINT16_MAX
);
258 obj
->town
= ClosestTownFromTile(obj
->xy
, UINT_MAX
);
260 /* Find first unused number belonging to this town. This can never fail,
261 * as long as there can be at most 65535 waypoints/depots in total.
263 * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
264 * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
265 * m - number of waypoints near this town).
266 * Usually, it needs only 'n' steps.
268 * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
269 * but this way it is faster */
271 uint32_t used
= 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
272 uint32_t next
= 0; // first number in the bitmap
273 uint32_t idx
= 0; // index where we will stop
274 uint32_t cid
= 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
277 T
*lobj
= T::GetIfValid(cid
);
279 /* check only valid waypoints... */
280 if (lobj
!= nullptr && obj
!= lobj
) {
281 /* only objects within the same city and with the same type */
282 if (lobj
->town
== obj
->town
&& lobj
->IsOfType(obj
)) {
283 /* if lobj->town_cn < next, uint will overflow to '+inf' */
284 uint i
= (uint
)lobj
->town_cn
- next
;
287 SetBit(used
, i
); // update bitmap
289 /* shift bitmap while the lowest bit is '1';
290 * increase the base of the bitmap too */
294 } while (HasBit(used
, 0));
295 /* when we are at 'idx' again at end of the loop and
296 * 'next' hasn't changed, then no object had town_cn == next,
297 * so we can safely use it */
305 if (cid
== T::GetPoolSize()) cid
= 0; // wrap to zero...
306 } while (cid
!= idx
);
308 obj
->town_cn
= (uint16_t)next
; // set index...
312 * Converts original town ticks counters to plain game ticks. Note that
313 * tick 0 is a valid tick so actual amount is one more than the counter value.
315 inline uint16_t TownTicksToGameTicks(uint16_t ticks
)
317 return (std::min(ticks
, MAX_TOWN_GROWTH_TICKS
) + 1) * Ticks::TOWN_GROWTH_TICKS
- 1;
321 RoadType
GetTownRoadType();
322 bool CheckTownRoadTypes();
323 std::span
<const DrawBuildingsTileStruct
> GetTownDrawTileData();