Update: Translations from eints
[openttd-github.git] / src / town_cmd.cpp
blob1a536ec4b53a7a71985bdfa04a502faeba9eb42f
1 /*
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/>.
6 */
8 /** @file town_cmd.cpp Handling of town tiles. */
10 #include "stdafx.h"
11 #include "road.h"
12 #include "road_internal.h" /* Cleaning up road bits */
13 #include "road_cmd.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "command_func.h"
18 #include "company_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "waypoint_base.h"
22 #include "station_kdtree.h"
23 #include "company_base.h"
24 #include "news_func.h"
25 #include "error.h"
26 #include "object.h"
27 #include "genworld.h"
28 #include "newgrf_debug.h"
29 #include "newgrf_house.h"
30 #include "newgrf_text.h"
31 #include "autoslope.h"
32 #include "tunnelbridge_map.h"
33 #include "strings_func.h"
34 #include "window_func.h"
35 #include "string_func.h"
36 #include "newgrf_cargo.h"
37 #include "cheat_type.h"
38 #include "animated_tile_func.h"
39 #include "subsidy_func.h"
40 #include "core/pool_func.hpp"
41 #include "town.h"
42 #include "town_kdtree.h"
43 #include "townname_func.h"
44 #include "core/random_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "depot_base.h"
47 #include "object_map.h"
48 #include "object_base.h"
49 #include "ai/ai.hpp"
50 #include "game/game.hpp"
51 #include "town_cmd.h"
52 #include "landscape_cmd.h"
53 #include "road_cmd.h"
54 #include "terraform_cmd.h"
55 #include "tunnelbridge_cmd.h"
56 #include "timer/timer.h"
57 #include "timer/timer_game_calendar.h"
58 #include "timer/timer_game_economy.h"
59 #include "timer/timer_game_tick.h"
61 #include "table/strings.h"
62 #include "table/town_land.h"
64 #include "safeguards.h"
66 /* Initialize the town-pool */
67 TownPool _town_pool("Town");
68 INSTANTIATE_POOL_METHODS(Town)
71 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
73 void RebuildTownKdtree()
75 std::vector<TownID> townids;
76 for (const Town *town : Town::Iterate()) {
77 townids.push_back(town->index);
79 _town_kdtree.Build(townids.begin(), townids.end());
82 /** Set if a town is being generated. */
83 static bool _generating_town = false;
85 /**
86 * Check if a town 'owns' a bridge.
87 * Bridges do not directly have an owner, so we check the tiles adjacent to the bridge ends.
88 * If either adjacent tile belongs to the town then it will be assumed that the town built
89 * the bridge.
90 * @param tile The bridge tile to test
91 * @param t The town we are interested in
92 * @return true If town 'owns' a bridge.
94 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
96 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
98 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
99 bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
101 if (!town_owned) {
102 /* Or other adjacent road */
103 adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
104 town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
107 return town_owned;
110 Town::~Town()
112 if (CleaningPool()) return;
114 /* Delete town authority window
115 * and remove from list of sorted towns */
116 CloseWindowById(WC_TOWN_VIEW, this->index);
118 #ifdef WITH_ASSERT
119 /* Check no industry is related to us. */
120 for (const Industry *i : Industry::Iterate()) {
121 assert(i->town != this);
124 /* ... and no object is related to us. */
125 for (const Object *o : Object::Iterate()) {
126 assert(o->town != this);
128 #endif /* WITH_ASSERT */
130 /* Check no tile is related to us. */
131 for (TileIndex tile = 0; tile < Map::Size(); ++tile) {
132 switch (GetTileType(tile)) {
133 case MP_HOUSE:
134 assert(GetTownIndex(tile) != this->index);
135 break;
137 case MP_ROAD:
138 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
139 break;
141 case MP_TUNNELBRIDGE:
142 assert(!TestTownOwnsBridge(tile, this));
143 break;
145 default:
146 break;
150 /* Clear the persistent storage list. */
151 for (auto &psa : this->psa_list) {
152 delete psa;
154 this->psa_list.clear();
156 DeleteSubsidyWith(SourceType::Town, this->index);
157 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
158 CargoPacket::InvalidateAllFrom(SourceType::Town, this->index);
159 MarkWholeScreenDirty();
164 * Invalidating of the "nearest town cache" has to be done
165 * after removing item from the pool.
167 void Town::PostDestructor(size_t)
169 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
170 UpdateNearestTownForRoadTiles(false);
172 /* Give objects a new home! */
173 for (Object *o : Object::Iterate()) {
174 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
179 * Assign the town layout.
180 * @param layout The desired layout. If TL_RANDOM, we pick one based on TileHash.
182 void Town::InitializeLayout(TownLayout layout)
184 if (layout != TL_RANDOM) {
185 this->layout = layout;
186 return;
189 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
193 * Return a random valid town.
194 * @return A random town, or nullptr if there are no towns.
196 /* static */ Town *Town::GetRandom()
198 if (Town::GetNumItems() == 0) return nullptr;
199 int num = RandomRange((uint16_t)Town::GetNumItems());
200 size_t index = MAX_UVALUE(size_t);
202 while (num >= 0) {
203 num--;
204 index++;
206 /* Make sure we have a valid town */
207 while (!Town::IsValidID(index)) {
208 index++;
209 assert(index < Town::GetPoolSize());
213 return Town::Get(index);
216 void Town::FillCachedName() const
218 this->cached_name = GetTownName(this);
222 * Get the cost for removing this house.
223 * @return The cost adjusted for inflation, etc.
225 Money HouseSpec::GetRemovalCost() const
227 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
230 /* Local */
231 static int _grow_town_result;
233 /* The possible states of town growth. */
234 enum TownGrowthResult {
235 GROWTH_SUCCEED = -1,
236 GROWTH_SEARCH_STOPPED = 0
237 // GROWTH_SEARCH_RUNNING >= 1
240 static bool TryBuildTownHouse(Town *t, TileIndex tile);
241 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
243 static void TownDrawHouseLift(const TileInfo *ti)
245 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
248 typedef void TownDrawTileProc(const TileInfo *ti);
249 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
250 TownDrawHouseLift
254 * Return a random direction
256 * @return a random direction
258 static inline DiagDirection RandomDiagDir()
260 return (DiagDirection)(RandomRange(DIAGDIR_END));
264 * Draw a house and its tile. This is a tile callback routine.
265 * @param ti TileInfo of the tile to draw
267 static void DrawTile_Town(TileInfo *ti)
269 HouseID house_id = GetHouseType(ti->tile);
271 if (house_id >= NEW_HOUSE_OFFSET) {
272 /* Houses don't necessarily need new graphics. If they don't have a
273 * spritegroup associated with them, then the sprite for the substitute
274 * house id is drawn instead. */
275 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
276 DrawNewHouseTile(ti, house_id);
277 return;
278 } else {
279 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
283 /* Retrieve pointer to the draw town tile struct */
284 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
286 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
288 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
290 /* If houses are invisible, do not draw the upper part */
291 if (IsInvisibilitySet(TO_HOUSES)) return;
293 /* Add a house on top of the ground? */
294 SpriteID image = dcts->building.sprite;
295 if (image != 0) {
296 AddSortableSpriteToDraw(image, dcts->building.pal,
297 ti->x + dcts->subtile_x,
298 ti->y + dcts->subtile_y,
299 dcts->width,
300 dcts->height,
301 dcts->dz,
302 ti->z,
303 IsTransparencySet(TO_HOUSES)
306 if (IsTransparencySet(TO_HOUSES)) return;
310 int proc = dcts->draw_proc - 1;
312 if (proc >= 0) _town_draw_tile_procs[proc](ti);
316 static int GetSlopePixelZ_Town(TileIndex tile, uint, uint, bool)
318 return GetTileMaxPixelZ(tile);
322 * Get the foundation for a house. This is a tile callback routine.
323 * @param tile The tile to find a foundation for.
324 * @param tileh The slope of the tile.
326 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
328 HouseID hid = GetHouseType(tile);
330 /* For NewGRF house tiles we might not be drawing a foundation. We need to
331 * account for this, as other structures should
332 * draw the wall of the foundation in this case.
334 if (hid >= NEW_HOUSE_OFFSET) {
335 const HouseSpec *hs = HouseSpec::Get(hid);
336 if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
337 uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
338 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
341 return FlatteningFoundation(tileh);
345 * Animate a tile for a town.
346 * Only certain houses can be animated.
347 * The newhouses animation supersedes regular ones.
348 * @param tile TileIndex of the house to animate.
350 static void AnimateTile_Town(TileIndex tile)
352 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
353 AnimateNewHouseTile(tile);
354 return;
357 if (TimerGameTick::counter & 3) return;
359 /* If the house is not one with a lift anymore, then stop this animating.
360 * Not exactly sure when this happens, but probably when a house changes.
361 * Before this was just a return...so it'd leak animated tiles..
362 * That bug seems to have been here since day 1?? */
363 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
364 DeleteAnimatedTile(tile);
365 return;
368 if (!LiftHasDestination(tile)) {
369 uint i;
371 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
372 * This is due to the fact that the first floor is, in the graphics,
373 * the height of 2 'normal' floors.
374 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
375 do {
376 i = RandomRange(7);
377 } while (i == 1 || i * 6 == GetLiftPosition(tile));
379 SetLiftDestination(tile, i);
382 int pos = GetLiftPosition(tile);
383 int dest = GetLiftDestination(tile) * 6;
384 pos += (pos < dest) ? 1 : -1;
385 SetLiftPosition(tile, pos);
387 if (pos == dest) {
388 HaltLift(tile);
389 DeleteAnimatedTile(tile);
392 MarkTileDirtyByTile(tile);
396 * Determines if a town is close to a tile.
397 * @param tile TileIndex of the tile to query.
398 * @param dist The maximum distance to be accepted.
399 * @returns true if the tile is within the specified distance.
401 static bool IsCloseToTown(TileIndex tile, uint dist)
403 if (_town_kdtree.Count() == 0) return false;
404 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
405 return DistanceManhattan(tile, t->xy) < dist;
408 /** Resize the sign (label) of the town after it changes population. */
409 void Town::UpdateVirtCoord()
411 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
413 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
415 SetDParam(0, this->index);
416 SetDParam(1, this->cache.population);
417 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_BASE,
418 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
419 STR_VIEWPORT_TOWN_TINY_WHITE);
421 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
423 SetWindowDirty(WC_TOWN_VIEW, this->index);
426 /** Update the virtual coords needed to draw the town sign for all towns. */
427 void UpdateAllTownVirtCoords()
429 for (Town *t : Town::Iterate()) {
430 t->UpdateVirtCoord();
434 /** Clear the cached_name of all towns. */
435 void ClearAllTownCachedNames()
437 for (Town *t : Town::Iterate()) {
438 t->cached_name.clear();
443 * Change the town's population as recorded in the town cache, town label, and town directory.
444 * @param t The town which has changed.
445 * @param mod The population change (can be positive or negative).
447 static void ChangePopulation(Town *t, int mod)
449 t->cache.population += mod;
450 if (_generating_town) [[unlikely]] return;
452 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
453 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
455 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
459 * Get the total population, the sum of all towns in the world.
460 * @return The calculated population of the world
462 uint32_t GetWorldPopulation()
464 uint32_t pop = 0;
465 for (const Town *t : Town::Iterate()) pop += t->cache.population;
466 return pop;
470 * Remove stations from nearby station list if a town is no longer in the catchment area of each.
471 * To improve performance only checks stations that cover the provided house area (doesn't need to contain an actual house).
472 * @param t Town to work on.
473 * @param tile Location of house area (north tile).
474 * @param flags BuildingFlags containing the size of house area.
476 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
478 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
479 const Station *st = *it;
481 bool covers_area = st->TileIsInCatchment(tile);
482 if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
483 if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
484 if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
486 if (covers_area && !st->CatchmentCoversTown(t->index)) {
487 it = t->stations_near.erase(it);
488 } else {
489 ++it;
495 * Helper function for house construction stage progression.
496 * @param tile TileIndex of the house (or parts of it) to construct.
498 static void AdvanceSingleHouseConstruction(TileIndex tile)
500 assert(IsTileType(tile, MP_HOUSE));
502 /* Progress in construction stages */
503 IncHouseConstructionTick(tile);
504 if (GetHouseConstructionTick(tile) != 0) return;
506 AnimateNewHouseConstruction(tile);
508 if (IsHouseCompleted(tile)) {
509 /* Now that construction is complete, we can add the population of the
510 * building to the town. */
511 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
512 ResetHouseAge(tile);
514 MarkTileDirtyByTile(tile);
518 * Increase the construction stage of a house.
519 * @param tile The tile of the house under construction.
521 static void AdvanceHouseConstruction(TileIndex tile)
523 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
524 if (flags & BUILDING_HAS_1_TILE) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 0));
525 if (flags & BUILDING_2_TILES_Y) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 1));
526 if (flags & BUILDING_2_TILES_X) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 0));
527 if (flags & BUILDING_HAS_4_TILES) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 1));
531 * Generate cargo for a house, scaled by the current economy scale.
532 * @param t The current town.
533 * @param ct Type of cargo to generate, usually CT_PASSENGERS or CT_MAIL.
534 * @param amount The number of cargo units.
535 * @param stations Available stations for this house.
536 * @param affected_by_recession Is this cargo halved during recessions?
538 static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool affected_by_recession)
540 if (amount == 0) return;
542 /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
543 if (affected_by_recession && EconomyIsInRecession()) {
544 amount = (amount + 1) >> 1;
547 /* Scale by cargo scale setting. */
548 amount = ScaleByCargoScale(amount, true);
550 /* Actually generate cargo and update town statistics. */
551 t->supplied[ct].new_max += amount;
552 t->supplied[ct].new_act += MoveGoodsToStation(ct, amount, SourceType::Town, t->index, stations.GetStations());;
556 * Generate cargo for a house using the original algorithm.
557 * @param t The current town.
558 * @param tpe The town production effect.
559 * @param rate The town's product rate for this production.
560 * @param stations Available stations for this house.
562 static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
564 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
565 uint32_t r = Random();
566 if (GB(r, 0, 8) < rate) {
567 CargoID cid = cs->Index();
568 uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
570 TownGenerateCargo(t, cid, amt, stations, true);
576 * Generate cargo for a house using the binominal algorithm.
577 * @param t The current town.
578 * @param tpe The town production effect.
579 * @param rate The town's product rate for this production.
580 * @param stations Available stations for this house.
582 static void TownGenerateCargoBinominal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
584 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
585 CargoID cid = cs->Index();
586 uint32_t r = Random();
588 /* Make a bitmask with up to 32 bits set, one for each potential pax. */
589 int genmax = (rate + 7) / 8;
590 uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
592 /* Mask random value by potential pax and count number of actual pax. */
593 uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
595 TownGenerateCargo(t, cid, amt, stations, true);
600 * Tile callback function.
602 * Tile callback function. Periodic tick handler for the tiles of a town.
603 * @param tile been asked to do its stuff
605 static void TileLoop_Town(TileIndex tile)
607 HouseID house_id = GetHouseType(tile);
609 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
610 * doesn't exist any more, so don't continue here. */
611 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
613 if (!IsHouseCompleted(tile)) {
614 /* Construction is not completed, so we advance a construction stage. */
615 AdvanceHouseConstruction(tile);
616 return;
619 const HouseSpec *hs = HouseSpec::Get(house_id);
621 /* If the lift has a destination, it is already an animated tile. */
622 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
623 house_id < NEW_HOUSE_OFFSET &&
624 !LiftHasDestination(tile) &&
625 Chance16(1, 2)) {
626 AddAnimatedTile(tile);
629 Town *t = Town::GetByTile(tile);
630 uint32_t r = Random();
632 StationFinder stations(TileArea(tile, 1, 1));
634 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
635 for (uint i = 0; i < 256; i++) {
636 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
638 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
640 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
641 if (!IsValidCargoID(cargo)) continue;
643 uint amt = GB(callback, 0, 8);
644 if (amt == 0) continue;
646 /* NewGRF-supplied town cargos are not affected by recessions. */
647 TownGenerateCargo(t, cargo, amt, stations, false);
649 } else {
650 switch (_settings_game.economy.town_cargogen_mode) {
651 case TCGM_ORIGINAL:
652 /* Original (quadratic) cargo generation algorithm */
653 TownGenerateCargoOriginal(t, TPE_PASSENGERS, hs->population, stations);
654 TownGenerateCargoOriginal(t, TPE_MAIL, hs->mail_generation, stations);
655 break;
657 case TCGM_BITCOUNT:
658 /* Binomial distribution per tick, by a series of coin flips */
659 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
660 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
661 if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
662 TownGenerateCargoBinominal(t, TPE_PASSENGERS, hs->population, stations);
663 TownGenerateCargoBinominal(t, TPE_MAIL, hs->mail_generation, stations);
665 break;
667 default:
668 NOT_REACHED();
672 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
674 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
675 HasBit(t->flags, TOWN_IS_GROWING) &&
676 CanDeleteHouse(tile) &&
677 GetHouseAge(tile) >= hs->minimum_life &&
678 --t->time_until_rebuild == 0) {
679 t->time_until_rebuild = GB(r, 16, 8) + 192;
681 ClearTownHouse(t, tile);
683 /* Rebuild with another house? */
684 if (GB(r, 24, 8) >= 12) {
685 /* If we are multi-tile houses, make sure to replace the house
686 * closest to city center. If we do not do this, houses tend to
687 * wander away from roads and other houses. */
688 if (hs->building_flags & BUILDING_HAS_2_TILES) {
689 /* House tiles are always the most north tile. Move the new
690 * house to the south if we are north of the city center. */
691 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
692 int x = Clamp(grid_pos.x, 0, 1);
693 int y = Clamp(grid_pos.y, 0, 1);
695 if (hs->building_flags & TILE_SIZE_2x2) {
696 tile = TileAddXY(tile, x, y);
697 } else if (hs->building_flags & TILE_SIZE_1x2) {
698 tile = TileAddXY(tile, 0, y);
699 } else if (hs->building_flags & TILE_SIZE_2x1) {
700 tile = TileAddXY(tile, x, 0);
704 TryBuildTownHouse(t, tile);
708 cur_company.Restore();
712 * Callback function to clear a house tile.
713 * @param tile The tile to clear.
714 * @param flags Type of operation.
715 * @return The cost of this operation or an error.
717 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
719 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
720 if (!CanDeleteHouse(tile)) return CMD_ERROR;
722 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
724 CommandCost cost(EXPENSES_CONSTRUCTION);
725 cost.AddCost(hs->GetRemovalCost());
727 int rating = hs->remove_rating_decrease;
728 Town *t = Town::GetByTile(tile);
730 if (Company::IsValidID(_current_company)) {
731 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
732 !_cheats.magic_bulldozer.value && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
733 SetDParam(0, t->index);
734 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
738 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
739 if (flags & DC_EXEC) {
740 ClearTownHouse(t, tile);
743 return cost;
746 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
748 HouseID house_id = GetHouseType(tile);
749 const HouseSpec *hs = HouseSpec::Get(house_id);
750 Town *t = Town::GetByTile(tile);
752 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
753 for (uint i = 0; i < 256; i++) {
754 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
756 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
758 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
760 if (!IsValidCargoID(cargo)) continue;
761 produced[cargo]++;
763 } else {
764 if (hs->population > 0) {
765 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
766 produced[cs->Index()]++;
769 if (hs->mail_generation > 0) {
770 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
771 produced[cs->Index()]++;
778 * Fill cargo acceptance array and always_accepted mask, if cargo ID is valid.
779 * @param cargo Cargo type to add.
780 * @param amount Amount of cargo to add.
781 * @param[out] acceptance Output array containing amount of cargo accepted.
782 * @param[out] always_accepted Output mask of accepted cargo types.
784 static void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
786 if (!IsValidCargoID(cargo) || amount == 0) return;
787 acceptance[cargo] += amount;
788 SetBit(always_accepted, cargo);
791 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
793 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
794 CargoID accepts[lengthof(hs->accepts_cargo)];
796 /* Set the initial accepted cargo types */
797 for (uint8_t i = 0; i < lengthof(accepts); i++) {
798 accepts[i] = hs->accepts_cargo[i];
801 /* Check for custom accepted cargo types */
802 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
803 uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
804 if (callback != CALLBACK_FAILED) {
805 /* Replace accepted cargo types with translated values from callback */
806 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
807 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
808 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
812 /* Check for custom cargo acceptance */
813 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
814 uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
815 if (callback != CALLBACK_FAILED) {
816 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
817 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
818 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
819 /* The 'S' bit indicates food instead of goods */
820 AddAcceptedCargoSetMask(GetCargoIDByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
821 } else {
822 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
824 return;
828 /* No custom acceptance, so fill in with the default values */
829 for (uint8_t i = 0; i < lengthof(accepts); i++) {
830 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
834 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
836 const HouseID house = GetHouseType(tile);
837 const HouseSpec *hs = HouseSpec::Get(house);
838 bool house_completed = IsHouseCompleted(tile);
840 td->str = hs->building_name;
842 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
843 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
844 if (callback_res > 0x400) {
845 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
846 } else {
847 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
848 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
849 td->str = new_name;
854 if (!house_completed) {
855 td->dparam = td->str;
856 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
859 if (hs->grf_prop.grffile != nullptr) {
860 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
861 td->grf = gc->GetName();
864 td->owner[0] = OWNER_TOWN;
867 static TrackStatus GetTileTrackStatus_Town(TileIndex, TransportType, uint, DiagDirection)
869 /* not used */
870 return 0;
873 static void ChangeTileOwner_Town(TileIndex, Owner, Owner)
875 /* not used */
878 static bool GrowTown(Town *t);
881 * Handle the town tick for a single town, by growing the town if desired.
882 * @param t The town to try growing.
884 static void TownTickHandler(Town *t)
886 if (HasBit(t->flags, TOWN_IS_GROWING)) {
887 int i = (int)t->grow_counter - 1;
888 if (i < 0) {
889 if (GrowTown(t)) {
890 i = t->growth_rate;
891 } else {
892 /* If growth failed wait a bit before retrying */
893 i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
896 t->grow_counter = i;
900 /** Iterate through all towns and call their tick handler. */
901 void OnTick_Town()
903 if (_game_mode == GM_EDITOR) return;
905 for (Town *t : Town::Iterate()) {
906 TownTickHandler(t);
911 * Return the RoadBits of a tile, ignoring depot and bay road stops.
912 * @param tile The tile to check.
913 * @return The roadbits of the given tile.
915 static RoadBits GetTownRoadBits(TileIndex tile)
917 if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return ROAD_NONE;
919 return GetAnyRoadBits(tile, RTT_ROAD, true);
923 * Get the road type that towns should build at this current moment.
924 * They may have built a different type in the past.
926 RoadType GetTownRoadType()
928 RoadType best_rt = ROADTYPE_ROAD;
929 const RoadTypeInfo *best = nullptr;
930 const uint16_t assume_max_speed = 50;
932 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
933 if (RoadTypeIsTram(rt)) continue;
935 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
937 /* Unused road type. */
938 if (rti->label == 0) continue;
940 /* Can town build this road. */
941 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
943 /* Not yet introduced at this date. */
944 if (IsInsideMM(rti->introduction_date, 0, CalendarTime::MAX_DATE.base()) && rti->introduction_date > TimerGameCalendar::date) continue;
946 if (best != nullptr) {
947 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
950 best_rt = rt;
951 best = rti;
954 return best_rt;
958 * Get the calendar date of the earliest town-buildable road type.
959 * @return introduction date of earliest road type, or INT32_MAX if none available.
961 static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
963 const RoadTypeInfo *best = nullptr;
964 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
965 if (RoadTypeIsTram(rt)) continue;
966 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
967 if (rti->label == 0) continue; // Unused road type.
968 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue; // Town can't build this road type.
970 if (best != nullptr && rti->introduction_date >= best->introduction_date) continue;
971 best = rti;
974 if (best == nullptr) return INT32_MAX;
975 return best->introduction_date;
979 * Check if towns are able to build road.
980 * @return true iff the towns are currently able to build road.
982 bool CheckTownRoadTypes()
984 auto min_date = GetTownRoadTypeFirstIntroductionDate();
985 if (min_date <= TimerGameCalendar::date) return true;
987 if (min_date < INT32_MAX) {
988 SetDParam(0, min_date);
989 ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION, WL_CRITICAL);
990 } else {
991 ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION, WL_CRITICAL);
993 return false;
997 * Check for parallel road inside a given distance.
998 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
999 * is there a parallel road left or right of it within distance dist_multi?
1001 * @param tile The current tile.
1002 * @param dir The target direction.
1003 * @param dist_multi The distance multiplier.
1004 * @return true if there is a parallel road.
1006 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
1008 if (!IsValidTile(tile)) return false;
1010 /* Lookup table for the used diff values */
1011 const TileIndexDiff tid_lt[3] = {
1012 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
1013 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
1014 TileOffsByDiagDir(ReverseDiagDir(dir)),
1017 dist_multi = (dist_multi + 1) * 4;
1018 for (uint pos = 4; pos < dist_multi; pos++) {
1019 /* Go (pos / 4) tiles to the left or the right */
1020 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
1022 /* Use the current tile as origin, or go one tile backwards */
1023 if (pos & 2) cur += tid_lt[2];
1025 /* Test for roadbit parallel to dir and facing towards the middle axis */
1026 if (IsValidTile(tile + cur) &&
1027 GetTownRoadBits(TileAdd(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
1029 return false;
1033 * Check if a Road is allowed on a given tile.
1035 * @param t The current town.
1036 * @param tile The target tile.
1037 * @param dir The direction in which we want to extend the town.
1038 * @return true if it is allowed.
1040 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
1042 if (DistanceFromEdge(tile) == 0) return false;
1044 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1045 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
1047 /* Check if there already is a road at this point? */
1048 if (GetTownRoadBits(tile) == ROAD_NONE) {
1049 /* No, try if we are able to build a road piece there.
1050 * If that fails clear the land, and if that fails exit.
1051 * This is to make sure that we can build a road here later. */
1052 RoadType rt = GetTownRoadType();
1053 if (Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, tile, (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X, rt, DRD_NONE, 0).Failed() &&
1054 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Failed()) {
1055 return false;
1059 Slope cur_slope = _settings_game.construction.build_on_slopes ? std::get<0>(GetFoundationSlope(tile)) : GetTileSlope(tile);
1060 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
1061 if (cur_slope == SLOPE_FLAT) return ret;
1063 /* If the tile is not a slope in the right direction, then
1064 * maybe terraform some. */
1065 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
1066 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1067 if (Chance16(1, 8)) {
1068 CommandCost res = CMD_ERROR;
1069 if (!_generating_world && Chance16(1, 10)) {
1070 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1071 res = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER,
1072 tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
1074 if (res.Failed() && Chance16(1, 3)) {
1075 /* We can consider building on the slope, though. */
1076 return ret;
1079 return false;
1081 return ret;
1084 static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1086 assert(tile < Map::Size());
1088 CommandCost r = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir));
1089 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1090 Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER | DC_EXEC, tile, edges, dir);
1091 return true;
1094 static void LevelTownLand(TileIndex tile)
1096 assert(tile < Map::Size());
1098 /* Don't terraform if land is plain or if there's a house there. */
1099 if (IsTileType(tile, MP_HOUSE)) return;
1100 Slope tileh = GetTileSlope(tile);
1101 if (tileh == SLOPE_FLAT) return;
1103 /* First try up, then down */
1104 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1105 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1110 * Generate the RoadBits of a grid tile.
1112 * @param t The current town.
1113 * @param tile The tile in reference to the town.
1114 * @param dir The direction to which we are growing.
1115 * @return The RoadBit of the current tile regarding the selected town layout.
1117 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
1119 /* align the grid to the downtown */
1120 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1121 RoadBits rcmd = ROAD_NONE;
1123 switch (t->layout) {
1124 default: NOT_REACHED();
1126 case TL_2X2_GRID:
1127 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1128 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1129 break;
1131 case TL_3X3_GRID:
1132 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1133 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1134 break;
1137 /* Optimise only X-junctions */
1138 if (rcmd != ROAD_ALL) return rcmd;
1140 RoadBits rb_template;
1142 switch (GetTileSlope(tile)) {
1143 default: rb_template = ROAD_ALL; break;
1144 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1145 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1146 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1147 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1148 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1149 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1150 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1151 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1152 case SLOPE_STEEP_W:
1153 case SLOPE_STEEP_S:
1154 case SLOPE_STEEP_E:
1155 case SLOPE_STEEP_N:
1156 rb_template = ROAD_NONE;
1157 break;
1160 /* Stop if the template is compatible to the growth dir */
1161 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1162 /* If not generate a straight road in the direction of the growth */
1163 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
1167 * Grows the town with an extra house.
1168 * Check if there are enough neighbor house tiles
1169 * next to the current tile. If there are enough
1170 * add another house.
1172 * @param t The current town.
1173 * @param tile The target tile for the extra house.
1174 * @return true if an extra house has been added.
1176 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1178 /* We can't look further than that. */
1179 if (DistanceFromEdge(tile) == 0) return false;
1181 uint counter = 0; // counts the house neighbor tiles
1183 /* Check the tiles E,N,W and S of the current tile for houses */
1184 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1185 /* Count both void and house tiles for checking whether there
1186 * are enough houses in the area. This to make it likely that
1187 * houses get build up to the edge of the map. */
1188 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1189 case MP_HOUSE:
1190 case MP_VOID:
1191 counter++;
1192 break;
1194 default:
1195 break;
1198 /* If there are enough neighbors stop here */
1199 if (counter >= 3) {
1200 if (TryBuildTownHouse(t, tile)) {
1201 _grow_town_result = GROWTH_SUCCEED;
1202 return true;
1204 return false;
1207 return false;
1211 * Grows the town with a road piece.
1213 * @param t The current town.
1214 * @param tile The current tile.
1215 * @param rcmd The RoadBits we want to build on the tile.
1216 * @return true if the RoadBits have been added.
1218 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1220 RoadType rt = GetTownRoadType();
1221 if (Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, rcmd, rt, DRD_NONE, t->index).Succeeded()) {
1222 _grow_town_result = GROWTH_SUCCEED;
1223 return true;
1225 return false;
1229 * Checks if a town road can be continued into the next tile.
1230 * Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction.
1232 * @param t The current town
1233 * @param tile The tile where the road would be built
1234 * @param road_dir The direction of the road
1235 * @return true if the road can be continued, else false
1237 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1239 const TileIndexDiff delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1240 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1241 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1242 RoadType rt = GetTownRoadType();
1244 /* Before we try anything, make sure the tile is on the map and not the void. */
1245 if (!IsValidTile(next_tile)) return false;
1247 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1248 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1249 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1252 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1253 if (IsTileType(next_tile, MP_STATION)) {
1254 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1255 if (IsDriveThroughStopTile(next_tile)) return GetDriveThroughStopAxis(next_tile) == DiagDirToAxis(road_dir);
1256 if (IsBayRoadStopTile(next_tile)) return GetBayRoadStopDir(next_tile) == ReverseDiagDir(road_dir);
1257 return false;
1260 /* If the next tile is a road depot, allow if it's facing the right way. */
1261 if (IsTileType(next_tile, MP_ROAD)) {
1262 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1265 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1266 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1267 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1269 /* If a road tile can be built, the construction is allowed. */
1270 return Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1274 * CircularTileSearch proc which checks for a nearby parallel bridge to avoid building redundant bridges.
1275 * @param tile The tile to search.
1276 * @param user_data Reference to the valid direction of the proposed bridge.
1277 * @return true if another bridge exists, else false.
1279 static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
1281 /* Don't look into the void. */
1282 if (!IsValidTile(tile)) return false;
1284 /* Only consider bridge head tiles. */
1285 if (!IsBridgeTile(tile)) return false;
1287 /* Only consider road bridges. */
1288 if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return false;
1290 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1291 return (GetTileSlope(tile) & InclinedSlope(ReverseDiagDir(*(DiagDirection *)user_data)));
1295 * Grows the town with a bridge.
1296 * At first we check if a bridge is reasonable.
1297 * If so we check if we are able to build it.
1299 * @param t The current town
1300 * @param tile The current tile
1301 * @param bridge_dir The valid direction in which to grow a bridge
1302 * @return true if a bridge has been build else false
1304 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1306 assert(bridge_dir < DIAGDIR_END);
1308 const Slope slope = GetTileSlope(tile);
1310 /* Make sure the direction is compatible with the slope.
1311 * Well we check if the slope has an up bit set in the
1312 * reverse direction. */
1313 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1315 /* Assure that the bridge is connectable to the start side */
1316 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1318 /* We are in the right direction */
1319 uint bridge_length = 0; // This value stores the length of the possible bridge
1320 TileIndex bridge_tile = tile; // Used to store the other waterside
1322 const TileIndexDiff delta = TileOffsByDiagDir(bridge_dir);
1324 /* To prevent really small towns from building disproportionately
1325 * long bridges, make the max a function of its population. */
1326 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1327 uint base_bridge_length = 5;
1328 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1330 if (slope == SLOPE_FLAT) {
1331 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1332 do {
1333 if (bridge_length++ >= base_bridge_length) {
1334 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1335 return false;
1337 bridge_tile += delta;
1338 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1339 } else {
1340 do {
1341 if (bridge_length++ >= max_bridge_length) {
1342 /* Ensure the bridge is not longer than the max allowed length. */
1343 return false;
1345 bridge_tile += delta;
1346 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1349 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1350 if (bridge_length == 1) return false;
1352 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1353 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1355 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1356 TileIndex search = tile;
1357 DiagDirection direction_to_match = bridge_dir;
1358 if (slope != SLOPE_FLAT && CircularTileSearch(&search, bridge_length, 0, 0, RedundantBridgeExistsNearby, &direction_to_match)) return false;
1360 for (uint8_t times = 0; times <= 22; times++) {
1361 uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
1363 /* Can we actually build the bridge? */
1364 RoadType rt = GetTownRoadType();
1365 if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1366 Command<CMD_BUILD_BRIDGE>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1367 _grow_town_result = GROWTH_SUCCEED;
1368 return true;
1371 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1372 return false;
1376 * Grows the town with a tunnel.
1377 * First we check if a tunnel is reasonable.
1378 * If so we check if we are able to build it.
1380 * @param t The current town
1381 * @param tile The current tile
1382 * @param tunnel_dir The valid direction in which to grow a tunnel
1383 * @return true if a tunnel has been built, else false
1385 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1387 assert(tunnel_dir < DIAGDIR_END);
1389 Slope slope = GetTileSlope(tile);
1391 /* Only consider building a tunnel if the starting tile is sloped properly. */
1392 if (slope != InclinedSlope(tunnel_dir)) return false;
1394 /* Assure that the tunnel is connectable to the start side */
1395 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1397 const TileIndexDiff delta = TileOffsByDiagDir(tunnel_dir);
1398 int max_tunnel_length = 0;
1400 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1401 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1402 /* Only tunnel under a mountain if the slope is continuous for at least 4 tiles. We want tunneling to be a last resort for large hills. */
1403 TileIndex slope_tile = tile;
1404 for (uint8_t tiles = 0; tiles < 4; tiles++) {
1405 if (!IsValidTile(slope_tile)) return false;
1406 slope = GetTileSlope(slope_tile);
1407 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1408 slope_tile += delta;
1411 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1412 max_tunnel_length = (t->cache.population / 1000) + 7;
1413 } else {
1414 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1415 max_tunnel_length = 5;
1418 uint8_t tunnel_length = 0;
1419 TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1421 /* Find the end tile of the tunnel for length and continuation checks. */
1422 do {
1423 if (tunnel_length++ >= max_tunnel_length) return false;
1424 tunnel_tile += delta;
1425 /* The tunnel ends when start and end tiles are the same height. */
1426 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1428 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1429 if (tunnel_length == 1) return false;
1431 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1432 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1434 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1435 RoadType rt = GetTownRoadType();
1436 if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1437 Command<CMD_BUILD_TUNNEL>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt);
1438 _grow_town_result = GROWTH_SUCCEED;
1439 return true;
1442 return false;
1446 * Checks whether at least one surrounding road allows to build a house here.
1448 * @param t The tile where the house will be built.
1449 * @return true if at least one surrounding roadtype allows building houses here.
1451 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1453 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1454 bool allow = false;
1456 for (const auto &ptr : tiles) {
1457 TileIndex cur_tile = t + ToTileIndexDiff(ptr);
1458 if (!IsValidTile(cur_tile)) continue;
1460 if (!(IsTileType(cur_tile, MP_ROAD) || IsAnyRoadStopTile(cur_tile))) continue;
1461 allow = true;
1463 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1464 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1465 if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1466 if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1469 /* If no road was found surrounding the tile we can allow building the house since there is
1470 * nothing which forbids it, if a road was found but the execution reached this point, then
1471 * all the found roads don't allow houses to be built */
1472 return !allow;
1475 /** Test if town can grow road onto a specific tile.
1476 * @param tile Tile to build upon.
1477 * @return true iff the tile's road type don't prevent extending the road.
1479 static bool TownCanGrowRoad(TileIndex tile)
1481 if (!IsTileType(tile, MP_ROAD)) return true;
1483 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1484 RoadType rt = GetRoadTypeRoad(tile);
1485 return HasBit(GetRoadTypeInfo(rt)->flags, ROTF_TOWN_BUILD) || GetTownRoadType() == rt;
1489 * Check if the town is allowed to build roads.
1490 * @return true If the town is allowed to build roads.
1492 static inline bool TownAllowedToBuildRoads()
1494 return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
1498 * Grows the given town.
1499 * There are at the moment 3 possible way's for
1500 * the town expansion:
1501 * @li Generate a random tile and check if there is a road allowed
1502 * @li TL_ORIGINAL
1503 * @li TL_BETTER_ROADS
1504 * @li Check if the town geometry allows a road and which one
1505 * @li TL_2X2_GRID
1506 * @li TL_3X3_GRID
1507 * @li Forbid roads, only build houses
1509 * @param tile_ptr The current tile
1510 * @param cur_rb The current tiles RoadBits
1511 * @param target_dir The target road dir
1512 * @param t1 The current town
1514 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1516 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1517 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1519 assert(tile < Map::Size());
1521 if (cur_rb == ROAD_NONE) {
1522 /* Tile has no road. First reset the status counter
1523 * to say that this is the last iteration. */
1524 _grow_town_result = GROWTH_SEARCH_STOPPED;
1526 if (!TownAllowedToBuildRoads()) return;
1527 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1529 /* Remove hills etc */
1530 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1532 /* Is a road allowed here? */
1533 switch (t1->layout) {
1534 default: NOT_REACHED();
1536 case TL_3X3_GRID:
1537 case TL_2X2_GRID:
1538 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1539 if (rcmd == ROAD_NONE) return;
1540 break;
1542 case TL_BETTER_ROADS:
1543 case TL_ORIGINAL:
1544 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1546 DiagDirection source_dir = ReverseDiagDir(target_dir);
1548 if (Chance16(1, 4)) {
1549 /* Randomize a new target dir */
1550 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1553 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1554 /* A road is not allowed to continue the randomized road,
1555 * return if the road we're trying to build is curved. */
1556 if (target_dir != ReverseDiagDir(source_dir)) return;
1558 /* Return if neither side of the new road is a house */
1559 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1560 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1561 return;
1564 /* That means that the road is only allowed if there is a house
1565 * at any side of the new road. */
1568 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1569 break;
1572 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1573 if (!TownCanGrowRoad(tile)) return;
1575 /* Continue building on a partial road.
1576 * Should be always OK, so we only generate
1577 * the fitting RoadBits */
1578 _grow_town_result = GROWTH_SEARCH_STOPPED;
1580 if (!TownAllowedToBuildRoads()) return;
1582 switch (t1->layout) {
1583 default: NOT_REACHED();
1585 case TL_3X3_GRID:
1586 case TL_2X2_GRID:
1587 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1588 break;
1590 case TL_BETTER_ROADS:
1591 case TL_ORIGINAL:
1592 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1593 break;
1595 } else {
1596 bool allow_house = true; // Value which decides if we want to construct a house
1598 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1599 * it is the starting tile. Half the time, we stay on this side then.*/
1600 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1601 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1602 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1604 return;
1607 /* Possibly extend the road in a direction.
1608 * Randomize a direction and if it has a road, bail out. */
1609 target_dir = RandomDiagDir();
1610 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1611 TileIndex house_tile; // position of a possible house
1613 if (cur_rb & target_rb) {
1614 /* If it's a road turn possibly build a house in a corner.
1615 * Use intersection with straight road as an indicator
1616 * that we randomed corner house position.
1617 * A turn (and we check for that later) always has only
1618 * one common bit with a straight road so it has the same
1619 * chance to be chosen as the house on the side of a road.
1621 if ((cur_rb & ROAD_X) != target_rb) return;
1623 /* Check whether it is a turn and if so determine
1624 * position of the corner tile */
1625 switch (cur_rb) {
1626 case ROAD_N:
1627 house_tile = TileAddByDir(tile, DIR_S);
1628 break;
1629 case ROAD_S:
1630 house_tile = TileAddByDir(tile, DIR_N);
1631 break;
1632 case ROAD_E:
1633 house_tile = TileAddByDir(tile, DIR_W);
1634 break;
1635 case ROAD_W:
1636 house_tile = TileAddByDir(tile, DIR_E);
1637 break;
1638 default:
1639 return; // not a turn
1641 target_dir = DIAGDIR_END;
1642 } else {
1643 house_tile = TileAddByDiagDir(tile, target_dir);
1646 /* Don't walk into water. */
1647 if (HasTileWaterGround(house_tile)) return;
1649 if (!IsValidTile(house_tile)) return;
1651 if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
1652 switch (t1->layout) {
1653 default: NOT_REACHED();
1655 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1656 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1657 [[fallthrough]];
1659 case TL_2X2_GRID:
1660 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1661 allow_house = (rcmd & target_rb) == ROAD_NONE;
1662 break;
1664 case TL_BETTER_ROADS: // Use original afterwards!
1665 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1666 [[fallthrough]];
1668 case TL_ORIGINAL:
1669 /* Allow a house at the edge. 60% chance or
1670 * always ok if no road allowed. */
1671 rcmd = target_rb;
1672 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1673 break;
1677 allow_house &= RoadTypesAllowHouseHere(house_tile);
1679 if (allow_house) {
1680 /* Build a house, but not if there already is a house there. */
1681 if (!IsTileType(house_tile, MP_HOUSE)) {
1682 /* Level the land if possible */
1683 if (Chance16(1, 6)) LevelTownLand(house_tile);
1685 /* And build a house.
1686 * Set result to -1 if we managed to build it. */
1687 if (TryBuildTownHouse(t1, house_tile)) {
1688 _grow_town_result = GROWTH_SUCCEED;
1691 return;
1694 if (!TownCanGrowRoad(tile)) return;
1696 _grow_town_result = GROWTH_SEARCH_STOPPED;
1699 /* Return if a water tile */
1700 if (HasTileWaterGround(tile)) return;
1702 /* Make the roads look nicer */
1703 rcmd = CleanUpRoadBits(tile, rcmd);
1704 if (rcmd == ROAD_NONE) return;
1706 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1707 * The target_dir is as computed previously according to town layout, so
1708 * it will match it perfectly. */
1709 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1710 if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1712 GrowTownWithRoad(t1, tile, rcmd);
1716 * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
1717 * This only checks trivial but often cases.
1718 * @param tile Start tile for road.
1719 * @param dir Direction for road to follow or build.
1720 * @return true If road is or can be connected in the specified direction.
1722 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1724 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1725 if (!IsValidTile(target_tile)) return false;
1726 if (HasTileWaterGround(target_tile)) return false;
1728 RoadBits target_rb = GetTownRoadBits(target_tile);
1729 if (TownAllowedToBuildRoads()) {
1730 /* Check whether a road connection exists or can be build. */
1731 switch (GetTileType(target_tile)) {
1732 case MP_ROAD:
1733 return target_rb != ROAD_NONE;
1735 case MP_STATION:
1736 return IsDriveThroughStopTile(target_tile);
1738 case MP_TUNNELBRIDGE:
1739 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1741 case MP_HOUSE:
1742 case MP_INDUSTRY:
1743 case MP_OBJECT:
1744 return false;
1746 default:
1747 /* Checked for void and water earlier */
1748 return true;
1750 } else {
1751 /* Check whether a road connection already exists,
1752 * and it leads somewhere else. */
1753 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1754 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1759 * Try to grow a town at a given road tile.
1760 * @param t The town to grow.
1761 * @param tile The road tile to try growing from.
1762 * @return true if we successfully expanded the town.
1764 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1766 /* Special case.
1767 * @see GrowTownInTile Check the else if
1769 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1771 assert(tile < Map::Size());
1773 /* Number of times to search.
1774 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1775 * them a little handicap. */
1776 switch (t->layout) {
1777 case TL_BETTER_ROADS:
1778 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1779 break;
1781 case TL_3X3_GRID:
1782 case TL_2X2_GRID:
1783 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1784 break;
1786 default:
1787 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1788 break;
1791 do {
1792 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1794 /* Try to grow the town from this point */
1795 GrowTownInTile(&tile, cur_rb, target_dir, t);
1796 if (_grow_town_result == GROWTH_SUCCEED) return true;
1798 /* Exclude the source position from the bitmask
1799 * and return if no more road blocks available */
1800 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1801 if (cur_rb == ROAD_NONE) return false;
1803 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1804 /* Only build in the direction away from the tunnel or bridge. */
1805 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1806 } else {
1807 /* Select a random bit from the blockmask, walk a step
1808 * and continue the search from there. */
1809 do {
1810 if (cur_rb == ROAD_NONE) return false;
1811 RoadBits target_bits;
1812 do {
1813 target_dir = RandomDiagDir();
1814 target_bits = DiagDirToRoadBits(target_dir);
1815 } while (!(cur_rb & target_bits));
1816 cur_rb &= ~target_bits;
1817 } while (!CanFollowRoad(tile, target_dir));
1819 tile = TileAddByDiagDir(tile, target_dir);
1821 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1822 /* Don't allow building over roads of other cities */
1823 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1824 return false;
1825 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1826 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1827 * owner :) (happy happy happy road now) */
1828 SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1829 SetTownIndex(tile, t->index);
1833 /* Max number of times is checked. */
1834 } while (--_grow_town_result >= 0);
1836 return false;
1840 * Generate a random road block.
1841 * The probability of a straight road
1842 * is somewhat higher than a curved.
1844 * @return A RoadBits value with 2 bits set
1846 static RoadBits GenRandomRoadBits()
1848 uint32_t r = Random();
1849 uint a = GB(r, 0, 2);
1850 uint b = GB(r, 8, 2);
1851 if (a == b) b ^= 2;
1852 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1856 * Grow the town.
1857 * @param t The town to grow
1858 * @return true if we successfully grew the town with a road or house.
1860 static bool GrowTown(Town *t)
1862 static const TileIndexDiffC _town_coord_mod[] = {
1863 {-1, 0},
1864 { 1, 1},
1865 { 1, -1},
1866 {-1, -1},
1867 {-1, 0},
1868 { 0, 2},
1869 { 2, 0},
1870 { 0, -2},
1871 {-1, -1},
1872 {-2, 2},
1873 { 2, 2},
1874 { 2, -2},
1875 { 0, 0}
1878 /* Current "company" is a town */
1879 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
1881 TileIndex tile = t->xy; // The tile we are working with ATM
1883 /* Find a road that we can base the construction on. */
1884 for (const auto &ptr : _town_coord_mod) {
1885 if (GetTownRoadBits(tile) != ROAD_NONE) {
1886 bool success = GrowTownAtRoad(t, tile);
1887 cur_company.Restore();
1888 return success;
1890 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1893 /* No road available, try to build a random road block by
1894 * clearing some land and then building a road there. */
1895 if (TownAllowedToBuildRoads()) {
1896 tile = t->xy;
1897 for (const auto &ptr : _town_coord_mod) {
1898 /* Only work with plain land that not already has a house */
1899 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1900 if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
1901 RoadType rt = GetTownRoadType();
1902 Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO, tile, GenRandomRoadBits(), rt, DRD_NONE, t->index);
1903 cur_company.Restore();
1904 return true;
1907 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1911 cur_company.Restore();
1912 return false;
1916 * Update the cached town zone radii of a town, based on the number of houses.
1917 * @param t The town to update.
1919 void UpdateTownRadius(Town *t)
1921 static const std::array<std::array<uint32_t, HZB_END>, 23> _town_squared_town_zone_radius_data = {{
1922 { 4, 0, 0, 0, 0}, // 0
1923 { 16, 0, 0, 0, 0},
1924 { 25, 0, 0, 0, 0},
1925 { 36, 0, 0, 0, 0},
1926 { 49, 0, 4, 0, 0},
1927 { 64, 0, 4, 0, 0}, // 20
1928 { 64, 0, 9, 0, 1},
1929 { 64, 0, 9, 0, 4},
1930 { 64, 0, 16, 0, 4},
1931 { 81, 0, 16, 0, 4},
1932 { 81, 0, 16, 0, 4}, // 40
1933 { 81, 0, 25, 0, 9},
1934 { 81, 36, 25, 0, 9},
1935 { 81, 36, 25, 16, 9},
1936 { 81, 49, 0, 25, 9},
1937 { 81, 64, 0, 25, 9}, // 60
1938 { 81, 64, 0, 36, 9},
1939 { 81, 64, 0, 36, 16},
1940 {100, 81, 0, 49, 16},
1941 {100, 81, 0, 49, 25},
1942 {121, 81, 0, 49, 25}, // 80
1943 {121, 81, 0, 49, 25},
1944 {121, 81, 0, 49, 36}, // 88
1947 if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1948 t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1949 } else {
1950 int mass = t->cache.num_houses / 8;
1951 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1952 * The offsets are to make sure the radii do not decrease in size when going from the table
1953 * to the calculated value.*/
1954 t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] = mass * 15 - 40;
1955 t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT] = mass * 9 - 15;
1956 t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB] = 0;
1957 t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB] = mass * 5 - 5;
1958 t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE] = mass * 3 + 5;
1963 * Update the maximum amount of montly passengers and mail for a town, based on its population.
1964 * @param t The town to update.
1966 void UpdateTownMaxPass(Town *t)
1968 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
1969 t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 3, true);
1971 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
1972 t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 4, true);
1976 static void UpdateTownGrowthRate(Town *t);
1977 static void UpdateTownGrowth(Town *t);
1980 * Actually create a town.
1982 * @param t The town.
1983 * @param tile Where to put it.
1984 * @param townnameparts The town name.
1985 * @param size The preset size of the town.
1986 * @param city Should we create a city?
1987 * @param layout The road layout of the town.
1988 * @param manual Was the town placed manually?
1990 static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1992 AutoRestoreBackup backup(_generating_town, true);
1994 t->xy = tile;
1995 t->cache.num_houses = 0;
1996 t->time_until_rebuild = 10;
1997 UpdateTownRadius(t);
1998 t->flags = 0;
1999 t->cache.population = 0;
2000 InitializeBuildingCounts(t);
2001 /* Spread growth across ticks so even if there are many
2002 * similar towns they're unlikely to grow all in one tick */
2003 t->grow_counter = t->index % Ticks::TOWN_GROWTH_TICKS;
2004 t->growth_rate = TownTicksToGameTicks(250);
2005 t->show_zone = false;
2007 _town_kdtree.Insert(t->index);
2009 /* Set the default cargo requirement for town growth */
2010 switch (_settings_game.game_creation.landscape) {
2011 case LT_ARCTIC:
2012 if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD) != nullptr) t->goal[TAE_FOOD] = TOWN_GROWTH_WINTER;
2013 break;
2015 case LT_TROPIC:
2016 if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD) != nullptr) t->goal[TAE_FOOD] = TOWN_GROWTH_DESERT;
2017 if (FindFirstCargoWithTownAcceptanceEffect(TAE_WATER) != nullptr) t->goal[TAE_WATER] = TOWN_GROWTH_DESERT;
2018 break;
2021 t->fund_buildings_months = 0;
2023 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2025 t->have_ratings = 0;
2026 t->exclusivity = INVALID_COMPANY;
2027 t->exclusive_counter = 0;
2028 t->statues = 0;
2031 TownNameParams tnp(_settings_game.game_creation.town_name);
2032 t->townnamegrfid = tnp.grfid;
2033 t->townnametype = tnp.type;
2035 t->townnameparts = townnameparts;
2037 t->InitializeLayout(layout);
2039 t->larger_town = city;
2041 int x = (int)size * 16 + 3;
2042 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
2043 /* Don't create huge cities when founding town in-game */
2044 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
2046 t->cache.num_houses += x;
2047 UpdateTownRadius(t);
2049 int i = x * 4;
2050 do {
2051 GrowTown(t);
2052 } while (--i);
2054 t->UpdateVirtCoord();
2055 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
2057 t->cache.num_houses -= x;
2058 UpdateTownRadius(t);
2059 UpdateTownGrowthRate(t);
2060 UpdateTownMaxPass(t);
2061 UpdateAirportsNoise();
2065 * Check if it's possible to place a town on a given tile.
2066 * @param tile The tile to check.
2067 * @return A zero cost if allowed, otherwise an error.
2069 static CommandCost TownCanBePlacedHere(TileIndex tile)
2071 /* Check if too close to the edge of map */
2072 if (DistanceFromEdge(tile) < 12) {
2073 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
2076 /* Check distance to all other towns. */
2077 if (IsCloseToTown(tile, 20)) {
2078 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2081 /* Can only build on clear flat areas, possibly with trees. */
2082 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
2083 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
2086 return CommandCost(EXPENSES_OTHER);
2090 * Verifies this custom name is unique. Only custom names are checked.
2091 * @param name The name to check.
2092 * @return true if the name is unique
2094 static bool IsUniqueTownName(const std::string &name)
2096 for (const Town *t : Town::Iterate()) {
2097 if (!t->name.empty() && t->name == name) return false;
2100 return true;
2104 * Create a new town.
2105 * @param flags The type of operation.
2106 * @param tile The coordinates where town is built.
2107 * @param size The size of the town (@see TownSize).
2108 * @param city Should we build a city?
2109 * @param layout The town road layout (@see TownLayout).
2110 * @param random_location Should we use a random location? (randomize \c tile )
2111 * @param townnameparts Town name parts.
2112 * @param text Custom name for the town. If empty, the town name parts will be used.
2113 * @return The cost of this operation or an error.
2115 std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
2117 TownNameParams par(_settings_game.game_creation.town_name);
2119 if (size >= TSZ_END) return { CMD_ERROR, 0, INVALID_TOWN };
2120 if (layout >= NUM_TLS) return { CMD_ERROR, 0, INVALID_TOWN };
2122 /* Some things are allowed only in the scenario editor and for game scripts. */
2123 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
2124 if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, INVALID_TOWN };
2125 if (size == TSZ_LARGE) return { CMD_ERROR, 0, INVALID_TOWN };
2126 if (random_location) return { CMD_ERROR, 0, INVALID_TOWN };
2127 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
2128 return { CMD_ERROR, 0, INVALID_TOWN };
2130 } else if (_current_company == OWNER_DEITY && random_location) {
2131 /* Random parameter is not allowed for Game Scripts. */
2132 return { CMD_ERROR, 0, INVALID_TOWN };
2135 if (text.empty()) {
2136 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2137 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2138 } else {
2139 /* If name is not empty, it has to be unique custom name */
2140 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, INVALID_TOWN };
2141 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2144 /* Allocate town struct */
2145 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, INVALID_TOWN };
2147 if (!random_location) {
2148 CommandCost ret = TownCanBePlacedHere(tile);
2149 if (ret.Failed()) return { ret, 0, INVALID_TOWN };
2152 static const uint8_t price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2153 /* multidimensional arrays have to have defined length of non-first dimension */
2154 static_assert(lengthof(price_mult[0]) == 4);
2156 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2157 uint8_t mult = price_mult[city][size];
2159 cost.MultiplyCost(mult);
2161 /* Create the town */
2162 TownID new_town = INVALID_TOWN;
2163 if (flags & DC_EXEC) {
2164 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2165 return { CommandCost(EXPENSES_OTHER), cost.GetCost(), INVALID_TOWN };
2168 Backup<bool> old_generating_world(_generating_world, true);
2169 UpdateNearestTownForRoadTiles(true);
2170 Town *t;
2171 if (random_location) {
2172 t = CreateRandomTown(20, townnameparts, size, city, layout);
2173 } else {
2174 t = new Town(tile);
2175 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2178 UpdateNearestTownForRoadTiles(false);
2179 old_generating_world.Restore();
2181 if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, INVALID_TOWN };
2183 new_town = t->index;
2185 if (!text.empty()) {
2186 t->name = text;
2187 t->UpdateVirtCoord();
2190 if (_game_mode != GM_EDITOR) {
2191 /* 't' can't be nullptr since 'random' is false outside scenedit */
2192 assert(!random_location);
2194 if (_current_company == OWNER_DEITY) {
2195 SetDParam(0, t->index);
2196 AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2197 } else {
2198 SetDParam(0, _current_company);
2199 std::string company_name = GetString(STR_COMPANY_NAME);
2201 SetDParamStr(0, company_name);
2202 SetDParam(1, t->index);
2204 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile);
2206 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2207 Game::NewEvent(new ScriptEventTownFounded(t->index));
2210 return { cost, 0, new_town };
2214 * Towns must all be placed on the same grid or when they eventually
2215 * interpenetrate their road networks will not mesh nicely; this
2216 * function adjusts a tile so that it aligns properly.
2218 * @param tile The tile to start at.
2219 * @param layout The town layout in effect.
2220 * @return The adjusted tile.
2222 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
2224 switch (layout) {
2225 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2226 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2227 default: return tile;
2232 * Towns must all be placed on the same grid or when they eventually
2233 * interpenetrate their road networks will not mesh nicely; this
2234 * function tells you if a tile is properly aligned.
2236 * @param tile The tile to start at.
2237 * @param layout The town layout in effect.
2238 * @return true if the tile is in the correct location.
2240 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2242 switch (layout) {
2243 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2244 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2245 default: return true;
2250 * Used as the user_data for FindFurthestFromWater
2252 struct SpotData {
2253 TileIndex tile; ///< holds the tile that was found
2254 uint max_dist; ///< holds the distance that tile is from the water
2255 TownLayout layout; ///< tells us what kind of town we're building
2259 * CircularTileSearch callback; finds the tile furthest from any
2260 * water. slightly bit tricky, since it has to do a search of its own
2261 * in order to find the distance to the water from each square in the
2262 * radius.
2264 * Also, this never returns true, because it needs to take into
2265 * account all locations being searched before it knows which is the
2266 * furthest.
2268 * @param tile Start looking from this tile
2269 * @param user_data Storage area for data that must last across calls;
2270 * must be a pointer to struct SpotData
2272 * @return always false
2274 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2276 SpotData *sp = (SpotData*)user_data;
2277 uint dist = GetClosestWaterDistance(tile, true);
2279 if (IsTileType(tile, MP_CLEAR) &&
2280 IsTileFlat(tile) &&
2281 IsTileAlignedToGrid(tile, sp->layout) &&
2282 dist > sp->max_dist) {
2283 sp->tile = tile;
2284 sp->max_dist = dist;
2287 return false;
2291 * CircularTileSearch callback to find the nearest land tile.
2292 * @param tile Start looking from this tile
2294 static bool FindNearestEmptyLand(TileIndex tile, void *)
2296 return IsTileType(tile, MP_CLEAR);
2300 * Given a spot on the map (presumed to be a water tile), find a good
2301 * coastal spot to build a city. We don't want to build too close to
2302 * the edge if we can help it (since that inhibits city growth) hence
2303 * the search within a search within a search. O(n*m^2), where n is
2304 * how far to search for land, and m is how far inland to look for a
2305 * flat spot.
2307 * @param tile Start looking from this spot.
2308 * @param layout the road layout to search for
2309 * @return tile that was found
2311 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
2313 SpotData sp = { INVALID_TILE, 0, layout };
2315 TileIndex coast = tile;
2316 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2317 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2318 return sp.tile;
2321 /* if we get here just give up */
2322 return INVALID_TILE;
2326 * Create a random town somewhere in the world.
2327 * @param attempts How many times should we try?
2328 * @param townnameparts The name of the town.
2329 * @param size The size preset of the town.
2330 * @param city Should we build a city?
2331 * @param layout The road layout to build.
2332 * @return The town object, or nullptr if we failed to create a town anywhere.
2334 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2336 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2338 if (!Town::CanAllocateItem()) return nullptr;
2340 do {
2341 /* Generate a tile index not too close from the edge */
2342 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2344 /* if we tried to place the town on water, slide it over onto
2345 * the nearest likely-looking spot */
2346 if (IsTileType(tile, MP_WATER)) {
2347 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2348 if (tile == INVALID_TILE) continue;
2351 /* Make sure town can be placed here */
2352 if (TownCanBePlacedHere(tile).Failed()) continue;
2354 /* Allocate a town struct */
2355 Town *t = new Town(tile);
2357 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2359 /* if the population is still 0 at the point, then the
2360 * placement is so bad it couldn't grow at all */
2361 if (t->cache.population > 0) return t;
2363 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
2364 [[maybe_unused]] CommandCost rc = Command<CMD_DELETE_TOWN>::Do(DC_EXEC, t->index);
2365 cur_company.Restore();
2366 assert(rc.Succeeded());
2368 /* We already know that we can allocate a single town when
2369 * entering this function. However, we create and delete
2370 * a town which "resets" the allocation checks. As such we
2371 * need to check again when assertions are enabled. */
2372 assert(Town::CanAllocateItem());
2373 } while (--attempts != 0);
2375 return nullptr;
2378 static const uint8_t _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2381 * Generate a number of towns with a given layout.
2382 * This function is used by the Random Towns button in Scenario Editor as well as in world generation.
2383 * @param layout The road layout to build.
2384 * @return true if towns have been successfully created.
2386 bool GenerateTowns(TownLayout layout)
2388 uint current_number = 0;
2389 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2390 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : Map::ScaleBySize(_num_initial_towns[difficulty] + (Random() & 7));
2391 total = std::min<uint>(TownPool::MAX_SIZE, total);
2392 uint32_t townnameparts;
2393 TownNames town_names;
2395 SetGeneratingWorldProgress(GWP_TOWN, total);
2397 /* Pre-populate the town names list with the names of any towns already on the map */
2398 for (const Town *town : Town::Iterate()) {
2399 town_names.insert(town->GetCachedName());
2402 /* Randomised offset for city status. This means with e.g. 1-in-4 towns being cities, a map with 10 towns
2403 * may have 2 or 3 cities, instead of always 3. */
2404 uint city_random_offset = Random() % _settings_game.economy.larger_towns;
2406 /* First attempt will be made at creating the suggested number of towns.
2407 * Note that this is really a suggested value, not a required one.
2408 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2409 do {
2410 bool city = (_settings_game.economy.larger_towns != 0 && ((city_random_offset + current_number) % _settings_game.economy.larger_towns) == 0);
2411 IncreaseGeneratingWorldProgress(GWP_TOWN);
2412 /* Get a unique name for the town. */
2413 if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2414 /* try 20 times to create a random-sized town for the first loop. */
2415 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2416 } while (--total);
2418 town_names.clear();
2420 /* Build the town k-d tree again to make sure it's well balanced */
2421 RebuildTownKdtree();
2423 if (current_number != 0) return true;
2425 /* If current_number is still zero at this point, it means that not a single town has been created.
2426 * So give it a last try, but now more aggressive */
2427 if (GenerateTownName(_random, &townnameparts) &&
2428 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2429 return true;
2432 /* If there are no towns at all and we are generating new game, bail out */
2433 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2434 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2437 return false; // we are still without a town? we failed, simply
2442 * Returns the bit corresponding to the town zone of the specified tile.
2443 * @param t Town on which town zone is to be found.
2444 * @param tile TileIndex where town zone needs to be found.
2445 * @return the bit position of the given zone, as defined in HouseZones.
2447 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2449 uint dist = DistanceSquare(tile, t->xy);
2451 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2453 HouseZonesBits smallest = HZB_TOWN_EDGE;
2454 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2455 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2458 return smallest;
2462 * Clears tile and builds a house or house part.
2463 * @param tile The tile to build upon.
2464 * @param t The town which will own the house.
2465 * @param counter The construction stage counter for the house.
2466 * @param stage The current construction stage of the house.
2467 * @param type The type of house.
2468 * @param random_bits Random bits for newgrf houses to use.
2469 * @pre The house can be built here.
2471 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
2473 [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
2474 assert(cc.Succeeded());
2476 IncreaseBuildingCount(t, type);
2477 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2478 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile, false);
2480 MarkTileDirtyByTile(tile);
2485 * Write house information into the map. For multi-tile houses, all tiles are marked.
2486 * @param town The town related to this house
2487 * @param t The tile to build on. If a multi-tile house, this is the northern-most tile.
2488 * @param counter The counter of the construction stage.
2489 * @param stage The current construction stage.
2490 * @param The type of house.
2491 * @param random_bits Random bits for newgrf houses to use.
2492 * @pre The house can be built here.
2494 static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
2496 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2498 ClearMakeHouseTile(tile, t, counter, stage, type, random_bits);
2499 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits);
2500 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits);
2501 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits);
2503 ForAllStationsAroundTiles(TileArea(tile, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2504 t->stations_near.insert(st);
2505 return true;
2511 * Check if a house can be built here, based on slope, whether there's a bridge above, and if we can clear the land.
2512 * @param tile The tile to check.
2513 * @param noslope Are foundations prohibited for this house?
2514 * @return true iff house can be built here.
2516 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2518 /* cannot build on these slopes... */
2519 Slope slope = GetTileSlope(tile);
2520 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2522 /* at least one RoadTypes allow building the house here? */
2523 if (!RoadTypesAllowHouseHere(tile)) return false;
2525 /* building under a bridge? */
2526 if (IsBridgeAbove(tile)) return false;
2528 /* can we clear the land? */
2529 return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
2534 * Check if a tile where we want to build a multi-tile house has an appropriate max Z.
2535 * @param tile The tile to check.
2536 * @param z The max Z level to allow.
2537 * @param noslope Are foundations disallowed for this house?
2538 * @return true iff house can be built here.
2539 * @see CanBuildHouseHere()
2541 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2543 if (!CanBuildHouseHere(tile, noslope)) return false;
2545 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2546 if (GetTileMaxZ(tile) != z) return false;
2548 return true;
2553 * Checks if a house of size 2x2 can be built at this tile.
2554 * @param tile The tile of the house's northernmost tile.
2555 * @param z The maximum tile z, so all tiles are the same height.
2556 * @param noslope Are foundations disallowed for this house?
2557 * @return true iff house can be built here.
2558 * @see CheckBuildHouseSameZ()
2560 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2562 /* we need to check this tile too because we can be at different tile now */
2563 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2565 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2566 tile += TileOffsByDiagDir(d);
2567 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2570 return true;
2575 * Checks if the current town layout allows building here.
2576 * @param t The town.
2577 * @param tile The tile to check.
2578 * @return true iff town layout allows building here.
2579 * @note see layouts
2581 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2583 /* Allow towns everywhere when we don't build roads */
2584 if (!TownAllowedToBuildRoads()) return true;
2586 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2588 switch (t->layout) {
2589 case TL_2X2_GRID:
2590 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2591 break;
2593 case TL_3X3_GRID:
2594 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2595 break;
2597 default:
2598 break;
2601 return true;
2606 * Checks if the current town layout allows a 2x2 building here.
2607 * @param t The town.
2608 * @param tile The tile to check.
2609 * @return true iff town layout allows a 2x2 building here.
2610 * @note see layouts
2612 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2614 /* Allow towns everywhere when we don't build roads */
2615 if (!TownAllowedToBuildRoads()) return true;
2617 /* Compute relative position of tile. (Positive offsets are towards north) */
2618 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2620 switch (t->layout) {
2621 case TL_2X2_GRID:
2622 grid_pos.x %= 3;
2623 grid_pos.y %= 3;
2624 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2625 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2626 break;
2628 case TL_3X3_GRID:
2629 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2630 break;
2632 default:
2633 break;
2636 return true;
2641 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
2642 * Also, tests both building positions that occupy this tile.
2643 * @param tile The tile where the building should be built.
2644 * @param t The town.
2645 * @param maxz The maximum Z level, since all tiles must have the same height.
2646 * @param noslope Are foundations disallowed for this house?
2647 * @param second The diagdir from the first tile to the second tile.
2649 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2651 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2653 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2654 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2656 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2657 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2658 *tile = tile2;
2659 return true;
2662 return false;
2667 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
2668 * Also, tests all four building positions that occupy this tile.
2669 * @param tile The tile where the building should be built.
2670 * @param t The town.
2671 * @param maxz The maximum Z level, since all tiles must have the same height.
2672 * @param noslope Are foundations disallowed for this house?
2674 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2676 TileIndex tile2 = *tile;
2678 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2679 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2680 *tile = tile2;
2681 return true;
2683 if (d == DIAGDIR_END) break;
2684 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2687 return false;
2691 * Build a house at this tile.
2692 * @param t The town the house will belong to.
2693 * @param tile The tile to try building on.
2694 * @param hs The @a HouseSpec of the house.
2695 * @param house The @a HouseID of the house.
2696 * @param random_bits The random data to be associated with the house.
2698 static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits)
2700 /* build the house */
2701 t->cache.num_houses++;
2703 uint8_t construction_counter = 0;
2704 uint8_t construction_stage = 0;
2706 if (_generating_world || _game_mode == GM_EDITOR) {
2707 uint32_t construction_random = Random();
2709 construction_stage = TOWN_HOUSE_COMPLETED;
2710 if (_generating_world && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2712 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2713 ChangePopulation(t, hs->population);
2714 } else {
2715 construction_counter = GB(construction_random, 2, 2);
2719 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2720 UpdateTownRadius(t);
2721 UpdateTownGrowthRate(t);
2725 * Tries to build a house at this tile.
2726 * @param t The town the house will belong to.
2727 * @param tile The tile to try building on.
2728 * @return false iff no house can be built on this tile.
2730 static bool TryBuildTownHouse(Town *t, TileIndex tile)
2732 /* forbidden building here by town layout */
2733 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2735 /* no house allowed at all, bail out */
2736 if (!CanBuildHouseHere(tile, false)) return false;
2738 Slope slope = GetTileSlope(tile);
2739 int maxz = GetTileMaxZ(tile);
2741 /* Get the town zone type of the current tile, as well as the climate.
2742 * This will allow to easily compare with the specs of the new house to build */
2743 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2745 /* Above snow? */
2746 int land = _settings_game.game_creation.landscape;
2747 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2749 uint bitmask = (1 << rad) + (1 << (land + 12));
2751 /* bits 0-4 are used
2752 * bits 11-15 are used
2753 * bits 5-10 are not used. */
2754 static std::vector<std::pair<HouseID, uint>> probs;
2755 probs.clear();
2757 uint probability_max = 0;
2759 /* Generate a list of all possible houses that can be built. */
2760 for (const auto &hs : HouseSpec::Specs()) {
2761 /* Verify that the candidate house spec matches the current tile status */
2762 if ((~hs.building_availability & bitmask) != 0 || !hs.enabled || hs.grf_prop.override != INVALID_HOUSE_ID) continue;
2764 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2765 if (hs.class_id != HOUSE_NO_CLASS) {
2766 /* id_count is always <= class_count, so it doesn't need to be checked */
2767 if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2768 } else {
2769 /* If the house has no class, check id_count instead */
2770 if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2773 uint cur_prob = hs.probability;
2774 probability_max += cur_prob;
2775 probs.emplace_back(hs.Index(), cur_prob);
2778 TileIndex baseTile = tile;
2780 while (probability_max > 0) {
2781 /* Building a multitile building can change the location of tile.
2782 * The building would still be built partially on that tile, but
2783 * its northern tile would be elsewhere. However, if the callback
2784 * fails we would be basing further work from the changed tile.
2785 * So a next 1x1 tile building could be built on the wrong tile. */
2786 tile = baseTile;
2788 uint r = RandomRange(probability_max);
2789 uint i;
2790 for (i = 0; i < probs.size(); i++) {
2791 if (probs[i].second > r) break;
2792 r -= probs[i].second;
2795 HouseID house = probs[i].first;
2796 probability_max -= probs[i].second;
2798 /* remove tested house from the set */
2799 probs[i] = probs.back();
2800 probs.pop_back();
2802 const HouseSpec *hs = HouseSpec::Get(house);
2804 if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2805 continue;
2808 if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;
2810 /* Special houses that there can be only one of. */
2811 uint oneof = 0;
2813 if (hs->building_flags & BUILDING_IS_CHURCH) {
2814 SetBit(oneof, TOWN_HAS_CHURCH);
2815 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2816 SetBit(oneof, TOWN_HAS_STADIUM);
2819 if (t->flags & oneof) continue;
2821 /* Make sure there is no slope? */
2822 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2823 if (noslope && slope != SLOPE_FLAT) continue;
2825 if (hs->building_flags & TILE_SIZE_2x2) {
2826 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2827 } else if (hs->building_flags & TILE_SIZE_2x1) {
2828 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2829 } else if (hs->building_flags & TILE_SIZE_1x2) {
2830 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2831 } else {
2832 /* 1x1 house checks are already done */
2835 uint8_t random_bits = Random();
2837 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2838 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2839 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2842 /* Special houses that there can be only one of. */
2843 t->flags |= oneof;
2845 BuildTownHouse(t, tile, hs, house, random_bits);
2847 return true;
2850 return false;
2853 CommandCost CmdPlaceHouse(DoCommandFlag flags, TileIndex tile, HouseID house)
2855 if (_game_mode != GM_EDITOR) return CMD_ERROR;
2856 if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2858 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2859 const HouseSpec *hs = HouseSpec::Get(house);
2860 if (!hs->enabled) return CMD_ERROR;
2862 Town *t = ClosestTownFromTile(tile, UINT_MAX);
2864 /* cannot build on these slopes... */
2865 Slope slope = GetTileSlope(tile);
2866 if (IsSteepSlope(slope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2868 /* building under a bridge? */
2869 if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2871 /* can we clear the land? */
2872 CommandCost cost = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile);
2873 if (!cost.Succeeded()) return cost;
2875 int maxz = GetTileMaxZ(tile);
2877 /* Make sure there is no slope? */
2878 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2879 if (noslope && slope != SLOPE_FLAT) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
2881 TileArea ta = tile;
2882 if (hs->building_flags & TILE_SIZE_2x2) ta.Add(TileAddXY(tile, 1, 1));
2883 if (hs->building_flags & TILE_SIZE_2x1) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SW));
2884 if (hs->building_flags & TILE_SIZE_1x2) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SE));
2886 /* Check additonal tiles covered by this house. */
2887 for (const TileIndex &subtile : ta) {
2888 cost = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, subtile);
2889 if (!cost.Succeeded()) return cost;
2891 if (!CheckBuildHouseSameZ(subtile, maxz, noslope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2894 if (flags & DC_EXEC) {
2895 BuildTownHouse(t, tile, hs, house, Random());
2898 return CommandCost();
2902 * Update data structures when a house is removed
2903 * @param tile Tile of the house
2904 * @param t Town owning the house
2905 * @param house House type
2907 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2909 assert(IsTileType(tile, MP_HOUSE));
2910 DecreaseBuildingCount(t, house);
2911 DoClearSquare(tile);
2912 DeleteAnimatedTile(tile);
2914 DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
2918 * Determines if a given HouseID is part of a multitile house.
2919 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2921 * @param house Is changed to the HouseID of the north tile of the same house
2922 * @return TileDiff from the tile of the given HouseID to the north tile
2924 TileIndexDiff GetHouseNorthPart(HouseID &house)
2926 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2927 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2928 house--;
2929 return TileDiffXY(-1, 0);
2930 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2931 house--;
2932 return TileDiffXY(0, -1);
2933 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2934 house -= 2;
2935 return TileDiffXY(-1, 0);
2936 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2937 house -= 3;
2938 return TileDiffXY(-1, -1);
2941 return TileDiffXY(0, 0);
2945 * Clear a town house.
2946 * @param t The town which owns the house.
2947 * @param tile The tile to clear.
2949 void ClearTownHouse(Town *t, TileIndex tile)
2951 assert(IsTileType(tile, MP_HOUSE));
2953 HouseID house = GetHouseType(tile);
2955 /* The northernmost tile of the house is the main house. */
2956 tile += GetHouseNorthPart(house);
2958 const HouseSpec *hs = HouseSpec::Get(house);
2960 /* Remove population from the town if the house is finished. */
2961 if (IsHouseCompleted(tile)) {
2962 ChangePopulation(t, -hs->population);
2965 t->cache.num_houses--;
2967 /* Clear flags for houses that only may exist once/town. */
2968 if (hs->building_flags & BUILDING_IS_CHURCH) {
2969 ClrBit(t->flags, TOWN_HAS_CHURCH);
2970 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2971 ClrBit(t->flags, TOWN_HAS_STADIUM);
2974 /* Do the actual clearing of tiles */
2975 DoClearTownHouseHelper(tile, t, house);
2976 if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2977 if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2978 if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2980 RemoveNearbyStations(t, tile, hs->building_flags);
2982 UpdateTownRadius(t);
2986 * Rename a town (server-only).
2987 * @param flags type of operation
2988 * @param town_id town ID to rename
2989 * @param text the new name or an empty string when resetting to the default
2990 * @return the cost of this operation or an error
2992 CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
2994 Town *t = Town::GetIfValid(town_id);
2995 if (t == nullptr) return CMD_ERROR;
2997 bool reset = text.empty();
2999 if (!reset) {
3000 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
3001 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
3004 if (flags & DC_EXEC) {
3005 t->cached_name.clear();
3006 if (reset) {
3007 t->name.clear();
3008 } else {
3009 t->name = text;
3012 t->UpdateVirtCoord();
3013 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
3014 ClearAllStationCachedNames();
3015 ClearAllIndustryCachedNames();
3016 UpdateAllStationVirtCoords();
3018 return CommandCost();
3022 * Determines the first cargo with a certain town effect
3023 * @param effect Town effect of interest
3024 * @return first active cargo slot with that effect
3026 const CargoSpec *FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
3028 for (const CargoSpec *cs : CargoSpec::Iterate()) {
3029 if (cs->town_acceptance_effect == effect) return cs;
3031 return nullptr;
3035 * Change the cargo goal of a town.
3036 * @param flags Type of operation.
3037 * @param town_id Town ID to cargo game of.
3038 * @param tae TownEffect to change the game of.
3039 * @param goal The new goal value.
3040 * @return Empty cost or an error.
3042 CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
3044 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3046 if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;
3048 Town *t = Town::GetIfValid(town_id);
3049 if (t == nullptr) return CMD_ERROR;
3051 /* Validate if there is a cargo which is the requested TownEffect */
3052 const CargoSpec *cargo = FindFirstCargoWithTownAcceptanceEffect(tae);
3053 if (cargo == nullptr) return CMD_ERROR;
3055 if (flags & DC_EXEC) {
3056 t->goal[tae] = goal;
3057 UpdateTownGrowth(t);
3058 InvalidateWindowData(WC_TOWN_VIEW, town_id);
3061 return CommandCost();
3065 * Set a custom text in the Town window.
3066 * @param flags Type of operation.
3067 * @param town_id Town ID to change the text of.
3068 * @param text The new text (empty to remove the text).
3069 * @return Empty cost or an error.
3071 CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
3073 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3074 Town *t = Town::GetIfValid(town_id);
3075 if (t == nullptr) return CMD_ERROR;
3077 if (flags & DC_EXEC) {
3078 t->text.clear();
3079 if (!text.empty()) t->text = text;
3080 InvalidateWindowData(WC_TOWN_VIEW, town_id);
3083 return CommandCost();
3087 * Change the growth rate of the town.
3088 * @param flags Type of operation.
3089 * @param town_id Town ID to cargo game of.
3090 * @param growth_rate Amount of days between growth, or TOWN_GROWTH_RATE_NONE, or 0 to reset custom growth rate.
3091 * @return Empty cost or an error.
3093 CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16_t growth_rate)
3095 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3097 Town *t = Town::GetIfValid(town_id);
3098 if (t == nullptr) return CMD_ERROR;
3100 if (flags & DC_EXEC) {
3101 if (growth_rate == 0) {
3102 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3103 ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
3104 } else {
3105 uint old_rate = t->growth_rate;
3106 if (t->grow_counter >= old_rate) {
3107 /* This also catches old_rate == 0 */
3108 t->grow_counter = growth_rate;
3109 } else {
3110 /* Scale grow_counter, so half finished houses stay half finished */
3111 t->grow_counter = t->grow_counter * growth_rate / old_rate;
3113 t->growth_rate = growth_rate;
3114 SetBit(t->flags, TOWN_CUSTOM_GROWTH);
3116 UpdateTownGrowth(t);
3117 InvalidateWindowData(WC_TOWN_VIEW, town_id);
3120 return CommandCost();
3124 * Change the rating of a company in a town
3125 * @param flags Type of operation.
3126 * @param town_id Town ID to change, bit 16..23 =
3127 * @param company_id Company ID to change.
3128 * @param rating New rating of company (signed int16_t).
3129 * @return Empty cost or an error.
3131 CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16_t rating)
3133 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3135 Town *t = Town::GetIfValid(town_id);
3136 if (t == nullptr) return CMD_ERROR;
3138 if (!Company::IsValidID(company_id)) return CMD_ERROR;
3140 int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3141 if (flags & DC_EXEC) {
3142 t->ratings[company_id] = new_rating;
3143 InvalidateWindowData(WC_TOWN_AUTHORITY, town_id);
3146 return CommandCost();
3150 * Expand a town (scenario editor only).
3151 * @param flags Type of operation.
3152 * @param TownID Town ID to expand.
3153 * @param grow_amount Amount to grow, or 0 to grow a random size up to the current amount of houses.
3154 * @return Empty cost or an error.
3156 CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32_t grow_amount)
3158 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
3159 Town *t = Town::GetIfValid(town_id);
3160 if (t == nullptr) return CMD_ERROR;
3162 if (flags & DC_EXEC) {
3163 /* The more houses, the faster we grow */
3164 if (grow_amount == 0) {
3165 uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3166 t->cache.num_houses += amount;
3167 UpdateTownRadius(t);
3169 uint n = amount * 10;
3170 do GrowTown(t); while (--n);
3172 t->cache.num_houses -= amount;
3173 } else {
3174 for (; grow_amount > 0; grow_amount--) {
3175 /* Try several times to grow, as we are really suppose to grow */
3176 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
3179 UpdateTownRadius(t);
3181 UpdateTownMaxPass(t);
3184 return CommandCost();
3188 * Delete a town (scenario editor or worldgen only).
3189 * @param flags Type of operation.
3190 * @param town_id Town ID to delete.
3191 * @return Empty cost or an error.
3193 CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
3195 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
3196 Town *t = Town::GetIfValid(town_id);
3197 if (t == nullptr) return CMD_ERROR;
3199 /* Stations refer to towns. */
3200 for (const Station *st : Station::Iterate()) {
3201 if (st->town == t) {
3202 /* Non-oil rig stations are always a problem. */
3203 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3204 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3205 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
3206 if (ret.Failed()) return ret;
3210 /* Waypoints refer to towns. */
3211 for (const Waypoint *wp : Waypoint::Iterate()) {
3212 if (wp->town == t) return CMD_ERROR;
3215 /* Depots refer to towns. */
3216 for (const Depot *d : Depot::Iterate()) {
3217 if (d->town == t) return CMD_ERROR;
3220 /* Check all tiles for town ownership. First check for bridge tiles, as
3221 * these do not directly have an owner so we need to check adjacent
3222 * tiles. This won't work correctly in the same loop if the adjacent
3223 * tile was already deleted earlier in the loop. */
3224 for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3225 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
3226 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3227 if (ret.Failed()) return ret;
3231 /* Check all remaining tiles for town ownership. */
3232 for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3233 bool try_clear = false;
3234 switch (GetTileType(current_tile)) {
3235 case MP_ROAD:
3236 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3237 break;
3239 case MP_HOUSE:
3240 try_clear = GetTownIndex(current_tile) == t->index;
3241 break;
3243 case MP_INDUSTRY:
3244 try_clear = Industry::GetByTile(current_tile)->town == t;
3245 break;
3247 case MP_OBJECT:
3248 if (Town::GetNumItems() == 1) {
3249 /* No towns will be left, remove it! */
3250 try_clear = true;
3251 } else {
3252 Object *o = Object::GetByTile(current_tile);
3253 if (o->town == t) {
3254 if (o->type == OBJECT_STATUE) {
3255 /* Statue... always remove. */
3256 try_clear = true;
3257 } else {
3258 /* Tell to find a new town. */
3259 if (flags & DC_EXEC) o->town = nullptr;
3263 break;
3265 default:
3266 break;
3268 if (try_clear) {
3269 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3270 if (ret.Failed()) return ret;
3274 /* The town destructor will delete the other things related to the town. */
3275 if (flags & DC_EXEC) {
3276 _town_kdtree.Remove(t->index);
3277 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3278 delete t;
3281 return CommandCost();
3285 * Factor in the cost of each town action.
3286 * @see TownActions
3288 const uint8_t _town_action_costs[TACT_COUNT] = {
3289 2, 4, 9, 35, 48, 53, 117, 175
3293 * Perform the "small advertising campaign" town action.
3294 * @param t The town to advertise in.
3295 * @param flags Type of operation.
3296 * @return An empty cost.
3298 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
3300 if (flags & DC_EXEC) {
3301 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3303 return CommandCost();
3307 * Perform the "medium advertising campaign" town action.
3308 * @param t The town to advertise in.
3309 * @param flags Type of operation.
3310 * @return An empty cost.
3312 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
3314 if (flags & DC_EXEC) {
3315 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3317 return CommandCost();
3321 * Perform the "large advertising campaign" town action.
3322 * @param t The town to advertise in.
3323 * @param flags Type of operation.
3324 * @return An empty cost.
3326 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
3328 if (flags & DC_EXEC) {
3329 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3331 return CommandCost();
3335 * Perform the "local road reconstruction" town action.
3336 * @param t The town to grief in.
3337 * @param flags Type of operation.
3338 * @return An empty cost.
3340 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
3342 /* Check if the company is allowed to fund new roads. */
3343 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3345 if (flags & DC_EXEC) {
3346 t->road_build_months = 6;
3348 SetDParam(0, _current_company);
3349 std::string company_name = GetString(STR_COMPANY_NAME);
3351 SetDParam(0, t->index);
3352 SetDParamStr(1, company_name);
3354 AddNewsItem(
3355 TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS,
3356 NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX);
3357 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3358 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3360 return CommandCost();
3364 * Check whether the land can be cleared.
3365 * @param tile Tile to check.
3366 * @return true if the tile can be cleared.
3368 static bool CheckClearTile(TileIndex tile)
3370 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
3371 CommandCost r = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, tile);
3372 cur_company.Restore();
3373 return r.Succeeded();
3376 /** Structure for storing data while searching the best place to build a statue. */
3377 struct StatueBuildSearchData {
3378 TileIndex best_position; ///< Best position found so far.
3379 int tile_count; ///< Number of tiles tried.
3381 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3385 * Search callback function for #TownActionBuildStatue.
3386 * @param tile Tile on which to perform the search.
3387 * @param user_data Reference to the statue search data.
3388 * @return Result of the test.
3390 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3392 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3394 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3395 statue_data->tile_count++;
3397 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3398 if (IsSteepSlope(GetTileSlope(tile))) return false;
3399 /* Don't build statues under bridges. */
3400 if (IsBridgeAbove(tile)) return false;
3402 /* A clear-able open space is always preferred. */
3403 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
3404 statue_data->best_position = tile;
3405 return true;
3408 bool house = IsTileType(tile, MP_HOUSE);
3410 /* Searching inside the inner circle. */
3411 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3412 /* Save first house in inner circle. */
3413 if (house && statue_data->best_position == INVALID_TILE && CheckClearTile(tile)) {
3414 statue_data->best_position = tile;
3417 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3418 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3421 /* Searching outside the circle, just pick the first possible spot. */
3422 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3423 return house && CheckClearTile(tile);
3427 * Perform a 9x9 tiles circular search from the center of the town
3428 * in order to find a free tile to place a statue
3429 * @param t town to search in
3430 * @param flags Used to check if the statue must be built or not.
3431 * @return Empty cost or an error.
3433 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
3435 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3437 TileIndex tile = t->xy;
3438 StatueBuildSearchData statue_data(INVALID_TILE, 0);
3439 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3441 if (flags & DC_EXEC) {
3442 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
3443 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, statue_data.best_position);
3444 cur_company.Restore();
3445 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
3446 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3447 MarkTileDirtyByTile(statue_data.best_position);
3449 return CommandCost();
3453 * Perform the "fund new buildings" town action.
3454 * @param t The town to fund buildings in.
3455 * @param flags Type of operation.
3456 * @return An empty cost.
3458 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3460 /* Check if it's allowed to buy the rights */
3461 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3463 if (flags & DC_EXEC) {
3464 /* And grow for 3 months */
3465 t->fund_buildings_months = 3;
3467 /* Enable growth (also checking GameScript's opinion) */
3468 UpdateTownGrowth(t);
3470 /* Build a new house, but add a small delay to make sure
3471 * that spamming funding doesn't let town grow any faster
3472 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3473 * Also emulate original behaviour when town was only growing in
3474 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3475 * tick-perfect and gives player some time window where they can
3476 * spam funding with the exact same efficiency.
3478 t->grow_counter = std::min<uint16_t>(t->grow_counter, 2 * Ticks::TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % Ticks::TOWN_GROWTH_TICKS);
3480 SetWindowDirty(WC_TOWN_VIEW, t->index);
3482 return CommandCost();
3486 * Perform the "buy exclusive transport rights" town action.
3487 * @param t The town to buy exclusivity in.
3488 * @param flags Type of operation.
3489 * @return An empty cost.
3491 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3493 /* Check if it's allowed to buy the rights */
3494 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3495 if (t->exclusivity != INVALID_COMPANY) return CMD_ERROR;
3497 if (flags & DC_EXEC) {
3498 t->exclusive_counter = 12;
3499 t->exclusivity = _current_company;
3501 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3503 SetWindowClassesDirty(WC_STATION_VIEW);
3505 /* Spawn news message */
3506 CompanyNewsInformation *cni = new CompanyNewsInformation(Company::Get(_current_company));
3507 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3508 SetDParam(1, TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS);
3509 SetDParam(2, t->index);
3510 SetDParamStr(3, cni->company_name);
3511 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3512 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3513 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3515 return CommandCost();
3519 * Perform the "bribe" town action.
3520 * @param t The town to bribe.
3521 * @param flags Type of operation.
3522 * @return An empty cost.
3524 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3526 if (flags & DC_EXEC) {
3527 if (Chance16(1, 14)) {
3528 /* set as unwanted for 6 months */
3529 t->unwanted[_current_company] = 6;
3531 /* set all close by station ratings to 0 */
3532 for (Station *st : Station::Iterate()) {
3533 if (st->town == t && st->owner == _current_company) {
3534 for (GoodsEntry &ge : st->goods) ge.rating = 0;
3538 /* only show error message to the executing player. All errors are handled command.c
3539 * but this is special, because it can only 'fail' on a DC_EXEC */
3540 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3542 /* decrease by a lot!
3543 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3544 * be independent of any cheat settings
3546 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3547 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3548 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3550 } else {
3551 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3552 if (t->exclusivity != _current_company && t->exclusivity != INVALID_COMPANY) {
3553 t->exclusivity = INVALID_COMPANY;
3554 t->exclusive_counter = 0;
3558 return CommandCost();
3561 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3562 static TownActionProc * const _town_action_proc[] = {
3563 TownActionAdvertiseSmall,
3564 TownActionAdvertiseMedium,
3565 TownActionAdvertiseLarge,
3566 TownActionRoadRebuild,
3567 TownActionBuildStatue,
3568 TownActionFundBuildings,
3569 TownActionBuyRights,
3570 TownActionBribe
3574 * Get a list of available town authority actions.
3575 * @param cid The company that is querying the town.
3576 * @param t The town that is queried.
3577 * @return The bitmasked value of enabled actions.
3579 TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
3581 TownActions buttons = TACT_NONE;
3583 /* Spectators and unwanted have no options */
3584 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3586 /* Actions worth more than this are not able to be performed */
3587 Money avail = GetAvailableMoney(cid);
3589 /* Check the action bits for validity and
3590 * if they are valid add them */
3591 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3592 const TownActions cur = (TownActions)(1 << i);
3594 /* Is the company prohibited from bribing ? */
3595 if (cur == TACT_BRIBE) {
3596 /* Company can't bribe if setting is disabled */
3597 if (!_settings_game.economy.bribe) continue;
3598 /* Company can bribe if another company has exclusive transport rights,
3599 * or its standing with the town is less than outstanding. */
3600 if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3601 if (t->exclusivity == _current_company) continue;
3602 if (t->exclusive_counter == 0) continue;
3606 /* Is the company not able to buy exclusive rights ? */
3607 if (cur == TACT_BUY_RIGHTS && (!_settings_game.economy.exclusive_rights || t->exclusive_counter != 0)) continue;
3609 /* Is the company not able to fund buildings ? */
3610 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3612 /* Is the company not able to fund local road reconstruction? */
3613 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3615 /* Is the company not able to build a statue ? */
3616 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3618 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3619 buttons |= cur;
3624 return buttons;
3628 * Do a town action.
3629 * This performs an action such as advertising, building a statue, funding buildings,
3630 * but also bribing the town-council
3631 * @param flags type of operation
3632 * @param town_id town to do the action at
3633 * @param action action to perform, @see _town_action_proc for the list of available actions
3634 * @return the cost of this operation or an error
3636 CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8_t action)
3638 Town *t = Town::GetIfValid(town_id);
3639 if (t == nullptr || action >= lengthof(_town_action_proc)) return CMD_ERROR;
3641 if (!HasBit(GetMaskOfTownActions(_current_company, t), action)) return CMD_ERROR;
3643 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[action] >> 8);
3645 CommandCost ret = _town_action_proc[action](t, flags);
3646 if (ret.Failed()) return ret;
3648 if (flags & DC_EXEC) {
3649 SetWindowDirty(WC_TOWN_AUTHORITY, town_id);
3652 return cost;
3655 template <typename Func>
3656 static void ForAllStationsNearTown(Town *t, Func func)
3658 /* Ideally the search radius should be close to the actual town zone 0 radius.
3659 * The true radius is not stored or calculated anywhere, only the squared radius. */
3660 /* The efficiency of this search might be improved for large towns and many stations on the map,
3661 * by using an integer square root approximation giving a value not less than the true square root. */
3662 uint search_radius = t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] / 2;
3663 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3664 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
3665 func(st);
3671 * Monthly callback to update town and station ratings.
3672 * @param t The town to update.
3674 static void UpdateTownRating(Town *t)
3676 /* Increase company ratings if they're low */
3677 for (const Company *c : Company::Iterate()) {
3678 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3679 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3683 ForAllStationsNearTown(t, [&](const Station *st) {
3684 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3685 if (Company::IsValidID(st->owner)) {
3686 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3687 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3689 } else {
3690 if (Company::IsValidID(st->owner)) {
3691 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3692 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3697 /* clamp all ratings to valid values */
3698 for (uint i = 0; i < MAX_COMPANIES; i++) {
3699 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3702 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3707 * Updates town grow counter after growth rate change.
3708 * Preserves relative house builting progress whenever it can.
3709 * @param t The town to calculate grow counter for
3710 * @param prev_growth_rate Town growth rate before it changed (one that was used with grow counter to be updated)
3712 static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3714 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3715 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3716 t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3717 return;
3719 t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3723 * Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
3724 * @param t The town to calculate stations for
3725 * @returns Amount of active stations
3727 static int CountActiveStations(Town *t)
3729 int n = 0;
3730 ForAllStationsNearTown(t, [&](const Station * st) {
3731 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3732 n++;
3735 return n;
3739 * Calculates town growth rate in normal conditions (custom growth rate not set).
3740 * If town growth speed is set to None(0) returns the same rate as if it was Normal(2).
3741 * @param t The town to calculate growth rate for
3742 * @returns Calculated growth rate
3744 static uint GetNormalGrowthRate(Town *t)
3747 * Note:
3748 * Unserviced+unfunded towns get an additional malus in UpdateTownGrowth(),
3749 * so the "320" is actually not better than the "420".
3751 static const uint16_t _grow_count_values[2][6] = {
3752 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3753 { 320, 420, 300, 220, 160, 100 } // Normal values
3756 int n = CountActiveStations(t);
3757 uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3759 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3761 m >>= growth_multiplier;
3762 if (t->larger_town) m /= 2;
3764 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3768 * Updates town growth rate.
3769 * @param t The town to update growth rate for
3771 static void UpdateTownGrowthRate(Town *t)
3773 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3774 uint old_rate = t->growth_rate;
3775 t->growth_rate = GetNormalGrowthRate(t);
3776 UpdateTownGrowCounter(t, old_rate);
3777 SetWindowDirty(WC_TOWN_VIEW, t->index);
3781 * Updates town growth state (whether it is growing or not).
3782 * @param t The town to update growth for
3784 static void UpdateTownGrowth(Town *t)
3786 UpdateTownGrowthRate(t);
3788 ClrBit(t->flags, TOWN_IS_GROWING);
3789 SetWindowDirty(WC_TOWN_VIEW, t->index);
3791 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3793 if (t->fund_buildings_months == 0) {
3794 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3795 for (int i = TAE_BEGIN; i < TAE_END; i++) {
3796 switch (t->goal[i]) {
3797 case TOWN_GROWTH_WINTER:
3798 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3799 break;
3800 case TOWN_GROWTH_DESERT:
3801 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3802 break;
3803 default:
3804 if (t->goal[i] > t->received[i].old_act) return;
3805 break;
3810 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3811 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3812 SetWindowDirty(WC_TOWN_VIEW, t->index);
3813 return;
3816 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3818 SetBit(t->flags, TOWN_IS_GROWING);
3819 SetWindowDirty(WC_TOWN_VIEW, t->index);
3823 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3824 * @param tile The tile where the station shall be constructed.
3825 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3826 * @return Succeeded or failed command.
3828 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3830 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3831 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3833 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3835 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3836 if (t == nullptr) return CommandCost();
3838 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3840 SetDParam(0, t->index);
3841 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3845 * Return the town closest to the given tile within \a threshold.
3846 * @param tile Starting point of the search.
3847 * @param threshold Biggest allowed distance to the town.
3848 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3850 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3852 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3854 if (Town::GetNumItems() == 0) return nullptr;
3856 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3857 Town *town = Town::Get(tid);
3858 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3859 return nullptr;
3863 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3864 * @param tile Starting point of the search.
3865 * @param threshold Biggest allowed distance to the town.
3866 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3868 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3870 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3872 switch (GetTileType(tile)) {
3873 case MP_ROAD:
3874 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3876 if (!HasTownOwnedRoad(tile)) {
3877 TownID tid = GetTownIndex(tile);
3879 if (tid == INVALID_TOWN) {
3880 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3881 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3882 assert(Town::GetNumItems() == 0);
3883 return nullptr;
3886 assert(Town::IsValidID(tid));
3887 Town *town = Town::Get(tid);
3889 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3891 return town;
3893 [[fallthrough]];
3895 case MP_HOUSE:
3896 return Town::GetByTile(tile);
3898 default:
3899 return CalcClosestTownFromTile(tile, threshold);
3903 static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
3904 static std::map<const Town *, int> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.
3907 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3908 * The function is safe to use in nested calls.
3909 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3911 void SetTownRatingTestMode(bool mode)
3913 static int ref_count = 0; // Number of times test-mode is switched on.
3914 if (mode) {
3915 if (ref_count == 0) {
3916 _town_test_ratings.clear();
3918 ref_count++;
3919 } else {
3920 assert(ref_count > 0);
3921 ref_count--;
3923 _town_rating_test = !(ref_count == 0);
3927 * Get the rating of a town for the #_current_company.
3928 * @param t Town to get the rating from.
3929 * @return Rating of the current company in the given town.
3931 static int GetRating(const Town *t)
3933 if (_town_rating_test) {
3934 auto it = _town_test_ratings.find(t);
3935 if (it != _town_test_ratings.end()) {
3936 return it->second;
3939 return t->ratings[_current_company];
3943 * Changes town rating of the current company
3944 * @param t Town to affect
3945 * @param add Value to add
3946 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3947 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3949 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3951 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3952 if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3953 !Company::IsValidID(_current_company) ||
3954 (_cheats.magic_bulldozer.value && add < 0)) {
3955 return;
3958 int rating = GetRating(t);
3959 if (add < 0) {
3960 if (rating > max) {
3961 rating += add;
3962 if (rating < max) rating = max;
3964 } else {
3965 if (rating < max) {
3966 rating += add;
3967 if (rating > max) rating = max;
3970 if (_town_rating_test) {
3971 _town_test_ratings[t] = rating;
3972 } else {
3973 SetBit(t->have_ratings, _current_company);
3974 t->ratings[_current_company] = rating;
3975 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3980 * Does the town authority allow the (destructive) action of the current company?
3981 * @param flags Checking flags of the command.
3982 * @param t Town that must allow the company action.
3983 * @param type Type of action that is wanted.
3984 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3986 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3988 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3989 if (t == nullptr || !Company::IsValidID(_current_company) ||
3990 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3991 return CommandCost();
3994 /* minimum rating needed to be allowed to remove stuff */
3995 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3996 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3997 { RATING_ROAD_NEEDED_LENIENT, RATING_TUNNEL_BRIDGE_NEEDED_LENIENT}, // Lenient
3998 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3999 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
4000 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
4003 /* check if you're allowed to remove the road/bridge/tunnel
4004 * owned by a town no removal if rating is lower than ... depends now on
4005 * difficulty setting. Minimum town rating selected by difficulty level
4007 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
4009 if (GetRating(t) < needed) {
4010 SetDParam(0, t->index);
4011 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
4014 return CommandCost();
4017 static IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
4019 for (Town *t : Town::Iterate()) {
4020 /* Check for active town actions and decrement their counters. */
4021 if (t->road_build_months != 0) t->road_build_months--;
4022 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
4024 if (t->exclusive_counter != 0) {
4025 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
4028 /* Check for active failed bribe cooloff periods and decrement them. */
4029 for (const Company *c : Company::Iterate()) {
4030 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4033 /* Update cargo statistics. */
4034 for (auto &supplied : t->supplied) supplied.NewMonth();
4035 for (auto &received : t->received) received.NewMonth();
4037 UpdateTownGrowth(t);
4038 UpdateTownRating(t);
4040 SetWindowDirty(WC_TOWN_VIEW, t->index);
4044 static IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
4046 /* Increment house ages */
4047 for (TileIndex t = 0; t < Map::Size(); t++) {
4048 if (!IsTileType(t, MP_HOUSE)) continue;
4049 IncrementHouseAge(t);
4053 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
4055 if (AutoslopeEnabled()) {
4056 HouseID house = GetHouseType(tile);
4057 GetHouseNorthPart(house); // modifies house to the ID of the north tile
4058 const HouseSpec *hs = HouseSpec::Get(house);
4060 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
4061 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
4062 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4063 bool allow_terraform = true;
4065 /* Call the autosloping callback per tile, not for the whole building at once. */
4066 house = GetHouseType(tile);
4067 hs = HouseSpec::Get(house);
4068 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
4069 /* If the callback fails, allow autoslope. */
4070 uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4071 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4074 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
4078 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
4081 /** Tile callback functions for a town */
4082 extern const TileTypeProcs _tile_type_town_procs = {
4083 DrawTile_Town, // draw_tile_proc
4084 GetSlopePixelZ_Town, // get_slope_z_proc
4085 ClearTile_Town, // clear_tile_proc
4086 AddAcceptedCargo_Town, // add_accepted_cargo_proc
4087 GetTileDesc_Town, // get_tile_desc_proc
4088 GetTileTrackStatus_Town, // get_tile_track_status_proc
4089 nullptr, // click_tile_proc
4090 AnimateTile_Town, // animate_tile_proc
4091 TileLoop_Town, // tile_loop_proc
4092 ChangeTileOwner_Town, // change_tile_owner_proc
4093 AddProducedCargo_Town, // add_produced_cargo_proc
4094 nullptr, // vehicle_enter_tile_proc
4095 GetFoundation_Town, // get_foundation_proc
4096 TerraformTile_Town, // terraform_tile_proc
4099 std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4101 return _town_draw_tile_data;