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authorTyler Trahan <tyler@tylertrahan.com>2021-01-08 12:32:44 -0500
committerGitHub <noreply@github.com>2021-01-08 18:32:44 +0100
commit9c0da686da260962c68a6a0ec58fe10cbf4dc421 (patch)
tree1346564a3959b803cc1a039a65138ceb87cb6137 /src/town_cmd.cpp
parentfec5ce093f1f20b71f3b9a2d9008bd95065b0399 (diff)
downloadopenttd-9c0da686da260962c68a6a0ec58fe10cbf4dc421.tar.xz
Add: Towns can build tunnels (#8473)
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp104
1 files changed, 87 insertions, 17 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 6bd78ff0d..3ea1ce436 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1109,44 +1109,44 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
}
/**
- * Checks if a town road can be continued on the other side of a bridge.
+ * Checks if a town road can be continued into the next tile.
+ * Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction.
*
- * @param end_tile The end tile of the bridge
- * @param bridge_dir The direction of the bridge
+ * @param tile The tile where the road would be built
+ * @param road_dir The direction of the road
* @return true if the road can be continued, else false
*/
-static bool CanRoadContinueAfterBridge(const Town* t, const TileIndex end_tile, const DiagDirection bridge_dir)
+static bool CanRoadContinueIntoNextTile(const Town* t, const TileIndex tile, const DiagDirection road_dir)
{
- const int delta = TileOffsByDiagDir(bridge_dir); // +1 tile in the direction of the bridge
- TileIndex next_tile = end_tile + delta; // The tile beyond the bridge
- RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(bridge_dir));
+ const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
+ TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
+ RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
RoadType rt = GetTownRoadType(t);
/* Before we try anything, make sure the tile is on the map and not the void. */
if (!IsValidTile(next_tile)) return false;
- /* If the next tile is a bridge or tunnel, allow if it's a road bridge/tunnel continuing in the same direction. */
+ /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
- return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == bridge_dir;
+ return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
}
/* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
if (IsTileType(next_tile, MP_STATION)) {
/* If the next tile is a road station, allow if it's facing the same direction, otherwise disallow. */
- return IsRoadStop(next_tile) && GetRoadStopDir(next_tile) == ReverseDiagDir(bridge_dir);
+ return IsRoadStop(next_tile) && GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir);
}
- /* If the next tile is a road depot, allow if it's facing the new bridge. */
+ /* If the next tile is a road depot, allow if it's facing the right way. */
if (IsTileType(next_tile, MP_ROAD)) {
- return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(bridge_dir);
+ return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
}
/* If the next tile is a railroad track, check if towns are allowed to build level crossings.
- * If level crossing are not allowed, reject the bridge. Else allow DoCommand to determine if the rail track is buildable. */
+ * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
- /* If a road tile can be built, the bridge is allowed.
- * If not, the bridge is rejected. */
+ /* If a road tile can be built, the construction is allowed. */
return DoCommand(next_tile, rcmd | (rt << 4), t->index, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded();
}
@@ -1208,7 +1208,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
if (bridge_length == 1) return false;
/* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
- if (!CanRoadContinueAfterBridge(t, bridge_tile, bridge_dir)) return false;
+ if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
for (uint8 times = 0; times <= 22; times++) {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
@@ -1226,6 +1226,75 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
}
/**
+ * Grows the town with a tunnel.
+ * First we check if a tunnel is reasonable.
+ * If so we check if we are able to build it.
+ *
+ * @param t The current town
+ * @param tile The current tile
+ * @param tunnel_dir The valid direction in which to grow a tunnel
+ * @return true if a tunnel has been built, else false
+ */
+static bool GrowTownWithTunnel(const Town* t, const TileIndex tile, const DiagDirection tunnel_dir)
+{
+ assert(tunnel_dir < DIAGDIR_END);
+
+ Slope slope = GetTileSlope(tile);
+
+ /* Only consider building a tunnel if the starting tile is sloped properly. */
+ if (slope != InclinedSlope(tunnel_dir)) return false;
+
+ /* Assure that the tunnel is connectable to the start side */
+ if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
+
+ const int delta = TileOffsByDiagDir(tunnel_dir);
+ int max_tunnel_length = 0;
+
+ /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
+ if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
+ /* 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. */
+ TileIndex slope_tile = tile;
+ for (uint8 tiles = 0; tiles < 4; tiles++) {
+ slope = GetTileSlope(slope_tile);
+ if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
+ slope_tile += delta;
+ }
+
+ /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
+ max_tunnel_length = (t->cache.population / 1000) + 7;
+ } else {
+ /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
+ max_tunnel_length = 5;
+ }
+
+ uint8 tunnel_length = 0;
+ TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
+
+ /* Find the end tile of the tunnel for length and continuation checks. */
+ do {
+ if (tunnel_length++ >= max_tunnel_length) return false;
+ tunnel_tile += delta;
+ /* The tunnel ends when start and end tiles are the same height. */
+ } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
+
+ /* Don't allow a tunnel where the start and end tiles are adjacent. */
+ if (tunnel_length == 1) return false;
+
+ /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
+ if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
+
+ /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
+ RoadType rt = GetTownRoadType(t);
+ if (DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL).Succeeded()) {
+ DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL);
+ _grow_town_result = GROWTH_SUCCEED;
+ return true;
+ }
+
+ return false;
+}
+
+/**
* Checks whether at least one surrounding roads allows to build a house here
*
* @param t the tile where the house will be built
@@ -1460,10 +1529,11 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
rcmd = CleanUpRoadBits(tile, rcmd);
if (rcmd == ROAD_NONE) return;
- /* Only use the target direction for bridges to ensure they're connected.
+ /* Only use the target direction for bridges and tunnels to ensure they're connected.
* The target_dir is as computed previously according to town layout, so
* it will match it perfectly. */
if (GrowTownWithBridge(t1, tile, target_dir)) return;
+ if (GrowTownWithTunnel(t1, tile, target_dir)) return;
GrowTownWithRoad(t1, tile, rcmd);
}