diff options
author | Patric Stout <truebrain@openttd.org> | 2021-01-07 08:01:23 +0100 |
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committer | GitHub <noreply@github.com> | 2021-01-07 08:01:23 +0100 |
commit | c7609e767fa87fbd77f7f3f4bdbc748f2b5e5ffb (patch) | |
tree | 7d69c2c97f29188113f18134ce4f746949f70d04 /src | |
parent | 28c13ec90fbdc55d27d31652d31a48198b5d2492 (diff) | |
download | openttd-c7609e767fa87fbd77f7f3f4bdbc748f2b5e5ffb.tar.xz |
Fix #7604: prevent houses to wander too far from town center when rebuilding (#8507)
When a multi-tile house is rebuild, it always used the most northern
tile to build the new house. This can very easily lead to houses
wandering off in the north-ish direction (either NW or NE).
To prevent this, pick the tile closest to town center when rebuilding
on a multi-tile house. This still means a house can be build away
from a road, but it is no longer wandering around finding another
town to call home.
Diffstat (limited to 'src')
-rw-r--r-- | src/town_cmd.cpp | 23 |
1 files changed, 22 insertions, 1 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index d7ab29a66..ea13ff061 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -626,7 +626,28 @@ static void TileLoop_Town(TileIndex tile) ClearTownHouse(t, tile); /* Rebuild with another house? */ - if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile); + if (GB(r, 24, 8) >= 12) { + /* If we are multi-tile houses, make sure to replace the house + * closest to city center. If we do not do this, houses tend to + * wander away from roads and other houses. */ + if (hs->building_flags & BUILDING_HAS_2_TILES) { + /* House tiles are always the most north tile. Move the new + * house to the south if we are north of the city center. */ + TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); + int x = Clamp(grid_pos.x, 0, 1); + int y = Clamp(grid_pos.y, 0, 1); + + if (hs->building_flags & TILE_SIZE_2x2) { + tile = TILE_ADDXY(tile, x, y); + } else if (hs->building_flags & TILE_SIZE_1x2) { + tile = TILE_ADDXY(tile, 0, y); + } else if (hs->building_flags & TILE_SIZE_2x1) { + tile = TILE_ADDXY(tile, x, 0); + } + } + + BuildTownHouse(t, tile); + } } cur_company.Restore(); |