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-rw-r--r--src/town_cmd.cpp69
1 files changed, 32 insertions, 37 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 4aad76f44..e56cfd417 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -38,6 +38,7 @@
#include "subsidy_func.h"
#include "core/pool_func.hpp"
#include "town.h"
+#include "town_kdtree.h"
#include "townname_func.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
@@ -59,6 +60,20 @@ CargoTypes _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses
TownPool _town_pool("Town");
INSTANTIATE_POOL_METHODS(Town)
+
+TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
+
+void RebuildTownKdtree()
+{
+ std::vector<TownID> townids;
+ Town *town;
+ FOR_ALL_TOWNS(town) {
+ townids.push_back(town->index);
+ }
+ _town_kdtree.Build(townids.begin(), townids.end());
+}
+
+
/**
* Check if a town 'owns' a bridge.
* Bridges to not directly have an owner, so we check the tiles adjacent to the bridge ends.
@@ -366,30 +381,9 @@ static void AnimateTile_Town(TileIndex tile)
*/
static bool IsCloseToTown(TileIndex tile, uint dist)
{
- /* On a large map with many towns, it may be faster to check the surroundings of the tile.
- * An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */
- if (Town::GetNumItems() > (size_t) (dist * dist * 2)) {
- const int tx = TileX(tile);
- const int ty = TileY(tile);
- TileArea tile_area = TileArea(
- TileXY(max(0, tx - (int) dist), max(0, ty - (int) dist)),
- TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist))
- );
- TILE_AREA_LOOP(atile, tile_area) {
- if (GetTileType(atile) == MP_HOUSE) {
- Town *t = Town::GetByTile(atile);
- if (DistanceManhattan(tile, t->xy) < dist) return true;
- }
- }
- return false;
- }
-
- const Town *t;
-
- FOR_ALL_TOWNS(t) {
- if (DistanceManhattan(tile, t->xy) < dist) return true;
- }
- return false;
+ if (_town_kdtree.Count() == 0) return false;
+ Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
+ return DistanceManhattan(tile, t->xy) < dist;
}
/**
@@ -1682,6 +1676,8 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
t->grow_counter = t->index % TOWN_GROWTH_TICKS;
t->growth_rate = TownTicksToGameTicks(250);
+ _town_kdtree.Insert(t->index);
+
/* Set the default cargo requirement for town growth */
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
@@ -2092,6 +2088,9 @@ bool GenerateTowns(TownLayout layout)
town_names.clear();
+ /* Build the town k-d tree again to make sure it's well balanced */
+ RebuildTownKdtree();
+
if (current_number != 0) return true;
/* If current_number is still zero at this point, it means that not a single town has been created.
@@ -2867,7 +2866,10 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
}
/* The town destructor will delete the other things related to the town. */
- if (flags & DC_EXEC) delete t;
+ if (flags & DC_EXEC) {
+ _town_kdtree.Remove(t->index);
+ delete t;
+ }
return CommandCost();
}
@@ -3392,19 +3394,12 @@ CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags
*/
Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
{
- Town *t;
- uint best = threshold;
- Town *best_town = NULL;
-
- FOR_ALL_TOWNS(t) {
- uint dist = DistanceManhattan(tile, t->xy);
- if (dist < best) {
- best = dist;
- best_town = t;
- }
- }
+ if (Town::GetNumItems() == 0) return NULL;
- return best_town;
+ TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
+ Town *town = Town::Get(tid);
+ if (DistanceManhattan(tile, town->xy) < threshold) return town;
+ return NULL;
}
/**