Age | Commit message (Collapse) | Author |
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depots, stations and vehicles (Krille)
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addition.
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consisted of unrelated values use static const (u)int
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and DECLARE_ENUM_AS_BIT_SET
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CommandCost.
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if a header require a header make it include that header
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remove some unused variables
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town name before its creation (original patch by Terkhen)
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header file to allow sharing.
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subsidy's destination is in station's catchment area and cargo packets originate from subsidy's source
-Change [FS#1134]: subsidies aren't bound to stations after awarding anymore, they still apply to town or industry, no matter what station is used for loading and unloading. Awarded subsidies from older savegames are lost
-Change [NoAI]: due to these changes, AISubsidy::GetSource and AISubsidy::GetDestination now return STATION_INVALID for awarded subsidies
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UpdateAll[Type]VirtCoords.
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clean construct for invalidating nearest town for road tiles
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Town::GetRandom() and Industry::GetRandom()
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town_type.h to separate files
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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time, binary size and run time (with asserts disabled) should be improved
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variable instead of var->index
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with < .. - 1 (both caused due to wrapper functions)
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that we allow removing towns now, but better not have desync prone code lingering around)
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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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for testing town rating
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define proper additional tiles. (instead of crashing later)
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were incorrect after 0xFF had been reached and could desync clients joining afterwards.
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generated in the generate world window to be customized.
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
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CalcClosestTownFromTile
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appropriate headers.
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town a bit more readable
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road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
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