Age | Commit message (Collapse) | Author |
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_house_specs[]
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town_type.h to separate files
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and change its behaviour accordingly
-Codechange: remove dummy GetAcceptedCargo_*() handlers
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code style.
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vehicles/stations/industries are deleted.
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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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PoolItem::IsValidID() and PoolItem::Get()
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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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array (Yexo)
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for testing town rating
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transport 1 unit to the station.
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to build towns near water by not discarding watery random tiles but by searching for near land (db48x)
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this ID' from 'some' strings and replace the string name with something more sensible.
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are done
-Change: the requirements for location of 'random' town are now a bit less strict
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number of towns, there were too many cities
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sources too
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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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contain a suitable location for a town.
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when querying the cost of a command.
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CalcClosestTownFromTile
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pressing "Expand" in the town window in the scenario editor will no longer build roads.
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would not be, even when they aren't allowed to build roads and the user 'implements' another layout.
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assert(tile < MapSize()).
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appropriate headers.
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too long name funded a road reconstruction
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some cases, or made decisions on the 'original' slope instead the slope after applying the foundation..
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as that is what it does.
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do not move more than one tile along the road.
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TileIndexDiffs. But the test was not needed anyway, as those tiles were already tested in previous iterations.
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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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