Changeset - r28004:73a9fc784247
[Not reviewed]
master
0 3 0
Tyler Trahan - 14 months ago 2023-10-19 21:01:45
tyler@tylertrahan.com
Change: Always allow expanding towns in Scenario Editor to build new roads (#11377)
3 files changed with 16 insertions and 16 deletions:
0 comments (0 inline, 0 general)
src/lang/english.txt
Show inline comments
 
@@ -4866,7 +4866,6 @@ STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB  
 
STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN                             :{WHITE}... too close to another town
 
STR_ERROR_TOO_MANY_TOWNS                                        :{WHITE}... too many towns
 
STR_ERROR_NO_SPACE_FOR_TOWN                                     :{WHITE}... there is no more space on the map
 
STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS                             :{WHITE}The town will not build roads. You can enable building of roads via Settings->Environment->Towns
 
STR_ERROR_ROAD_WORKS_IN_PROGRESS                                :{WHITE}Road works in progress
 
STR_ERROR_TOWN_CAN_T_DELETE                                     :{WHITE}Can't delete this town...{}A station or depot is referring to the town or a town owned tile can't be removed
 
STR_ERROR_STATUE_NO_SUITABLE_PLACE                              :{WHITE}... there is no suitable place for a statue in the centre of this town
src/town_cmd.cpp
Show inline comments
 
@@ -1375,6 +1375,15 @@ static bool TownCanGrowRoad(TileIndex ti
 
}
 

	
 
/**
 
 * Check if the town is allowed to build roads.
 
 * @return true If the town is allowed to build roads.
 
 */
 
static inline bool TownAllowedToBuildRoads()
 
{
 
	return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
 
}
 

	
 
/**
 
 * Grows the given town.
 
 * There are at the moment 3 possible way's for
 
 * the town expansion:
 
@@ -1403,7 +1412,7 @@ static void GrowTownInTile(TileIndex *ti
 
		 * to say that this is the last iteration. */
 
		_grow_town_result = GROWTH_SEARCH_STOPPED;
 

	
 
		if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
 
		if (!TownAllowedToBuildRoads()) return;
 
		if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
 

	
 
		/* Remove hills etc */
 
@@ -1457,7 +1466,7 @@ static void GrowTownInTile(TileIndex *ti
 
		 * the fitting RoadBits */
 
		_grow_town_result = GROWTH_SEARCH_STOPPED;
 

	
 
		if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
 
		if (!TownAllowedToBuildRoads()) return;
 

	
 
		switch (t1->layout) {
 
			default: NOT_REACHED();
 
@@ -1528,7 +1537,7 @@ static void GrowTownInTile(TileIndex *ti
 

	
 
		if (!IsValidTile(house_tile)) return;
 

	
 
		if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
 
		if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
 
			switch (t1->layout) {
 
				default: NOT_REACHED();
 

	
 
@@ -1606,7 +1615,7 @@ static bool CanFollowRoad(TileIndex tile
 
	if (HasTileWaterGround(target_tile)) return false;
 

	
 
	RoadBits target_rb = GetTownRoadBits(target_tile);
 
	if (_settings_game.economy.allow_town_roads || _generating_world) {
 
	if (TownAllowedToBuildRoads()) {
 
		/* Check whether a road connection exists or can be build. */
 
		switch (GetTileType(target_tile)) {
 
			case MP_ROAD:
 
@@ -1773,7 +1782,7 @@ static bool GrowTown(Town *t)
 

	
 
	/* No road available, try to build a random road block by
 
	 * clearing some land and then building a road there. */
 
	if (_settings_game.economy.allow_town_roads || _generating_world) {
 
	if (TownAllowedToBuildRoads()) {
 
		tile = t->xy;
 
		for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
 
			/* Only work with plain land that not already has a house */
 
@@ -2437,7 +2446,7 @@ static bool CheckFree2x2Area(TileIndex t
 
static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
 
{
 
	/* Allow towns everywhere when we don't build roads */
 
	if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
 
	if (!TownAllowedToBuildRoads()) return true;
 

	
 
	TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
 

	
 
@@ -2468,7 +2477,7 @@ static inline bool TownLayoutAllowsHouse
 
static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
 
{
 
	/* Allow towns everywhere when we don't build roads */
 
	if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
 
	if (!TownAllowedToBuildRoads()) return true;
 

	
 
	/* Compute relative position of tile. (Positive offsets are towards north) */
 
	TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
src/town_gui.cpp
Show inline comments
 
@@ -500,14 +500,6 @@ public:
 
				break;
 

	
 
			case WID_TV_EXPAND: { // expand town - only available on Scenario editor
 
				/* Warn the user if towns are not allowed to build roads, but do this only once per OpenTTD run. */
 
				static bool _warn_town_no_roads = false;
 

	
 
				if (!_settings_game.economy.allow_town_roads && !_warn_town_no_roads) {
 
					ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, WL_WARNING);
 
					_warn_town_no_roads = true;
 
				}
 

	
 
				Command<CMD_EXPAND_TOWN>::Post(STR_ERROR_CAN_T_EXPAND_TOWN, this->window_number, 0);
 
				break;
 
			}
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