@@ -77,7 +77,11 @@ public:
bool IsInitialized() const { return this->initialized; }
void Invalidate() { this->initialized = false; }
void Invalidate()
{
if (!IsInitialized()) Debug(map, 3, "Invalidated water region ({},{})", GetWaterRegionX(this->tile_area.tile), GetWaterRegionY(this->tile_area.tile));
this->initialized = false;
}
/**
* Returns a set of bits indicating whether an edge tile on a particular side is traversable or not. These
@@ -120,16 +124,7 @@ public:
this->has_cross_region_aqueducts = false;
this->tile_patch_labels.fill(INVALID_WATER_REGION_PATCH);
for (const TileIndex tile : this->tile_area) {
if (IsAqueductTile(tile)) {
const TileIndex other_aqueduct_end = GetOtherBridgeEnd(tile);
if (!tile_area.Contains(other_aqueduct_end)) {
this->has_cross_region_aqueducts = true;
break;
this->edge_traversability_bits.fill(0);
TWaterRegionPatchLabel current_label = 1;
TWaterRegionPatchLabel highest_assigned_label = 0;
@@ -158,7 +153,18 @@ public:
for (const Trackdir dir : SetTrackdirBitIterator(valid_dirs)) {
/* By using a TrackFollower we "play by the same rules" as the actual ship pathfinder */
CFollowTrackWater ft;
if (ft.Follow(tile, dir) && this->tile_area.Contains(ft.m_new_tile)) tiles_to_check.push_back(ft.m_new_tile);
if (ft.Follow(tile, dir)) {
if (this->tile_area.Contains(ft.m_new_tile)) {
tiles_to_check.push_back(ft.m_new_tile);
} else if (!ft.m_is_bridge) {
assert(DistanceManhattan(ft.m_new_tile, tile) == 1);
const auto side = DiagdirBetweenTiles(tile, ft.m_new_tile);
const int local_x_or_y = DiagDirToAxis(side) == AXIS_X ? TileY(tile) - TileY(this->tile_area.tile) : TileX(tile) - TileX(this->tile_area.tile);
SetBit(this->edge_traversability_bits[side], local_x_or_y);
} else {
@@ -167,18 +173,6 @@ public:
this->number_of_patches = highest_assigned_label;
this->initialized = true;
/* Calculate the traversability (whether the tile can be entered / exited) for all edges. Note that
* we always follow the same X and Y scanning direction, this is important for comparisons later on! */
const int top_x = TileX(tile_area.tile);
const int top_y = TileY(tile_area.tile);
for (int i = 0; i < WATER_REGION_EDGE_LENGTH; ++i) {
if (GetWaterTracks(TileXY(top_x + i, top_y)) & TRACK_BIT_3WAY_NW) SetBit(this->edge_traversability_bits[DIAGDIR_NW], i); // NW edge
if (GetWaterTracks(TileXY(top_x + i, top_y + WATER_REGION_EDGE_LENGTH - 1)) & TRACK_BIT_3WAY_SE) SetBit(this->edge_traversability_bits[DIAGDIR_SE], i); // SE edge
if (GetWaterTracks(TileXY(top_x, top_y + i)) & TRACK_BIT_3WAY_NE) SetBit(this->edge_traversability_bits[DIAGDIR_NE], i); // NE edge
if (GetWaterTracks(TileXY(top_x + WATER_REGION_EDGE_LENGTH - 1, top_y + i)) & TRACK_BIT_3WAY_SW) SetBit(this->edge_traversability_bits[DIAGDIR_SW], i); // SW edge
@@ -278,10 +272,17 @@ WaterRegionPatchDesc GetWaterRegionPatch
*/
void InvalidateWaterRegion(TileIndex tile)
const int index = GetWaterRegionIndex(tile);
_water_regions[index].Invalidate();
if (!IsValidTile(tile)) return;
const int water_region_index = GetWaterRegionIndex(tile);
_water_regions[water_region_index].Invalidate();
Debug(map, 3, "Invalidated water region ({},{})", GetWaterRegionX(tile), GetWaterRegionY(tile));
/* When updating the water region we look into the first tile of adjacent water regions to determine edge
* traversability. This means that if we invalidate any region edge tiles we might also change the traversability
* of the adjacent region. This code ensures the adjacent regions also get invalidated in such a case. */
for (DiagDirection side = DIAGDIR_BEGIN; side < DIAGDIR_END; side++) {
const int adjacent_region_index = GetWaterRegionIndex(TileAddByDiagDir(tile, side));
if (adjacent_region_index != water_region_index) _water_regions[adjacent_region_index].Invalidate();
Status change: