Changeset - r10939:e52eac7b04d8
[Not reviewed]
master
0 2 0
smatz - 16 years ago 2009-01-26 21:09:17
smatz@openttd.org
(svn r15278) -Fix [FS#2332]: test noise limit of nearest town instead of st->town
2 files changed with 63 insertions and 40 deletions:
0 comments (0 inline, 0 general)
src/ai/api/ai_airport.cpp
Show inline comments
 
@@ -115,6 +115,7 @@
 

	
 
/* static */ int AIAirport::GetNoiseLevelIncrease(TileIndex tile, AirportType type)
 
{
 
	extern Town *AirportGetNearestTown(const AirportFTAClass *afc, TileIndex airport_tile);
 
	extern uint8 GetAirportNoiseLevelForTown(const AirportFTAClass *afc, TileIndex town_tile, TileIndex tile);
 

	
 
	if (!::IsValidTile(tile)) return -1;
 
@@ -122,7 +123,7 @@
 

	
 
	if (_settings_game.economy.station_noise_level) {
 
		const AirportFTAClass *afc = ::GetAirport(type);
 
		const Town *t = ::ClosestTownFromTile(tile, UINT_MAX);
 
		const Town *t = AirportGetNearestTown(afc, tile);
 
		return GetAirportNoiseLevelForTown(afc, t->xy, tile);
 
	}
 

	
src/station_cmd.cpp
Show inline comments
 
@@ -1751,6 +1751,32 @@ static const byte * const _airport_secti
 
	_airport_sections_helistation        // Helistation
 
};
 

	
 
/**
 
 * Computes the minimal distance from town's xy to any airport's tile.
 
 * @param afc airport's description
 
 * @param town_tile town's tile (t->xy)
 
 * @param airport_tile st->airport_tile
 
 * @return minimal manhattan distance from town_tile to any airport's tile
 
 */
 
static uint GetMinimalAirportDistanceToTile(const AirportFTAClass *afc, TileIndex town_tile, TileIndex airport_tile)
 
{
 
	uint ttx = TileX(town_tile); // X, Y of town
 
	uint tty = TileY(town_tile);
 

	
 
	uint atx = TileX(airport_tile); // X, Y of northern airport corner
 
	uint aty = TileY(airport_tile);
 

	
 
	uint btx = TileX(airport_tile) + afc->size_x - 1; // X, Y of southern corner
 
	uint bty = TileY(airport_tile) + afc->size_y - 1;
 

	
 
	/* if ttx < atx, dx = atx - ttx
 
	 * if atx <= ttx <= btx, dx = 0
 
	 * else, dx = ttx - btx (similiar for dy) */
 
	uint dx = ttx < atx ? atx - ttx : (ttx <= btx ? 0 : ttx - btx);
 
	uint dy = tty < aty ? aty - tty : (tty <= bty ? 0 : tty - bty);
 

	
 
	return dx + dy;
 
}
 

	
 
/** Get a possible noise reduction factor based on distance from town center.
 
 * The further you get, the less noise you generate.
 
@@ -1762,44 +1788,11 @@ static const byte * const _airport_secti
 
 */
 
uint8 GetAirportNoiseLevelForTown(const AirportFTAClass *afc, TileIndex town_tile, TileIndex tile)
 
{
 
	struct TileIndexDistance {
 
		TileIndex index;
 
		uint distance;
 
	};
 

	
 
	/* 0 cannot be accounted, and 1 is the lowest that can be reduced from town.
 
	 * So no need to go any further*/
 
	if (afc->noise_level < 2) return afc->noise_level;
 

	
 
	uint distance;
 

	
 
	/* Find the airport-to-be's closest corner to the town */
 
	if (afc->size_x == 1 && afc->size_y == 1) {
 
		distance = DistanceManhattan(town_tile, tile);  // ont tile, one corner, it's THE corner
 
	} else {
 
		/* calculate manhattan distance to town of each side of the airport */
 
		TileIndexDistance dist[4]; ///< Array that will contain all 4 corners in TileIndex and distance
 
		uint min_tile = UINT_MAX;  ///< Sentinel value
 
		uint min_indice = 4;
 

	
 
		/* Based on the size of the airport, establish location of each corner*/
 
		dist[0].index = tile; // north tile
 
		dist[1].index = TileAddWrap(tile, afc->size_x - 1, afc->size_y - 1);  // south tile
 
		dist[2].index = TileAddWrap(tile, afc->size_x - 1, 0);  // west tile
 
		dist[3].index = TileAddWrap(tile, 0, afc->size_y - 1); //east tile
 

	
 
		/* now, go and find the smallest one, thus the closest to town */
 
		for (uint i = 0; i < 4; i++) {
 
			dist[i].distance = DistanceManhattan(town_tile, dist[i].index);
 

	
 
			if (dist[i].distance < min_tile) {
 
				min_tile = dist[i].distance;  // here's a new candidate
 
				min_indice = i;
 
			}
 
		}
 

	
 
		distance = dist[min_indice].distance;
 
	}
 
	uint distance = GetMinimalAirportDistanceToTile(afc, town_tile, tile);
 

	
 
	/* The steps for measuring noise reduction are based on the "magical" (and arbitrary) 8 base distance
 
	 * adding the town_council_tolerance 4 times, as a way to graduate, depending of the tolerance.
 
@@ -1816,6 +1809,31 @@ uint8 GetAirportNoiseLevelForTown(const 
 
	return noise_reduction >= afc->noise_level ? 1 : afc->noise_level - noise_reduction;
 
}
 

	
 
/**
 
 * Finds the town nearest to given airport. Based on minimal manhattan distance to any airport's tile.
 
 * If two towns have the same distance, town with lower index is returned.
 
 * @param afc airport's description
 
 * @param airport_tile st->airport_tile
 
 * @return nearest town to airport
 
 */
 
Town *AirportGetNearestTown(const AirportFTAClass *afc, TileIndex airport_tile)
 
{
 
	Town *t, *nearest = NULL;
 
	uint add = afc->size_x + afc->size_y - 2; // GetMinimalAirportDistanceToTile can differ from DistanceManhattan by this much
 
	uint mindist = UINT_MAX - add; // prevent overflow
 
	FOR_ALL_TOWNS(t) {
 
		if (DistanceManhattan(t->xy, airport_tile) < mindist + add) { // avoid calling GetMinimalAirportDistanceToTile too often
 
			uint dist = GetMinimalAirportDistanceToTile(afc, t->xy, airport_tile);
 
			if (dist < mindist) {
 
				nearest = t;
 
				mindist = dist;
 
			}
 
		}
 
	}
 

	
 
	return nearest;
 
}
 

	
 

	
 
/** Recalculate the noise generated by the airports of each town */
 
void UpdateAirportsNoise()
 
@@ -1827,7 +1845,9 @@ void UpdateAirportsNoise()
 

	
 
	FOR_ALL_STATIONS(st) {
 
		if (st->airport_tile != INVALID_TILE) {
 
			st->town->noise_reached += GetAirportNoiseLevelForTown(GetAirport(st->airport_type), st->town->xy, st->airport_tile);
 
			const AirportFTAClass *afc = GetAirport(st->airport_type);
 
			Town *nearest = AirportGetNearestTown(afc, st->airport_tile);
 
			nearest->noise_reached += GetAirportNoiseLevelForTown(afc, nearest->xy, st->airport_tile);
 
		}
 
	}
 
}
 
@@ -1871,14 +1891,15 @@ CommandCost CmdBuildAirport(TileIndex ti
 
	if (CmdFailed(cost)) return cost;
 

	
 
	/* Go get the final noise level, that is base noise minus factor from distance to town center */
 
	uint newnoise_level = GetAirportNoiseLevelForTown(afc, t->xy, tile);
 
	Town *nearest = AirportGetNearestTown(afc, tile);
 
	uint newnoise_level = GetAirportNoiseLevelForTown(afc, nearest->xy, tile);
 

	
 
	/* Check if local auth would allow a new airport */
 
	bool authority_refused;
 

	
 
	if (_settings_game.economy.station_noise_level) {
 
		/* do not allow to build a new airport if this raise the town noise over the maximum allowed by town */
 
		authority_refused = (t->noise_reached + newnoise_level) > t->MaxTownNoise();
 
		authority_refused = (nearest->noise_reached + newnoise_level) > nearest->MaxTownNoise();
 
	} else {
 
		uint num = 0;
 
		const Station *st;
 
@@ -1939,7 +1960,7 @@ CommandCost CmdBuildAirport(TileIndex ti
 

	
 
	if (flags & DC_EXEC) {
 
		/* Always add the noise, so there will be no need to recalculate when option toggles */
 
		st->town->noise_reached += newnoise_level;
 
		nearest->noise_reached += newnoise_level;
 

	
 
		st->airport_tile = tile;
 
		st->AddFacility(FACIL_AIRPORT, tile);
 
@@ -2020,7 +2041,8 @@ static CommandCost RemoveAirport(Station
 
		/* Go get the final noise level, that is base noise minus factor from distance to town center.
 
		 * And as for construction, always remove it, even if the patch is not set, in order to avoid the
 
		 * need of recalculation */
 
		st->town->noise_reached -= GetAirportNoiseLevelForTown(afc, st->town->xy, tile);
 
		Town *nearest = AirportGetNearestTown(afc, tile);
 
		nearest->noise_reached -= GetAirportNoiseLevelForTown(afc, nearest->xy, tile);
 

	
 
		st->rect.AfterRemoveRect(st, tile, w, h);
 

	
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