diff --git a/src/station_cmd.cpp b/src/station_cmd.cpp --- a/src/station_cmd.cpp +++ b/src/station_cmd.cpp @@ -36,6 +36,7 @@ #include "animated_tile_func.h" #include "elrail_func.h" #include "station_base.h" +#include "station_func.h" #include "station_kdtree.h" #include "roadstop_base.h" #include "newgrf_railtype.h" @@ -3966,69 +3967,27 @@ static void AddNearbyStationsByCatchment } /** - * Find all stations around a rectangular producer (industry, house, headquarter, ...) - * - * @param location The location/area of the producer - * @param[out] stations The list to store the stations in - * @param use_nearby Use nearby station list of industry/town associated with location.tile - */ -void FindStationsAroundTiles(const TileArea &location, StationList * const stations, bool use_nearby) -{ - if (use_nearby) { - /* Industries and towns maintain a list of nearby stations */ - if (IsTileType(location.tile, MP_INDUSTRY)) { - /* Industry nearby stations are already filtered by catchment. */ - *stations = Industry::GetByTile(location.tile)->stations_near; - return; - } else if (IsTileType(location.tile, MP_HOUSE)) { - /* Town nearby stations need to be filtered per tile. */ - assert(location.w == 1 && location.h == 1); - AddNearbyStationsByCatchment(location.tile, stations, Town::GetByTile(location.tile)->stations_near); - return; - } - } - - /* Not using, or don't have a nearby stations list, so we need to scan. */ - std::set seen_stations; - - /* Scan an area around the building covering the maximum possible station - * to find the possible nearby stations. */ - uint max_c = _settings_game.station.modified_catchment ? MAX_CATCHMENT : CA_UNMODIFIED; - TileArea ta = TileArea(location).Expand(max_c); - TILE_AREA_LOOP(tile, ta) { - if (IsTileType(tile, MP_STATION)) seen_stations.insert(GetStationIndex(tile)); - } - - for (StationID stationid : seen_stations) { - Station *st = Station::GetIfValid(stationid); - if (st == nullptr) continue; /* Waypoint */ - - /* Check if station is attached to an industry */ - if (!_settings_game.station.serve_neutral_industries && st->industry != nullptr) continue; - - /* Test if the tile is within the station's catchment */ - TILE_AREA_LOOP(tile, location) { - if (st->TileIsInCatchment(tile)) { - stations->insert(st); - break; - } - } - } -} - -/** * Run a tile loop to find stations around a tile, on demand. Cache the result for further requests * @return pointer to a StationList containing all stations found */ const StationList *StationFinder::GetStations() { if (this->tile != INVALID_TILE) { - FindStationsAroundTiles(*this, &this->stations); + if (IsTileType(this->tile, MP_HOUSE)) { + /* Town nearby stations need to be filtered per tile. */ + assert(this->w == 1 && this->h == 1); + AddNearbyStationsByCatchment(this->tile, &this->stations, Town::GetByTile(this->tile)->stations_near); + } else { + ForAllStationsAroundTiles(*this, [this](Station *st) { + this->stations.insert(st); + }); + } this->tile = INVALID_TILE; } return &this->stations; } + static bool CanMoveGoodsToStation(const Station *st, CargoID type) { /* Is the station reserved exclusively for somebody else? */