Files @ r28829:39f59d27ad2a
Branch filter:

Location: cpp/openttd-patchpack/source/src/town_cmd.cpp

translators
Update: Translations from eints
chinese (simplified): 19 changes by WenSimEHRP
ukrainian: 9 changes by StepanIvasyn
portuguese (brazilian): 43 changes by pasantoro
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file town_cmd.cpp Handling of town tiles. */

#include "stdafx.h"
#include "road.h"
#include "road_internal.h" /* Cleaning up road bits */
#include "road_cmd.h"
#include "landscape.h"
#include "viewport_func.h"
#include "viewport_kdtree.h"
#include "command_func.h"
#include "company_func.h"
#include "industry.h"
#include "station_base.h"
#include "waypoint_base.h"
#include "station_kdtree.h"
#include "company_base.h"
#include "news_func.h"
#include "error.h"
#include "object.h"
#include "genworld.h"
#include "newgrf_debug.h"
#include "newgrf_house.h"
#include "newgrf_text.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "window_func.h"
#include "string_func.h"
#include "newgrf_cargo.h"
#include "cheat_type.h"
#include "animated_tile_func.h"
#include "subsidy_func.h"
#include "core/pool_func.hpp"
#include "town.h"
#include "town_kdtree.h"
#include "townname_func.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "depot_base.h"
#include "object_map.h"
#include "object_base.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "town_cmd.h"
#include "landscape_cmd.h"
#include "road_cmd.h"
#include "terraform_cmd.h"
#include "tunnelbridge_cmd.h"
#include "timer/timer.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
#include "timer/timer_game_tick.h"

#include "table/strings.h"
#include "table/town_land.h"

#include "safeguards.h"

/* Initialize the town-pool */
TownPool _town_pool("Town");
INSTANTIATE_POOL_METHODS(Town)


TownKdtree _town_kdtree(&Kdtree_TownXYFunc);

void RebuildTownKdtree()
{
	std::vector<TownID> townids;
	for (const Town *town : Town::Iterate()) {
		townids.push_back(town->index);
	}
	_town_kdtree.Build(townids.begin(), townids.end());
}


/**
 * Check if a town 'owns' a bridge.
 * Bridges do not directly have an owner, so we check the tiles adjacent to the bridge ends.
 * If either adjacent tile belongs to the town then it will be assumed that the town built
 * the bridge.
 * @param tile The bridge tile to test
 * @param t The town we are interested in
 * @return true If town 'owns' a bridge.
 */
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
{
	if (!IsTileOwner(tile, OWNER_TOWN)) return false;

	TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
	bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;

	if (!town_owned) {
		/* Or other adjacent road */
		adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
		town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
	}

	return town_owned;
}

Town::~Town()
{
	if (CleaningPool()) return;

	/* Delete town authority window
	 * and remove from list of sorted towns */
	CloseWindowById(WC_TOWN_VIEW, this->index);

#ifdef WITH_ASSERT
	/* Check no industry is related to us. */
	for (const Industry *i : Industry::Iterate()) {
		assert(i->town != this);
	}

	/* ... and no object is related to us. */
	for (const Object *o : Object::Iterate()) {
		assert(o->town != this);
	}
#endif /* WITH_ASSERT */

	/* Check no tile is related to us. */
	for (TileIndex tile = 0; tile < Map::Size(); ++tile) {
		switch (GetTileType(tile)) {
			case MP_HOUSE:
				assert(GetTownIndex(tile) != this->index);
				break;

			case MP_ROAD:
				assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
				break;

			case MP_TUNNELBRIDGE:
				assert(!TestTownOwnsBridge(tile, this));
				break;

			default:
				break;
		}
	}

	/* Clear the persistent storage list. */
	this->psa_list.clear();

	DeleteSubsidyWith(SourceType::Town, this->index);
	DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
	CargoPacket::InvalidateAllFrom(SourceType::Town, this->index);
	MarkWholeScreenDirty();
}


/**
 * Invalidating of the "nearest town cache" has to be done
 * after removing item from the pool.
 */
void Town::PostDestructor(size_t)
{
	InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
	UpdateNearestTownForRoadTiles(false);

	/* Give objects a new home! */
	for (Object *o : Object::Iterate()) {
		if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
	}
}

/**
 * Assign the town layout.
 * @param layout The desired layout. If TL_RANDOM, we pick one based on TileHash.
 */
void Town::InitializeLayout(TownLayout layout)
{
	if (layout != TL_RANDOM) {
		this->layout = layout;
		return;
	}

	this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
}

/**
 * Return a random valid town.
 * @return A random town, or nullptr if there are no towns.
 */
/* static */ Town *Town::GetRandom()
{
	if (Town::GetNumItems() == 0) return nullptr;
	int num = RandomRange((uint16_t)Town::GetNumItems());
	size_t index = MAX_UVALUE(size_t);

	while (num >= 0) {
		num--;
		index++;

		/* Make sure we have a valid town */
		while (!Town::IsValidID(index)) {
			index++;
			assert(index < Town::GetPoolSize());
		}
	}

	return Town::Get(index);
}

void Town::FillCachedName() const
{
	this->cached_name = GetTownName(this);
}

/**
 * Get the cost for removing this house.
 * @return The cost adjusted for inflation, etc.
 */
Money HouseSpec::GetRemovalCost() const
{
	return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
}

/* Local */
static int _grow_town_result;

/* The possible states of town growth. */
enum TownGrowthResult {
	GROWTH_SUCCEED         = -1,
	GROWTH_SEARCH_STOPPED  =  0
//	GROWTH_SEARCH_RUNNING >=  1
};

static bool BuildTownHouse(Town *t, TileIndex tile);
static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);

static void TownDrawHouseLift(const TileInfo *ti)
{
	AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
}

typedef void TownDrawTileProc(const TileInfo *ti);
static TownDrawTileProc * const _town_draw_tile_procs[1] = {
	TownDrawHouseLift
};

/**
 * Return a random direction
 *
 * @return a random direction
 */
static inline DiagDirection RandomDiagDir()
{
	return (DiagDirection)(RandomRange(DIAGDIR_END));
}

/**
 * Draw a house and its tile. This is a tile callback routine.
 * @param ti TileInfo of the tile to draw
 */
static void DrawTile_Town(TileInfo *ti)
{
	HouseID house_id = GetHouseType(ti->tile);

	if (house_id >= NEW_HOUSE_OFFSET) {
		/* Houses don't necessarily need new graphics. If they don't have a
		 * spritegroup associated with them, then the sprite for the substitute
		 * house id is drawn instead. */
		if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
			DrawNewHouseTile(ti, house_id);
			return;
		} else {
			house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
		}
	}

	/* Retrieve pointer to the draw town tile struct */
	const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];

	if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);

	DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);

	/* If houses are invisible, do not draw the upper part */
	if (IsInvisibilitySet(TO_HOUSES)) return;

	/* Add a house on top of the ground? */
	SpriteID image = dcts->building.sprite;
	if (image != 0) {
		AddSortableSpriteToDraw(image, dcts->building.pal,
			ti->x + dcts->subtile_x,
			ti->y + dcts->subtile_y,
			dcts->width,
			dcts->height,
			dcts->dz,
			ti->z,
			IsTransparencySet(TO_HOUSES)
		);

		if (IsTransparencySet(TO_HOUSES)) return;
	}

	{
		int proc = dcts->draw_proc - 1;

		if (proc >= 0) _town_draw_tile_procs[proc](ti);
	}
}

static int GetSlopePixelZ_Town(TileIndex tile, uint, uint, bool)
{
	return GetTileMaxPixelZ(tile);
}

/**
 * Get the foundation for a house. This is a tile callback routine.
 * @param tile The tile to find a foundation for.
 * @param tileh The slope of the tile.
 */
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
{
	HouseID hid = GetHouseType(tile);

	/* For NewGRF house tiles we might not be drawing a foundation. We need to
	 * account for this, as other structures should
	 * draw the wall of the foundation in this case.
	 */
	if (hid >= NEW_HOUSE_OFFSET) {
		const HouseSpec *hs = HouseSpec::Get(hid);
		if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
			uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
			if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
		}
	}
	return FlatteningFoundation(tileh);
}

/**
 * Animate a tile for a town.
 * Only certain houses can be animated.
 * The newhouses animation supersedes regular ones.
 * @param tile TileIndex of the house to animate.
 */
static void AnimateTile_Town(TileIndex tile)
{
	if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
		AnimateNewHouseTile(tile);
		return;
	}

	if (TimerGameTick::counter & 3) return;

	/* If the house is not one with a lift anymore, then stop this animating.
	 * Not exactly sure when this happens, but probably when a house changes.
	 * Before this was just a return...so it'd leak animated tiles..
	 * That bug seems to have been here since day 1?? */
	if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
		DeleteAnimatedTile(tile);
		return;
	}

	if (!LiftHasDestination(tile)) {
		uint i;

		/* Building has 6 floors, number 0 .. 6, where 1 is illegal.
		 * This is due to the fact that the first floor is, in the graphics,
		 *  the height of 2 'normal' floors.
		 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
		do {
			i = RandomRange(7);
		} while (i == 1 || i * 6 == GetLiftPosition(tile));

		SetLiftDestination(tile, i);
	}

	int pos = GetLiftPosition(tile);
	int dest = GetLiftDestination(tile) * 6;
	pos += (pos < dest) ? 1 : -1;
	SetLiftPosition(tile, pos);

	if (pos == dest) {
		HaltLift(tile);
		DeleteAnimatedTile(tile);
	}

	MarkTileDirtyByTile(tile);
}

/**
 * Determines if a town is close to a tile.
 * @param tile TileIndex of the tile to query.
 * @param dist The maximum distance to be accepted.
 * @returns true if the tile is within the specified distance.
 */
static bool IsCloseToTown(TileIndex tile, uint dist)
{
	if (_town_kdtree.Count() == 0) return false;
	Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
	return DistanceManhattan(tile, t->xy) < dist;
}

/** Resize the sign (label) of the town after it changes population. */
void Town::UpdateVirtCoord()
{
	Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);

	if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));

	SetDParam(0, this->index);
	SetDParam(1, this->cache.population);
	this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
		_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
		STR_VIEWPORT_TOWN_TINY_WHITE);

	_viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));

	SetWindowDirty(WC_TOWN_VIEW, this->index);
}

/** Update the virtual coords needed to draw the town sign for all towns. */
void UpdateAllTownVirtCoords()
{
	for (Town *t : Town::Iterate()) {
		t->UpdateVirtCoord();
	}
}

/** Clear the cached_name of all towns. */
void ClearAllTownCachedNames()
{
	for (Town *t : Town::Iterate()) {
		t->cached_name.clear();
	}
}

/**
 * Change the town's population as recorded in the town cache, town label, and town directory.
 * @param t The town which has changed.
 * @param mod The population change (can be positive or negative).
 */
static void ChangePopulation(Town *t, int mod)
{
	t->cache.population += mod;
	InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
	if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();

	InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
}

/**
 * Get the total population, the sum of all towns in the world.
 * @return The calculated population of the world
 */
uint32_t GetWorldPopulation()
{
	uint32_t pop = 0;
	for (const Town *t : Town::Iterate()) pop += t->cache.population;
	return pop;
}

/**
 * Remove stations from nearby station list if a town is no longer in the catchment area of each.
 * To improve performance only checks stations that cover the provided house area (doesn't need to contain an actual house).
 * @param t Town to work on.
 * @param tile Location of house area (north tile).
 * @param flags BuildingFlags containing the size of house area.
 */
static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
{
	for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
		const Station *st = *it;

		bool covers_area = st->TileIsInCatchment(tile);
		if (flags & BUILDING_2_TILES_Y)   covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
		if (flags & BUILDING_2_TILES_X)   covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
		if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));

		if (covers_area && !st->CatchmentCoversTown(t->index)) {
			it = t->stations_near.erase(it);
		} else {
			++it;
		}
	}
}

/**
 * Helper function for house construction stage progression.
 * @param tile TileIndex of the house (or parts of it) to construct.
 */
static void AdvanceSingleHouseConstruction(TileIndex tile)
{
	assert(IsTileType(tile, MP_HOUSE));

	/* Progress in construction stages */
	IncHouseConstructionTick(tile);
	if (GetHouseConstructionTick(tile) != 0) return;

	AnimateNewHouseConstruction(tile);

	if (IsHouseCompleted(tile)) {
		/* Now that construction is complete, we can add the population of the
		 * building to the town. */
		ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
		ResetHouseAge(tile);
	}
	MarkTileDirtyByTile(tile);
}

/**
 * Increase the construction stage of a house.
 * @param tile The tile of the house under construction.
 */
static void AdvanceHouseConstruction(TileIndex tile)
{
	uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
	if (flags & BUILDING_HAS_1_TILE)  AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 0, 0));
	if (flags & BUILDING_2_TILES_Y)   AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 0, 1));
	if (flags & BUILDING_2_TILES_X)   AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 1, 0));
	if (flags & BUILDING_HAS_4_TILES) AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 1, 1));
}

/**
 * Generate cargo for a house, scaled by the current economy scale.
 * @param t The current town.
 * @param ct Type of cargo to generate, usually CT_PASSENGERS or CT_MAIL.
 * @param amount The number of cargo units.
 * @param stations Available stations for this house.
 * @param affected_by_recession Is this cargo halved during recessions?
 */
static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool affected_by_recession)
{
	if (amount == 0) return;

	/* All production is halved during a recession (except for NewGRF-supplied town cargo). */
	if (affected_by_recession && EconomyIsInRecession()) {
		amount = (amount + 1) >> 1;
	}

	/* Scale by cargo scale setting. */
	amount = ScaleByCargoScale(amount, true);

	/* Actually generate cargo and update town statistics. */
	t->supplied[ct].new_max += amount;
	t->supplied[ct].new_act += MoveGoodsToStation(ct, amount, SourceType::Town, t->index, stations.GetStations());;
}

/**
 * Generate cargo for a house using the original algorithm.
 * @param t The current town.
 * @param tpe The town production effect.
 * @param rate The town's product rate for this production.
 * @param stations Available stations for this house.
 */
static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
{
	for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
		uint32_t r = Random();
		if (GB(r, 0, 8) < rate) {
			CargoID cid = cs->Index();
			uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;

			TownGenerateCargo(t, cid, amt, stations, true);
		}
	}
}

/**
 * Generate cargo for a house using the binominal algorithm.
 * @param t The current town.
 * @param tpe The town production effect.
 * @param rate The town's product rate for this production.
 * @param stations Available stations for this house.
 */
static void TownGenerateCargoBinominal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
{
	for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
		CargoID cid = cs->Index();
		uint32_t r = Random();

		/* Make a bitmask with up to 32 bits set, one for each potential pax. */
		int genmax = (rate + 7) / 8;
		uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);

		/* Mask random value by potential pax and count number of actual pax. */
		uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;

		TownGenerateCargo(t, cid, amt, stations, true);
	}
}

/**
 * Tile callback function.
 *
 * Tile callback function. Periodic tick handler for the tiles of a town.
 * @param tile been asked to do its stuff
 */
static void TileLoop_Town(TileIndex tile)
{
	HouseID house_id = GetHouseType(tile);

	/* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
	 * doesn't exist any more, so don't continue here. */
	if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;

	if (!IsHouseCompleted(tile)) {
		/* Construction is not completed, so we advance a construction stage. */
		AdvanceHouseConstruction(tile);
		return;
	}

	const HouseSpec *hs = HouseSpec::Get(house_id);

	/* If the lift has a destination, it is already an animated tile. */
	if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
			house_id < NEW_HOUSE_OFFSET &&
			!LiftHasDestination(tile) &&
			Chance16(1, 2)) {
		AddAnimatedTile(tile);
	}

	Town *t = Town::GetByTile(tile);
	uint32_t r = Random();

	StationFinder stations(TileArea(tile, 1, 1));

	if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
		for (uint i = 0; i < 256; i++) {
			uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);

			if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;

			CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
			if (!IsValidCargoID(cargo)) continue;

			uint amt = GB(callback, 0, 8);
			if (amt == 0) continue;

			/* NewGRF-supplied town cargos are not affected by recessions. */
			TownGenerateCargo(t, cargo, amt, stations, false);
		}
	} else {
		switch (_settings_game.economy.town_cargogen_mode) {
			case TCGM_ORIGINAL:
				/* Original (quadratic) cargo generation algorithm */
				TownGenerateCargoOriginal(t, TPE_PASSENGERS, hs->population, stations);
				TownGenerateCargoOriginal(t, TPE_MAIL, hs->mail_generation, stations);
				break;

			case TCGM_BITCOUNT:
				/* Binomial distribution per tick, by a series of coin flips */
				/* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
				 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
				if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
					TownGenerateCargoBinominal(t, TPE_PASSENGERS, hs->population, stations);
					TownGenerateCargoBinominal(t, TPE_MAIL, hs->mail_generation, stations);
				}
				break;

			default:
				NOT_REACHED();
		}
	}

	Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);

	if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
			HasBit(t->flags, TOWN_IS_GROWING) &&
			CanDeleteHouse(tile) &&
			GetHouseAge(tile) >= hs->minimum_life &&
			--t->time_until_rebuild == 0) {
		t->time_until_rebuild = GB(r, 16, 8) + 192;

		ClearTownHouse(t, tile);

		/* Rebuild with another house? */
		if (GB(r, 24, 8) >= 12) {
			/* If we are multi-tile houses, make sure to replace the house
			 * closest to city center. If we do not do this, houses tend to
			 * wander away from roads and other houses. */
			if (hs->building_flags & BUILDING_HAS_2_TILES) {
				/* House tiles are always the most north tile. Move the new
				 * house to the south if we are north of the city center. */
				TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
				int x = Clamp(grid_pos.x, 0, 1);
				int y = Clamp(grid_pos.y, 0, 1);

				if (hs->building_flags & TILE_SIZE_2x2) {
					tile = TILE_ADDXY(tile, x, y);
				} else if (hs->building_flags & TILE_SIZE_1x2) {
					tile = TILE_ADDXY(tile, 0, y);
				} else if (hs->building_flags & TILE_SIZE_2x1) {
					tile = TILE_ADDXY(tile, x, 0);
				}
			}

			BuildTownHouse(t, tile);
		}
	}

	cur_company.Restore();
}

/**
 * Callback function to clear a house tile.
 * @param tile The tile to clear.
 * @param flags Type of operation.
 * @return The cost of this operation or an error.
 */
static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
{
	if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
	if (!CanDeleteHouse(tile)) return CMD_ERROR;

	const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));

	CommandCost cost(EXPENSES_CONSTRUCTION);
	cost.AddCost(hs->GetRemovalCost());

	int rating = hs->remove_rating_decrease;
	Town *t = Town::GetByTile(tile);

	if (Company::IsValidID(_current_company)) {
		if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
				!_cheats.magic_bulldozer.value && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
			SetDParam(0, t->index);
			return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
		}
	}

	ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
	if (flags & DC_EXEC) {
		ClearTownHouse(t, tile);
	}

	return cost;
}

static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
{
	HouseID house_id = GetHouseType(tile);
	const HouseSpec *hs = HouseSpec::Get(house_id);
	Town *t = Town::GetByTile(tile);

	if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
		for (uint i = 0; i < 256; i++) {
			uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);

			if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;

			CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);

			if (!IsValidCargoID(cargo)) continue;
			produced[cargo]++;
		}
	} else {
		if (hs->population > 0) {
			for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
				produced[cs->Index()]++;
			}
		}
		if (hs->mail_generation > 0) {
			for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
				produced[cs->Index()]++;
			}
		}
	}
}

static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
{
	if (!IsValidCargoID(cargo) || amount == 0) return;
	acceptance[cargo] += amount;
	SetBit(*always_accepted, cargo);
}

static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
{
	const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
	CargoID accepts[lengthof(hs->accepts_cargo)];

	/* Set the initial accepted cargo types */
	for (uint8_t i = 0; i < lengthof(accepts); i++) {
		accepts[i] = hs->accepts_cargo[i];
	}

	/* Check for custom accepted cargo types */
	if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
		uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
		if (callback != CALLBACK_FAILED) {
			/* Replace accepted cargo types with translated values from callback */
			accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
			accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
			accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
		}
	}

	/* Check for custom cargo acceptance */
	if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
		uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
		if (callback != CALLBACK_FAILED) {
			AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
			AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
			if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
				/* The 'S' bit indicates food instead of goods */
				AddAcceptedCargoSetMask(GetCargoIDByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
			} else {
				AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
			}
			return;
		}
	}

	/* No custom acceptance, so fill in with the default values */
	for (uint8_t i = 0; i < lengthof(accepts); i++) {
		AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
	}
}

static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
{
	const HouseID house = GetHouseType(tile);
	const HouseSpec *hs = HouseSpec::Get(house);
	bool house_completed = IsHouseCompleted(tile);

	td->str = hs->building_name;

	uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
	if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
		if (callback_res > 0x400) {
			ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
		} else {
			StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
			if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
				td->str = new_name;
			}
		}
	}

	if (!house_completed) {
		td->dparam = td->str;
		td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
	}

	if (hs->grf_prop.grffile != nullptr) {
		const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
		td->grf = gc->GetName();
	}

	td->owner[0] = OWNER_TOWN;
}

static TrackStatus GetTileTrackStatus_Town(TileIndex, TransportType, uint, DiagDirection)
{
	/* not used */
	return 0;
}

static void ChangeTileOwner_Town(TileIndex, Owner, Owner)
{
	/* not used */
}

static bool GrowTown(Town *t);

/**
 * Handle the town tick for a single town, by growing the town if desired.
 * @param t The town to try growing.
 */
static void TownTickHandler(Town *t)
{
	if (HasBit(t->flags, TOWN_IS_GROWING)) {
		int i = (int)t->grow_counter - 1;
		if (i < 0) {
			if (GrowTown(t)) {
				i = t->growth_rate;
			} else {
				/* If growth failed wait a bit before retrying */
				i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
			}
		}
		t->grow_counter = i;
	}
}

/** Iterate through all towns and call their tick handler. */
void OnTick_Town()
{
	if (_game_mode == GM_EDITOR) return;

	for (Town *t : Town::Iterate()) {
		TownTickHandler(t);
	}
}

/**
 * Return the RoadBits of a tile, ignoring depot and bay road stops.
 * @param tile The tile to check.
 * @return The roadbits of the given tile.
 */
static RoadBits GetTownRoadBits(TileIndex tile)
{
	if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return ROAD_NONE;

	return GetAnyRoadBits(tile, RTT_ROAD, true);
}

/**
 * Get the road type that towns should build at this current moment.
 * They may have built a different type in the past.
 */
RoadType GetTownRoadType()
{
	RoadType best_rt = ROADTYPE_ROAD;
	const RoadTypeInfo *best = nullptr;
	const uint16_t assume_max_speed = 50;

	for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
		if (RoadTypeIsTram(rt)) continue;

		const RoadTypeInfo *rti = GetRoadTypeInfo(rt);

		/* Unused road type. */
		if (rti->label == 0) continue;

		/* Can town build this road. */
		if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;

		/* Not yet introduced at this date. */
		if (IsInsideMM(rti->introduction_date, 0, CalendarTime::MAX_DATE.base()) && rti->introduction_date > TimerGameCalendar::date) continue;

		if (best != nullptr) {
			if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
		}

		best_rt = rt;
		best = rti;
	}

	return best_rt;
}

/**
 * Check for parallel road inside a given distance.
 *   Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
 *   is there a parallel road left or right of it within distance dist_multi?
 *
 * @param tile The current tile.
 * @param dir The target direction.
 * @param dist_multi The distance multiplier.
 * @return true if there is a parallel road.
 */
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
{
	if (!IsValidTile(tile)) return false;

	/* Lookup table for the used diff values */
	const TileIndexDiff tid_lt[3] = {
		TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
		TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
		TileOffsByDiagDir(ReverseDiagDir(dir)),
	};

	dist_multi = (dist_multi + 1) * 4;
	for (uint pos = 4; pos < dist_multi; pos++) {
		/* Go (pos / 4) tiles to the left or the right */
		TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);

		/* Use the current tile as origin, or go one tile backwards */
		if (pos & 2) cur += tid_lt[2];

		/* Test for roadbit parallel to dir and facing towards the middle axis */
		if (IsValidTile(tile + cur) &&
				GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
	}
	return false;
}

/**
 * Check if a Road is allowed on a given tile.
 *
 * @param t The current town.
 * @param tile The target tile.
 * @param dir The direction in which we want to extend the town.
 * @return true if it is allowed.
 */
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
{
	if (DistanceFromEdge(tile) == 0) return false;

	/* Prevent towns from building roads under bridges along the bridge. Looks silly. */
	if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;

	/* Check if there already is a road at this point? */
	if (GetTownRoadBits(tile) == ROAD_NONE) {
		/* No, try if we are able to build a road piece there.
		 * If that fails clear the land, and if that fails exit.
		 * This is to make sure that we can build a road here later. */
		RoadType rt = GetTownRoadType();
		if (Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, tile, (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X, rt, DRD_NONE, 0).Failed() &&
				Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Failed()) {
			return false;
		}
	}

	Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
	bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
	if (cur_slope == SLOPE_FLAT) return ret;

	/* If the tile is not a slope in the right direction, then
	 * maybe terraform some. */
	Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
	if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
		if (Chance16(1, 8)) {
			CommandCost res = CMD_ERROR;
			if (!_generating_world && Chance16(1, 10)) {
				/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
				res = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER,
						tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
			}
			if (res.Failed() && Chance16(1, 3)) {
				/* We can consider building on the slope, though. */
				return ret;
			}
		}
		return false;
	}
	return ret;
}

static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
{
	assert(tile < Map::Size());

	CommandCost r = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir));
	if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
	Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER | DC_EXEC, tile, edges, dir);
	return true;
}

static void LevelTownLand(TileIndex tile)
{
	assert(tile < Map::Size());

	/* Don't terraform if land is plain or if there's a house there. */
	if (IsTileType(tile, MP_HOUSE)) return;
	Slope tileh = GetTileSlope(tile);
	if (tileh == SLOPE_FLAT) return;

	/* First try up, then down */
	if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
		TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
	}
}

/**
 * Generate the RoadBits of a grid tile.
 *
 * @param t The current town.
 * @param tile The tile in reference to the town.
 * @param dir The direction to which we are growing.
 * @return The RoadBit of the current tile regarding the selected town layout.
 */
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
{
	/* align the grid to the downtown */
	TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
	RoadBits rcmd = ROAD_NONE;

	switch (t->layout) {
		default: NOT_REACHED();

		case TL_2X2_GRID:
			if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
			if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
			break;

		case TL_3X3_GRID:
			if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
			if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
			break;
	}

	/* Optimise only X-junctions */
	if (rcmd != ROAD_ALL) return rcmd;

	RoadBits rb_template;

	switch (GetTileSlope(tile)) {
		default:       rb_template = ROAD_ALL; break;
		case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
		case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
		case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
		case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
		case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
		case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
		case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
		case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
		case SLOPE_STEEP_W:
		case SLOPE_STEEP_S:
		case SLOPE_STEEP_E:
		case SLOPE_STEEP_N:
			rb_template = ROAD_NONE;
			break;
	}

	/* Stop if the template is compatible to the growth dir */
	if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
	/* If not generate a straight road in the direction of the growth */
	return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
}

/**
 * Grows the town with an extra house.
 *  Check if there are enough neighbor house tiles
 *  next to the current tile. If there are enough
 *  add another house.
 *
 * @param t The current town.
 * @param tile The target tile for the extra house.
 * @return true if an extra house has been added.
 */
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
{
	/* We can't look further than that. */
	if (DistanceFromEdge(tile) == 0) return false;

	uint counter = 0; // counts the house neighbor tiles

	/* Check the tiles E,N,W and S of the current tile for houses */
	for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
		/* Count both void and house tiles for checking whether there
		 * are enough houses in the area. This to make it likely that
		 * houses get build up to the edge of the map. */
		switch (GetTileType(TileAddByDiagDir(tile, dir))) {
			case MP_HOUSE:
			case MP_VOID:
				counter++;
				break;

			default:
				break;
		}

		/* If there are enough neighbors stop here */
		if (counter >= 3) {
			if (BuildTownHouse(t, tile)) {
				_grow_town_result = GROWTH_SUCCEED;
				return true;
			}
			return false;
		}
	}
	return false;
}

/**
 * Grows the town with a road piece.
 *
 * @param t The current town.
 * @param tile The current tile.
 * @param rcmd The RoadBits we want to build on the tile.
 * @return true if the RoadBits have been added.
 */
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
{
	RoadType rt = GetTownRoadType();
	if (Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, rcmd, rt, DRD_NONE, t->index).Succeeded()) {
		_grow_town_result = GROWTH_SUCCEED;
		return true;
	}
	return false;
}

/**
 * Checks if a town road can be continued into the next tile.
 *  Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction.
 *
 * @param t The current town
 * @param tile The tile where the road would be built
 * @param road_dir The direction of the road
 * @return true if the road can be continued, else false
 */
static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
{
	const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
	TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
	RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
	RoadType rt = GetTownRoadType();

	/* Before we try anything, make sure the tile is on the map and not the void. */
	if (!IsValidTile(next_tile)) return false;

	/* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
	if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
		return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
	}

	/* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
	if (IsTileType(next_tile, MP_STATION)) {
		/* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
		return IsRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
	}

	/* If the next tile is a road depot, allow if it's facing the right way. */
	if (IsTileType(next_tile, MP_ROAD)) {
		return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
	}

	/* If the next tile is a railroad track, check if towns are allowed to build level crossings.
	 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
	if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;

	/* If a road tile can be built, the construction is allowed. */
	return Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
}

/**
 * CircularTileSearch proc which checks for a nearby parallel bridge to avoid building redundant bridges.
 * @param tile The tile to search.
 * @param user_data Reference to the valid direction of the proposed bridge.
 * @return true if another bridge exists, else false.
 */
static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
{
	/* Don't look into the void. */
	if (!IsValidTile(tile)) return false;

	/* Only consider bridge head tiles. */
	if (!IsBridgeTile(tile)) return false;

	/* Only consider road bridges. */
	if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return false;

	/* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
	return (GetTileSlope(tile) & InclinedSlope(ReverseDiagDir(*(DiagDirection *)user_data)));
}

/**
 * Grows the town with a bridge.
 *  At first we check if a bridge is reasonable.
 *  If so we check if we are able to build it.
 *
 * @param t The current town
 * @param tile The current tile
 * @param bridge_dir The valid direction in which to grow a bridge
 * @return true if a bridge has been build else false
 */
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
{
	assert(bridge_dir < DIAGDIR_END);

	const Slope slope = GetTileSlope(tile);

	/* Make sure the direction is compatible with the slope.
	 * Well we check if the slope has an up bit set in the
	 * reverse direction. */
	if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;

	/* Assure that the bridge is connectable to the start side */
	if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;

	/* We are in the right direction */
	uint bridge_length = 0;       // This value stores the length of the possible bridge
	TileIndex bridge_tile = tile; // Used to store the other waterside

	const int delta = TileOffsByDiagDir(bridge_dir);

	/* To prevent really small towns from building disproportionately
	 * long bridges, make the max a function of its population. */
	const uint TOWN_BRIDGE_LENGTH_CAP = 11;
	uint base_bridge_length = 5;
	uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);

	if (slope == SLOPE_FLAT) {
		/* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
		do {
			if (bridge_length++ >= base_bridge_length) {
				/* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
				return false;
			}
			bridge_tile += delta;
		} while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
	} else {
		do {
			if (bridge_length++ >= max_bridge_length) {
				/* Ensure the bridge is not longer than the max allowed length. */
				return false;
			}
			bridge_tile += delta;
		} while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
	}

	/* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
	if (bridge_length == 1) return false;

	/* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
	if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;

	/* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
	TileIndex search = tile;
	DiagDirection direction_to_match = bridge_dir;
	if (slope != SLOPE_FLAT && CircularTileSearch(&search, bridge_length, 0, 0, RedundantBridgeExistsNearby, &direction_to_match)) return false;

	for (uint8_t times = 0; times <= 22; times++) {
		byte bridge_type = RandomRange(MAX_BRIDGES - 1);

		/* Can we actually build the bridge? */
		RoadType rt = GetTownRoadType();
		if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
			Command<CMD_BUILD_BRIDGE>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
			_grow_town_result = GROWTH_SUCCEED;
			return true;
		}
	}
	/* Quit if it selecting an appropriate bridge type fails a large number of times. */
	return false;
}

/**
 * Grows the town with a tunnel.
 *  First we check if a tunnel is reasonable.
 *  If so we check if we are able to build it.
 *
 * @param t The current town
 * @param tile The current tile
 * @param tunnel_dir The valid direction in which to grow a tunnel
 * @return true if a tunnel has been built, else false
 */
static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
{
	assert(tunnel_dir < DIAGDIR_END);

	Slope slope = GetTileSlope(tile);

	/* Only consider building a tunnel if the starting tile is sloped properly. */
	if (slope != InclinedSlope(tunnel_dir)) return false;

	/* Assure that the tunnel is connectable to the start side */
	if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;

	const int delta = TileOffsByDiagDir(tunnel_dir);
	int max_tunnel_length = 0;

	/* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
	if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
		/* Only tunnel under a mountain if the slope is continuous for at least 4 tiles. We want tunneling to be a last resort for large hills. */
		TileIndex slope_tile = tile;
		for (uint8_t tiles = 0; tiles < 4; tiles++) {
			if (!IsValidTile(slope_tile)) return false;
			slope = GetTileSlope(slope_tile);
			if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
			slope_tile += delta;
		}

		/* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
		max_tunnel_length = (t->cache.population / 1000) + 7;
	} else {
		/* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
		max_tunnel_length = 5;
	}

	uint8_t tunnel_length = 0;
	TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.

	/* Find the end tile of the tunnel for length and continuation checks. */
	do {
		if (tunnel_length++ >= max_tunnel_length) return false;
		tunnel_tile += delta;
		/* The tunnel ends when start and end tiles are the same height. */
	} while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));

	/* Don't allow a tunnel where the start and end tiles are adjacent. */
	if (tunnel_length == 1) return false;

	/* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
	if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;

	/* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
	RoadType rt = GetTownRoadType();
	if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
		Command<CMD_BUILD_TUNNEL>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt);
		_grow_town_result = GROWTH_SUCCEED;
		return true;
	}

	return false;
}

/**
 * Checks whether at least one surrounding road allows to build a house here.
 *
 * @param t The tile where the house will be built.
 * @return true if at least one surrounding roadtype allows building houses here.
 */
static inline bool RoadTypesAllowHouseHere(TileIndex t)
{
	static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
	bool allow = false;

	for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
		TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
		if (!IsValidTile(cur_tile)) continue;

		if (!(IsTileType(cur_tile, MP_ROAD) || IsRoadStopTile(cur_tile))) continue;
		allow = true;

		RoadType road_rt = GetRoadTypeRoad(cur_tile);
		RoadType tram_rt = GetRoadTypeTram(cur_tile);
		if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
		if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
	}

	/* If no road was found surrounding the tile we can allow building the house since there is
	 * nothing which forbids it, if a road was found but the execution reached this point, then
	 * all the found roads don't allow houses to be built */
	return !allow;
}

/** Test if town can grow road onto a specific tile.
 * @param tile Tile to build upon.
 * @return true iff the tile's road type don't prevent extending the road.
 */
static bool TownCanGrowRoad(TileIndex tile)
{
	if (!IsTileType(tile, MP_ROAD)) return true;

	/* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
	RoadType rt = GetRoadTypeRoad(tile);
	return HasBit(GetRoadTypeInfo(rt)->flags, ROTF_TOWN_BUILD) || GetTownRoadType() == rt;
}

/**
 * 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:
 *  @li Generate a random tile and check if there is a road allowed
 *  @li TL_ORIGINAL
 *  @li TL_BETTER_ROADS
 *  @li Check if the town geometry allows a road and which one
 *  @li TL_2X2_GRID
 *  @li TL_3X3_GRID
 *  @li Forbid roads, only build houses
 *
 * @param tile_ptr The current tile
 * @param cur_rb The current tiles RoadBits
 * @param target_dir The target road dir
 * @param t1 The current town
 */
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
{
	RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
	TileIndex tile = *tile_ptr; // The main tile on which we base our growth

	assert(tile < Map::Size());

	if (cur_rb == ROAD_NONE) {
		/* Tile has no road. First reset the status counter
		 * to say that this is the last iteration. */
		_grow_town_result = GROWTH_SEARCH_STOPPED;

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

		/* Remove hills etc */
		if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);

		/* Is a road allowed here? */
		switch (t1->layout) {
			default: NOT_REACHED();

			case TL_3X3_GRID:
			case TL_2X2_GRID:
				rcmd = GetTownRoadGridElement(t1, tile, target_dir);
				if (rcmd == ROAD_NONE) return;
				break;

			case TL_BETTER_ROADS:
			case TL_ORIGINAL:
				if (!IsRoadAllowedHere(t1, tile, target_dir)) return;

				DiagDirection source_dir = ReverseDiagDir(target_dir);

				if (Chance16(1, 4)) {
					/* Randomize a new target dir */
					do target_dir = RandomDiagDir(); while (target_dir == source_dir);
				}

				if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
					/* A road is not allowed to continue the randomized road,
					 *  return if the road we're trying to build is curved. */
					if (target_dir != ReverseDiagDir(source_dir)) return;

					/* Return if neither side of the new road is a house */
					if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
							!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
						return;
					}

					/* That means that the road is only allowed if there is a house
					 *  at any side of the new road. */
				}

				rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
				break;
		}

	} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
		if (!TownCanGrowRoad(tile)) return;

		/* Continue building on a partial road.
		 * Should be always OK, so we only generate
		 * the fitting RoadBits */
		_grow_town_result = GROWTH_SEARCH_STOPPED;

		if (!TownAllowedToBuildRoads()) return;

		switch (t1->layout) {
			default: NOT_REACHED();

			case TL_3X3_GRID:
			case TL_2X2_GRID:
				rcmd = GetTownRoadGridElement(t1, tile, target_dir);
				break;

			case TL_BETTER_ROADS:
			case TL_ORIGINAL:
				rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
				break;
		}
	} else {
		bool allow_house = true; // Value which decides if we want to construct a house

		/* Reached a tunnel/bridge? Then continue at the other side of it, unless
		 * it is the starting tile. Half the time, we stay on this side then.*/
		if (IsTileType(tile, MP_TUNNELBRIDGE)) {
			if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
				*tile_ptr = GetOtherTunnelBridgeEnd(tile);
			}
			return;
		}

		/* Possibly extend the road in a direction.
		 * Randomize a direction and if it has a road, bail out. */
		target_dir = RandomDiagDir();
		RoadBits target_rb = DiagDirToRoadBits(target_dir);
		TileIndex house_tile; // position of a possible house

		if (cur_rb & target_rb) {
			/* If it's a road turn possibly build a house in a corner.
			 * Use intersection with straight road as an indicator
			 * that we randomed corner house position.
			 * A turn (and we check for that later) always has only
			 * one common bit with a straight road so it has the same
			 * chance to be chosen as the house on the side of a road.
			 */
			if ((cur_rb & ROAD_X) != target_rb) return;

			/* Check whether it is a turn and if so determine
			 * position of the corner tile */
			switch (cur_rb) {
				case ROAD_N:
					house_tile = TileAddByDir(tile, DIR_S);
					break;
				case ROAD_S:
					house_tile = TileAddByDir(tile, DIR_N);
					break;
				case ROAD_E:
					house_tile = TileAddByDir(tile, DIR_W);
					break;
				case ROAD_W:
					house_tile = TileAddByDir(tile, DIR_E);
					break;
				default:
					return;  // not a turn
			}
			target_dir = DIAGDIR_END;
		} else {
			house_tile = TileAddByDiagDir(tile, target_dir);
		}

		/* Don't walk into water. */
		if (HasTileWaterGround(house_tile)) return;

		if (!IsValidTile(house_tile)) return;

		if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
			switch (t1->layout) {
				default: NOT_REACHED();

				case TL_3X3_GRID: // Use 2x2 grid afterwards!
					GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
					[[fallthrough]];

				case TL_2X2_GRID:
					rcmd = GetTownRoadGridElement(t1, tile, target_dir);
					allow_house = (rcmd & target_rb) == ROAD_NONE;
					break;

				case TL_BETTER_ROADS: // Use original afterwards!
					GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
					[[fallthrough]];

				case TL_ORIGINAL:
					/* Allow a house at the edge. 60% chance or
					 * always ok if no road allowed. */
					rcmd = target_rb;
					allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
					break;
			}
		}

		allow_house &= RoadTypesAllowHouseHere(house_tile);

		if (allow_house) {
			/* Build a house, but not if there already is a house there. */
			if (!IsTileType(house_tile, MP_HOUSE)) {
				/* Level the land if possible */
				if (Chance16(1, 6)) LevelTownLand(house_tile);

				/* And build a house.
				 * Set result to -1 if we managed to build it. */
				if (BuildTownHouse(t1, house_tile)) {
					_grow_town_result = GROWTH_SUCCEED;
				}
			}
			return;
		}

		if (!TownCanGrowRoad(tile)) return;

		_grow_town_result = GROWTH_SEARCH_STOPPED;
	}

	/* Return if a water tile */
	if (HasTileWaterGround(tile)) return;

	/* Make the roads look nicer */
	rcmd = CleanUpRoadBits(tile, rcmd);
	if (rcmd == ROAD_NONE) return;

	/* Only use the target direction for bridges and tunnels to ensure they're connected.
	 * The target_dir is as computed previously according to town layout, so
	 * it will match it perfectly. */
	if (GrowTownWithBridge(t1, tile, target_dir)) return;
	if (GrowTownWithTunnel(t1, tile, target_dir)) return;

	GrowTownWithRoad(t1, tile, rcmd);
}

/**
 * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
 * This only checks trivial but often cases.
 * @param tile Start tile for road.
 * @param dir Direction for road to follow or build.
 * @return true If road is or can be connected in the specified direction.
 */
static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
{
	TileIndex target_tile = tile + TileOffsByDiagDir(dir);
	if (!IsValidTile(target_tile)) return false;
	if (HasTileWaterGround(target_tile)) return false;

	RoadBits target_rb = GetTownRoadBits(target_tile);
	if (TownAllowedToBuildRoads()) {
		/* Check whether a road connection exists or can be build. */
		switch (GetTileType(target_tile)) {
			case MP_ROAD:
				return target_rb != ROAD_NONE;

			case MP_STATION:
				return IsDriveThroughStopTile(target_tile);

			case MP_TUNNELBRIDGE:
				return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;

			case MP_HOUSE:
			case MP_INDUSTRY:
			case MP_OBJECT:
				return false;

			default:
				/* Checked for void and water earlier */
				return true;
		}
	} else {
		/* Check whether a road connection already exists,
		 * and it leads somewhere else. */
		RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
		return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
	}
}

/**
 * Try to grow a town at a given road tile.
 * @param t The town to grow.
 * @param tile The road tile to try growing from.
 * @return true if we successfully expanded the town.
 */
static bool GrowTownAtRoad(Town *t, TileIndex tile)
{
	/* Special case.
	 * @see GrowTownInTile Check the else if
	 */
	DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town

	assert(tile < Map::Size());

	/* Number of times to search.
	 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
	 * them a little handicap. */
	switch (t->layout) {
		case TL_BETTER_ROADS:
			_grow_town_result = 10 + t->cache.num_houses * 2 / 9;
			break;

		case TL_3X3_GRID:
		case TL_2X2_GRID:
			_grow_town_result = 10 + t->cache.num_houses * 1 / 9;
			break;

		default:
			_grow_town_result = 10 + t->cache.num_houses * 4 / 9;
			break;
	}

	do {
		RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile

		/* Try to grow the town from this point */
		GrowTownInTile(&tile, cur_rb, target_dir, t);
		if (_grow_town_result == GROWTH_SUCCEED) return true;

		/* Exclude the source position from the bitmask
		 * and return if no more road blocks available */
		if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
		if (cur_rb == ROAD_NONE) return false;

		if (IsTileType(tile, MP_TUNNELBRIDGE)) {
			/* Only build in the direction away from the tunnel or bridge. */
			target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
		} else {
			/* Select a random bit from the blockmask, walk a step
			 * and continue the search from there. */
			do {
				if (cur_rb == ROAD_NONE) return false;
				RoadBits target_bits;
				do {
					target_dir = RandomDiagDir();
					target_bits = DiagDirToRoadBits(target_dir);
				} while (!(cur_rb & target_bits));
				cur_rb &= ~target_bits;
			} while (!CanFollowRoad(tile, target_dir));
		}
		tile = TileAddByDiagDir(tile, target_dir);

		if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
			/* Don't allow building over roads of other cities */
			if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
				return false;
			} else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
				/* If we are in the SE, and this road-piece has no town owner yet, it just found an
				 * owner :) (happy happy happy road now) */
				SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
				SetTownIndex(tile, t->index);
			}
		}

		/* Max number of times is checked. */
	} while (--_grow_town_result >= 0);

	return false;
}

/**
 * Generate a random road block.
 * The probability of a straight road
 * is somewhat higher than a curved.
 *
 * @return A RoadBits value with 2 bits set
 */
static RoadBits GenRandomRoadBits()
{
	uint32_t r = Random();
	uint a = GB(r, 0, 2);
	uint b = GB(r, 8, 2);
	if (a == b) b ^= 2;
	return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
}

/**
 * Grow the town.
 * @param t The town to grow
 * @return true if we successfully grew the town with a road or house.
 */
static bool GrowTown(Town *t)
{
	static const TileIndexDiffC _town_coord_mod[] = {
		{-1,  0},
		{ 1,  1},
		{ 1, -1},
		{-1, -1},
		{-1,  0},
		{ 0,  2},
		{ 2,  0},
		{ 0, -2},
		{-1, -1},
		{-2,  2},
		{ 2,  2},
		{ 2, -2},
		{ 0,  0}
	};

	/* Current "company" is a town */
	Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);

	TileIndex tile = t->xy; // The tile we are working with ATM

	/* Find a road that we can base the construction on. */
	const TileIndexDiffC *ptr;
	for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
		if (GetTownRoadBits(tile) != ROAD_NONE) {
			bool success = GrowTownAtRoad(t, tile);
			cur_company.Restore();
			return success;
		}
		tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
	}

	/* No road available, try to build a random road block by
	 * clearing some land and then building a road there. */
	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 */
			if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
				if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
					RoadType rt = GetTownRoadType();
					Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO, tile, GenRandomRoadBits(), rt, DRD_NONE, t->index);
					cur_company.Restore();
					return true;
				}
			}
			tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
		}
	}

	cur_company.Restore();
	return false;
}

/**
 * Update the cached town zone radii of a town, based on the number of houses.
 * @param t The town to update.
 */
void UpdateTownRadius(Town *t)
{
	static const uint32_t _town_squared_town_zone_radius_data[23][HZB_END] = {
		{  4,  0,  0,  0,  0}, // 0
		{ 16,  0,  0,  0,  0},
		{ 25,  0,  0,  0,  0},
		{ 36,  0,  0,  0,  0},
		{ 49,  0,  4,  0,  0},
		{ 64,  0,  4,  0,  0}, // 20
		{ 64,  0,  9,  0,  1},
		{ 64,  0,  9,  0,  4},
		{ 64,  0, 16,  0,  4},
		{ 81,  0, 16,  0,  4},
		{ 81,  0, 16,  0,  4}, // 40
		{ 81,  0, 25,  0,  9},
		{ 81, 36, 25,  0,  9},
		{ 81, 36, 25, 16,  9},
		{ 81, 49,  0, 25,  9},
		{ 81, 64,  0, 25,  9}, // 60
		{ 81, 64,  0, 36,  9},
		{ 81, 64,  0, 36, 16},
		{100, 81,  0, 49, 16},
		{100, 81,  0, 49, 25},
		{121, 81,  0, 49, 25}, // 80
		{121, 81,  0, 49, 25},
		{121, 81,  0, 49, 36}, // 88
	};

	if (t->cache.num_houses < 92) {
		memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
	} else {
		int mass = t->cache.num_houses / 8;
		/* Actually we are proportional to sqrt() but that's right because we are covering an area.
		 * The offsets are to make sure the radii do not decrease in size when going from the table
		 * to the calculated value.*/
		t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] = mass * 15 - 40;
		t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT] = mass * 9 - 15;
		t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB] = 0;
		t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB] = mass * 5 - 5;
		t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE] = mass * 3 + 5;
	}
}

/**
 * Update the maximum amount of montly passengers and mail for a town, based on its population.
 * @param t The town to update.
 */
void UpdateTownMaxPass(Town *t)
{
	for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
		t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 3, true);
	}
	for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
		t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 4, true);
	}
}

static void UpdateTownGrowthRate(Town *t);
static void UpdateTownGrowth(Town *t);

/**
 * Actually create a town.
 *
 * @param t The town.
 * @param tile Where to put it.
 * @param townnameparts The town name.
 * @param size The preset size of the town.
 * @param city Should we create a city?
 * @param layout The road layout of the town.
 * @param manual Was the town placed manually?
 */
static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
{
	t->xy = tile;
	t->cache.num_houses = 0;
	t->time_until_rebuild = 10;
	UpdateTownRadius(t);
	t->flags = 0;
	t->cache.population = 0;
	/* Spread growth across ticks so even if there are many
	 * similar towns they're unlikely to grow all in one tick */
	t->grow_counter = t->index % Ticks::TOWN_GROWTH_TICKS;
	t->growth_rate = TownTicksToGameTicks(250);
	t->show_zone = false;

	_town_kdtree.Insert(t->index);

	/* Set the default cargo requirement for town growth */
	switch (_settings_game.game_creation.landscape) {
		case LT_ARCTIC:
			if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD) != nullptr) t->goal[TAE_FOOD] = TOWN_GROWTH_WINTER;
			break;

		case LT_TROPIC:
			if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD) != nullptr) t->goal[TAE_FOOD] = TOWN_GROWTH_DESERT;
			if (FindFirstCargoWithTownAcceptanceEffect(TAE_WATER) != nullptr) t->goal[TAE_WATER] = TOWN_GROWTH_DESERT;
			break;
	}

	t->fund_buildings_months = 0;

	for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;

	t->have_ratings = 0;
	t->exclusivity = INVALID_COMPANY;
	t->exclusive_counter = 0;
	t->statues = 0;

	{
		TownNameParams tnp(_settings_game.game_creation.town_name);
		t->townnamegrfid = tnp.grfid;
		t->townnametype = tnp.type;
	}
	t->townnameparts = townnameparts;

	t->UpdateVirtCoord();
	InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);

	t->InitializeLayout(layout);

	t->larger_town = city;

	int x = (int)size * 16 + 3;
	if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
	/* Don't create huge cities when founding town in-game */
	if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;

	t->cache.num_houses += x;
	UpdateTownRadius(t);

	int i = x * 4;
	do {
		GrowTown(t);
	} while (--i);

	t->cache.num_houses -= x;
	UpdateTownRadius(t);
	UpdateTownGrowthRate(t);
	UpdateTownMaxPass(t);
	UpdateAirportsNoise();
}

/**
 * Check if it's possible to place a town on a given tile.
 * @param tile The tile to check.
 * @return A zero cost if allowed, otherwise an error.
 */
static CommandCost TownCanBePlacedHere(TileIndex tile)
{
	/* Check if too close to the edge of map */
	if (DistanceFromEdge(tile) < 12) {
		return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
	}

	/* Check distance to all other towns. */
	if (IsCloseToTown(tile, 20)) {
		return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
	}

	/* Can only build on clear flat areas, possibly with trees. */
	if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
		return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
	}

	return CommandCost(EXPENSES_OTHER);
}

/**
 * Verifies this custom name is unique. Only custom names are checked.
 * @param name The name to check.
 * @return true if the name is unique
 */
static bool IsUniqueTownName(const std::string &name)
{
	for (const Town *t : Town::Iterate()) {
		if (!t->name.empty() && t->name == name) return false;
	}

	return true;
}

/**
 * Create a new town.
 * @param flags The type of operation.
 * @param tile The coordinates where town is built.
 * @param size The size of the town (@see TownSize).
 * @param city Should we build a city?
 * @param layout The town road layout (@see TownLayout).
 * @param random_location Should we use a random location? (randomize \c tile )
 * @param townnameparts Town name parts.
 * @param text Custom name for the town. If empty, the town name parts will be used.
 * @return The cost of this operation or an error.
 */
std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
{
	TownNameParams par(_settings_game.game_creation.town_name);

	if (size >= TSZ_END) return { CMD_ERROR, 0, INVALID_TOWN };
	if (layout >= NUM_TLS) return { CMD_ERROR, 0, INVALID_TOWN };

	/* Some things are allowed only in the scenario editor and for game scripts. */
	if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
		if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, INVALID_TOWN };
		if (size == TSZ_LARGE) return { CMD_ERROR, 0, INVALID_TOWN };
		if (random_location) return { CMD_ERROR, 0, INVALID_TOWN };
		if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
			return { CMD_ERROR, 0, INVALID_TOWN };
		}
	} else if (_current_company == OWNER_DEITY && random_location) {
		/* Random parameter is not allowed for Game Scripts. */
		return { CMD_ERROR, 0, INVALID_TOWN };
	}

	if (text.empty()) {
		/* If supplied name is empty, townnameparts has to generate unique automatic name */
		if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
	} else {
		/* If name is not empty, it has to be unique custom name */
		if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, INVALID_TOWN };
		if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
	}

	/* Allocate town struct */
	if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, INVALID_TOWN };

	if (!random_location) {
		CommandCost ret = TownCanBePlacedHere(tile);
		if (ret.Failed()) return { ret, 0, INVALID_TOWN };
	}

	static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
	/* multidimensional arrays have to have defined length of non-first dimension */
	static_assert(lengthof(price_mult[0]) == 4);

	CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
	byte mult = price_mult[city][size];

	cost.MultiplyCost(mult);

	/* Create the town */
	TownID new_town = INVALID_TOWN;
	if (flags & DC_EXEC) {
		if (cost.GetCost() > GetAvailableMoneyForCommand()) {
			return { CommandCost(EXPENSES_OTHER), cost.GetCost(), INVALID_TOWN };
		}

		Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
		UpdateNearestTownForRoadTiles(true);
		Town *t;
		if (random_location) {
			t = CreateRandomTown(20, townnameparts, size, city, layout);
			if (t == nullptr) {
				cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
			} else {
				new_town = t->index;
			}
		} else {
			t = new Town(tile);
			DoCreateTown(t, tile, townnameparts, size, city, layout, true);
		}
		UpdateNearestTownForRoadTiles(false);
		old_generating_world.Restore();

		if (t != nullptr && !text.empty()) {
			t->name = text;
			t->UpdateVirtCoord();
		}

		if (_game_mode != GM_EDITOR) {
			/* 't' can't be nullptr since 'random' is false outside scenedit */
			assert(!random_location);

			if (_current_company == OWNER_DEITY) {
				SetDParam(0, t->index);
				AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
			} else {
				SetDParam(0, _current_company);
				NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));

				SetDParamStr(0, company_name->string);
				SetDParam(1, t->index);

				AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, company_name);
			}
			AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
			Game::NewEvent(new ScriptEventTownFounded(t->index));
		}
	}
	return { cost, 0, new_town };
}

/**
 * Towns must all be placed on the same grid or when they eventually
 * interpenetrate their road networks will not mesh nicely; this
 * function adjusts a tile so that it aligns properly.
 *
 * @param tile The tile to start at.
 * @param layout The town layout in effect.
 * @return The adjusted tile.
 */
static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
{
	switch (layout) {
		case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
		case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
		default:          return tile;
	}
}

/**
 * Towns must all be placed on the same grid or when they eventually
 * interpenetrate their road networks will not mesh nicely; this
 * function tells you if a tile is properly aligned.
 *
 * @param tile The tile to start at.
 * @param layout The town layout in effect.
 * @return true if the tile is in the correct location.
 */
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
{
	switch (layout) {
		case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
		case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
		default:          return true;
	}
}

/**
 * Used as the user_data for FindFurthestFromWater
 */
struct SpotData {
	TileIndex tile; ///< holds the tile that was found
	uint max_dist;  ///< holds the distance that tile is from the water
	TownLayout layout; ///< tells us what kind of town we're building
};

/**
 * CircularTileSearch callback; finds the tile furthest from any
 * water. slightly bit tricky, since it has to do a search of its own
 * in order to find the distance to the water from each square in the
 * radius.
 *
 * Also, this never returns true, because it needs to take into
 * account all locations being searched before it knows which is the
 * furthest.
 *
 * @param tile Start looking from this tile
 * @param user_data Storage area for data that must last across calls;
 * must be a pointer to struct SpotData
 *
 * @return always false
 */
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
{
	SpotData *sp = (SpotData*)user_data;
	uint dist = GetClosestWaterDistance(tile, true);

	if (IsTileType(tile, MP_CLEAR) &&
			IsTileFlat(tile) &&
			IsTileAlignedToGrid(tile, sp->layout) &&
			dist > sp->max_dist) {
		sp->tile = tile;
		sp->max_dist = dist;
	}

	return false;
}

/**
 * CircularTileSearch callback to find the nearest land tile.
 * @param tile Start looking from this tile
 */
static bool FindNearestEmptyLand(TileIndex tile, void *)
{
	return IsTileType(tile, MP_CLEAR);
}

/**
 * Given a spot on the map (presumed to be a water tile), find a good
 * coastal spot to build a city. We don't want to build too close to
 * the edge if we can help it (since that inhibits city growth) hence
 * the search within a search within a search. O(n*m^2), where n is
 * how far to search for land, and m is how far inland to look for a
 * flat spot.
 *
 * @param tile Start looking from this spot.
 * @param layout the road layout to search for
 * @return tile that was found
 */
static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
{
	SpotData sp = { INVALID_TILE, 0, layout };

	TileIndex coast = tile;
	if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
		CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
		return sp.tile;
	}

	/* if we get here just give up */
	return INVALID_TILE;
}

/**
 * Create a random town somewhere in the world.
 * @param attempts How many times should we try?
 * @param townnameparts The name of the town.
 * @param size The size preset of the town.
 * @param city Should we build a city?
 * @param layout The road layout to build.
 * @return The town object, or nullptr if we failed to create a town anywhere.
 */
static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
{
	assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN

	if (!Town::CanAllocateItem()) return nullptr;

	do {
		/* Generate a tile index not too close from the edge */
		TileIndex tile = AlignTileToGrid(RandomTile(), layout);

		/* if we tried to place the town on water, slide it over onto
		 * the nearest likely-looking spot */
		if (IsTileType(tile, MP_WATER)) {
			tile = FindNearestGoodCoastalTownSpot(tile, layout);
			if (tile == INVALID_TILE) continue;
		}

		/* Make sure town can be placed here */
		if (TownCanBePlacedHere(tile).Failed()) continue;

		/* Allocate a town struct */
		Town *t = new Town(tile);

		DoCreateTown(t, tile, townnameparts, size, city, layout, false);

		/* if the population is still 0 at the point, then the
		 * placement is so bad it couldn't grow at all */
		if (t->cache.population > 0) return t;

		Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
		[[maybe_unused]] CommandCost rc = Command<CMD_DELETE_TOWN>::Do(DC_EXEC, t->index);
		cur_company.Restore();
		assert(rc.Succeeded());

		/* We already know that we can allocate a single town when
		 * entering this function. However, we create and delete
		 * a town which "resets" the allocation checks. As such we
		 * need to check again when assertions are enabled. */
		assert(Town::CanAllocateItem());
	} while (--attempts != 0);

	return nullptr;
}

static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high

/**
 * Generate a number of towns with a given layout.
 * This function is used by the Random Towns button in Scenario Editor as well as in world generation.
 * @param layout The road layout to build.
 * @return true if towns have been successfully created.
 */
bool GenerateTowns(TownLayout layout)
{
	uint current_number = 0;
	uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
	uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : Map::ScaleBySize(_num_initial_towns[difficulty] + (Random() & 7));
	total = std::min<uint>(TownPool::MAX_SIZE, total);
	uint32_t townnameparts;
	TownNames town_names;

	SetGeneratingWorldProgress(GWP_TOWN, total);

	/* Pre-populate the town names list with the names of any towns already on the map */
	for (const Town *town : Town::Iterate()) {
		town_names.insert(town->GetCachedName());
	}

	/* First attempt will be made at creating the suggested number of towns.
	 * Note that this is really a suggested value, not a required one.
	 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
	do {
		bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
		IncreaseGeneratingWorldProgress(GWP_TOWN);
		/* Get a unique name for the town. */
		if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
		/* try 20 times to create a random-sized town for the first loop. */
		if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
	} while (--total);

	town_names.clear();

	/* Build the town k-d tree again to make sure it's well balanced */
	RebuildTownKdtree();

	if (current_number != 0) return true;

	/* If current_number is still zero at this point, it means that not a single town has been created.
	 * So give it a last try, but now more aggressive */
	if (GenerateTownName(_random, &townnameparts) &&
			CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
		return true;
	}

	/* If there are no towns at all and we are generating new game, bail out */
	if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
		ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
	}

	return false;  // we are still without a town? we failed, simply
}


/**
 * Returns the bit corresponding to the town zone of the specified tile.
 * @param t Town on which town zone is to be found.
 * @param tile TileIndex where town zone needs to be found.
 * @return the bit position of the given zone, as defined in HouseZones.
 */
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
{
	uint dist = DistanceSquare(tile, t->xy);

	if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;

	HouseZonesBits smallest = HZB_TOWN_EDGE;
	for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
		if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
	}

	return smallest;
}

/**
 * Clears tile and builds a house or house part.
 * @param tile The tile to build upon.
 * @param t The town which will own the house.
 * @param counter The construction stage counter for the house.
 * @param stage The current construction stage of the house.
 * @param type The type of house.
 * @param random_bits Random bits for newgrf houses to use.
 * @pre The house can be built here.
 */
static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
{
	[[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
	assert(cc.Succeeded());

	IncreaseBuildingCount(t, type);
	MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
	if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);

	MarkTileDirtyByTile(tile);
}


/**
 * Write house information into the map. For multi-tile houses, all tiles are marked.
 * @param town The town related to this house
 * @param t The tile to build on. If a multi-tile house, this is the northern-most tile.
 * @param counter The counter of the construction stage.
 * @param stage The current construction stage.
 * @param The type of house.
 * @param random_bits Random bits for newgrf houses to use.
 * @pre The house can be built here.
 */
static void MakeTownHouse(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
{
	BuildingFlags size = HouseSpec::Get(type)->building_flags;

	ClearMakeHouseTile(tile, t, counter, stage, type, random_bits);
	if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits);
	if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits);
	if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits);

	ForAllStationsAroundTiles(TileArea(tile, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
		t->stations_near.insert(st);
		return true;
	});
}


/**
 * Check if a house can be built here, based on slope, whether there's a bridge above, and if we can clear the land.
 * @param tile The tile to check.
 * @param noslope Are foundations prohibited for this house?
 * @return true iff house can be built here.
 */
static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
{
	/* cannot build on these slopes... */
	Slope slope = GetTileSlope(tile);
	if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;

	/* at least one RoadTypes allow building the house here? */
	if (!RoadTypesAllowHouseHere(tile)) return false;

	/* building under a bridge? */
	if (IsBridgeAbove(tile)) return false;

	/* can we clear the land? */
	return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
}


/**
 * Check if a tile where we want to build a multi-tile house has an appropriate max Z.
 * @param tile The tile to check.
 * @param z The max Z level to allow.
 * @param noslope Are foundations disallowed for this house?
 * @return true iff house can be built here.
 * @see CanBuildHouseHere()
 */
static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
{
	if (!CanBuildHouseHere(tile, noslope)) return false;

	/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
	if (GetTileMaxZ(tile) != z) return false;

	return true;
}


/**
 * Checks if a house of size 2x2 can be built at this tile.
 * @param tile The tile of the house's northernmost tile.
 * @param z The maximum tile z, so all tiles are the same height.
 * @param noslope Are foundations disallowed for this house?
 * @return true iff house can be built here.
 * @see CheckBuildHouseSameZ()
 */
static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
{
	/* we need to check this tile too because we can be at different tile now */
	if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;

	for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
		tile += TileOffsByDiagDir(d);
		if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
	}

	return true;
}


/**
 * Checks if the current town layout allows building here.
 * @param t The town.
 * @param tile The tile to check.
 * @return true iff town layout allows building here.
 * @note see layouts
 */
static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
{
	/* Allow towns everywhere when we don't build roads */
	if (!TownAllowedToBuildRoads()) return true;

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

	switch (t->layout) {
		case TL_2X2_GRID:
			if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
			break;

		case TL_3X3_GRID:
			if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
			break;

		default:
			break;
	}

	return true;
}


/**
 * Checks if the current town layout allows a 2x2 building here.
 * @param t The town.
 * @param tile The tile to check.
 * @return true iff town layout allows a 2x2 building here.
 * @note see layouts
 */
static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
{
	/* Allow towns everywhere when we don't build roads */
	if (!TownAllowedToBuildRoads()) return true;

	/* Compute relative position of tile. (Positive offsets are towards north) */
	TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);

	switch (t->layout) {
		case TL_2X2_GRID:
			grid_pos.x %= 3;
			grid_pos.y %= 3;
			if ((grid_pos.x != 2 && grid_pos.x != -1) ||
				(grid_pos.y != 2 && grid_pos.y != -1)) return false;
			break;

		case TL_3X3_GRID:
			if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
			break;

		default:
			break;
	}

	return true;
}


/**
 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
 * Also, tests both building positions that occupy this tile.
 * @param tile The tile where the building should be built.
 * @param t The town.
 * @param maxz The maximum Z level, since all tiles must have the same height.
 * @param noslope Are foundations disallowed for this house?
 * @param second The diagdir from the first tile to the second tile.
 */
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
{
	/* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */

	TileIndex tile2 = *tile + TileOffsByDiagDir(second);
	if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;

	tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
	if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
		*tile = tile2;
		return true;
	}

	return false;
}


/**
 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
 * Also, tests all four building positions that occupy this tile.
 * @param tile The tile where the building should be built.
 * @param t The town.
 * @param maxz The maximum Z level, since all tiles must have the same height.
 * @param noslope Are foundations disallowed for this house?
 */
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
{
	TileIndex tile2 = *tile;

	for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
		if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
			*tile = tile2;
			return true;
		}
		if (d == DIAGDIR_END) break;
		tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
	}

	return false;
}


/**
 * Tries to build a house at this tile.
 * @param t The town the house will belong to.
 * @param tile The tile to try building on.
 * @return false iff no house can be built on this tile.
 */
static bool BuildTownHouse(Town *t, TileIndex tile)
{
	/* forbidden building here by town layout */
	if (!TownLayoutAllowsHouseHere(t, tile)) return false;

	/* no house allowed at all, bail out */
	if (!CanBuildHouseHere(tile, false)) return false;

	Slope slope = GetTileSlope(tile);
	int maxz = GetTileMaxZ(tile);

	/* Get the town zone type of the current tile, as well as the climate.
	 * This will allow to easily compare with the specs of the new house to build */
	HouseZonesBits rad = GetTownRadiusGroup(t, tile);

	/* Above snow? */
	int land = _settings_game.game_creation.landscape;
	if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;

	uint bitmask = (1 << rad) + (1 << (land + 12));

	/* bits 0-4 are used
	 * bits 11-15 are used
	 * bits 5-10 are not used. */
	HouseID houses[NUM_HOUSES];
	uint num = 0;
	uint probs[NUM_HOUSES];
	uint probability_max = 0;

	/* Generate a list of all possible houses that can be built. */
	for (uint i = 0; i < NUM_HOUSES; i++) {
		const HouseSpec *hs = HouseSpec::Get(i);

		/* Verify that the candidate house spec matches the current tile status */
		if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;

		/* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
		if (hs->class_id != HOUSE_NO_CLASS) {
			/* id_count is always <= class_count, so it doesn't need to be checked */
			if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
		} else {
			/* If the house has no class, check id_count instead */
			if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
		}

		uint cur_prob = hs->probability;
		probability_max += cur_prob;
		probs[num] = cur_prob;
		houses[num++] = (HouseID)i;
	}

	TileIndex baseTile = tile;

	while (probability_max > 0) {
		/* Building a multitile building can change the location of tile.
		 * The building would still be built partially on that tile, but
		 * its northern tile would be elsewhere. However, if the callback
		 * fails we would be basing further work from the changed tile.
		 * So a next 1x1 tile building could be built on the wrong tile. */
		tile = baseTile;

		uint r = RandomRange(probability_max);
		uint i;
		for (i = 0; i < num; i++) {
			if (probs[i] > r) break;
			r -= probs[i];
		}

		HouseID house = houses[i];
		probability_max -= probs[i];

		/* remove tested house from the set */
		num--;
		houses[i] = houses[num];
		probs[i] = probs[num];

		const HouseSpec *hs = HouseSpec::Get(house);

		if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
			continue;
		}

		if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;

		/* Special houses that there can be only one of. */
		uint oneof = 0;

		if (hs->building_flags & BUILDING_IS_CHURCH) {
			SetBit(oneof, TOWN_HAS_CHURCH);
		} else if (hs->building_flags & BUILDING_IS_STADIUM) {
			SetBit(oneof, TOWN_HAS_STADIUM);
		}

		if (t->flags & oneof) continue;

		/* Make sure there is no slope? */
		bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
		if (noslope && slope != SLOPE_FLAT) continue;

		if (hs->building_flags & TILE_SIZE_2x2) {
			if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
		} else if (hs->building_flags & TILE_SIZE_2x1) {
			if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
		} else if (hs->building_flags & TILE_SIZE_1x2) {
			if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
		} else {
			/* 1x1 house checks are already done */
		}

		byte random_bits = Random();

		if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
			uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
			if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
		}

		/* build the house */
		t->cache.num_houses++;

		/* Special houses that there can be only one of. */
		t->flags |= oneof;

		byte construction_counter = 0;
		byte construction_stage = 0;

		if (_generating_world || _game_mode == GM_EDITOR) {
			uint32_t construction_random = Random();

			construction_stage = TOWN_HOUSE_COMPLETED;
			if (Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);

			if (construction_stage == TOWN_HOUSE_COMPLETED) {
				ChangePopulation(t, hs->population);
			} else {
				construction_counter = GB(construction_random, 2, 2);
			}
		}

		MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
		UpdateTownRadius(t);
		UpdateTownGrowthRate(t);

		return true;
	}

	return false;
}

/**
 * Update data structures when a house is removed
 * @param tile  Tile of the house
 * @param t     Town owning the house
 * @param house House type
 */
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
{
	assert(IsTileType(tile, MP_HOUSE));
	DecreaseBuildingCount(t, house);
	DoClearSquare(tile);
	DeleteAnimatedTile(tile);

	DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
}

/**
 * Determines if a given HouseID is part of a multitile house.
 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
 *
 * @param house Is changed to the HouseID of the north tile of the same house
 * @return TileDiff from the tile of the given HouseID to the north tile
 */
TileIndexDiff GetHouseNorthPart(HouseID &house)
{
	if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
		if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
			house--;
			return TileDiffXY(-1, 0);
		} else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
			house--;
			return TileDiffXY(0, -1);
		} else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
			house -= 2;
			return TileDiffXY(-1, 0);
		} else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
			house -= 3;
			return TileDiffXY(-1, -1);
		}
	}
	return 0;
}

/**
 * Clear a town house.
 * @param t The town which owns the house.
 * @param tile The tile to clear.
 */
void ClearTownHouse(Town *t, TileIndex tile)
{
	assert(IsTileType(tile, MP_HOUSE));

	HouseID house = GetHouseType(tile);

	/* The northernmost tile of the house is the main house. */
	tile += GetHouseNorthPart(house);

	const HouseSpec *hs = HouseSpec::Get(house);

	/* Remove population from the town if the house is finished. */
	if (IsHouseCompleted(tile)) {
		ChangePopulation(t, -hs->population);
	}

	t->cache.num_houses--;

	/* Clear flags for houses that only may exist once/town. */
	if (hs->building_flags & BUILDING_IS_CHURCH) {
		ClrBit(t->flags, TOWN_HAS_CHURCH);
	} else if (hs->building_flags & BUILDING_IS_STADIUM) {
		ClrBit(t->flags, TOWN_HAS_STADIUM);
	}

	/* Do the actual clearing of tiles */
	DoClearTownHouseHelper(tile, t, house);
	if (hs->building_flags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
	if (hs->building_flags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
	if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);

	RemoveNearbyStations(t, tile, hs->building_flags);

	UpdateTownRadius(t);
}

/**
 * Rename a town (server-only).
 * @param flags type of operation
 * @param town_id town ID to rename
 * @param text the new name or an empty string when resetting to the default
 * @return the cost of this operation or an error
 */
CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
{
	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr) return CMD_ERROR;

	bool reset = text.empty();

	if (!reset) {
		if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
		if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
	}

	if (flags & DC_EXEC) {
		t->cached_name.clear();
		if (reset) {
			t->name.clear();
		} else {
			t->name = text;
		}

		t->UpdateVirtCoord();
		InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
		ClearAllStationCachedNames();
		ClearAllIndustryCachedNames();
		UpdateAllStationVirtCoords();
	}
	return CommandCost();
}

/**
 * Determines the first cargo with a certain town effect
 * @param effect Town effect of interest
 * @return first active cargo slot with that effect
 */
const CargoSpec *FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
{
	for (const CargoSpec *cs : CargoSpec::Iterate()) {
		if (cs->town_acceptance_effect == effect) return cs;
	}
	return nullptr;
}

/**
 * Change the cargo goal of a town.
 * @param flags Type of operation.
 * @param town_id Town ID to cargo game of.
 * @param tae TownEffect to change the game of.
 * @param goal The new goal value.
 * @return Empty cost or an error.
 */
CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
{
	if (_current_company != OWNER_DEITY) return CMD_ERROR;

	if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;

	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr) return CMD_ERROR;

	/* Validate if there is a cargo which is the requested TownEffect */
	const CargoSpec *cargo = FindFirstCargoWithTownAcceptanceEffect(tae);
	if (cargo == nullptr) return CMD_ERROR;

	if (flags & DC_EXEC) {
		t->goal[tae] = goal;
		UpdateTownGrowth(t);
		InvalidateWindowData(WC_TOWN_VIEW, town_id);
	}

	return CommandCost();
}

/**
 * Set a custom text in the Town window.
 * @param flags Type of operation.
 * @param town_id Town ID to change the text of.
 * @param text The new text (empty to remove the text).
 * @return Empty cost or an error.
 */
CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
{
	if (_current_company != OWNER_DEITY) return CMD_ERROR;
	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr) return CMD_ERROR;

	if (flags & DC_EXEC) {
		t->text.clear();
		if (!text.empty()) t->text = text;
		InvalidateWindowData(WC_TOWN_VIEW, town_id);
	}

	return CommandCost();
}

/**
 * Change the growth rate of the town.
 * @param flags Type of operation.
 * @param town_id Town ID to cargo game of.
 * @param growth_rate Amount of days between growth, or TOWN_GROWTH_RATE_NONE, or 0 to reset custom growth rate.
 * @return Empty cost or an error.
 */
CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16_t growth_rate)
{
	if (_current_company != OWNER_DEITY) return CMD_ERROR;

	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr) return CMD_ERROR;

	if (flags & DC_EXEC) {
		if (growth_rate == 0) {
			/* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
			ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
		} else {
			uint old_rate = t->growth_rate;
			if (t->grow_counter >= old_rate) {
				/* This also catches old_rate == 0 */
				t->grow_counter = growth_rate;
			} else {
				/* Scale grow_counter, so half finished houses stay half finished */
				t->grow_counter = t->grow_counter * growth_rate / old_rate;
			}
			t->growth_rate = growth_rate;
			SetBit(t->flags, TOWN_CUSTOM_GROWTH);
		}
		UpdateTownGrowth(t);
		InvalidateWindowData(WC_TOWN_VIEW, town_id);
	}

	return CommandCost();
}

/**
 * Change the rating of a company in a town
 * @param flags Type of operation.
 * @param town_id Town ID to change, bit 16..23 =
 * @param company_id Company ID to change.
 * @param rating New rating of company (signed int16_t).
 * @return Empty cost or an error.
 */
CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16_t rating)
{
	if (_current_company != OWNER_DEITY) return CMD_ERROR;

	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr) return CMD_ERROR;

	if (!Company::IsValidID(company_id)) return CMD_ERROR;

	int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
	if (flags & DC_EXEC) {
		t->ratings[company_id] = new_rating;
		InvalidateWindowData(WC_TOWN_AUTHORITY, town_id);
	}

	return CommandCost();
}

/**
 * Expand a town (scenario editor only).
 * @param flags Type of operation.
 * @param TownID Town ID to expand.
 * @param grow_amount Amount to grow, or 0 to grow a random size up to the current amount of houses.
 * @return Empty cost or an error.
 */
CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32_t grow_amount)
{
	if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr) return CMD_ERROR;

	if (flags & DC_EXEC) {
		/* The more houses, the faster we grow */
		if (grow_amount == 0) {
			uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
			t->cache.num_houses += amount;
			UpdateTownRadius(t);

			uint n = amount * 10;
			do GrowTown(t); while (--n);

			t->cache.num_houses -= amount;
		} else {
			for (; grow_amount > 0; grow_amount--) {
				/* Try several times to grow, as we are really suppose to grow */
				for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
			}
		}
		UpdateTownRadius(t);

		UpdateTownMaxPass(t);
	}

	return CommandCost();
}

/**
 * Delete a town (scenario editor or worldgen only).
 * @param flags Type of operation.
 * @param town_id Town ID to delete.
 * @return Empty cost or an error.
 */
CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
{
	if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr) return CMD_ERROR;

	/* Stations refer to towns. */
	for (const Station *st : Station::Iterate()) {
		if (st->town == t) {
			/* Non-oil rig stations are always a problem. */
			if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
			/* We can only automatically delete oil rigs *if* there's no vehicle on them. */
			CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
			if (ret.Failed()) return ret;
		}
	}

	/* Waypoints refer to towns. */
	for (const Waypoint *wp : Waypoint::Iterate()) {
		if (wp->town == t) return CMD_ERROR;
	}

	/* Depots refer to towns. */
	for (const Depot *d : Depot::Iterate()) {
		if (d->town == t) return CMD_ERROR;
	}

	/* Check all tiles for town ownership. First check for bridge tiles, as
	 * these do not directly have an owner so we need to check adjacent
	 * tiles. This won't work correctly in the same loop if the adjacent
	 * tile was already deleted earlier in the loop. */
	for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
		if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
			CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
			if (ret.Failed()) return ret;
		}
	}

	/* Check all remaining tiles for town ownership. */
	for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
		bool try_clear = false;
		switch (GetTileType(current_tile)) {
			case MP_ROAD:
				try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
				break;

			case MP_HOUSE:
				try_clear = GetTownIndex(current_tile) == t->index;
				break;

			case MP_INDUSTRY:
				try_clear = Industry::GetByTile(current_tile)->town == t;
				break;

			case MP_OBJECT:
				if (Town::GetNumItems() == 1) {
					/* No towns will be left, remove it! */
					try_clear = true;
				} else {
					Object *o = Object::GetByTile(current_tile);
					if (o->town == t) {
						if (o->type == OBJECT_STATUE) {
							/* Statue... always remove. */
							try_clear = true;
						} else {
							/* Tell to find a new town. */
							if (flags & DC_EXEC) o->town = nullptr;
						}
					}
				}
				break;

			default:
				break;
		}
		if (try_clear) {
			CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
			if (ret.Failed()) return ret;
		}
	}

	/* The town destructor will delete the other things related to the town. */
	if (flags & DC_EXEC) {
		_town_kdtree.Remove(t->index);
		if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
		delete t;
	}

	return CommandCost();
}

/**
 * Factor in the cost of each town action.
 * @see TownActions
 */
const byte _town_action_costs[TACT_COUNT] = {
	2, 4, 9, 35, 48, 53, 117, 175
};

/**
 * Perform the "small advertising campaign" town action.
 * @param t The town to advertise in.
 * @param flags Type of operation.
 * @return An empty cost.
 */
static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
{
	if (flags & DC_EXEC) {
		ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
	}
	return CommandCost();
}

/**
 * Perform the "medium advertising campaign" town action.
 * @param t The town to advertise in.
 * @param flags Type of operation.
 * @return An empty cost.
 */
static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
{
	if (flags & DC_EXEC) {
		ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
	}
	return CommandCost();
}

/**
 * Perform the "large advertising campaign" town action.
 * @param t The town to advertise in.
 * @param flags Type of operation.
 * @return An empty cost.
 */
static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
{
	if (flags & DC_EXEC) {
		ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
	}
	return CommandCost();
}

/**
 * Perform the "local road reconstruction" town action.
 * @param t The town to grief in.
 * @param flags Type of operation.
 * @return An empty cost.
 */
static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
{
	/* Check if the company is allowed to fund new roads. */
	if (!_settings_game.economy.fund_roads) return CMD_ERROR;

	if (flags & DC_EXEC) {
		t->road_build_months = 6;

		SetDParam(0, _current_company);
		NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));

		SetDParam(0, t->index);
		SetDParamStr(1, company_name->string);

		AddNewsItem(
			TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS,
			NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, company_name);
		AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
		Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
	}
	return CommandCost();
}

/**
 * Check whether the land can be cleared.
 * @param tile Tile to check.
 * @return true if the tile can be cleared.
 */
static bool CheckClearTile(TileIndex tile)
{
	Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
	CommandCost r = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, tile);
	cur_company.Restore();
	return r.Succeeded();
}

/** Structure for storing data while searching the best place to build a statue. */
struct StatueBuildSearchData {
	TileIndex best_position; ///< Best position found so far.
	int tile_count;          ///< Number of tiles tried.

	StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
};

/**
 * Search callback function for #TownActionBuildStatue.
 * @param tile Tile on which to perform the search.
 * @param user_data Reference to the statue search data.
 * @return Result of the test.
 */
static bool SearchTileForStatue(TileIndex tile, void *user_data)
{
	static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.

	StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
	statue_data->tile_count++;

	/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
	if (IsSteepSlope(GetTileSlope(tile))) return false;
	/* Don't build statues under bridges. */
	if (IsBridgeAbove(tile)) return false;

	/* A clear-able open space is always preferred. */
	if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
		statue_data->best_position = tile;
		return true;
	}

	bool house = IsTileType(tile, MP_HOUSE);

	/* Searching inside the inner circle. */
	if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
		/* Save first house in inner circle. */
		if (house && statue_data->best_position == INVALID_TILE && CheckClearTile(tile)) {
			statue_data->best_position = tile;
		}

		/* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
		return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
	}

	/* Searching outside the circle, just pick the first possible spot. */
	statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
	return house && CheckClearTile(tile);
}

/**
 * Perform a 9x9 tiles circular search from the center of the town
 * in order to find a free tile to place a statue
 * @param t town to search in
 * @param flags Used to check if the statue must be built or not.
 * @return Empty cost or an error.
 */
static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
{
	if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);

	TileIndex tile = t->xy;
	StatueBuildSearchData statue_data(INVALID_TILE, 0);
	if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);

	if (flags & DC_EXEC) {
		Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
		Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, statue_data.best_position);
		cur_company.Restore();
		BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
		SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
		MarkTileDirtyByTile(statue_data.best_position);
	}
	return CommandCost();
}

/**
 * Perform the "fund new buildings" town action.
 * @param t The town to fund buildings in.
 * @param flags Type of operation.
 * @return An empty cost.
 */
static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
{
	/* Check if it's allowed to buy the rights */
	if (!_settings_game.economy.fund_buildings) return CMD_ERROR;

	if (flags & DC_EXEC) {
		/* And grow for 3 months */
		t->fund_buildings_months = 3;

		/* Enable growth (also checking GameScript's opinion) */
		UpdateTownGrowth(t);

		/* Build a new house, but add a small delay to make sure
		 * that spamming funding doesn't let town grow any faster
		 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
		 * Also emulate original behaviour when town was only growing in
		 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
		 * tick-perfect and gives player some time window where they can
		 * spam funding with the exact same efficiency.
		 */
		t->grow_counter = std::min<uint16_t>(t->grow_counter, 2 * Ticks::TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % Ticks::TOWN_GROWTH_TICKS);

		SetWindowDirty(WC_TOWN_VIEW, t->index);
	}
	return CommandCost();
}

/**
 * Perform the "buy exclusive transport rights" town action.
 * @param t The town to buy exclusivity in.
 * @param flags Type of operation.
 * @return An empty cost.
 */
static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
{
	/* Check if it's allowed to buy the rights */
	if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
	if (t->exclusivity != INVALID_COMPANY) return CMD_ERROR;

	if (flags & DC_EXEC) {
		t->exclusive_counter = 12;
		t->exclusivity = _current_company;

		ModifyStationRatingAround(t->xy, _current_company, 130, 17);

		SetWindowClassesDirty(WC_STATION_VIEW);

		/* Spawn news message */
		CompanyNewsInformation *cni = new CompanyNewsInformation(Company::Get(_current_company));
		SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
		SetDParam(1, TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS);
		SetDParam(2, t->index);
		SetDParamStr(3, cni->company_name);
		AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
		AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
		Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
	}
	return CommandCost();
}

/**
 * Perform the "bribe" town action.
 * @param t The town to bribe.
 * @param flags Type of operation.
 * @return An empty cost.
 */
static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
{
	if (flags & DC_EXEC) {
		if (Chance16(1, 14)) {
			/* set as unwanted for 6 months */
			t->unwanted[_current_company] = 6;

			/* set all close by station ratings to 0 */
			for (Station *st : Station::Iterate()) {
				if (st->town == t && st->owner == _current_company) {
					for (GoodsEntry &ge : st->goods) ge.rating = 0;
				}
			}

			/* only show error message to the executing player. All errors are handled command.c
			 * but this is special, because it can only 'fail' on a DC_EXEC */
			if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);

			/* decrease by a lot!
			 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
			 * be independent of any cheat settings
			 */
			if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
				t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
				SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
			}
		} else {
			ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
			if (t->exclusivity != _current_company && t->exclusivity != INVALID_COMPANY) {
				t->exclusivity = INVALID_COMPANY;
				t->exclusive_counter = 0;
			}
		}
	}
	return CommandCost();
}

typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
static TownActionProc * const _town_action_proc[] = {
	TownActionAdvertiseSmall,
	TownActionAdvertiseMedium,
	TownActionAdvertiseLarge,
	TownActionRoadRebuild,
	TownActionBuildStatue,
	TownActionFundBuildings,
	TownActionBuyRights,
	TownActionBribe
};

/**
 * Get a list of available town authority actions.
 * @param cid The company that is querying the town.
 * @param t The town that is queried.
 * @return The bitmasked value of enabled actions.
 */
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
{
	TownActions buttons = TACT_NONE;

	/* Spectators and unwanted have no options */
	if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {

		/* Actions worth more than this are not able to be performed */
		Money avail = GetAvailableMoney(cid);

		/* Check the action bits for validity and
		 * if they are valid add them */
		for (uint i = 0; i != lengthof(_town_action_costs); i++) {
			const TownActions cur = (TownActions)(1 << i);

			/* Is the company not able to bribe ? */
			if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;

			/* Is the company not able to buy exclusive rights ? */
			if (cur == TACT_BUY_RIGHTS && (!_settings_game.economy.exclusive_rights || t->exclusive_counter != 0)) continue;

			/* Is the company not able to fund buildings ? */
			if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;

			/* Is the company not able to fund local road reconstruction? */
			if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;

			/* Is the company not able to build a statue ? */
			if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;

			if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
				buttons |= cur;
			}
		}
	}

	return buttons;
}

/**
 * Do a town action.
 * This performs an action such as advertising, building a statue, funding buildings,
 * but also bribing the town-council
 * @param flags type of operation
 * @param town_id town to do the action at
 * @param action action to perform, @see _town_action_proc for the list of available actions
 * @return the cost of this operation or an error
 */
CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8_t action)
{
	Town *t = Town::GetIfValid(town_id);
	if (t == nullptr || action >= lengthof(_town_action_proc)) return CMD_ERROR;

	if (!HasBit(GetMaskOfTownActions(_current_company, t), action)) return CMD_ERROR;

	CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[action] >> 8);

	CommandCost ret = _town_action_proc[action](t, flags);
	if (ret.Failed()) return ret;

	if (flags & DC_EXEC) {
		SetWindowDirty(WC_TOWN_AUTHORITY, town_id);
	}

	return cost;
}

template <typename Func>
static void ForAllStationsNearTown(Town *t, Func func)
{
	/* Ideally the search radius should be close to the actual town zone 0 radius.
	 * The true radius is not stored or calculated anywhere, only the squared radius. */
	/* The efficiency of this search might be improved for large towns and many stations on the map,
	 * by using an integer square root approximation giving a value not less than the true square root. */
	uint search_radius = t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] / 2;
	ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
		if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
			func(st);
		}
	});
}

/**
 * Monthly callback to update town and station ratings.
 * @param t The town to update.
 */
static void UpdateTownRating(Town *t)
{
	/* Increase company ratings if they're low */
	for (const Company *c : Company::Iterate()) {
		if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
			t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
		}
	}

	ForAllStationsNearTown(t, [&](const Station *st) {
		if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
			if (Company::IsValidID(st->owner)) {
				int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
				t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
			}
		} else {
			if (Company::IsValidID(st->owner)) {
				int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
				t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
			}
		}
	});

	/* clamp all ratings to valid values */
	for (uint i = 0; i < MAX_COMPANIES; i++) {
		t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
	}

	SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
}


/**
 * Updates town grow counter after growth rate change.
 * Preserves relative house builting progress whenever it can.
 * @param t The town to calculate grow counter for
 * @param prev_growth_rate Town growth rate before it changed (one that was used with grow counter to be updated)
 */
static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
{
	if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
	if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
		t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
		return;
	}
	t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
}

/**
 * Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
 * @param t The town to calculate stations for
 * @returns Amount of active stations
 */
static int CountActiveStations(Town *t)
{
	int n = 0;
	ForAllStationsNearTown(t, [&](const Station * st) {
		if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
			n++;
		}
	});
	return n;
}

/**
 * Calculates town growth rate in normal conditions (custom growth rate not set).
 * If town growth speed is set to None(0) returns the same rate as if it was Normal(2).
 * @param t The town to calculate growth rate for
 * @returns Calculated growth rate
 */
static uint GetNormalGrowthRate(Town *t)
{
	/**
	 * Note:
	 * Unserviced+unfunded towns get an additional malus in UpdateTownGrowth(),
	 * so the "320" is actually not better than the "420".
	 */
	static const uint16_t _grow_count_values[2][6] = {
		{ 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
		{ 320, 420, 300, 220, 160, 100 }  // Normal values
	};

	int n = CountActiveStations(t);
	uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];

	uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;

	m >>= growth_multiplier;
	if (t->larger_town) m /= 2;

	return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
}

/**
 * Updates town growth rate.
 * @param t The town to update growth rate for
 */
static void UpdateTownGrowthRate(Town *t)
{
	if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
	uint old_rate = t->growth_rate;
	t->growth_rate = GetNormalGrowthRate(t);
	UpdateTownGrowCounter(t, old_rate);
	SetWindowDirty(WC_TOWN_VIEW, t->index);
}

/**
 * Updates town growth state (whether it is growing or not).
 * @param t The town to update growth for
 */
static void UpdateTownGrowth(Town *t)
{
	UpdateTownGrowthRate(t);

	ClrBit(t->flags, TOWN_IS_GROWING);
	SetWindowDirty(WC_TOWN_VIEW, t->index);

	if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;

	if (t->fund_buildings_months == 0) {
		/* Check if all goals are reached for this town to grow (given we are not funding it) */
		for (int i = TAE_BEGIN; i < TAE_END; i++) {
			switch (t->goal[i]) {
				case TOWN_GROWTH_WINTER:
					if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
					break;
				case TOWN_GROWTH_DESERT:
					if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
					break;
				default:
					if (t->goal[i] > t->received[i].old_act) return;
					break;
			}
		}
	}

	if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
		if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
		SetWindowDirty(WC_TOWN_VIEW, t->index);
		return;
	}

	if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;

	SetBit(t->flags, TOWN_IS_GROWING);
	SetWindowDirty(WC_TOWN_VIEW, t->index);
}

/**
 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
 * @param tile The tile where the station shall be constructed.
 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
 * @return Succeeded or failed command.
 */
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
{
	/* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
	if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();

	if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();

	Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
	if (t == nullptr) return CommandCost();

	if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();

	SetDParam(0, t->index);
	return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
}

/**
 * Return the town closest to the given tile within \a threshold.
 * @param tile      Starting point of the search.
 * @param threshold Biggest allowed distance to the town.
 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
 *
 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
 */
Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
{
	if (Town::GetNumItems() == 0) return nullptr;

	TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
	Town *town = Town::Get(tid);
	if (DistanceManhattan(tile, town->xy) < threshold) return town;
	return nullptr;
}

/**
 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
 * @param tile      Starting point of the search.
 * @param threshold Biggest allowed distance to the town.
 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
 *
 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
 */
Town *ClosestTownFromTile(TileIndex tile, uint threshold)
{
	switch (GetTileType(tile)) {
		case MP_ROAD:
			if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);

			if (!HasTownOwnedRoad(tile)) {
				TownID tid = GetTownIndex(tile);

				if (tid == INVALID_TOWN) {
					/* in the case we are generating "many random towns", this value may be INVALID_TOWN */
					if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
					assert(Town::GetNumItems() == 0);
					return nullptr;
				}

				assert(Town::IsValidID(tid));
				Town *town = Town::Get(tid);

				if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;

				return town;
			}
			[[fallthrough]];

		case MP_HOUSE:
			return Town::GetByTile(tile);

		default:
			return CalcClosestTownFromTile(tile, threshold);
	}
}

static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
static std::map<const Town *, int> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.

/**
 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
 * The function is safe to use in nested calls.
 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
 */
void SetTownRatingTestMode(bool mode)
{
	static int ref_count = 0; // Number of times test-mode is switched on.
	if (mode) {
		if (ref_count == 0) {
			_town_test_ratings.clear();
		}
		ref_count++;
	} else {
		assert(ref_count > 0);
		ref_count--;
	}
	_town_rating_test = !(ref_count == 0);
}

/**
 * Get the rating of a town for the #_current_company.
 * @param t Town to get the rating from.
 * @return Rating of the current company in the given town.
 */
static int GetRating(const Town *t)
{
	if (_town_rating_test) {
		auto it = _town_test_ratings.find(t);
		if (it != _town_test_ratings.end()) {
			return it->second;
		}
	}
	return t->ratings[_current_company];
}

/**
 * Changes town rating of the current company
 * @param t Town to affect
 * @param add Value to add
 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
 */
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
{
	/* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
	if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
			!Company::IsValidID(_current_company) ||
			(_cheats.magic_bulldozer.value && add < 0)) {
		return;
	}

	int rating = GetRating(t);
	if (add < 0) {
		if (rating > max) {
			rating += add;
			if (rating < max) rating = max;
		}
	} else {
		if (rating < max) {
			rating += add;
			if (rating > max) rating = max;
		}
	}
	if (_town_rating_test) {
		_town_test_ratings[t] = rating;
	} else {
		SetBit(t->have_ratings, _current_company);
		t->ratings[_current_company] = rating;
		SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
	}
}

/**
 * Does the town authority allow the (destructive) action of the current company?
 * @param flags Checking flags of the command.
 * @param t     Town that must allow the company action.
 * @param type  Type of action that is wanted.
 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
 */
CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
{
	/* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
	if (t == nullptr || !Company::IsValidID(_current_company) ||
			_cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
		return CommandCost();
	}

	/* minimum rating needed to be allowed to remove stuff */
	static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
		/*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
		{    RATING_ROAD_NEEDED_LENIENT,    RATING_TUNNEL_BRIDGE_NEEDED_LENIENT}, // Lenient
		{    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
		{    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
		{ RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
	};

	/* check if you're allowed to remove the road/bridge/tunnel
	 * owned by a town no removal if rating is lower than ... depends now on
	 * difficulty setting. Minimum town rating selected by difficulty level
	 */
	int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];

	if (GetRating(t) < needed) {
		SetDParam(0, t->index);
		return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
	}

	return CommandCost();
}

static IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
{
	for (Town *t : Town::Iterate()) {
		/* Check for active town actions and decrement their counters. */
		if (t->road_build_months != 0) t->road_build_months--;
		if (t->fund_buildings_months != 0) t->fund_buildings_months--;

		if (t->exclusive_counter != 0) {
			if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
		}

		/* Check for active failed bribe cooloff periods and decrement them. */
		for (const Company *c : Company::Iterate()) {
			if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
		}

		/* Update cargo statistics. */
		for (auto &supplied : t->supplied) supplied.NewMonth();
		for (auto &received : t->received) received.NewMonth();

		UpdateTownGrowth(t);
		UpdateTownRating(t);

		SetWindowDirty(WC_TOWN_VIEW, t->index);
	}
});

static IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
{
	/* Increment house ages */
	for (TileIndex t = 0; t < Map::Size(); t++) {
		if (!IsTileType(t, MP_HOUSE)) continue;
		IncrementHouseAge(t);
	}
});

static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
{
	if (AutoslopeEnabled()) {
		HouseID house = GetHouseType(tile);
		GetHouseNorthPart(house); // modifies house to the ID of the north tile
		const HouseSpec *hs = HouseSpec::Get(house);

		/* Here we differ from TTDP by checking TILE_NOT_SLOPED */
		if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
				(GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
			bool allow_terraform = true;

			/* Call the autosloping callback per tile, not for the whole building at once. */
			house = GetHouseType(tile);
			hs = HouseSpec::Get(house);
			if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
				/* If the callback fails, allow autoslope. */
				uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
				if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
			}

			if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
		}
	}

	return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
}

/** Tile callback functions for a town */
extern const TileTypeProcs _tile_type_town_procs = {
	DrawTile_Town,           // draw_tile_proc
	GetSlopePixelZ_Town,     // get_slope_z_proc
	ClearTile_Town,          // clear_tile_proc
	AddAcceptedCargo_Town,   // add_accepted_cargo_proc
	GetTileDesc_Town,        // get_tile_desc_proc
	GetTileTrackStatus_Town, // get_tile_track_status_proc
	nullptr,                    // click_tile_proc
	AnimateTile_Town,        // animate_tile_proc
	TileLoop_Town,           // tile_loop_proc
	ChangeTileOwner_Town,    // change_tile_owner_proc
	AddProducedCargo_Town,   // add_produced_cargo_proc
	nullptr,                    // vehicle_enter_tile_proc
	GetFoundation_Town,      // get_foundation_proc
	TerraformTile_Town,      // terraform_tile_proc
};


HouseSpec _house_specs[NUM_HOUSES];

void ResetHouses()
{
	ResetHouseClassIDs();

	auto insert = std::copy(std::begin(_original_house_specs), std::end(_original_house_specs), std::begin(_house_specs));
	std::fill(insert, std::end(_house_specs), HouseSpec{});

	/* Reset any overrides that have been set. */
	_house_mngr.ResetOverride();
}