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Feature: Order flag to unbunch vehicles at depot (#11945)
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* 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.h Base of the town class. */
#ifndef TOWN_H
#define TOWN_H
#include "viewport_type.h"
#include "timer/timer_game_tick.h"
#include "town_map.h"
#include "subsidy_type.h"
#include "newgrf_storage.h"
#include "cargotype.h"
template <typename T>
struct BuildingCounts {
T id_count[NUM_HOUSES];
T class_count[HOUSE_CLASS_MAX];
};
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
static const TownID INVALID_TOWN = 0xFFFF;
static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
static const uint TOWN_GROWTH_DESERT = 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount)
static const uint16_t TOWN_GROWTH_RATE_NONE = 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
static const uint16_t MAX_TOWN_GROWTH_TICKS = 930; ///< Max amount of original town ticks that still fit into uint16_t, about equal to UINT16_MAX / TOWN_GROWTH_TICKS but slightly less to simplify calculations
typedef Pool<Town, TownID, 64, 64000> TownPool;
extern TownPool _town_pool;
/** Data structure with cached data of towns. */
struct TownCache {
uint32_t num_houses; ///< Amount of houses
uint32_t population; ///< Current population of people
TrackedViewportSign sign; ///< Location of name sign, UpdateVirtCoord updates this
PartOfSubsidy part_of_subsidy; ///< Is this town a source/destination of a subsidy?
uint32_t squared_town_zone_radius[HZB_END]; ///< UpdateTownRadius updates this given the house count
BuildingCounts<uint16_t> building_counts; ///< The number of each type of building in the town
};
/** Town data structure. */
struct Town : TownPool::PoolItem<&_town_pool> {
TileIndex xy; ///< town center tile
TownCache cache; ///< Container for all cacheable data.
/* Town name */
uint32_t townnamegrfid;
uint16_t townnametype;
uint32_t townnameparts;
std::string name; ///< Custom town name. If empty, the town was not renamed and uses the generated name.
mutable std::string cached_name; ///< NOSAVE: Cache of the resolved name of the town, if not using a custom town name
byte flags; ///< See #TownFlags.
uint16_t noise_reached; ///< level of noise that all the airports are generating
CompanyMask statues; ///< which companies have a statue?
/* Company ratings. */
CompanyMask have_ratings; ///< which companies have a rating
uint8_t unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
CompanyID exclusivity; ///< which company has exclusivity
uint8_t exclusive_counter; ///< months till the exclusivity expires
int16_t ratings[MAX_COMPANIES]; ///< ratings of each company for this town
TransportedCargoStat<uint32_t> supplied[NUM_CARGO]; ///< Cargo statistics about supplied cargo.
TransportedCargoStat<uint16_t> received[NUM_TAE]; ///< Cargo statistics about received cargotypes.
uint32_t goal[NUM_TAE]; ///< Amount of cargo required for the town to grow.
std::string text; ///< General text with additional information.
inline byte GetPercentTransported(CargoID cid) const { return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1); }
StationList stations_near; ///< NOSAVE: List of nearby stations.
uint16_t time_until_rebuild; ///< time until we rebuild a house
uint16_t grow_counter; ///< counter to count when to grow, value is smaller than or equal to growth_rate
uint16_t growth_rate; ///< town growth rate
byte fund_buildings_months; ///< fund buildings program in action?
byte road_build_months; ///< fund road reconstruction in action?
bool larger_town; ///< if this is a larger town and should grow more quickly
TownLayout layout; ///< town specific road layout
bool show_zone; ///< NOSAVE: mark town to show the local authority zone in the viewports
std::list<PersistentStorage *> psa_list;
/**
* Creates a new town.
* @param tile center tile of the town
*/
Town(TileIndex tile = INVALID_TILE) : xy(tile) { }
/** Destroy the town. */
~Town();
void InitializeLayout(TownLayout layout);
/**
* Calculate the max town noise.
* The value is counted using the population divided by the content of the
* entry in town_noise_population corresponding to the town's tolerance.
* @return the maximum noise level the town will tolerate.
*/
inline uint16_t MaxTownNoise() const
{
if (this->cache.population == 0) return 0; // no population? no noise
/* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
return ClampTo<uint16_t>((this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
}
void UpdateVirtCoord();
inline const std::string &GetCachedName() const
{
if (!this->name.empty()) return this->name;
if (this->cached_name.empty()) this->FillCachedName();
return this->cached_name;
}
static inline Town *GetByTile(TileIndex tile)
{
return Town::Get(GetTownIndex(tile));
}
static Town *GetRandom();
static void PostDestructor(size_t index);
private:
void FillCachedName() const;
};
uint32_t GetWorldPopulation();
void UpdateAllTownVirtCoords();
void ClearAllTownCachedNames();
void ShowTownViewWindow(TownID town);
void ExpandTown(Town *t);
void RebuildTownKdtree();
/** Settings for town council attitudes. */
enum TownCouncilAttitudes {
TOWN_COUNCIL_LENIENT = 0,
TOWN_COUNCIL_TOLERANT = 1,
TOWN_COUNCIL_HOSTILE = 2,
TOWN_COUNCIL_PERMISSIVE = 3,
};
/**
* Action types that a company must ask permission for to a town authority.
* @see CheckforTownRating
*/
enum TownRatingCheckType {
ROAD_REMOVE = 0, ///< Removal of a road owned by the town.
TUNNELBRIDGE_REMOVE = 1, ///< Removal of a tunnel or bridge owned by the towb.
TOWN_RATING_CHECK_TYPE_COUNT, ///< Number of town checking action types.
};
/** Special values for town list window for the data parameter of #InvalidateWindowData. */
enum TownDirectoryInvalidateWindowData {
TDIWD_FORCE_REBUILD,
TDIWD_POPULATION_CHANGE,
TDIWD_FORCE_RESORT,
};
/**
* This enum is used in conjunction with town->flags.
* IT simply states what bit is used for.
* It is pretty unrealistic (IMHO) to only have one church/stadium
* per town, NO MATTER the population of it.
* And there are 5 more bits available on flags...
*/
enum TownFlags {
TOWN_IS_GROWING = 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate.
TOWN_HAS_CHURCH = 1, ///< There can be only one church by town.
TOWN_HAS_STADIUM = 2, ///< There can be only one stadium by town.
TOWN_CUSTOM_GROWTH = 3, ///< Growth rate is controlled by GS.
};
CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
TileIndexDiff GetHouseNorthPart(HouseID &house);
Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
void ResetHouses();
/** Town actions of a company. */
enum TownActions {
TACT_NONE = 0x00, ///< Empty action set.
TACT_ADVERTISE_SMALL = 0x01, ///< Small advertising campaign.
TACT_ADVERTISE_MEDIUM = 0x02, ///< Medium advertising campaign.
TACT_ADVERTISE_LARGE = 0x04, ///< Large advertising campaign.
TACT_ROAD_REBUILD = 0x08, ///< Rebuild the roads.
TACT_BUILD_STATUE = 0x10, ///< Build a statue.
TACT_FUND_BUILDINGS = 0x20, ///< Fund new buildings.
TACT_BUY_RIGHTS = 0x40, ///< Buy exclusive transport rights.
TACT_BRIBE = 0x80, ///< Try to bribe the council.
TACT_COUNT = 8, ///< Number of available town actions.
TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, ///< All possible advertising actions.
TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FUND_BUILDINGS, ///< All possible construction actions.
TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE, ///< All possible funding actions.
TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS, ///< All possible actions.
};
DECLARE_ENUM_AS_BIT_SET(TownActions)
void ClearTownHouse(Town *t, TileIndex tile);
void UpdateTownMaxPass(Town *t);
void UpdateTownRadius(Town *t);
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
Town *ClosestTownFromTile(TileIndex tile, uint threshold);
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
void SetTownRatingTestMode(bool mode);
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t);
bool GenerateTowns(TownLayout layout);
const CargoSpec *FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect);
extern const byte _town_action_costs[TACT_COUNT];
/**
* Set the default name for a depot/waypoint
* @tparam T The type/class to make a default name for
* @param obj The object/instance we want to find the name for
*/
template <class T>
void MakeDefaultName(T *obj)
{
/* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
assert(obj->name.empty() || obj->town_cn == UINT16_MAX);
obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
/* Find first unused number belonging to this town. This can never fail,
* as long as there can be at most 65535 waypoints/depots in total.
*
* This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
* most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
* m - number of waypoints near this town).
* Usually, it needs only 'n' steps.
*
* If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
* but this way it is faster */
uint32_t used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
uint32_t next = 0; // first number in the bitmap
uint32_t idx = 0; // index where we will stop
uint32_t cid = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
do {
T *lobj = T::GetIfValid(cid);
/* check only valid waypoints... */
if (lobj != nullptr && obj != lobj) {
/* only objects within the same city and with the same type */
if (lobj->town == obj->town && lobj->IsOfType(obj)) {
/* if lobj->town_cn < next, uint will overflow to '+inf' */
uint i = (uint)lobj->town_cn - next;
if (i < 32) {
SetBit(used, i); // update bitmap
if (i == 0) {
/* shift bitmap while the lowest bit is '1';
* increase the base of the bitmap too */
do {
used >>= 1;
next++;
} while (HasBit(used, 0));
/* when we are at 'idx' again at end of the loop and
* 'next' hasn't changed, then no object had town_cn == next,
* so we can safely use it */
idx = cid;
}
}
}
}
cid++;
if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
} while (cid != idx);
obj->town_cn = (uint16_t)next; // set index...
}
/*
* Converts original town ticks counters to plain game ticks. Note that
* tick 0 is a valid tick so actual amount is one more than the counter value.
*/
inline uint16_t TownTicksToGameTicks(uint16_t ticks)
{
return (std::min(ticks, MAX_TOWN_GROWTH_TICKS) + 1) * Ticks::TOWN_GROWTH_TICKS - 1;
}
RoadType GetTownRoadType();
#endif /* TOWN_H */
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