Change: Store water tile flooding state in the map.

This allows water tiles which cannot flood any further to not even try to flood.

On a large map with lots of water tiles this can noticeably reduce game loop processing time.

Mostly ported from JGRPP.
This commit is contained in:
Peter Nelson
2024-10-19 19:09:53 +01:00
committed by Peter Nelson
parent 4cd46e54aa
commit 8f9836793f
11 changed files with 67 additions and 4 deletions

View File

@@ -90,6 +90,17 @@ static void MarkCanalsAndRiversAroundDirty(TileIndex tile)
}
}
/**
* Clear non-flooding state of the tiles around a tile.
* @param tile The centre of the tile where other tiles' non-flooding state is cleared.
*/
void ClearNeighbourNonFloodingStates(TileIndex tile)
{
for (Direction dir = DIR_BEGIN; dir != DIR_END; dir++) {
TileIndex dest = tile + TileOffsByDir(dir);
if (IsValidTile(dest) && IsTileType(dest, MP_WATER)) SetNonFloodingWaterTile(dest, false);
}
}
/**
* Build a ship depot.
@@ -403,6 +414,7 @@ static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags)
MakeRiver(tile, Random());
} else {
DoClearSquare(tile);
ClearNeighbourNonFloodingStates(tile);
}
MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
@@ -565,6 +577,7 @@ static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
}
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
ClearNeighbourNonFloodingStates(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, base_cost);
@@ -580,6 +593,7 @@ static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
if (flags & DC_EXEC) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
ClearNeighbourNonFloodingStates(tile);
}
if (IsSlopeWithOneCornerRaised(slope)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
@@ -1230,10 +1244,14 @@ static void DoDryUp(TileIndex tile)
*/
void TileLoop_Water(TileIndex tile)
{
if (IsTileType(tile, MP_WATER)) AmbientSoundEffect(tile);
if (IsTileType(tile, MP_WATER)) {
AmbientSoundEffect(tile);
if (IsNonFloodingWaterTile(tile)) return;
}
switch (GetFloodingBehaviour(tile)) {
case FLOOD_ACTIVE:
case FLOOD_ACTIVE: {
bool continue_flooding = false;
for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir));
/* Contrary to drying up, flooding does not consider MP_VOID tiles. */
@@ -1241,6 +1259,9 @@ void TileLoop_Water(TileIndex tile)
/* do not try to flood water tiles - increases performance a lot */
if (IsTileType(dest, MP_WATER)) continue;
/* This neighbour tile might be floodable later if the tile is cleared, so allow flooding to continue. */
continue_flooding = true;
/* TREE_GROUND_SHORE is the sign of a previous flood. */
if (IsTileType(dest, MP_TREES) && GetTreeGround(dest) == TREE_GROUND_SHORE) continue;
@@ -1251,7 +1272,9 @@ void TileLoop_Water(TileIndex tile)
DoFloodTile(dest);
}
if (!continue_flooding && IsTileType(tile, MP_WATER)) SetNonFloodingWaterTile(tile, true);
break;
}
case FLOOD_DRYUP: {
Slope slope_here = std::get<0>(GetFoundationSlope(tile)) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;