Update to 15.0-beta1
This commit is contained in:
183
src/genworld.cpp
183
src/genworld.cpp
@@ -10,6 +10,10 @@
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#include "stdafx.h"
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#include "landscape.h"
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#include "company_func.h"
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#include "town_cmd.h"
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#include "signs_cmd.h"
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#include "3rdparty/nlohmann/json.hpp"
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#include "strings_func.h"
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#include "genworld.h"
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#include "gfxinit.h"
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#include "window_func.h"
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@@ -26,6 +30,7 @@
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#include "void_map.h"
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#include "town.h"
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#include "newgrf.h"
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#include "newgrf_house.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "progress.h"
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@@ -86,7 +91,7 @@ static void CleanupGeneration()
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static void _GenerateWorld()
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{
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/* Make sure everything is done via OWNER_NONE. */
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Backup<CompanyID> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
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Backup<CompanyID> _cur_company(_current_company, OWNER_NONE);
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try {
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_generating_world = true;
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@@ -315,6 +320,7 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
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/* Load the right landscape stuff, and the NewGRFs! */
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GfxLoadSprites();
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InitializeBuildingCounts();
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LoadStringWidthTable();
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/* Re-init the windowing system */
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@@ -335,3 +341,178 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
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_GenerateWorld();
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}
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/** Town data imported from JSON files and used to place towns. */
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struct ExternalTownData {
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TownID town_id; ///< The TownID of the town in OpenTTD. Not imported, but set during the founding proceess and stored here for convenience.
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std::string name; ///< The name of the town.
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uint population; ///< The target population of the town when created in OpenTTD. If input is blank, defaults to 0.
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bool is_city; ///< Should it be created as a city in OpenTTD? If input is blank, defaults to false.
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float x_proportion; ///< The X coordinate of the town, as a proportion 0..1 of the maximum X coordinate.
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float y_proportion; ///< The Y coordinate of the town, as a proportion 0..1 of the maximum Y coordinate.
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};
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/**
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* Helper for CircularTileSearch to found a town on or near a given tile.
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* @param tile The tile to try founding the town upon.
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* @param user_data The ExternalTownData to attempt to found.
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* @return True if the town was founded successfully.
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*/
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static bool TryFoundTownNearby(TileIndex tile, void *user_data)
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{
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ExternalTownData &town = *static_cast<ExternalTownData *>(user_data);
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std::tuple<CommandCost, Money, TownID> result = Command<CMD_FOUND_TOWN>::Do(DC_EXEC, tile, TSZ_SMALL, town.is_city, _settings_game.economy.town_layout, false, 0, town.name);
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TownID id = std::get<TownID>(result);
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/* Check if the command failed. */
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if (id == INVALID_TOWN) return false;
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/* The command succeeded, send the ID back through user_data. */
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town.town_id = id;
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return true;
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}
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/**
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* Load town data from _file_to_saveload, place towns at the appropriate locations, and expand them to their target populations.
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*/
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void LoadTownData()
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{
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/* Load the JSON file as a string initially. We'll parse it soon. */
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size_t filesize;
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auto f = FioFOpenFile(_file_to_saveload.name, "rb", HEIGHTMAP_DIR, &filesize);
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if (!f.has_value()) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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std::string text(filesize, '\0');
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size_t len = fread(text.data(), filesize, 1, *f);
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f.reset();
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if (len != 1) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Now parse the JSON. */
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nlohmann::json town_data;
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try {
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town_data = nlohmann::json::parse(text);
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} catch (nlohmann::json::exception &) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Check for JSON formatting errors with the array of towns. */
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if (!town_data.is_array()) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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std::vector<std::pair<Town *, uint> > towns;
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uint failed_towns = 0;
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/* Iterate through towns and attempt to found them. */
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for (auto &feature : town_data) {
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ExternalTownData town;
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/* Ensure JSON is formatted properly. */
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if (!feature.is_object()) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Check to ensure all fields exist and are of the correct type.
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* If the town name is formatted wrong, all we can do is give a general warning. */
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if (!feature.contains("name") || !feature.at("name").is_string()) {
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* If other fields are formatted wrong, we can actually inform the player which town is the problem. */
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if (!feature.contains("population") || !feature.at("population").is_number() ||
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!feature.contains("city") || !feature.at("city").is_boolean() ||
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!feature.contains("x") || !feature.at("x").is_number() ||
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!feature.contains("y") || !feature.at("y").is_number()) {
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feature.at("name").get_to(town.name);
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SetDParamStr(0, town.name);
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY, WL_ERROR);
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return;
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}
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/* Set town properties. */
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feature.at("name").get_to(town.name);
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feature.at("population").get_to(town.population);
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feature.at("city").get_to(town.is_city);
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/* Set town coordinates. */
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feature.at("x").get_to(town.x_proportion);
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feature.at("y").get_to(town.y_proportion);
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/* Check for improper coordinates and warn the player. */
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if (town.x_proportion <= 0.0f || town.y_proportion <= 0.0f || town.x_proportion >= 1.0f || town.y_proportion >= 1.0f) {
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SetDParamStr(0, town.name);
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ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_BAD_COORDINATE, WL_ERROR);
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return;
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}
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/* Find the target tile for the town. */
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TileIndex tile;
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switch (_settings_game.game_creation.heightmap_rotation) {
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case HM_CLOCKWISE:
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/* Tile coordinates align with what we expect. */
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tile = TileXY(town.x_proportion * Map::MaxX(), town.y_proportion * Map::MaxY());
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break;
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case HM_COUNTER_CLOCKWISE:
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/* Tile coordinates are rotated and must be adjusted. */
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tile = TileXY((1 - town.y_proportion * Map::MaxX()), town.x_proportion * Map::MaxY());
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break;
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default: NOT_REACHED();
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}
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/* Try founding on the target tile, and if that doesn't work, find the nearest suitable tile up to 16 tiles away.
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* The target might be on water, blocked somehow, or on a steep slope that can't be terraformed by the founding command. */
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TileIndex search_tile = tile;
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bool success = CircularTileSearch(&search_tile, 16, 0, 0, TryFoundTownNearby, &town);
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/* If we still fail to found the town, we'll create a sign at the intended location and tell the player how many towns we failed to create in an error message.
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* This allows the player to diagnose a heightmap misalignment, if towns end up in the sea, or place towns manually, if in rough terrain. */
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if (!success) {
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Command<CMD_PLACE_SIGN>::Post(tile, town.name);
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failed_towns++;
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continue;
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}
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towns.emplace_back(std::make_pair(Town::Get(town.town_id), town.population));
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}
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/* If we couldn't found a town (or multiple), display a message to the player with the number of failed towns. */
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if (failed_towns > 0) {
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SetDParam(0, failed_towns);
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ShowErrorMessage(STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN, INVALID_STRING_ID, WL_WARNING);
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}
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/* Now that we've created the towns, let's grow them to their target populations. */
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for (const auto &item : towns) {
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Town *t = item.first;
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uint population = item.second;
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/* Grid towns can grow almost forever, but the town growth algorithm gets less and less efficient as it wanders roads randomly,
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* so we set an arbitrary limit. With a flat map and a 3x3 grid layout this results in about 4900 houses, or 2800 houses with "Better roads." */
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int try_limit = 1000;
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/* If a town repeatedly fails to grow, continuing to try only wastes time. */
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int fail_limit = 10;
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/* Grow by a constant number of houses each time, instead of growth based on current town size.
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* We want our try limit to apply in a predictable way, no matter the road layout and other geography. */
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const int HOUSES_TO_GROW = 10;
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do {
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uint before = t->cache.num_houses;
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Command<CMD_EXPAND_TOWN>::Post(t->index, HOUSES_TO_GROW);
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if (t->cache.num_houses <= before) fail_limit--;
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} while (fail_limit > 0 && try_limit-- > 0 && t->cache.population < population);
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}
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}
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