Update to 15.0-beta1

This commit is contained in:
dP
2024-12-25 20:34:06 +05:00
parent 46dc456049
commit a86fd7c621
963 changed files with 38070 additions and 33798 deletions

View File

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