Merge remote-tracking branch 'upstream/master'

This commit is contained in:
dP
2025-06-14 17:01:17 +05:00
1132 changed files with 59430 additions and 52889 deletions

View File

@@ -20,6 +20,7 @@
#include "sound_func.h"
#include "water.h"
#include "company_base.h"
#include "core/geometry_type.hpp"
#include "core/random_func.hpp"
#include "newgrf_generic.h"
#include "timer/timer_game_tick.h"
@@ -39,14 +40,14 @@
*
* This enumeration defines all possible tree placer algorithm in the game.
*/
enum TreePlacer {
enum TreePlacer : uint8_t {
TP_NONE, ///< No tree placer algorithm
TP_ORIGINAL, ///< The original algorithm
TP_IMPROVED, ///< A 'improved' algorithm
};
/** Where to place trees while in-game? */
enum ExtraTreePlacement {
enum ExtraTreePlacement : uint8_t {
ETP_NO_SPREAD, ///< Grow trees on tiles that have them but don't spread to new ones
ETP_SPREAD_RAINFOREST, ///< Grow trees on tiles that have them, only spread to new ones in rainforests
ETP_SPREAD_ALL, ///< Grow trees and spread them without restrictions
@@ -75,7 +76,7 @@ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
case MP_CLEAR:
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
default: return false;
@@ -107,15 +108,20 @@ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, Tree
ClearNeighbourNonFloodingStates(tile);
break;
case MP_CLEAR:
switch (GetClearGround(tile)) {
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
default: ground = TREE_GROUND_SNOW_DESERT; break;
case MP_CLEAR: {
ClearGround clearground = GetClearGround(tile);
if (IsSnowTile(tile)) {
ground = clearground == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
} else {
switch (clearground) {
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
default: ground = TREE_GROUND_SNOW_DESERT; break;
}
}
if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
if (clearground != CLEAR_ROUGH) density = GetClearDensity(tile);
break;
}
default: NOT_REACHED();
}
@@ -137,13 +143,13 @@ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, Tree
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
{
switch (_settings_game.game_creation.landscape) {
case LT_TEMPERATE:
case LandscapeType::Temperate:
return static_cast<TreeType>(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
case LT_ARCTIC:
case LandscapeType::Arctic:
return static_cast<TreeType>(seed * TREE_COUNT_SUB_ARCTIC / 256 + TREE_SUB_ARCTIC);
case LT_TROPIC:
case LandscapeType::Tropic:
switch (GetTropicZone(tile)) {
case TROPICZONE_NORMAL: return static_cast<TreeType>(seed * TREE_COUNT_SUB_TROPICAL / 256 + TREE_SUB_TROPICAL);
case TROPICZONE_DESERT: return static_cast<TreeType>((seed > 12) ? TREE_INVALID : TREE_CACTUS);
@@ -180,6 +186,110 @@ static void PlaceTree(TileIndex tile, uint32_t r)
}
}
struct BlobHarmonic {
int amplitude;
float phase;
int frequency;
};
/**
* Creates a star-shaped polygon originating from (0, 0) as defined by the given harmonics.
* The shape is placed into a pre-allocated span so the caller controls allocation.
* @param radius The maximum radius of the polygon. May be smaller, but will not be larger.
* @param harmonics Harmonics data for the polygon.
* @param[out] shape Shape to fill with points.
*/
static void CreateStarShapedPolygon(int radius, std::span<const BlobHarmonic> harmonics, std::span<Point> shape)
{
float theta = 0;
float step = (M_PI * 2) / std::size(shape);
/* Divide a circle into a number of equally spaced divisions. */
for (Point &vertex : shape) {
/* Add up the values of each harmonic at this segment.*/
float deviation = std::accumulate(std::begin(harmonics), std::end(harmonics), 0.f, [theta](float d, const BlobHarmonic &harmonic) -> float {
return d + sinf((theta + harmonic.phase) * harmonic.frequency) * harmonic.amplitude;
});
/* Smooth out changes. */
float adjusted_radius = (radius / 2.f) + (deviation / 2);
/* Add to the final polygon. */
vertex.x = cosf(theta) * adjusted_radius;
vertex.y = sinf(theta) * adjusted_radius;
/* Proceed to the next segment. */
theta += step;
}
}
/**
* Creates a random star-shaped polygon originating from (0, 0).
* The shape is placed into a pre-allocated span so the caller controls allocation.
* @param radius The maximum radius of the blob. May be smaller, but will not be larger.
* @param[out] shape Shape to fill with polygon points.
*/
static void CreateRandomStarShapedPolygon(int radius, std::span<Point> shape)
{
/* Valid values for the phase of blob harmonics are between 0 and Tau. we can get a value in the correct range
* from Random() by dividing the maximum possible value by the desired maximum, and then dividing the random
* value by the result. */
static constexpr float PHASE_DIVISOR = static_cast<float>(INT32_MAX / M_PI * 2);
/* These values are ones found in testing that result in suitable-looking polygons that did not self-intersect
* and fit within a square of radius * radius dimensions. */
std::initializer_list<BlobHarmonic> harmonics = {
{radius / 2, Random() / PHASE_DIVISOR, 1},
{radius / 4, Random() / PHASE_DIVISOR, 2},
{radius / 8, Random() / PHASE_DIVISOR, 3},
{radius / 16, Random() / PHASE_DIVISOR, 4},
};
CreateStarShapedPolygon(radius, harmonics, shape);
}
/**
* Returns true if the given coordinates lie within a triangle.
* @param x X coordinate relative to centre of shape.
* @param y Y coordinate relative to centre of shape.
* @param v1 First vertex of triangle.
* @param v2 Second vertex of triangle.
* @param v3 Third vertex of triangle.
* @returns true if the given coordinates lie within a triangle.
*/
static bool IsPointInTriangle(int x, int y, const Point &v1, const Point &v2, const Point &v3)
{
const int s = ((v1.x - v3.x) * (y - v3.y)) - ((v1.y - v3.y) * (x - v3.x));
const int t = ((v2.x - v1.x) * (y - v1.y)) - ((v2.y - v1.y) * (x - v1.x));
if ((s < 0) != (t < 0) && s != 0 && t != 0) return false;
const int d = (v3.x - v2.x) * (y - v2.y) - (v3.y - v2.y) * (x - v2.x);
return (d < 0) == (s + t <= 0);
}
/**
* Returns true if the given coordinates lie within a star shaped polygon.
* Breaks the polygon into a series of triangles around the centre point (0, 0) and then tests the coordinates against each triangle until a match is found (or not).
* @param x X coordinate relative to centre of shape.
* @param y Y coordinate relative to centre of shape.
* @param shape The shape to check against.
* @returns true if the given coordinates lie within the star shaped polygon.
*/
static bool IsPointInStarShapedPolygon(int x, int y, std::span<Point> shape)
{
for (auto it = std::begin(shape); it != std::end(shape); /* nothing */) {
const Point &v1 = *it;
++it;
const Point &v2 = (it == std::end(shape)) ? shape.front() : *it;
if (IsPointInTriangle(x, y, v1, v2, {0, 0})) return true;
}
return false;
}
/**
* Creates a number of tree groups.
* The number of trees in each group depends on how many trees are actually placed around the given tile.
@@ -188,21 +298,30 @@ static void PlaceTree(TileIndex tile, uint32_t r)
*/
static void PlaceTreeGroups(uint num_groups)
{
static constexpr uint GROVE_SEGMENTS = 16; ///< How many segments make up the tree group.
static constexpr uint GROVE_RADIUS = 16; ///< Maximum radius of tree groups.
/* Shape in which trees may be contained. Array is here to reduce allocations. */
std::array<Point, GROVE_SEGMENTS> grove;
do {
TileIndex center_tile = RandomTile();
for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
uint32_t r = Random();
int x = GB(r, 0, 5) - 16;
int y = GB(r, 8, 5) - 16;
uint dist = abs(x) + abs(y);
TileIndex cur_tile = TileAddWrap(center_tile, x, y);
CreateRandomStarShapedPolygon(GROVE_RADIUS, grove);
for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
IncreaseGeneratingWorldProgress(GWP_TREE);
if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
PlaceTree(cur_tile, r);
}
uint32_t r = Random();
int x = GB(r, 0, 5) - GROVE_RADIUS;
int y = GB(r, 8, 5) - GROVE_RADIUS;
TileIndex cur_tile = TileAddWrap(center_tile, x, y);
if (cur_tile == INVALID_TILE) continue;
if (!CanPlantTreesOnTile(cur_tile, true)) continue;
if (!IsPointInStarShapedPolygon(x, y, grove)) continue;
PlaceTree(cur_tile, r);
}
} while (--num_groups);
@@ -249,6 +368,7 @@ static void PlaceTreeAtSameHeight(TileIndex tile, int height)
void PlaceTreesRandomly()
{
int i, j, ht;
uint8_t max_height = _settings_game.construction.map_height_limit;
i = Map::ScaleBySize(DEFAULT_TREE_STEPS);
if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
@@ -269,7 +389,9 @@ void PlaceTreesRandomly()
/* The higher we get, the more trees we plant */
j = GetTileZ(tile) * 2;
/* Above snowline more trees! */
if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
if (_settings_game.game_creation.landscape == LandscapeType::Arctic && ht > GetSnowLine()) j *= 3;
/* Scale generation by maximum map height. */
if (max_height > MAP_HEIGHT_LIMIT_ORIGINAL) j = j * MAP_HEIGHT_LIMIT_ORIGINAL / max_height;
while (j--) {
PlaceTreeAtSameHeight(tile, ht);
}
@@ -277,7 +399,7 @@ void PlaceTreesRandomly()
} while (--i);
/* place extra trees at rainforest area */
if (_settings_game.game_creation.landscape == LT_TROPIC) {
if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
i = Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
if (_game_mode == GM_EDITOR) i /= EDITOR_TREE_DIV;
@@ -360,15 +482,15 @@ void GenerateTrees()
if (_settings_game.game_creation.tree_placer == TP_NONE) return;
switch (_settings_game.game_creation.tree_placer) {
case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 15 : 6; break;
case TP_IMPROVED: i = _settings_game.game_creation.landscape == LandscapeType::Arctic ? 4 : 2; break;
default: NOT_REACHED();
}
total = Map::ScaleBySize(DEFAULT_TREE_STEPS);
if (_settings_game.game_creation.landscape == LT_TROPIC) total += Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
if (_settings_game.game_creation.landscape == LandscapeType::Tropic) total += Map::ScaleBySize(DEFAULT_RAINFOREST_TREE_STEPS);
total *= i;
uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
uint num_groups = (_settings_game.game_creation.landscape != LandscapeType::Toyland) ? Map::ScaleBySize(GB(Random(), 0, 5) + 25) : 0;
total += num_groups * DEFAULT_TREE_STEPS;
SetGeneratingWorldProgress(GWP_TREE, total);
@@ -388,14 +510,14 @@ void GenerateTrees()
* @param diagonal Whether to use the Orthogonal (false) or Diagonal (true) iterator.
* @return the cost of this operation or an error
*/
CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
CommandCost CmdPlantTree(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, uint8_t tree_to_plant, bool diagonal)
{
StringID msg = INVALID_STRING_ID;
CommandCost cost(EXPENSES_OTHER);
if (start_tile >= Map::Size()) return CMD_ERROR;
/* Check the tree type within the current climate */
if (tree_to_plant != TREE_INVALID && !IsInsideBS(tree_to_plant, _tree_base_by_landscape[_settings_game.game_creation.landscape], _tree_count_by_landscape[_settings_game.game_creation.landscape])) return CMD_ERROR;
if (tree_to_plant != TREE_INVALID && !IsInsideBS(tree_to_plant, _tree_base_by_landscape[to_underlying(_settings_game.game_creation.landscape)], _tree_count_by_landscape[to_underlying(_settings_game.game_creation.landscape)])) return CMD_ERROR;
Company *c = (_game_mode != GM_EDITOR) ? Company::GetIfValid(_current_company) : nullptr;
int limit = (c == nullptr ? INT32_MAX : GB(c->tree_limit, 16, 16));
@@ -417,7 +539,7 @@ CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_ti
break;
}
if (flags & DC_EXEC) {
if (flags.Test(DoCommandFlag::Execute)) {
AddTreeCount(current_tile, 1);
MarkTileDirtyByTile(current_tile);
if (c != nullptr) c->tree_limit -= 1 << 16;
@@ -441,12 +563,12 @@ CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_ti
TreeType treetype = (TreeType)tree_to_plant;
/* Be a bit picky about which trees go where. */
if (_settings_game.game_creation.landscape == LT_TROPIC && treetype != TREE_INVALID && (
if (_settings_game.game_creation.landscape == LandscapeType::Tropic && treetype != TREE_INVALID && (
/* No cacti outside the desert */
(treetype == TREE_CACTUS && GetTropicZone(current_tile) != TROPICZONE_DESERT) ||
/* No rain forest trees outside the rain forest, except in the editor mode where it makes those tiles rain forest tile */
/* No rainforest trees outside the rainforest, except in the editor mode where it makes those tiles rainforest tile */
(IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS) && GetTropicZone(current_tile) != TROPICZONE_RAINFOREST && _game_mode != GM_EDITOR) ||
/* And no subtropical trees in the desert/rain forest */
/* And no subtropical trees in the desert/rainforest */
(IsInsideMM(treetype, TREE_SUB_TROPICAL, TREE_TOYLAND) && GetTropicZone(current_tile) != TROPICZONE_NORMAL))) {
msg = STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE;
continue;
@@ -460,12 +582,12 @@ CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_ti
if (IsTileType(current_tile, MP_CLEAR)) {
/* Remove fields or rocks. Note that the ground will get barrened */
switch (GetRawClearGround(current_tile)) {
switch (GetClearGround(current_tile)) {
case CLEAR_FIELDS:
case CLEAR_ROCKS: {
CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
if (ret.Failed()) return ret;
cost.AddCost(ret);
cost.AddCost(ret.GetCost());
break;
}
@@ -478,7 +600,7 @@ CommandCost CmdPlantTree(DoCommandFlag flags, TileIndex tile, TileIndex start_ti
if (t != nullptr) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
}
if (flags & DC_EXEC) {
if (flags.Test(DoCommandFlag::Execute)) {
if (treetype == TREE_INVALID) {
treetype = GetRandomTreeType(current_tile, GB(Random(), 24, 8));
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
@@ -603,7 +725,7 @@ static Foundation GetFoundation_Trees(TileIndex, Slope)
return FOUNDATION_NONE;
}
static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlags flags)
{
uint num;
@@ -615,22 +737,22 @@ static CommandCost ClearTile_Trees(TileIndex tile, DoCommandFlag flags)
num = GetTreeCount(tile);
if (IsInsideMM(GetTreeType(tile), TREE_RAINFOREST, TREE_CACTUS)) num *= 4;
if (flags & DC_EXEC) DoClearSquare(tile);
if (flags.Test(DoCommandFlag::Execute)) DoClearSquare(tile);
return CommandCost(EXPENSES_CONSTRUCTION, num * _price[PR_CLEAR_TREES]);
}
static void GetTileDesc_Trees(TileIndex tile, TileDesc *td)
static void GetTileDesc_Trees(TileIndex tile, TileDesc &td)
{
TreeType tt = GetTreeType(tile);
if (IsInsideMM(tt, TREE_RAINFOREST, TREE_CACTUS)) {
td->str = STR_LAI_TREE_NAME_RAINFOREST;
td.str = STR_LAI_TREE_NAME_RAINFOREST;
} else {
td->str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
td.str = tt == TREE_CACTUS ? STR_LAI_TREE_NAME_CACTUS_PLANTS : STR_LAI_TREE_NAME_TREES;
}
td->owner[0] = GetTileOwner(tile);
td.owner[0] = GetTileOwner(tile);
}
static void TileLoopTreesDesert(TileIndex tile)
@@ -693,7 +815,7 @@ static void TileLoopTreesAlps(TileIndex tile)
static bool CanPlantExtraTrees(TileIndex tile)
{
return ((_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
return ((_settings_game.game_creation.landscape == LandscapeType::Tropic && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ?
(_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) :
_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);
}
@@ -704,8 +826,9 @@ static void TileLoop_Trees(TileIndex tile)
TileLoop_Water(tile);
} else {
switch (_settings_game.game_creation.landscape) {
case LT_TROPIC: TileLoopTreesDesert(tile); break;
case LT_ARCTIC: TileLoopTreesAlps(tile); break;
case LandscapeType::Tropic: TileLoopTreesDesert(tile); break;
case LandscapeType::Arctic: TileLoopTreesAlps(tile); break;
default: break;
}
}
@@ -733,7 +856,7 @@ static void TileLoop_Trees(TileIndex tile)
switch (GetTreeGrowth(tile)) {
case TreeGrowthStage::Grown: // regular sized tree
if (_settings_game.game_creation.landscape == LT_TROPIC &&
if (_settings_game.game_creation.landscape == LandscapeType::Tropic &&
GetTreeType(tile) != TREE_CACTUS &&
GetTropicZone(tile) == TROPICZONE_DESERT) {
AddTreeGrowth(tile, 1);
@@ -796,7 +919,7 @@ static void TileLoop_Trees(TileIndex tile)
break;
}
default: // snow or desert
if (_settings_game.game_creation.landscape == LT_TROPIC) {
if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
} else {
uint density = GetTreeDensity(tile);
@@ -833,15 +956,29 @@ bool DecrementTreeCounter()
return old_trees_tick_ctr <= _trees_tick_ctr;
}
/**
* Place a random tree on a random tile.
* @param rainforest If set the random tile must be in a rainforest zone.
*/
static void PlantRandomTree(bool rainforest)
{
uint32_t r = Random();
TileIndex tile = RandomTileSeed(r);
if (rainforest && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return;
if (!CanPlantTreesOnTile(tile, false)) return;
TreeType tree = GetRandomTreeType(tile, GB(r, 24, 8));
if (tree == TREE_INVALID) return;
PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
}
void OnTick_Trees()
{
/* Don't spread trees if that's not allowed */
if (_settings_game.construction.extra_tree_placement == ETP_NO_SPREAD || _settings_game.construction.extra_tree_placement == ETP_NO_GROWTH_NO_SPREAD) return;
uint32_t r;
TileIndex tile;
TreeType tree;
/* Skip some tree ticks for map sizes below 256 * 256. 64 * 64 is 16 times smaller, so
* this is the maximum number of ticks that are skipped. Number of ticks to skip is
* inversely proportional to map size, so that is handled to create a mask. */
@@ -849,24 +986,16 @@ void OnTick_Trees()
if (skip < 16 && (TimerGameTick::counter & (16 / skip - 1)) != 0) return;
/* place a tree at a random rainforest spot */
if (_settings_game.game_creation.landscape == LT_TROPIC) {
if (_settings_game.game_creation.landscape == LandscapeType::Tropic) {
for (uint c = Map::ScaleBySize(1); c > 0; c--) {
if ((r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
CanPlantTreesOnTile(tile, false) &&
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
}
PlantRandomTree(true);
}
}
if (!DecrementTreeCounter() || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) return;
/* place a tree at a random spot */
r = Random();
tile = RandomTileSeed(r);
if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
PlantTreesOnTile(tile, tree, 0, TreeGrowthStage::Growing1);
}
PlantRandomTree(false);
}
static TrackStatus GetTileTrackStatus_Trees(TileIndex, TransportType, uint, DiagDirection)
@@ -884,7 +1013,7 @@ void InitializeTrees()
_trees_tick_ctr = 0;
}
static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, int, Slope)
static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlags flags, int, Slope)
{
return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
}