Chunnel: Prevent chunnels from intersecting with each other.
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@@ -103,14 +103,17 @@ TileIndex GetOtherTunnelEnd(TileIndex tile)
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return t->tile_n == tile ? t->tile_s : t->tile_n;
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}
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static inline bool IsTunnelInWaySingleAxis(TileIndex tile, int z, bool chunnel_allowed, bool y_axis, TileIndexDiff tile_diff)
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static inline bool IsTunnelInWaySingleAxis(TileIndex tile, int z, IsTunnelInWayFlags flags, bool y_axis, TileIndexDiff tile_diff)
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{
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const auto tunnels = tunnel_axis_height_index.equal_range(GetTunnelAxisHeightCacheKey(tile, z, y_axis));
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for (auto it = tunnels.first; it != tunnels.second; ++it) {
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const Tunnel *t = it->second;
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if (t->tile_n > tile || tile > t->tile_s) continue;
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if (t->is_chunnel && chunnel_allowed) {
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if (!t->is_chunnel && (flags & ITIWF_CHUNNEL_ONLY)) {
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continue;
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}
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if (t->is_chunnel && (flags & ITIWF_IGNORE_CHUNNEL)) {
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/* Only if tunnel was built over water is terraforming is allowed between portals. */
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const TileIndexDiff delta = tile_diff * 4; // 4 tiles ramp.
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if (tile < t->tile_n + delta || t->tile_s - delta < tile) return true;
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@@ -128,7 +131,7 @@ static inline bool IsTunnelInWaySingleAxis(TileIndex tile, int z, bool chunnel_a
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* @param chunnel_allowed True if chunnel mid-parts are allowed, used when terraforming.
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* @return true if and only if there is a tunnel.
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*/
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bool IsTunnelInWay(TileIndex tile, int z, bool chunnel_allowed)
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bool IsTunnelInWay(TileIndex tile, int z, IsTunnelInWayFlags flags)
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{
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return IsTunnelInWaySingleAxis(tile, z, chunnel_allowed, false, 1) || IsTunnelInWaySingleAxis(tile, z, chunnel_allowed, true, TileOffsByDiagDir(DIAGDIR_SE));
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return IsTunnelInWaySingleAxis(tile, z, flags, false, 1) || IsTunnelInWaySingleAxis(tile, z, flags, true, TileOffsByDiagDir(DIAGDIR_SE));
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}
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