Debug: Add debug zoning overlays for water regions
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@@ -399,3 +399,43 @@ void InitializeWaterRegions()
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}
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}
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}
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uint GetWaterRegionTileDebugColourIndex(TileIndex tile)
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{
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const uint32_t sub_x = TileX(tile) & WATER_REGION_EDGE_MASK;
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const uint32_t sub_y = TileY(tile) & WATER_REGION_EDGE_MASK;
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auto get_edge_distance = [&](uint32_t sub) -> uint32_t {
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if (sub > WATER_REGION_EDGE_LENGTH / 2) sub = WATER_REGION_EDGE_MASK - sub;
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return sub;
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};
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uint32_t mode = std::min(get_edge_distance(sub_x), get_edge_distance(sub_y));
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switch (mode) {
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case 0: {
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const WaterRegion &wr = _water_regions[GetWaterRegionIndex(tile)];
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if (!wr.IsInitialized()) return 1;
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return 2 + wr.NumberOfPatches();
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}
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case 1: {
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const WaterRegion &wr = _water_regions[GetWaterRegionIndex(tile)];
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if (!wr.IsInitialized()) return 0;
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if (wr.CountPatchLabelOccurence(1) == WATER_REGION_NUMBER_OF_TILES) return 2;
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return 0;
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}
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case 2: {
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const WaterRegion &wr = _water_regions[GetWaterRegionIndex(tile)];
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if (wr.IsInitialized() && wr.HasCrossRegionAqueducts()) return 9;
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return 0;
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}
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default:
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return 0;
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}
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}
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