Replace various uses of std::set/map with btree containers.
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@@ -33,8 +33,8 @@
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#include "tunnelbridge_map.h"
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#include "pathfinder/npf/aystar.h"
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#include "saveload/saveload.h"
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#include "3rdparty/cpp-btree/btree_set.h"
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#include <deque>
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#include <set>
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#include "table/strings.h"
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#include "table/sprites.h"
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@@ -1119,7 +1119,7 @@ static bool FlowRiver(TileIndex spring, TileIndex begin)
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uint height = TileHeight(begin);
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if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
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std::set<TileIndex> marks;
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btree::btree_set<TileIndex> marks;
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SET_MARK(begin);
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/* Breadth first search for the closest tile we can flow down to. */
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@@ -1156,7 +1156,7 @@ static bool FlowRiver(TileIndex spring, TileIndex begin)
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/* Maybe we can make a lake. Find the Nth of the considered tiles. */
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TileIndex lakeCenter = 0;
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int i = RandomRange(count - 1) + 1;
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std::set<TileIndex>::const_iterator cit = marks.begin();
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btree::btree_set<TileIndex>::const_iterator cit = marks.begin();
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while (--i) cit++;
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lakeCenter = *cit;
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