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Feature #433 » 0055-Unhardcode-wld.map-from-city_tile_cache_update.patch

main, S3_2 - Marko Lindqvist, 04/09/2024 11:07 PM

View differences:

common/city.c
int output[O_LAST];
};
static inline void city_tile_cache_update(struct city *pcity);
static inline void city_tile_cache_update(const struct civ_map *nmap,
struct city *pcity);
static inline int city_tile_cache_get_output(const struct city *pcity,
int city_tile_index,
enum output_type_id o);
......
bool can_city_build_unit_direct(const struct city *pcity,
const struct unit_type *punittype)
{
const struct civ_map *nmap = &(wld.map);
if (!can_player_build_unit_direct(city_owner(pcity), punittype, FALSE)) {
return FALSE;
}
......
/* You can't build naval units inland. */
if (!uclass_has_flag(utype_class(punittype), UCF_BUILD_ANYWHERE)
&& !is_native_near_tile(&(wld.map), utype_class(punittype),
&& !is_native_near_tile(nmap, utype_class(punittype),
pcity->tile)) {
return FALSE;
}
......
bool can_city_build_unit_later(const struct city *pcity,
const struct unit_type *punittype)
{
const struct civ_map *nmap = &(wld.map);
/* Can the _player_ ever build this unit? */
if (!can_player_build_unit_later(city_owner(pcity), punittype)) {
return FALSE;
......
/* Some units can be built only in certain cities -- for instance,
ships may be built only in cities adjacent to ocean. */
if (!uclass_has_flag(utype_class(punittype), UCF_BUILD_ANYWHERE)
&& !is_native_near_tile(&(wld.map), utype_class(punittype),
&& !is_native_near_tile(nmap, utype_class(punittype),
pcity->tile)) {
return FALSE;
}
......
TODO: use the cached values elsewhere in the code!
**************************************************************************/
static inline void city_tile_cache_update(struct city *pcity)
static inline void city_tile_cache_update(const struct civ_map *nmap,
struct city *pcity)
{
bool is_celebrating = base_city_celebrating(pcity);
int radius_sq = city_map_radius_sq_get(pcity);
const struct civ_map *nmap = &(wld.map);
/* Initialize tile_cache if needed */
if (pcity->tile_cache == NULL || pcity->tile_cache_radius_sq == -1
......
**************************************************************************/
void city_refresh_from_main_map(struct city *pcity, bool *workers_map)
{
const struct civ_map *nmap = &(wld.map);
if (workers_map == NULL) {
/* do a full refresh */
/* Calculate the bonus[] array values. */
set_city_bonuses(pcity);
/* Calculate the tile_cache[] values. */
city_tile_cache_update(pcity);
city_tile_cache_update(nmap, pcity);
/* manage settlers, and units */
city_support(pcity);
}
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