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Fix #7274, Fix #7043: Town bridges store town indexes in map array. #7282

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SamuXarick
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@SamuXarick SamuXarick commented Feb 26, 2019

This also addresses the source of the stalls of #7274.

This patch is assuming that towns that generated with 0 population didn't build any bridges. It may not be correct. Needs better investigation.

@SamuXarick SamuXarick force-pushed the dont-remove-bridges-when-generating-world branch from de08a20 to 679175c Compare February 26, 2019 01:20
@SamuXarick SamuXarick force-pushed the dont-remove-bridges-when-generating-world branch from 679175c to d0184df Compare February 26, 2019 01:24
@SamuXarick SamuXarick changed the title Fix #7274 #7043: Don't remove bridges when generating towns with 0 population Fix #7274, Fix #7043: Don't remove bridges when generating towns with 0 population Feb 26, 2019
@PeterN
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PeterN commented Feb 26, 2019

You can change the assumption by adding a test at the top of GrowTownWithBridge() to ensure that no bridges are built when the population is 0.

@SamuXarick SamuXarick changed the title Fix #7274, Fix #7043: Don't remove bridges when generating towns with 0 population Fix #7274, Fix #7043: Town bridges store town indexes in map array. Feb 27, 2019
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@TrueBrain TrueBrain added this to the 1.10.0 milestone Mar 3, 2019
@SamuXarick SamuXarick closed this Mar 3, 2019
@SamuXarick SamuXarick deleted the dont-remove-bridges-when-generating-world branch March 3, 2019 22:11
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4 participants