diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 8928ffdbf942..d5726155d951 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -626,7 +626,28 @@ static void TileLoop_Town(TileIndex tile) ClearTownHouse(t, tile); /* Rebuild with another house? */ - if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile); + if (GB(r, 24, 8) >= 12) { + /* If we are multi-tile houses, make sure to replace the house + * closest to city center. If we do not do this, houses tend to + * wander away from roads and other houses. */ + if (hs->building_flags & BUILDING_HAS_2_TILES) { + /* House tiles are always the most north tile. Move the new + * house to the south if we are north of the city center. */ + TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); + int x = Clamp(grid_pos.x, 0, 1); + int y = Clamp(grid_pos.y, 0, 1); + + if (hs->building_flags & TILE_SIZE_2x2) { + tile = TILE_ADDXY(tile, x, y); + } else if (hs->building_flags & TILE_SIZE_1x2) { + tile = TILE_ADDXY(tile, 0, y); + } else if (hs->building_flags & TILE_SIZE_2x1) { + tile = TILE_ADDXY(tile, x, 0); + } + } + + BuildTownHouse(t, tile); + } } cur_company.Restore();