/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
 */

/** @file road_cmd.cpp Commands related to road tiles. */

#include "stdafx.h"
#include "road.h"
#include "road_internal.h"
#include "viewport_func.h"
#include "command_func.h"
#include "company_func.h"
#include "pathfinder/yapf/yapf_cache.h"
#include "depot_base.h"
#include "newgrf.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "tunnelbridge.h"
#include "cheat_type.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "elrail_func.h"
#include "roadveh.h"
#include "train.h"
#include "town.h"
#include "company_base.h"
#include "core/random_func.hpp"
#include "core/container_func.hpp"
#include "newgrf_debug.h"
#include "newgrf_railtype.h"
#include "newgrf_roadtype.h"
#include "timer/timer_game_calendar.h"
#include "genworld.h"
#include "company_gui.h"
#include "road_func.h"
#include "road_cmd.h"
#include "landscape_cmd.h"
#include "rail_cmd.h"

#include "table/strings.h"
#include "table/roadtypes.h"

#include "safeguards.h"

/** Helper type for lists/vectors of road vehicles */
typedef std::vector<RoadVehicle *> RoadVehicleList;

RoadTypeInfo _roadtypes[ROADTYPE_END];
std::vector<RoadType> _sorted_roadtypes; ///< Sorted list of road types.
RoadTypes _roadtypes_hidden_mask; ///< Bitset of hidden roadtypes.
RoadTypes _roadtypes_road; ///< Bitset of road roadtypes.
RoadTypes _roadtypes_tram; ///< Bitset of tram roadtypes.

/**
 * Reset all road type information to its default values.
 */
void ResetRoadTypes()
{
	static_assert(std::size(_original_roadtypes) <= std::size(_roadtypes));

	auto insert = std::copy(std::begin(_original_roadtypes), std::end(_original_roadtypes), std::begin(_roadtypes));
	std::fill(insert, std::end(_roadtypes), RoadTypeInfo{});

	_roadtypes_hidden_mask = {};
	_roadtypes_road = {ROADTYPE_ROAD};
	_roadtypes_tram = {ROADTYPE_TRAM};
}

void ResolveRoadTypeGUISprites(RoadTypeInfo *rti)
{
	SpriteID cursors_base = GetCustomRoadSprite(rti, INVALID_TILE, RoadSpriteType::UI);
	if (cursors_base != 0) {
		rti->gui_sprites.build_y_road = cursors_base +  0;
		rti->gui_sprites.build_x_road = cursors_base +  1;
		rti->gui_sprites.auto_road    = cursors_base +  2;
		rti->gui_sprites.build_depot  = cursors_base +  3;
		rti->gui_sprites.build_tunnel = cursors_base +  4;
		rti->gui_sprites.convert_road = cursors_base +  5;
		rti->cursor.road_swne         = cursors_base +  6;
		rti->cursor.road_nwse         = cursors_base +  7;
		rti->cursor.autoroad          = cursors_base +  8;
		rti->cursor.depot             = cursors_base +  9;
		rti->cursor.tunnel            = cursors_base + 10;
		rti->cursor.convert_road      = cursors_base + 11;
	}
}

/**
 * Compare roadtypes based on their sorting order.
 * @param first  The roadtype to compare to.
 * @param second The roadtype to compare.
 * @return True iff the first should be sorted before the second.
 */
static bool CompareRoadTypes(const RoadType &first, const RoadType &second)
{
	if (RoadTypeIsRoad(first) == RoadTypeIsRoad(second)) {
		return GetRoadTypeInfo(first)->sorting_order < GetRoadTypeInfo(second)->sorting_order;
	}
	return RoadTypeIsTram(first) < RoadTypeIsTram(second);
}

/**
 * Resolve sprites of custom road types
 */
void InitRoadTypes()
{
	_sorted_roadtypes.clear();
	for (RoadTypeInfo &rti : _roadtypes) {
		RoadType rt = rti.Index();

		ResolveRoadTypeGUISprites(&rti);
		_roadtypes_hidden_mask.Set(rt, rti.flags.Test(RoadTypeFlag::Hidden));

		if (rti.label == 0) continue;
		_sorted_roadtypes.push_back(rt);
	}
	std::sort(_sorted_roadtypes.begin(), _sorted_roadtypes.end(), CompareRoadTypes);
}

/**
 * Allocate a new road type label.
 * @param label The label of the road type.
 * @param rtt Whether it's a road or tram type.
 * @return The allocated road type, or \c INVALID_ROADTYPE upon failures.
 */
RoadType AllocateRoadType(RoadTypeLabel label, RoadTramType rtt)
{
	auto it = std::ranges::find(_roadtypes, 0, &RoadTypeInfo::label);
	if (it == std::end(_roadtypes)) return INVALID_ROADTYPE;

	RoadTypeInfo &rti = *it;
	RoadType rt = rti.Index();

	/* Set up new road type based on default tram or road. */
	rti = _original_roadtypes[(rtt == RoadTramType::Tram) ? ROADTYPE_TRAM : ROADTYPE_ROAD];
	rti.label = label;
	rti.alternate_labels.clear();
	rti.flags = {};
	rti.introduction_date = CalendarTime::INVALID_DATE;

	/* Make us compatible with ourself. */
	rti.powered_roadtypes = rt;

	/* We also introduce ourself. */
	rti.introduces_roadtypes = rt;

	/* Default sort order; order of allocation, but with some
	 * offsets so it's easier for NewGRF to pick a spot without
	 * changing the order of other (original) road types.
	 * The << is so you can place other roadtypes in between the
	 * other roadtypes, the 7 is to be able to place something
	 * before the first (default) road type. */
	rti.sorting_order = rt << 2 | 7;

	/* Set bitmap of road/tram types */
	_roadtypes_road.Set(rt, rtt == RoadTramType::Road);
	_roadtypes_tram.Set(rt, rtt == RoadTramType::Tram);

	return rt;
}

/**
 * Verify whether a road vehicle is available.
 * @return \c true if at least one road vehicle is available, \c false if not
 */
bool RoadVehiclesAreBuilt()
{
	return !RoadVehicle::Iterate().empty();
}

/**
 * Update road infrastructure counts for a company.
 * @param rt Road type to update count of.
 * @param o Owner of road piece.
 * @param count Number of road pieces to adjust.
 */
void UpdateCompanyRoadInfrastructure(RoadType rt, Owner o, int count)
{
	if (rt == INVALID_ROADTYPE) return;

	Company *c = Company::GetIfValid(o);
	if (c == nullptr) return;

	c->infrastructure.road[rt] += count;
	DirtyCompanyInfrastructureWindows(c->index);
}

/** Invalid RoadBits on slopes.  */
static const RoadBits _invalid_tileh_slopes_road[2][15] = {
	/* The inverse of the mixable RoadBits on a leveled slope */
	{
		{}, // SLOPE_FLAT
		{RoadBit::NE, RoadBit::SE}, // SLOPE_W
		{RoadBit::NE, RoadBit::NW}, // SLOPE_S

		RoadBit::NE, // SLOPE_SW
		{RoadBit::NW, RoadBit::SW}, // SLOPE_E
		{}, // SLOPE_EW

		RoadBit::NW, // SLOPE_SE
		{}, // SLOPE_WSE
		{RoadBit::SE, RoadBit::SW}, // SLOPE_N

		RoadBit::SE, // SLOPE_NW
		{}, // SLOPE_NS
		{}, // SLOPE_ENW

		RoadBit::SW, // SLOPE_NE
		{}, // SLOPE_SEN
		{}, // SLOPE_NWS
	},
	/* The inverse of the allowed straight roads on a slope
	 * (with and without a foundation). */
	{
		{}, // SLOPE_FLAT
		{}, // SLOPE_W (Foundation)
		{}, // SLOPE_S (Foundation)

		ROAD_Y, // SLOPE_SW
		{}, // SLOPE_E (Foundation)
		ROAD_ALL, // SLOPE_EW

		ROAD_X, // SLOPE_SE
		ROAD_ALL, // SLOPE_WSE
		{}, // SLOPE_N (Foundation)

		ROAD_X, // SLOPE_NW
		ROAD_ALL, // SLOPE_NS
		ROAD_ALL, // SLOPE_ENW

		ROAD_Y, // SLOPE_NE
		ROAD_ALL, // SLOPE_SEN
		ROAD_ALL, // SLOPE_NW
	}
};

static Foundation GetRoadFoundation(Slope tileh, RoadBits bits);

/**
 * Is it allowed to remove the given road bits from the given tile?
 * @param tile      the tile to remove the road from
 * @param remove    the roadbits that are going to be removed
 * @param owner     the actual owner of the roadbits of the tile
 * @param rtt The road type to remove the bits from.
 * @param flags     command flags
 * @param town_check Shall the town rating checked/affected
 * @return A succeeded command when it is allowed to remove the road bits, a failed command otherwise.
 */
CommandCost CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadTramType rtt, DoCommandFlags flags, bool town_check)
{
	if (_game_mode == GameMode::Editor || remove.None()) return CommandCost();

	/* Water can always flood and towns can always remove "normal" road pieces.
	 * Towns are not be allowed to remove non "normal" road pieces, like tram
	 * tracks as that would result in trams that cannot turn. */
	if (_current_company == OWNER_WATER ||
			(rtt == RoadTramType::Road && !Company::IsValidID(_current_company))) return CommandCost();

	/* Only do the special processing if the road is owned
	 * by a town */
	if (owner != OWNER_TOWN) {
		if (owner == OWNER_NONE) return CommandCost();
		CommandCost ret = CheckOwnership(owner);
		return ret;
	}

	if (!town_check) return CommandCost();

	if (_cheats.magic_bulldozer.value) return CommandCost();

	Town *t = ClosestTownFromTile(tile, UINT_MAX);
	if (t == nullptr) return CommandCost();

	/* check if you're allowed to remove the street owned by a town
	 * removal allowance depends on difficulty setting */
	CommandCost ret = CheckforTownRating(flags, t, TownRatingCheckType::RoadRemove);
	if (ret.Failed()) return ret;

	/* Get a bitmask of which neighbouring roads has a tile */
	RoadBits n{};
	RoadBits present = GetAnyRoadBits(tile, rtt);
	if (present.Test(RoadBit::NE) && GetAnyRoadBits(TileAddXY(tile, -1,  0), rtt).Test(RoadBit::SW)) n.Set(RoadBit::NE);
	if (present.Test(RoadBit::SE) && GetAnyRoadBits(TileAddXY(tile,  0,  1), rtt).Test(RoadBit::NW)) n.Set(RoadBit::SE);
	if (present.Test(RoadBit::SW) && GetAnyRoadBits(TileAddXY(tile,  1,  0), rtt).Test(RoadBit::NE)) n.Set(RoadBit::SW);
	if (present.Test(RoadBit::NW) && GetAnyRoadBits(TileAddXY(tile,  0, -1), rtt).Test(RoadBit::SE)) n.Set(RoadBit::NW);

	int rating_decrease = RATING_ROAD_DOWN_STEP_EDGE;
	/* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
	 * then allow it */
	if (n.Count() > 1 && n.Any(remove)) {
		/* you can remove all kind of roads with extra dynamite */
		if (!_settings_game.construction.extra_dynamite) {
			return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
		}
		rating_decrease = RATING_ROAD_DOWN_STEP_INNER;
	}
	ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM, flags);

	return CommandCost();
}


/**
 * Delete a piece of road.
 * @param tile tile where to remove road from
 * @param flags operation to perform
 * @param pieces roadbits to remove
 * @param rtt Road type to remove.
 * @param town_check should we check if the town allows removal?
 * @return The cost or an error message.
 */
static CommandCost RemoveRoad(TileIndex tile, DoCommandFlags flags, RoadBits pieces, RoadTramType rtt, bool town_check)
{
	assert(pieces.Any());

	RoadType existing_rt = MayHaveRoad(tile) ? GetRoadType(tile, rtt) : INVALID_ROADTYPE;
	/* The tile doesn't have the given road type */
	if (existing_rt == INVALID_ROADTYPE) return CommandCost((rtt == RoadTramType::Tram) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);

	switch (GetTileType(tile)) {
		case TileType::Road: {
			CommandCost ret = EnsureNoVehicleOnGround(tile);
			if (ret.Failed()) return ret;
			break;
		}

		case TileType::Station: {
			if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;

			CommandCost ret = EnsureNoVehicleOnGround(tile);
			if (ret.Failed()) return ret;
			break;
		}

		case TileType::TunnelBridge: {
			if (GetTunnelBridgeTransportType(tile) != TransportType::Road) return CMD_ERROR;
			CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
			if (ret.Failed()) return ret;
			break;
		}

		default:
			return CMD_ERROR;
	}

	CommandCost ret = CheckAllowRemoveRoad(tile, pieces, GetRoadOwner(tile, rtt), rtt, flags, town_check);
	if (ret.Failed()) return ret;

	if (!IsTileType(tile, TileType::Road)) {
		/* If it's the last roadtype, just clear the whole tile */
		if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) return Command<Commands::LandscapeClear>::Do(flags, tile);

		CommandCost cost(ExpensesType::Construction);
		if (IsTileType(tile, TileType::TunnelBridge)) {
			/* Removing any roadbit in the bridge axis removes the roadtype (that's the behaviour remove-long-roads needs) */
			if (!AxisToRoadBits(DiagDirToAxis(GetTunnelBridgeDirection(tile))).Any(pieces)) return CommandCost((rtt == RoadTramType::Tram) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);

			TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
			/* Pay for *every* tile of the bridge or tunnel */
			uint len = GetTunnelBridgeLength(other_end, tile) + 2;
			cost.AddCost(len * 2 * RoadClearCost(existing_rt));
			if (flags.Test(DoCommandFlag::Execute)) {
				/* A full diagonal road tile has two road bits. */
				UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));

				SetRoadType(other_end, rtt, INVALID_ROADTYPE);
				SetRoadType(tile,      rtt, INVALID_ROADTYPE);

				/* If the owner of the bridge sells all its road, also move the ownership
				 * to the owner of the other roadtype, unless the bridge owner is a town. */
				Owner other_owner = GetRoadOwner(tile, OtherRoadTramType(rtt));
				if (!IsTileOwner(tile, other_owner) && !IsTileOwner(tile, OWNER_TOWN)) {
					SetTileOwner(tile, other_owner);
					SetTileOwner(other_end, other_owner);
				}

				/* Mark tiles dirty that have been repaved */
				if (IsBridge(tile)) {
					MarkBridgeDirty(tile);
				} else {
					MarkTileDirtyByTile(tile);
					MarkTileDirtyByTile(other_end);
				}
			}
		} else {
			assert(IsDriveThroughStopTile(tile));
			cost.AddCost(RoadClearCost(existing_rt) * 2);
			if (flags.Test(DoCommandFlag::Execute)) {
				/* A full diagonal road tile has two road bits. */
				UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2);
				SetRoadType(tile, rtt, INVALID_ROADTYPE);
				MarkTileDirtyByTile(tile);
			}
		}
		return cost;
	}

	switch (GetRoadTileType(tile)) {
		case RoadTileType::Normal: {
			Slope tileh = GetTileSlope(tile);

			/* Steep slopes behave the same as slopes with one corner raised. */
			if (IsSteepSlope(tileh)) {
				tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh));
			}

			RoadBits present = GetRoadBits(tile, rtt);
			const RoadBits other = GetRoadBits(tile, OtherRoadTramType(rtt));
			const Foundation f = GetRoadFoundation(tileh, present);

			if (HasRoadWorks(tile) && _current_company != OWNER_WATER) return CommandCost(STR_ERROR_ROAD_WORKS_IN_PROGRESS);

			/* Autocomplete to a straight road
			 * @li if the bits of the other roadtypes result in another foundation
			 * @li if build on slopes is disabled */
			if ((IsStraightRoad(other) && other.Any(_invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED])) ||
					(tileh != SLOPE_FLAT && !_settings_game.construction.build_on_slopes)) {
				pieces.Set(MirrorRoadBits(pieces));
			}

			/* limit the bits to delete to the existing bits. */
			pieces &= present;
			if (pieces.None()) return CommandCost((rtt == RoadTramType::Tram) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);

			/* Now set present what it will be after the remove */
			present.Flip(pieces);

			/* Check for invalid RoadBit combinations on slopes */
			if (tileh != SLOPE_FLAT && present.Any() &&
					_invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED].All(present)) {
				return CMD_ERROR;
			}

			if (flags.Test(DoCommandFlag::Execute)) {
				if (HasRoadWorks(tile)) {
					/* flooding tile with road works, don't forget to remove the effect vehicle too */
					assert(_current_company == OWNER_WATER);
					for (EffectVehicle *v : EffectVehicle::Iterate()) {
						if (TileVirtXY(v->x_pos, v->y_pos) == tile) {
							delete v;
						}
					}
				}

				UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -static_cast<int>(pieces.Count()));

				if (present.None()) {
					/* No other road type, just clear tile. */
					if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) {
						/* Includes MarkTileDirtyByTile() */
						DoClearSquare(tile);
					} else {
						if (rtt == RoadTramType::Road && IsRoadOwner(tile, rtt, OWNER_TOWN)) {
							/* Update nearest-town index */
							const Town *town = CalcClosestTownFromTile(tile);
							SetTownIndex(tile, town == nullptr ? TownID::Invalid() : town->index);
						}
						if (rtt == RoadTramType::Road) SetDisallowedRoadDirections(tile, {});
						SetRoadBits(tile, {}, rtt);
						SetRoadType(tile, rtt, INVALID_ROADTYPE);
						MarkTileDirtyByTile(tile);
					}
				} else {
					/* When bits are removed, you *always* end up with something that
					 * is not a complete straight road tile. However, trams do not have
					 * onewayness, so they cannot remove it either. */
					if (rtt == RoadTramType::Road) SetDisallowedRoadDirections(tile, {});
					SetRoadBits(tile, present, rtt);
					MarkTileDirtyByTile(tile);
				}
			}

			CommandCost cost(ExpensesType::Construction, pieces.Count() * RoadClearCost(existing_rt));
			/* If we build a foundation we have to pay for it. */
			if (f == Foundation::None && GetRoadFoundation(tileh, present) != Foundation::None) cost.AddCost(_price[Price::BuildFoundation]);

			return cost;
		}

		case RoadTileType::Crossing: {
			if (pieces.Any(ComplementRoadBits(GetCrossingRoadBits(tile)))) {
				return CMD_ERROR;
			}

			if (flags.Test(DoCommandFlag::Execute)) {
				UpdateAdjacentLevelCrossingTilesOnLevelCrossingRemoval(tile, GetCrossingRoadAxis(tile));

				/* A full diagonal road tile has two road bits. */
				UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2);

				Track track = GetCrossingRailTrack(tile);
				if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) {
					bool reserved = HasCrossingReservation(tile);
					MakeRailNormal(tile, GetTileOwner(tile), track, GetRailType(tile));
					if (reserved) SetTrackReservation(tile, track);

					/* Update rail count for level crossings. The plain track should still be accounted
					 * for, so only subtract the difference to the level crossing cost. */
					Company *c = Company::GetIfValid(GetTileOwner(tile));
					if (c != nullptr) {
						c->infrastructure.rail[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR - 1;
						DirtyCompanyInfrastructureWindows(c->index);
					}
				} else {
					SetRoadType(tile, rtt, INVALID_ROADTYPE);
				}
				MarkTileDirtyByTile(tile);
				YapfNotifyTrackLayoutChange(tile, track);
			}
			return CommandCost(ExpensesType::Construction, RoadClearCost(existing_rt) * 2);
		}

		default:
		case RoadTileType::Depot:
			return CMD_ERROR;
	}
}


/**
 * Calculate the costs for roads on slopes
 *  Aside modify the RoadBits to fit on the slopes
 *
 * @note The RoadBits are modified too!
 * @param tileh The current slope
 * @param pieces The RoadBits we want to add
 * @param existing The existent RoadBits of the current type
 * @param other The other existent RoadBits
 * @return The costs for these RoadBits on this slope
 */
static CommandCost CheckRoadSlope(Slope tileh, RoadBits *pieces, RoadBits existing, RoadBits other)
{
	/* Remove already build pieces */
	pieces->Reset(existing);

	/* If we can't build anything stop here */
	if (pieces->None()) return CMD_ERROR;

	/* All RoadBit combos are valid on flat land */
	if (tileh == SLOPE_FLAT) return CommandCost();

	/* Steep slopes behave the same as slopes with one corner raised. */
	if (IsSteepSlope(tileh)) {
		tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh));
	}

	/* Save the merge of all bits of the current type */
	RoadBits type_bits = existing | *pieces;

	/* Roads on slopes */
	if (_settings_game.construction.build_on_slopes && !_invalid_tileh_slopes_road[0][tileh].Any(other | type_bits)) {

		/* If we add leveling we've got to pay for it */
		if ((other | existing).None()) return CommandCost(ExpensesType::Construction, _price[Price::BuildFoundation]);

		return CommandCost();
	}

	/* Autocomplete uphill roads */
	pieces->Set(MirrorRoadBits(*pieces));
	type_bits = existing | *pieces;

	/* Uphill roads */
	if (IsStraightRoad(type_bits) && (other == type_bits || other.None()) &&
			!_invalid_tileh_slopes_road[1][tileh].Any(other | type_bits)) {

		/* Slopes with foundation ? */
		if (IsSlopeWithOneCornerRaised(tileh)) {

			/* Prevent build on slopes if it isn't allowed */
			if (_settings_game.construction.build_on_slopes) {

				/* If we add foundation we've got to pay for it */
				if ((other | existing).None()) return CommandCost(ExpensesType::Construction, _price[Price::BuildFoundation]);

				return CommandCost();
			}
		} else {
			if (existing.Count() == 1 && GetRoadFoundation(tileh, existing) == Foundation::None) return CommandCost(ExpensesType::Construction, _price[Price::BuildFoundation]);
			return CommandCost();
		}
	}
	return CMD_ERROR;
}

/**
 * Build a piece of road.
 * @param flags operation to perform
 * @param tile tile where to build road
 * @param pieces road pieces to build (RoadBits)
 * @param rt road type
 * @param toggle_drd disallowed directions to toggle
 * @param town_id the town that is building the road (TownID::Invalid() if not applicable)
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildRoad(DoCommandFlags flags, TileIndex tile, RoadBits pieces, RoadType rt, DisallowedRoadDirections toggle_drd, TownID town_id)
{
	CompanyID company = _current_company;
	CommandCost cost(ExpensesType::Construction);

	RoadBits existing{};
	RoadBits other_bits{};

	/* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
	 * if a non-company is building the road */
	if ((Company::IsValidID(company) && town_id != TownID::Invalid()) || (company == OWNER_TOWN && !Town::IsValidID(town_id)) || (company == OWNER_DEITY && town_id != TownID::Invalid())) return CMD_ERROR;
	if (company != OWNER_TOWN) {
		const Town *town = CalcClosestTownFromTile(tile);
		town_id = (town != nullptr) ? town->index : TownID::Invalid();

		if (company == OWNER_DEITY) {
			company = OWNER_TOWN;

			/* If we are not within a town, we are not owned by the town */
			if (town == nullptr || DistanceSquare(tile, town->xy) > town->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
				company = OWNER_NONE;
			}
		}
	}

	/* do not allow building 'zero' road bits, code wouldn't handle it */
	if (pieces.None() || !IsValidRoadBits(pieces) || !IsValidDisallowedRoadDirections(toggle_drd)) return CMD_ERROR;
	if (!ValParamRoadType(rt)) return CMD_ERROR;

	Slope tileh = GetTileSlope(tile);
	RoadTramType rtt = GetRoadTramType(rt);

	bool need_to_clear = false;
	switch (GetTileType(tile)) {
		case TileType::Road:
			switch (GetRoadTileType(tile)) {
				case RoadTileType::Normal: {
					if (HasRoadWorks(tile)) return CommandCost(STR_ERROR_ROAD_WORKS_IN_PROGRESS);

					other_bits = GetRoadBits(tile, OtherRoadTramType(rtt));
					if (!HasTileRoadType(tile, rtt)) break;

					existing = GetRoadBits(tile, rtt);
					bool crossing = !IsStraightRoad(existing | pieces);
					if (rtt == RoadTramType::Road && (GetDisallowedRoadDirections(tile).Any() || toggle_drd.Any()) && crossing) {
						/* Junctions cannot be one-way */
						return CommandCost(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
					}
					if (existing.All(pieces)) {
						/* We only want to set the (dis)allowed road directions */
						if (toggle_drd.Any() && rtt == RoadTramType::Road) {
							Owner owner = GetRoadOwner(tile, rtt);
							if (owner != OWNER_NONE) {
								CommandCost ret = CheckOwnership(owner, tile);
								if (ret.Failed()) return ret;
							}

							DisallowedRoadDirections dis_existing = GetDisallowedRoadDirections(tile);
							DisallowedRoadDirections dis_new = GetDisallowedRoadDirections(tile).Flip(toggle_drd);

							/* We allow removing disallowed directions to break up
							 * deadlocks, but adding them can break articulated
							 * vehicles. As such, only when less is disallowed,
							 * i.e. bits are removed, we skip the vehicle check. */
							if (dis_existing.Count() <= dis_new.Count()) {
								CommandCost ret = EnsureNoVehicleOnGround(tile);
								if (ret.Failed()) return ret;
							}

							/* Ignore half built tiles */
							if (flags.Test(DoCommandFlag::Execute) && IsStraightRoad(existing)) {
								SetDisallowedRoadDirections(tile, dis_new);
								MarkTileDirtyByTile(tile);
							}
							return CommandCost();
						}
						return CommandCost(STR_ERROR_ALREADY_BUILT);
					}
					/* Disallow breaking end-of-line of someone else
					 * so trams can still reverse on this tile. */
					if (rtt == RoadTramType::Tram && existing.Count() == 1) {
						Owner owner = GetRoadOwner(tile, rtt);
						if (Company::IsValidID(owner)) {
							CommandCost ret = CheckOwnership(owner);
							if (ret.Failed()) return ret;
						}
					}
					break;
				}

				case RoadTileType::Crossing:
					if (RoadNoLevelCrossing(rt)) {
						return CommandCost(STR_ERROR_CROSSING_DISALLOWED_ROAD);
					}

					other_bits = GetCrossingRoadBits(tile);
					if (pieces.Any(ComplementRoadBits(other_bits))) goto do_clear;
					pieces = other_bits; // we need to pay for both roadbits

					if (HasTileRoadType(tile, rtt)) return CommandCost(STR_ERROR_ALREADY_BUILT);
					break;

				case RoadTileType::Depot:
					if (GetAnyRoadBits(tile, rtt).All(pieces)) return CommandCost(STR_ERROR_ALREADY_BUILT);
					goto do_clear;

				default: NOT_REACHED();
			}
			break;

		case TileType::Railway: {
			if (IsSteepSlope(tileh)) {
				return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
			}

			/* Level crossings may only be built on these slopes */
			if (!HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh)) {
				return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
			}

			if (!_settings_game.construction.crossing_with_competitor && company != OWNER_TOWN && company != OWNER_DEITY) {
				CommandCost ret = CheckTileOwnership(tile);
				if (ret.Failed()) return ret;
			}

			if (GetRailTileType(tile) != RailTileType::Normal) goto do_clear;

			if (RoadNoLevelCrossing(rt)) {
				return CommandCost(STR_ERROR_CROSSING_DISALLOWED_ROAD);
			}

			if (RailNoLevelCrossings(GetRailType(tile))) {
				return CommandCost(STR_ERROR_CROSSING_DISALLOWED_RAIL);
			}

			Axis roaddir;
			switch (GetTrackBits(tile).base()) {
				case TrackBits{Track::X}.base():
					if (pieces.Any(ROAD_X)) goto do_clear;
					roaddir = Axis::Y;
					break;

				case TrackBits{Track::Y}.base():
					if (pieces.Any(ROAD_Y)) goto do_clear;
					roaddir = Axis::X;
					break;

				default: goto do_clear;
			}

			CommandCost ret = EnsureNoVehicleOnGround(tile);
			if (ret.Failed()) return ret;

			if (flags.Test(DoCommandFlag::Execute)) {
				Track railtrack = AxisToTrack(OtherAxis(roaddir));
				YapfNotifyTrackLayoutChange(tile, railtrack);
				/* Update company infrastructure counts. A level crossing has two road bits. */
				UpdateCompanyRoadInfrastructure(rt, company, 2);

				/* Update rail count for level crossings. The plain track is already
				 * counted, so only add the difference to the level crossing cost. */
				Company *c = Company::GetIfValid(GetTileOwner(tile));
				if (c != nullptr) {
					c->infrastructure.rail[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR - 1;
					DirtyCompanyInfrastructureWindows(c->index);
				}

				/* Always add road to the roadtypes (can't draw without it) */
				bool reserved = GetRailReservationTrackBits(tile).Test(railtrack);
				MakeRoadCrossing(tile, company, company, GetTileOwner(tile), roaddir, GetRailType(tile), rtt == RoadTramType::Road ? rt : INVALID_ROADTYPE, (rtt == RoadTramType::Tram) ? rt : INVALID_ROADTYPE, town_id);
				SetCrossingReservation(tile, reserved);
				UpdateLevelCrossing(tile, false);
				MarkDirtyAdjacentLevelCrossingTiles(tile, GetCrossingRoadAxis(tile));
				MarkTileDirtyByTile(tile);
			}
			return CommandCost(ExpensesType::Construction, 2 * RoadBuildCost(rt));
		}

		case TileType::Station: {
			if (GetAnyRoadBits(tile, rtt).All(pieces)) return CommandCost(STR_ERROR_ALREADY_BUILT);
			if (!IsDriveThroughStopTile(tile)) goto do_clear;

			RoadBits curbits = AxisToRoadBits(GetDriveThroughStopAxis(tile));
			if (pieces.Any(ComplementRoadBits(curbits))) goto do_clear;
			pieces = curbits; // we need to pay for both roadbits

			if (HasTileRoadType(tile, rtt)) return CommandCost(STR_ERROR_ALREADY_BUILT);
			break;
		}

		case TileType::TunnelBridge: {
			if (GetTunnelBridgeTransportType(tile) != TransportType::Road) goto do_clear;
			/* Only allow building the outer roadbit, so building long roads stops at existing bridges */
			if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile))) != pieces) goto do_clear;
			if (HasTileRoadType(tile, rtt)) return CommandCost(STR_ERROR_ALREADY_BUILT);
			/* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */
			CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
			if (ret.Failed()) return ret;
			break;
		}

		default: {
do_clear:;
			need_to_clear = true;
			break;
		}
	}

	if (need_to_clear) {
		CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, tile);
		if (ret.Failed()) return ret;
		cost.AddCost(ret.GetCost());
	}

	if (other_bits != pieces) {
		/* Check the foundation/slopes when adding road/tram bits */
		CommandCost ret = CheckRoadSlope(tileh, &pieces, existing, other_bits);
		/* Return an error if we need to build a foundation (ret != 0) but the
		 * current setting is turned off */
		if (ret.Failed() || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) {
			return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
		}
		cost.AddCost(ret.GetCost());
	}

	if (!need_to_clear) {
		if (IsTileType(tile, TileType::Road)) {
			/* Don't put the pieces that already exist */
			pieces.Reset(existing);

			/* Check if new road bits will have the same foundation as other existing road types */
			if (IsNormalRoad(tile)) {
				Slope slope = GetTileSlope(tile);
				Foundation found_new = GetRoadFoundation(slope, pieces | existing);

				RoadBits bits = GetRoadBits(tile, OtherRoadTramType(rtt));
				/* do not check if there are not road bits of given type */
				if (bits.Any() && GetRoadFoundation(slope, bits) != found_new) {
					return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
				}
			}
		}

		CommandCost ret = EnsureNoVehicleOnGround(tile);
		if (ret.Failed()) return ret;

		if (IsNormalRoadTile(tile)) {
			/* If the road types don't match, try to convert only if vehicles of
			 * the new road type are not powered on the present road type and vehicles of
			 * the present road type are powered on the new road type. */
			RoadType existing_rt = GetRoadType(tile, rtt);
			if (existing_rt != INVALID_ROADTYPE && existing_rt != rt) {
				if (HasPowerOnRoad(rt, existing_rt)) {
					rt = existing_rt;
				} else if (HasPowerOnRoad(existing_rt, rt)) {
					ret = Command<Commands::ConvertRoad>::Do(flags, tile, tile, rt, false);
					if (ret.Failed()) return ret;
					cost.AddCost(ret.GetCost());
				} else {
					return CMD_ERROR;
				}
			}
		}
	}

	uint num_pieces = (!need_to_clear && IsTileType(tile, TileType::TunnelBridge)) ?
			/* There are 2 pieces on *every* tile of the bridge or tunnel */
			2 * (GetTunnelBridgeLength(GetOtherTunnelBridgeEnd(tile), tile) + 2) :
			/* Count pieces */
			pieces.Count();

	cost.AddCost(num_pieces * RoadBuildCost(rt));

	if (flags.Test(DoCommandFlag::Execute)) {
		switch (GetTileType(tile)) {
			case TileType::Road: {
				RoadTileType rttype = GetRoadTileType(tile);
				if (existing.None() || rttype == RoadTileType::Crossing) {
					SetRoadType(tile, rtt, rt);
					SetRoadOwner(tile, rtt, company);
					if (rtt == RoadTramType::Road) SetTownIndex(tile, town_id);
				}
				if (rttype != RoadTileType::Crossing) SetRoadBits(tile, existing | pieces, rtt);
				break;
			}

			case TileType::TunnelBridge: {
				TileIndex other_end = GetOtherTunnelBridgeEnd(tile);

				SetRoadType(other_end, rtt, rt);
				SetRoadType(tile, rtt, rt);
				SetRoadOwner(other_end, rtt, company);
				SetRoadOwner(tile, rtt, company);

				/* Mark tiles dirty that have been repaved */
				if (IsBridge(tile)) {
					MarkBridgeDirty(tile);
				} else {
					MarkTileDirtyByTile(other_end);
					MarkTileDirtyByTile(tile);
				}
				break;
			}

			case TileType::Station: {
				assert(IsDriveThroughStopTile(tile));
				SetRoadType(tile, rtt, rt);
				SetRoadOwner(tile, rtt, company);
				break;
			}

			default:
				MakeRoadNormal(tile, pieces, (rtt == RoadTramType::Road) ? rt : INVALID_ROADTYPE, (rtt == RoadTramType::Tram) ? rt : INVALID_ROADTYPE, town_id, company, company);
				break;
		}

		/* Update company infrastructure count. */
		if (IsTileType(tile, TileType::TunnelBridge)) num_pieces *= TUNNELBRIDGE_TRACKBIT_FACTOR;
		UpdateCompanyRoadInfrastructure(rt, GetRoadOwner(tile, rtt), num_pieces);

		if (rtt == RoadTramType::Road && IsNormalRoadTile(tile)) {
			existing.Set(pieces);
			SetDisallowedRoadDirections(tile, IsStraightRoad(existing) ?
					GetDisallowedRoadDirections(tile).Flip(toggle_drd) : DisallowedRoadDirections{});
		}

		MarkTileDirtyByTile(tile);
	}
	return cost;
}

/**
 * Checks whether a road or tram connection can be found when building a new road or tram.
 * @param tile Tile at which the road being built will end.
 * @param rt Roadtype of the road being built.
 * @param dir Direction that the road is following.
 * @return True if the next tile at dir direction is suitable for being connected directly by a second roadbit at the end of the road being built.
 */
static bool CanConnectToRoad(TileIndex tile, RoadType rt, DiagDirection dir)
{
	tile += TileOffsByDiagDir(dir);
	if (!IsValidTile(tile) || !MayHaveRoad(tile)) return false;

	RoadTramType rtt = GetRoadTramType(rt);
	RoadType existing = GetRoadType(tile, rtt);
	if (existing == INVALID_ROADTYPE) return false;
	if (!HasPowerOnRoad(existing, rt) && !HasPowerOnRoad(rt, existing)) return false;

	RoadBits bits = GetAnyRoadBits(tile, rtt, false);
	return bits.Any(DiagDirToRoadBits(ReverseDiagDir(dir)));
}

/**
 * Build a long piece of road.
 * @param flags operation to perform
 * @param end_tile end tile of drag
 * @param start_tile start tile of drag
 * @param rt road type
 * @param axis direction
 * @param drd set road direction
 * @param start_half start tile starts in the 2nd half of tile (p2 & 1). Only used if \c is_ai is set or if we are building a single tile
 * @param end_half end tile starts in the 2nd half of tile (p2 & 2). Only used if \c is_ai is set or if we are building a single tile
 * @param is_ai defines two different behaviors for this command:
 *      - false = Build up to an obstacle. Do not build the first and last roadbits unless they can be connected to something, or if we are building a single tile
 *      - true = Fail if an obstacle is found. Always take into account start_half and end_half. This behavior is used for scripts
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildLongRoad(DoCommandFlags flags, TileIndex end_tile, TileIndex start_tile, RoadType rt, Axis axis, DisallowedRoadDirections drd, bool start_half, bool end_half, bool is_ai)
{
	if (start_tile >= Map::Size()) return CMD_ERROR;

	if (!ValParamRoadType(rt) || !IsValidAxis(axis) || !IsValidDisallowedRoadDirections(drd)) return CMD_ERROR;

	/* Only drag in X or Y direction dictated by the direction variable */
	if (axis == Axis::X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
	if (axis == Axis::Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis

	DiagDirection dir = AxisToDiagDir(axis);

	/* Swap direction, also the half-tile drag vars. */
	if (start_tile > end_tile || (start_tile == end_tile && start_half)) {
		dir = ReverseDiagDir(dir);
		start_half = !start_half;
		end_half = !end_half;
		if (drd == DisallowedRoadDirection::Northbound || drd == DisallowedRoadDirection::Southbound) drd.Flip({DisallowedRoadDirection::Northbound, DisallowedRoadDirection::Southbound});
	}

	/* On the X-axis, we have to swap the initial bits, so they
	 * will be interpreted correctly in the GTTS. Furthermore
	 * when you just 'click' on one tile to build them. */
	if ((drd == DisallowedRoadDirection::Northbound || drd == DisallowedRoadDirection::Southbound) && (axis == Axis::Y) == (start_tile == end_tile && start_half == end_half)) drd.Flip({DisallowedRoadDirection::Northbound, DisallowedRoadDirection::Southbound});

	CommandCost cost(ExpensesType::Construction);
	CommandCost last_error = CMD_ERROR;
	TileIndex tile = start_tile;
	bool had_bridge = false;
	bool had_tunnel = false;
	bool had_success = false;

	/* Start tile is the first tile clicked by the user. */
	for (;;) {
		RoadBits bits = AxisToRoadBits(axis);

		/* Determine which road parts should be built. */
		if (!is_ai && start_tile != end_tile) {
			/* Only build the first and last roadbit if they can connect to something. */
			if (tile == end_tile && !CanConnectToRoad(tile, rt, dir)) {
				bits = DiagDirToRoadBits(ReverseDiagDir(dir));
			} else if (tile == start_tile && !CanConnectToRoad(tile, rt, ReverseDiagDir(dir))) {
				bits = DiagDirToRoadBits(dir);
			}
		} else {
			/* Road parts only have to be built at the start tile or at the end tile. */
			if (tile == end_tile && !end_half) bits &= DiagDirToRoadBits(ReverseDiagDir(dir));
			if (tile == start_tile && start_half) bits &= DiagDirToRoadBits(dir);
		}

		CommandCost ret = Command<Commands::BuildRoad>::Do(flags, tile, bits, rt, drd, TownID::Invalid());
		if (!is_ai && ret.GetErrorMessage() == STR_ERROR_ALREADY_BUILT) had_success = true;
		if (ret.Failed()) {
			last_error = std::move(ret);
			if (last_error.GetErrorMessage() != STR_ERROR_ALREADY_BUILT) {
				if (is_ai) return last_error;
				if (had_success) break; // Keep going if we haven't constructed any road yet, skipping the start of the drag
			}
		} else {
			had_success = true;
			/* Only pay for the upgrade on one side of the bridges and tunnels */
			if (IsTileType(tile, TileType::TunnelBridge)) {
				if (IsBridge(tile)) {
					if (!had_bridge || GetTunnelBridgeDirection(tile) == dir) {
						cost.AddCost(ret.GetCost());
					}
					had_bridge = true;
				} else { // IsTunnel(tile)
					if (!had_tunnel || GetTunnelBridgeDirection(tile) == dir) {
						cost.AddCost(ret.GetCost());
					}
					had_tunnel = true;
				}
			} else {
				cost.AddCost(ret.GetCost());
			}
		}

		if (tile == end_tile) break;

		tile += TileOffsByDiagDir(dir);
	}

	return had_success ? cost : last_error;
}

/**
 * Remove a long piece of road.
 * @param flags operation to perform
 * @param end_tile end tile of drag
 * @param start_tile start tile of drag
 * @param rt road type
 * @param axis direction
 * @param start_half start tile starts in the 2nd half of tile
 * @param end_half end tile starts in the 2nd half of tile (p2 & 2)
 * @return the cost of this operation or an error
 */
std::tuple<CommandCost, Money> CmdRemoveLongRoad(DoCommandFlags flags, TileIndex end_tile, TileIndex start_tile, RoadType rt, Axis axis, bool start_half, bool end_half)
{
	CommandCost cost(ExpensesType::Construction);

	if (start_tile >= Map::Size()) return { CMD_ERROR, 0 };
	if (!ValParamRoadType(rt) || !IsValidAxis(axis)) return { CMD_ERROR, 0 };

	/* Only drag in X or Y direction dictated by the direction variable */
	if (axis == Axis::X && TileY(start_tile) != TileY(end_tile)) return { CMD_ERROR, 0 }; // x-axis
	if (axis == Axis::Y && TileX(start_tile) != TileX(end_tile)) return { CMD_ERROR, 0 }; // y-axis

	/* Swap start and ending tile, also the half-tile drag vars. */
	if (start_tile > end_tile || (start_tile == end_tile && start_half)) {
		std::swap(start_tile, end_tile);
		std::swap(start_half, end_half);
	}

	Money money_available = GetAvailableMoneyForCommand();
	Money money_spent = 0;
	TileIndex tile = start_tile;
	CommandCost last_error = CMD_ERROR;
	bool had_success = false;
	/* Start tile is the small number. */
	for (;;) {
		RoadBits bits = AxisToRoadBits(axis);

		if (tile == end_tile && !end_half) bits &= RoadBits{RoadBit::NW, RoadBit::NE};
		if (tile == start_tile && start_half) bits &= RoadBits{RoadBit::SE, RoadBit::SW};

		/* try to remove the halves. */
		if (bits.Any()) {
			RoadTramType rtt = GetRoadTramType(rt);
			CommandCost ret = RemoveRoad(tile, DoCommandFlags{flags}.Reset(DoCommandFlag::Execute), bits, rtt, true);
			if (ret.Succeeded()) {
				if (flags.Test(DoCommandFlag::Execute)) {
					money_spent += ret.GetCost();
					if (money_spent > 0 && money_spent > money_available) {
						return { cost, ExtractCommandCost(Command<Commands::RemoveRoadLong>::Do(DoCommandFlags{flags}.Reset(DoCommandFlag::Execute), end_tile, start_tile, rt, axis, start_half, end_half)).GetCost() };
					}
					RemoveRoad(tile, flags, bits, rtt, false);
				}
				cost.AddCost(ret.GetCost());
				had_success = true;
			} else {
				/* Some errors are more equal than others. */
				switch (last_error.GetErrorMessage()) {
					case STR_ERROR_OWNED_BY:
					case STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS:
						break;
					default:
						last_error = std::move(ret);
				}
			}
		}

		if (tile == end_tile) break;

		tile += TileOffsByAxis(axis);
	}

	return { had_success ? cost : last_error, 0 };
}

/**
 * Build a road depot.
 * @param tile tile where to build the depot
 * @param flags operation to perform
 * @param rt road type
 * @param dir entrance direction
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildRoadDepot(DoCommandFlags flags, TileIndex tile, RoadType rt, DiagDirection dir)
{
	if (!ValParamRoadType(rt) || !IsValidDiagDirection(dir)) return CMD_ERROR;

	CommandCost cost(ExpensesType::Construction);

	Slope tileh = GetTileSlope(tile);
	if (tileh != SLOPE_FLAT) {
		if (!_settings_game.construction.build_on_slopes) return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
		if (!CanBuildDepotByTileh(dir, tileh)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
		cost.AddCost(_price[Price::BuildFoundation]);
	}

	/* Allow the user to rotate the depot instead of having to destroy it and build it again */
	bool rotate_existing_depot = false;
	if (IsRoadDepotTile(tile) && (HasRoadTypeTram(tile) ? rt == GetRoadTypeTram(tile) : rt == GetRoadTypeRoad(tile)))
	{
		CommandCost ret = CheckTileOwnership(tile);
		if (ret.Failed()) return ret;

		if (dir == GetRoadDepotDirection(tile)) return CommandCost();

		ret = EnsureNoVehicleOnGround(tile);
		if (ret.Failed()) return ret;

		rotate_existing_depot = true;
	}

	if (!rotate_existing_depot) {
		cost.AddCost(Command<Commands::LandscapeClear>::Do(flags, tile));
		if (cost.Failed()) return cost;

		if (IsBridgeAbove(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);

		if (!Depot::CanAllocateItem()) return CMD_ERROR;
	}

	if (flags.Test(DoCommandFlag::Execute)) {
		if (rotate_existing_depot) {
			SetRoadDepotExitDirection(tile, dir);
		} else {
			Depot *dep = Depot::Create(tile);
			MakeRoadDepot(tile, _current_company, dep->index, dir, rt);
			MakeDefaultName(dep);

			/* A road depot has two road bits. */
			UpdateCompanyRoadInfrastructure(rt, _current_company, ROAD_DEPOT_TRACKBIT_FACTOR);
		}

		MarkTileDirtyByTile(tile);
	}

	cost.AddCost(_price[Price::BuildDepotRoad]);
	return cost;
}

static CommandCost RemoveRoadDepot(TileIndex tile, DoCommandFlags flags)
{
	if (_current_company != OWNER_WATER) {
		CommandCost ret = CheckTileOwnership(tile);
		if (ret.Failed()) return ret;
	}

	CommandCost ret = EnsureNoVehicleOnGround(tile);
	if (ret.Failed()) return ret;

	if (flags.Test(DoCommandFlag::Execute)) {
		Company *c = Company::GetIfValid(GetTileOwner(tile));
		if (c != nullptr) {
			/* A road depot has two road bits. */
			RoadType rt = GetRoadTypeRoad(tile);
			if (rt == INVALID_ROADTYPE) rt = GetRoadTypeTram(tile);
			c->infrastructure.road[rt] -= ROAD_DEPOT_TRACKBIT_FACTOR;
			DirtyCompanyInfrastructureWindows(c->index);
		}

		delete Depot::GetByTile(tile);
		DoClearSquare(tile);
	}

	return CommandCost(ExpensesType::Construction, _price[Price::ClearDepotRoad]);
}

/** @copydoc ClearTileProc */
static CommandCost ClearTile_Road(TileIndex tile, DoCommandFlags flags)
{
	switch (GetRoadTileType(tile)) {
		case RoadTileType::Normal: {
			RoadBits b = GetAllRoadBits(tile);

			/* Clear the road if only one piece is on the tile OR we are not using the DoCommandFlag::Auto flag */
			if ((b.Count() == 1 && GetRoadBits(tile, RoadTramType::Tram).None()) || !flags.Test(DoCommandFlag::Auto)) {
				CommandCost ret(ExpensesType::Construction);
				for (RoadTramType rtt : ROADTRAMTYPES_ALL) {
					if (!MayHaveRoad(tile) || GetRoadType(tile, rtt) == INVALID_ROADTYPE) continue;

					CommandCost tmp_ret = RemoveRoad(tile, flags, GetRoadBits(tile, rtt), rtt, true);
					if (tmp_ret.Failed()) return tmp_ret;
					ret.AddCost(tmp_ret.GetCost());
				}
				return ret;
			}
			return CommandCost(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
		}

		case RoadTileType::Crossing: {
			CommandCost ret(ExpensesType::Construction);

			if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_MUST_REMOVE_ROAD_FIRST);

			/* Must iterate over the roadtypes in a reverse manner because
			 * tram tracks must be removed before the road bits. */
			for (RoadTramType rtt : { RoadTramType::Tram, RoadTramType::Road }) {
				if (!MayHaveRoad(tile) || GetRoadType(tile, rtt) == INVALID_ROADTYPE) continue;

				CommandCost tmp_ret = RemoveRoad(tile, flags, GetCrossingRoadBits(tile), rtt, true);
				if (tmp_ret.Failed()) return tmp_ret;
				ret.AddCost(tmp_ret.GetCost());
			}

			if (flags.Test(DoCommandFlag::Execute)) {
				Command<Commands::LandscapeClear>::Do(flags, tile);
			}
			return ret;
		}

		default:
		case RoadTileType::Depot:
			if (flags.Test(DoCommandFlag::Auto)) {
				return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
			}
			return RemoveRoadDepot(tile, flags);
	}
}


struct DrawRoadTileStruct {
	uint16_t image;
	uint8_t subcoord_x;
	uint8_t subcoord_y;
};

#include "table/road_land.h"

/**
 * Get the foundationtype of a RoadBits Slope combination
 *
 * @param tileh The Slope part
 * @param bits The RoadBits part
 * @return The resulting Foundation
 */
static Foundation GetRoadFoundation(Slope tileh, RoadBits bits)
{
	/* Flat land and land without a road doesn't require a foundation */
	if (tileh == SLOPE_FLAT || bits.None()) return Foundation::None;

	/* Steep slopes behave the same as slopes with one corner raised. */
	if (IsSteepSlope(tileh)) {
		tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh));
	}

	/* Leveled RoadBits on a slope */
	if (!_invalid_tileh_slopes_road[0][tileh].Any(bits)) return Foundation::Leveled;

	/* Straight roads without foundation on a slope */
	if (!IsSlopeWithOneCornerRaised(tileh) &&
			!_invalid_tileh_slopes_road[1][tileh].Any(bits))
		return Foundation::None;

	/* Roads on steep Slopes or on Slopes with one corner raised */
	return (bits == ROAD_X ? Foundation::InclinedX : Foundation::InclinedY);
}

const uint8_t _road_sloped_sprites[14] = {
	0,  0,  2,  0,
	0,  1,  0,  0,
	3,  0,  0,  0,
	0,  0
};

/**
 * Get the sprite offset within a spritegroup.
 * @param slope Slope
 * @param bits Roadbits
 * @return Offset for the sprite within the spritegroup.
 */
static uint GetRoadSpriteOffset(Slope slope, RoadBits bits)
{
	if (slope != SLOPE_FLAT) {
		switch (slope) {
			case SLOPE_NE: return 11;
			case SLOPE_SE: return 12;
			case SLOPE_SW: return 13;
			case SLOPE_NW: return 14;
			default: NOT_REACHED();
		}
	} else {
		static const uint offsets[] = {
			0, 18, 17, 7,
			16, 0, 10, 5,
			15, 8, 1, 4,
			9, 3, 6, 2
		};
		return offsets[bits.base()];
	}
}

/**
 * Should the road be drawn as a unpaved snow/desert road?
 * By default, roads are always drawn as unpaved if they are on desert or
 * above the snow line, but NewGRFs can override this for desert.
 *
 * @param snow_or_desert Is snowy or desert tile
 * @param roadside What sort of road this is
 * @return True if snow/desert road sprites should be used.
 */
static bool DrawRoadAsSnowOrDesert(bool snow_or_desert, Roadside roadside)
{
	return (snow_or_desert &&
			!(_settings_game.game_creation.landscape == LandscapeType::Tropic && HasGrfMiscBit(GrfMiscBit::DesertPavedRoads) &&
				roadside != Roadside::Barren && roadside != Roadside::Grass && roadside != Roadside::GrassRoadWorks));
}

/**
 * Draws the catenary for the RoadType of the given tile
 * @param ti information about the tile (slopes, height etc)
 * @param rt road type to draw catenary for
 * @param rb the roadbits for the tram
 */
void DrawRoadTypeCatenary(const TileInfo *ti, RoadType rt, RoadBits rb)
{
	/* Don't draw the catenary under a low bridge */
	if (IsBridgeAbove(ti->tile) && !IsTransparencySet(TransparencyOption::Catenary)) {
		int height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));

		if (height <= GetTileMaxZ(ti->tile) + 1) return;
	}

	if (rb.Count() > 2) {
		/* On junctions we check whether neighbouring tiles also have catenary, and possibly
		 * do not draw catenary towards those neighbours, which do not have catenary. */
		RoadBits rb_new{};
		for (DiagDirection dir : EnumRange(DiagDirection::End)) {
			if (rb.Any(DiagDirToRoadBits(dir))) {
				TileIndex neighbour = TileAddByDiagDir(ti->tile, dir);
				if (MayHaveRoad(neighbour)) {
					RoadType rt_road = GetRoadTypeRoad(neighbour);
					RoadType rt_tram = GetRoadTypeTram(neighbour);

					if ((rt_road != INVALID_ROADTYPE && HasRoadCatenary(rt_road)) ||
							(rt_tram != INVALID_ROADTYPE && HasRoadCatenary(rt_tram))) {
						rb_new.Set(DiagDirToRoadBits(dir));
					}
				}
			}
		}
		if (rb_new.Count() >= 2) rb = rb_new;
	}

	const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
	SpriteID front = GetCustomRoadSprite(rti, ti->tile, RoadSpriteType::CatenaryFront);
	SpriteID back = GetCustomRoadSprite(rti, ti->tile, RoadSpriteType::CatenaryRear);

	if (front != 0 || back != 0) {
		if (front != 0) front += GetRoadSpriteOffset(ti->tileh, rb);
		if (back != 0) back += GetRoadSpriteOffset(ti->tileh, rb);
	} else if (ti->tileh != SLOPE_FLAT) {
		back  = SPR_TRAMWAY_BACK_WIRES_SLOPED  + _road_sloped_sprites[ti->tileh - 1];
		front = SPR_TRAMWAY_FRONT_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1];
	} else {
		back  = SPR_TRAMWAY_BASE + _road_backpole_sprites_1[rb.base()];
		front = SPR_TRAMWAY_BASE + _road_frontwire_sprites_1[rb.base()];
	}

	/* Catenary uses 1st company colour to help identify owner.
	 * For tiles with OWNER_TOWN or OWNER_NONE, recolour CC to grey as a neutral colour. */
	Owner owner = GetRoadOwner(ti->tile, GetRoadTramType(rt));
	PaletteID pal = (owner == OWNER_NONE || owner == OWNER_TOWN ? GetColourPalette(Colours::Grey) : GetCompanyPalette(owner));
	uint8_t z_wires = (ti->tileh == SLOPE_FLAT ? 0 : TILE_HEIGHT) + BB_HEIGHT_UNDER_BRIDGE;
	if (back != 0) {
		/* The "back" sprite contains the west, north and east pillars.
		 * We cut the sprite at 3/8 of the west/east edges to create 3 sprites.
		 * 3/8 is chosen so that sprites can somewhat graphically extend into the tile. */
		static const int INF = 1000; ///< big number compared to sprite size
		static const SubSprite west  = { -INF, -INF, -12, INF };
		static const SubSprite north = {  -12, -INF,  12, INF };
		static const SubSprite east  = {   12, -INF, INF, INF };
		int8_t west_z = GetSlopePixelZInCorner(ti->tileh, CORNER_W);
		int8_t north_z = GetSlopePixelZInCorner(ti->tileh, CORNER_N);
		int8_t east_z = GetSlopePixelZInCorner(ti->tileh, CORNER_E);
		AddSortableSpriteToDraw(back, pal, *ti, {{15, 0, west_z}, {1, 1, z_wires}, {-15, 0, static_cast<int8_t>(-west_z)}}, IsTransparencySet(TransparencyOption::Catenary), &west);
		AddSortableSpriteToDraw(back, pal, *ti, {{0, 0, north_z}, {1, 1, z_wires}, {0, 0, static_cast<int8_t>(-north_z)}}, IsTransparencySet(TransparencyOption::Catenary), &north);
		AddSortableSpriteToDraw(back, pal, *ti, {{0, 15, east_z}, {1, 1, z_wires}, {0, -15, static_cast<int8_t>(-east_z)}}, IsTransparencySet(TransparencyOption::Catenary), &east);
	}
	if (front != 0) {
		/* Draw the "front" sprite (containing south pillar and wires) at a Z height that is both above the vehicles and above the "back" pillars. */
		AddSortableSpriteToDraw(front, pal, *ti, {{0, 0, static_cast<int8_t>(z_wires)}, {TILE_SIZE, TILE_SIZE, 1}, {0, 0, static_cast<int8_t>(-z_wires)}}, IsTransparencySet(TransparencyOption::Catenary));
	}
}

/**
 * Draws the catenary for the given tile
 * @param ti information about the tile (slopes, height etc)
 */
void DrawRoadCatenary(const TileInfo *ti)
{
	RoadBits road{};
	RoadBits tram{};

	if (IsTileType(ti->tile, TileType::Road)) {
		if (IsNormalRoad(ti->tile)) {
			road = GetRoadBits(ti->tile, RoadTramType::Road);
			tram = GetRoadBits(ti->tile, RoadTramType::Tram);
		} else if (IsLevelCrossing(ti->tile)) {
			tram = road = GetCrossingRoadBits(ti->tile);
		}
	} else if (IsTileType(ti->tile, TileType::Station)) {
		if (IsAnyRoadStop(ti->tile)) {
			if (IsDriveThroughStopTile(ti->tile)) {
				Axis axis = GetDriveThroughStopAxis(ti->tile);
				tram = road = AxisToRoadBits(axis);
			} else {
				tram = road = DiagDirToRoadBits(GetBayRoadStopDir(ti->tile));
			}
		}
	} else {
		/* No road here, no catenary to draw */
		return;
	}

	RoadType rt = GetRoadTypeRoad(ti->tile);
	if (rt != INVALID_ROADTYPE && HasRoadCatenaryDrawn(rt)) {
		DrawRoadTypeCatenary(ti, rt, road);
	}

	rt = GetRoadTypeTram(ti->tile);
	if (rt != INVALID_ROADTYPE && HasRoadCatenaryDrawn(rt)) {
		DrawRoadTypeCatenary(ti, rt, tram);
	}
}

/**
 * Draws details on/around the road
 * @param img the sprite to draw
 * @param ti  the tile to draw on
 * @param dx  the offset from the top of the BB of the tile
 * @param dy  the offset from the top of the BB of the tile
 * @param h   the height of the sprite to draw
 * @param transparent  whether the sprite should be transparent (used for roadside trees)
 */
static void DrawRoadDetail(SpriteID img, const TileInfo *ti, int8_t dx, int8_t dy, uint8_t h, bool transparent)
{
	int x = ti->x | dx;
	int y = ti->y | dy;
	int z = ti->z;
	if (ti->tileh != SLOPE_FLAT) z = GetSlopePixelZ(x, y);
	AddSortableSpriteToDraw(img, PAL_NONE, ti->x, ti->y, z, {{dx, dy, 0}, {2, 2, h}, {}}, transparent);
}

/**
 * Draw road underlay and overlay sprites.
 * @param ti TileInfo
 * @param pal The palette to apply to the overlays.
 * @param road_rti Road road type information
 * @param tram_rti Tram road type information
 * @param road_offset Road sprite offset (based on road bits)
 * @param tram_offset Tram sprite offset (based on road bits)
 * @param draw_underlay Whether to draw underlays
 */
void DrawRoadOverlays(const TileInfo *ti, PaletteID pal, const RoadTypeInfo *road_rti, const RoadTypeInfo *tram_rti, uint road_offset, uint tram_offset, bool draw_underlay)
{
	if (draw_underlay) {
		/* Road underlay takes precedence over tram */
		if (road_rti != nullptr) {
			if (road_rti->UsesOverlay()) {
				SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, RoadSpriteType::Ground);
				DrawGroundSprite(ground + road_offset, pal);
			}
		} else {
			if (tram_rti->UsesOverlay()) {
				SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, RoadSpriteType::Ground);
				DrawGroundSprite(ground + tram_offset, pal);
			} else {
				DrawGroundSprite(SPR_TRAMWAY_TRAM + tram_offset, pal);
			}
		}
	}

	/* Draw road overlay */
	if (road_rti != nullptr) {
		if (road_rti->UsesOverlay()) {
			SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, RoadSpriteType::Overlay);
			if (ground != 0) DrawGroundSprite(ground + road_offset, pal);
		}
	}

	/* Draw tram overlay */
	if (tram_rti != nullptr) {
		if (tram_rti->UsesOverlay()) {
			SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, RoadSpriteType::Overlay);
			if (ground != 0) DrawGroundSprite(ground + tram_offset, pal);
		} else if (road_rti != nullptr) {
			DrawGroundSprite(SPR_TRAMWAY_OVERLAY + tram_offset, pal);
		}
	}
}

/**
 * Get ground sprite to draw for a road tile.
 * @param ti TileInof
 * @param roadside Road side type
 * @param rti Road type info
 * @param offset Road sprite offset
 * @param snow_or_desert Whether to get snow/desert ground sprite
 * @param[out] pal Palette to draw.
 * @return The sprite.
 */
static SpriteID GetRoadGroundSprite(const TileInfo *ti, Roadside roadside, const RoadTypeInfo *rti, uint offset, bool snow_or_desert, PaletteID *pal)
{
	/* Draw bare ground sprite if no road or road uses overlay system. */
	if (rti == nullptr || rti->UsesOverlay()) {
		if (DrawRoadAsSnowOrDesert(snow_or_desert, roadside)) {
			return SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh);
		}

		switch (roadside) {
			case Roadside::Barren:
				*pal = PALETTE_TO_BARE_LAND;
			    return SPR_FLAT_GRASS_TILE + SlopeToSpriteOffset(ti->tileh);

			case Roadside::Grass:
			case Roadside::GrassRoadWorks:
				return SPR_FLAT_GRASS_TILE + SlopeToSpriteOffset(ti->tileh);

			default:
				break; // Paved
		}
	}

	/* Draw original road base sprite */
	SpriteID image = SPR_ROAD_Y + offset;
	if (DrawRoadAsSnowOrDesert(snow_or_desert, roadside)) {
		image += 19;
	} else {
		switch (roadside) {
			case Roadside::Barren:
				*pal = PALETTE_TO_BARE_LAND;
				break;

			case Roadside::Grass:
			case Roadside::GrassRoadWorks:
				break;

			default:
				image -= 19;
				break; // Paved
		}
	}

	return image;
}

/**
 * Draw road ground sprites.
 * @param ti TileInfo
 * @param road Road bits
 * @param tram Tram bits
 * @param road_rti Road road type information
 * @param tram_rti Tram road type information
 * @param roadside Roadside type
 * @param snow_or_desert Whether to draw snow/desert ground sprites
 */
void DrawRoadGroundSprites(const TileInfo *ti, RoadBits road, RoadBits tram, const RoadTypeInfo *road_rti, const RoadTypeInfo *tram_rti, Roadside roadside, bool snow_or_desert)
{
	/* Determine sprite offsets */
	uint road_offset = GetRoadSpriteOffset(ti->tileh, road);
	uint tram_offset = GetRoadSpriteOffset(ti->tileh, tram);

	/* Draw baseset underlay */
	PaletteID pal = PAL_NONE;
	SpriteID image = GetRoadGroundSprite(ti, roadside, road_rti, road.None() ? tram_offset : road_offset, snow_or_desert, &pal);
	DrawGroundSprite(image, pal);

	DrawRoadOverlays(ti, pal, road_rti, tram_rti, road_offset, tram_offset);
}

/**
 * Draw ground sprite and road pieces
 * @param ti TileInfo
 */
static void DrawRoadBits(TileInfo *ti)
{
	RoadBits road = GetRoadBits(ti->tile, RoadTramType::Road);
	RoadBits tram = GetRoadBits(ti->tile, RoadTramType::Tram);

	RoadType road_rt = GetRoadTypeRoad(ti->tile);
	RoadType tram_rt = GetRoadTypeTram(ti->tile);
	const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
	const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);

	if (ti->tileh != SLOPE_FLAT) {
		DrawFoundation(ti, GetRoadFoundation(ti->tileh, road | tram));
		/* DrawFoundation() modifies ti. */
	}

	DrawRoadGroundSprites(ti, road, tram, road_rti, tram_rti, GetRoadside(ti->tile), IsOnSnowOrDesert(ti->tile));

	/* Draw one way */
	if (road_rti != nullptr) {
		DisallowedRoadDirections drd = GetDisallowedRoadDirections(ti->tile);
		if (drd.Any()) {
			SpriteID oneway = GetCustomRoadSprite(road_rti, ti->tile, RoadSpriteType::Oneway);

			if (oneway == 0) oneway = SPR_ONEWAY_BASE;

			if ((ti->tileh == SLOPE_NE) || (ti->tileh == SLOPE_NW)) {
				oneway += ONEWAY_SLOPE_N_OFFSET;
			} else if ((ti->tileh == SLOPE_SE) || (ti->tileh == SLOPE_SW)) {
				oneway += ONEWAY_SLOPE_S_OFFSET;
			}

			DrawGroundSpriteAt(oneway + drd.base() - 1 + ((road == ROAD_X) ? 0 : 3), PAL_NONE, 8, 8, GetPartialPixelZ(8, 8, ti->tileh));
		}
	}

	if (HasRoadWorks(ti->tile)) {
		/* Road works */
		DrawGroundSprite((road | tram).Any(ROAD_X) ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y, PAL_NONE);
		return;
	}

	/* Draw road, tram catenary */
	DrawRoadCatenary(ti);

	/* Return if full detail is disabled, or we are zoomed fully out. */
	if (!_display_opt.Test(DisplayOption::FullDetail) || _cur_dpi->zoom > ZoomLevel::Detail) return;

	/* Do not draw details (street lights, trees) under low bridge */
	Roadside roadside = GetRoadside(ti->tile);
	if (IsBridgeAbove(ti->tile) && (roadside == Roadside::Trees || roadside == Roadside::StreetLights)) {
		int height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
		int minz = GetTileMaxZ(ti->tile) + 2;

		if (roadside == Roadside::Trees) minz++;

		if (height < minz) return;
	}

	/* If there are no road bits, return, as there is nothing left to do */
	if (road.Count() <= 1) return;

	/* Do not draw details when invisible. */
	if (roadside == Roadside::Trees && IsInvisibilitySet(TransparencyOption::Trees)) return;
	if (roadside == Roadside::StreetLights && IsInvisibilitySet(TransparencyOption::Houses)) return;

	/* Check whether details should be transparent. */
	bool is_transparent = false;
	if (roadside == Roadside::Trees && IsTransparencySet(TransparencyOption::Trees)) {
		is_transparent = true;
	}
	if (roadside == Roadside::StreetLights && IsTransparencySet(TransparencyOption::Houses)) {
		is_transparent = true;
	}

	/* Draw extra details. */
	for (const DrawRoadTileStruct *drts = _road_display_table[to_underlying(roadside)][(road | tram).base()]; drts->image != 0; drts++) {
		DrawRoadDetail(drts->image, ti, drts->subcoord_x, drts->subcoord_y, 0x10, is_transparent);
	}
}

/** @copydoc DrawTileProc */
static void DrawTile_Road(TileInfo *ti)
{
	BridgePillarFlags blocked_pillars{};
	switch (GetRoadTileType(ti->tile)) {
		case RoadTileType::Normal:
			DrawRoadBits(ti);

			if (IsBridgeAbove(ti->tile)) {
				RoadBits bits = GetAllRoadBits(ti->tile);
				if (bits.Test(RoadBit::NE)) blocked_pillars.Set(BridgePillarFlag::EdgeNE);
				if (bits.Test(RoadBit::SE)) blocked_pillars.Set(BridgePillarFlag::EdgeSE);
				if (bits.Test(RoadBit::SW)) blocked_pillars.Set(BridgePillarFlag::EdgeSW);
				if (bits.Test(RoadBit::NW)) blocked_pillars.Set(BridgePillarFlag::EdgeNW);
			}
			break;

		case RoadTileType::Crossing: {
			if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, Foundation::Leveled);

			Axis axis = GetCrossingRailAxis(ti->tile);

			const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));

			RoadType road_rt = GetRoadTypeRoad(ti->tile);
			RoadType tram_rt = GetRoadTypeTram(ti->tile);
			const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
			const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);

			PaletteID pal = PAL_NONE;

			/* Draw base ground */
			if (rti->UsesOverlay()) {
				SpriteID image = SPR_ROAD_Y + to_underlying(axis);

				Roadside roadside = GetRoadside(ti->tile);
				if (DrawRoadAsSnowOrDesert(IsOnSnowOrDesert(ti->tile), roadside)) {
					image += 19;
				} else {
					switch (roadside) {
						case Roadside::Barren:
							pal = PALETTE_TO_BARE_LAND;
							break;

						case Roadside::Grass:
							break;

						default:
							image -= 19;
							break; // Paved
					}
				}

				DrawGroundSprite(image, pal);
			} else {
				SpriteID image = rti->base_sprites.crossing + to_underlying(axis);
				if (IsCrossingBarred(ti->tile)) image += 2;

				Roadside roadside = GetRoadside(ti->tile);
				if (DrawRoadAsSnowOrDesert(IsOnSnowOrDesert(ti->tile), roadside)) {
					image += 8;
				} else {
					switch (roadside) {
						case Roadside::Barren:
							pal = PALETTE_TO_BARE_LAND;
							break;

						case Roadside::Grass:
							break;

						default:
							image += 4;
							break; // Paved
					}
				}

				DrawGroundSprite(image, pal);
			}

			DrawRoadOverlays(ti, pal, road_rti, tram_rti, to_underlying(axis), to_underlying(axis));

			/* Draw rail/PBS overlay */
			bool draw_pbs = _game_mode != GameMode::Menu && _settings_client.gui.show_track_reservation && HasCrossingReservation(ti->tile);
			if (rti->UsesOverlay()) {
				pal = draw_pbs ? PALETTE_CRASH : PAL_NONE;
				SpriteID rail = GetCustomRailSprite(rti, ti->tile, RailSpriteType::Crossing) + to_underlying(axis);
				DrawGroundSprite(rail, pal);

				Axis road_axis = GetCrossingRoadAxis(ti->tile);
				DiagDirections adjacent_diagdirs{};
				for (DiagDirection dir : AxisToDiagDirs(road_axis)) {
					const TileIndex t = TileAddByDiagDir(ti->tile, dir);
					if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
						adjacent_diagdirs.Set(dir);
					}
				}

				switch (adjacent_diagdirs.base()) {
					case DiagDirections{}.base():
						DrawRailTileSeq(ti, &_crossing_layout, TransparencyOption::Catenary, rail, 0, PAL_NONE);
						break;

					case DiagDirections{DiagDirection::NE}.base():
						DrawRailTileSeq(ti, &_crossing_layout_SW, TransparencyOption::Catenary, rail, 0, PAL_NONE);
						break;

					case DiagDirections{DiagDirection::SE}.base():
						DrawRailTileSeq(ti, &_crossing_layout_NW, TransparencyOption::Catenary, rail, 0, PAL_NONE);
						break;

					case DiagDirections{DiagDirection::SW}.base():
						DrawRailTileSeq(ti, &_crossing_layout_NE, TransparencyOption::Catenary, rail, 0, PAL_NONE);
						break;

					case DiagDirections{DiagDirection::NW}.base():
						DrawRailTileSeq(ti, &_crossing_layout_SE, TransparencyOption::Catenary, rail, 0, PAL_NONE);
						break;

					default:
						/* Show no sprites */
						break;
				}
			} else if (draw_pbs || tram_rti != nullptr || road_rti->UsesOverlay()) {
				/* Add another rail overlay, unless there is only the base road sprite. */
				pal = draw_pbs ? PALETTE_CRASH : PAL_NONE;
				SpriteID rail = GetCrossingRoadAxis(ti->tile) == Axis::Y ? GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_x : GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_y;
				DrawGroundSprite(rail, pal);
			}

			/* Draw road, tram catenary */
			DrawRoadCatenary(ti);

			/* Draw rail catenary */
			if (HasRailCatenaryDrawn(GetRailType(ti->tile))) DrawRailCatenary(ti);
			blocked_pillars = {BridgePillarFlag::EdgeSW, BridgePillarFlag::EdgeNE, BridgePillarFlag::EdgeNW, BridgePillarFlag::EdgeSE};
			break;
		}

		default:
		case RoadTileType::Depot: {
			if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, Foundation::Leveled);

			PaletteID palette = GetCompanyPalette(GetTileOwner(ti->tile));

			RoadType road_rt = GetRoadTypeRoad(ti->tile);
			RoadType tram_rt = GetRoadTypeTram(ti->tile);
			const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt == INVALID_ROADTYPE ? tram_rt : road_rt);

			int relocation = GetCustomRoadSprite(rti, ti->tile, RoadSpriteType::Depot);
			bool default_gfx = relocation == 0;
			if (default_gfx) {
				if (rti->flags.Test(RoadTypeFlag::Catenary)) {
					if (_loaded_newgrf_features.tram == TramDepotReplacement::WithTrack && road_rt == INVALID_ROADTYPE && !rti->UsesOverlay()) {
						/* Sprites with track only work for default tram */
						relocation = SPR_TRAMWAY_DEPOT_WITH_TRACK - SPR_ROAD_DEPOT;
						default_gfx = false;
					} else {
						/* Sprites without track are always better, if provided */
						relocation = SPR_TRAMWAY_DEPOT_NO_TRACK - SPR_ROAD_DEPOT;
					}
				}
			} else {
				relocation -= SPR_ROAD_DEPOT;
			}

			DiagDirection dir = GetRoadDepotDirection(ti->tile);
			const DrawTileSprites *dts = &_road_depot[dir];
			DrawGroundSprite(dts->ground.sprite, PAL_NONE);

			if (default_gfx) {
				uint offset = GetRoadSpriteOffset(SLOPE_FLAT, DiagDirToRoadBits(dir));
				if (rti->UsesOverlay()) {
					SpriteID ground = GetCustomRoadSprite(rti, ti->tile, RoadSpriteType::Overlay);
					if (ground != 0) DrawGroundSprite(ground + offset, PAL_NONE);
				} else if (road_rt == INVALID_ROADTYPE) {
					DrawGroundSprite(SPR_TRAMWAY_OVERLAY + offset, PAL_NONE);
				}
			}

			DrawRailTileSeq(ti, dts, TransparencyOption::Buildings, relocation, 0, palette);
			/* Depots can't have bridges above so no blocked pillars. */
			break;
		}
	}
	DrawBridgeMiddle(ti, blocked_pillars);
}

/**
 * Draw the road depot sprite.
 * @param x   The x offset to draw at.
 * @param y   The y offset to draw at.
 * @param dir The direction the depot must be facing.
 * @param rt  The road type of the depot to draw.
 */
void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
{
	PaletteID palette = GetCompanyPalette(_local_company);

	const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
	int relocation = GetCustomRoadSprite(rti, INVALID_TILE, RoadSpriteType::Depot);
	bool default_gfx = relocation == 0;
	if (default_gfx) {
		if (rti->flags.Test(RoadTypeFlag::Catenary)) {
			if (_loaded_newgrf_features.tram == TramDepotReplacement::WithTrack && RoadTypeIsTram(rt) && !rti->UsesOverlay()) {
				/* Sprites with track only work for default tram */
				relocation = SPR_TRAMWAY_DEPOT_WITH_TRACK - SPR_ROAD_DEPOT;
				default_gfx = false;
			} else {
				/* Sprites without track are always better, if provided */
				relocation = SPR_TRAMWAY_DEPOT_NO_TRACK - SPR_ROAD_DEPOT;
			}
		}
	} else {
		relocation -= SPR_ROAD_DEPOT;
	}

	const DrawTileSprites *dts = &_road_depot[dir];
	DrawSprite(dts->ground.sprite, PAL_NONE, x, y);

	if (default_gfx) {
		uint offset = GetRoadSpriteOffset(SLOPE_FLAT, DiagDirToRoadBits(dir));
		if (rti->UsesOverlay()) {
			SpriteID ground = GetCustomRoadSprite(rti, INVALID_TILE, RoadSpriteType::Overlay);
			if (ground != 0) DrawSprite(ground + offset, PAL_NONE, x, y);
		} else if (RoadTypeIsTram(rt)) {
			DrawSprite(SPR_TRAMWAY_OVERLAY + offset, PAL_NONE, x, y);
		}
	}

	DrawRailTileSeqInGUI(x, y, dts, relocation, 0, palette);
}

/**
 * Updates cached nearest town for all road tiles
 * @param invalidate are we just invalidating cached data?
 * @pre invalidate == true implies _generating_world == true
 */
void UpdateNearestTownForRoadTiles(bool invalidate)
{
	assert(!invalidate || _generating_world);

	for (const auto t : Map::Iterate()) {
		if (IsTileType(t, TileType::Road) && !IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
			TownID tid = TownID::Invalid();
			if (!invalidate) {
				const Town *town = CalcClosestTownFromTile(t);
				if (town != nullptr) tid = town->index;
			}
			SetTownIndex(t, tid);
		}
	}
}

/** @copydoc GetSlopePixelZProc */
static int GetSlopePixelZ_Road(TileIndex tile, uint x, uint y, [[maybe_unused]] bool ground_vehicle)
{

	if (IsNormalRoad(tile)) {
		auto [tileh, z] = GetTilePixelSlope(tile);
		if (tileh == SLOPE_FLAT) return z;

		Foundation f = GetRoadFoundation(tileh, GetAllRoadBits(tile));
		z += ApplyPixelFoundationToSlope(f, tileh);
		return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
	} else {
		return GetTileMaxPixelZ(tile);
	}
}

/** @copydoc GetFoundationProc */
static Foundation GetFoundation_Road(TileIndex tile, Slope tileh)
{
	if (IsNormalRoad(tile)) {
		return GetRoadFoundation(tileh, GetAllRoadBits(tile));
	} else {
		return FlatteningFoundation(tileh);
	}
}

static const Roadside _town_road_types[][2] = {
	{ Roadside::Grass,        Roadside::Grass },
	{ Roadside::Paved,        Roadside::Paved },
	{ Roadside::Paved,        Roadside::Paved },
	{ Roadside::Trees,        Roadside::Trees },
	{ Roadside::StreetLights, Roadside::Paved }
};

static_assert(lengthof(_town_road_types) == NUM_HOUSE_ZONES);

static const Roadside _town_road_types_2[][2] = {
	{ Roadside::Grass,        Roadside::Grass },
	{ Roadside::Paved,        Roadside::Paved },
	{ Roadside::StreetLights, Roadside::Paved },
	{ Roadside::StreetLights, Roadside::Paved },
	{ Roadside::StreetLights, Roadside::Paved }
};

static_assert(lengthof(_town_road_types_2) == NUM_HOUSE_ZONES);


/** @copydoc TileLoopProc */
static void TileLoop_Road(TileIndex tile)
{
	switch (_settings_game.game_creation.landscape) {
		case LandscapeType::Arctic: {
			/* Roads use the snow level of their maximum height minus one, unless flat. */
			int tile_z = (std::get<Slope>(GetFoundationSlope(tile)) == SLOPE_FLAT) ? GetTileMaxZ(tile) : GetTileMaxZ(tile) - 1;
			if (IsOnSnowOrDesert(tile) != (tile_z > GetSnowLine())) {
				ToggleSnowOrDesert(tile);
				MarkTileDirtyByTile(tile);
			}
			break;
		}

		case LandscapeType::Tropic:
			if (GetTropicZone(tile) == TropicZone::Desert && !IsOnSnowOrDesert(tile)) {
				ToggleSnowOrDesert(tile);
				MarkTileDirtyByTile(tile);
			}
			break;

		default:
			break;
	}

	if (IsRoadDepot(tile)) return;

	const Town *t = ClosestTownFromTile(tile, UINT_MAX);
	if (!HasRoadWorks(tile)) {
		HouseZone grp = HouseZone::TownEdge;

		if (t != nullptr) {
			grp = GetTownRadiusGroup(t, tile);

			/* Show an animation to indicate road work */
			if (t->road_build_months != 0 &&
					(DistanceManhattan(t->xy, tile) < 8 || grp != HouseZone::TownEdge) &&
					IsNormalRoad(tile) && GetAllRoadBits(tile).Count() > 1) {
				if (std::get<Slope>(GetFoundationSlope(tile)) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile).Succeeded() && Chance16(1, 40)) {
					StartRoadWorks(tile);

					if (_settings_client.sound.ambient) SndPlayTileFx(SND_21_ROAD_WORKS, tile);
					CreateEffectVehicleAbove(
						TileX(tile) * TILE_SIZE + 7,
						TileY(tile) * TILE_SIZE + 7,
						0,
						EV_BULLDOZER);
					MarkTileDirtyByTile(tile);
					return;
				}
			}
		}

		{
			/* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
			const Roadside *new_rs = (_settings_game.game_creation.landscape == LandscapeType::Toyland) ? _town_road_types_2[to_underlying(grp)] : _town_road_types[to_underlying(grp)];
			Roadside cur_rs = GetRoadside(tile);

			/* We have our desired type, do nothing */
			if (cur_rs == new_rs[0]) return;

			/* We have the pre-type of the desired type, switch to the desired type */
			if (cur_rs == new_rs[1]) {
				cur_rs = new_rs[0];
			/* We have barren land, install the pre-type */
			} else if (cur_rs == Roadside::Barren) {
				cur_rs = new_rs[1];
			/* We're totally off limits, remove any installation and make barren land */
			} else {
				cur_rs = Roadside::Barren;
			}
			SetRoadside(tile, cur_rs);
			MarkTileDirtyByTile(tile);
		}
	} else if (IncreaseRoadWorksCounter(tile)) {
		TerminateRoadWorks(tile);

		if (_settings_game.economy.mod_road_rebuild) {
			/* Generate a nicer town surface */
			RoadBits old_rb = GetAnyRoadBits(tile, RoadTramType::Road);
			RoadBits new_rb = CleanUpRoadBits(tile, old_rb);

			if (old_rb != new_rb) {
				RemoveRoad(tile, {DoCommandFlag::Execute, DoCommandFlag::Auto, DoCommandFlag::NoWater}, old_rb.Flip(new_rb), RoadTramType::Road, true);

				/* If new_rb is 0, there are now no road pieces left and the tile is no longer a road tile */
				if (new_rb.None()) {
					MarkTileDirtyByTile(tile);
					return;
				}
			}
		}

		/* Possibly change road type */
		if (GetRoadOwner(tile, RoadTramType::Road) == OWNER_TOWN) {
			RoadType rt = GetTownRoadType();
			if (rt != GetRoadTypeRoad(tile)) {
				SetRoadType(tile, RoadTramType::Road, rt);
			}
		}

		MarkTileDirtyByTile(tile);
	}
}

/** @copydoc ClickTileProc */
static bool ClickTile_Road(TileIndex tile)
{
	if (!IsRoadDepot(tile)) return false;

	ShowDepotWindow(tile, VehicleType::Road);
	return true;
}

/** Converts %RoadBits to %TrackBits. */
static const TrackBits _road_trackbits[16] = {
	{}, // ROAD_NONE
	{}, // RoadBit::NW
	{}, // RoadBit::SW
	Track::Left, // ROAD_W
	{}, // RoadBit::SE
	Track::Y, // ROAD_Y
	Track::Lower, // ROAD_S
	{Track::Left, Track::Lower, Track::Y}, // ROAD_Y | RoadBit::SW
	{}, // RoadBit::NE
	Track::Upper, // ROAD_N
	Track::X, // ROAD_X
	{Track::Left, Track::Upper, Track::X}, // ROAD_X | RoadBit::NW
	Track::Right, // ROAD_E
	{Track::Right, Track::Upper, Track::Y}, // ROAD_Y | RoadBit::NE
	{Track::Right, Track::Lower, Track::X}, // ROAD_X | RoadBit::SE
	TRACK_BIT_ALL, // ROAD_ALL
};

/** @copydoc GetTileTrackStatusProc */
static TrackStatus GetTileTrackStatus_Road(TileIndex tile, TransportType mode, RoadTramType sub_mode, DiagDirection side)
{
	TrackdirBits trackdirbits{};
	TrackdirBits red_signals{}; // crossing barred
	switch (mode) {
		case TransportType::Rail:
			if (IsLevelCrossing(tile)) trackdirbits = TrackBitsToTrackdirBits(GetCrossingRailTrack(tile));
			break;

		case TransportType::Road: {
			RoadTramType rtt = (RoadTramType)sub_mode;
			if (!HasTileRoadType(tile, rtt)) break;
			switch (GetRoadTileType(tile)) {
				case RoadTileType::Normal: {
					const uint drd_to_multiplier[] = { 0x101, 0x100, 0x1, 0x0 };
					RoadBits bits = GetRoadBits(tile, rtt);

					/* no roadbit at this side of tile, return 0 */
					if (side != DiagDirection::Invalid && !DiagDirToRoadBits(side).Any(bits)) break;

					uint multiplier = drd_to_multiplier[(rtt == RoadTramType::Tram) ? 0 : GetDisallowedRoadDirections(tile).base()];
					if (!HasRoadWorks(tile)) trackdirbits = static_cast<TrackdirBits>(_road_trackbits[bits.base()].base() * multiplier);
					break;
				}

				case RoadTileType::Crossing: {
					Axis axis = GetCrossingRoadAxis(tile);

					if (side != DiagDirection::Invalid && axis != DiagDirToAxis(side)) break;

					trackdirbits = TrackBitsToTrackdirBits(AxisToTrack(axis));
					if (IsCrossingBarred(tile)) {
						red_signals = trackdirbits;
						if (TrainOnCrossing(tile)) break;

						auto mask_red_signal_bits_if_crossing_barred = [&](TileIndex t, TrackdirBits mask) {
							if (IsLevelCrossingTile(t) && IsCrossingBarred(t)) red_signals &= mask;
						};
						/* Check for blocked adjacent crossing to south, keep only southbound red signal trackdirs, allow northbound traffic */
						mask_red_signal_bits_if_crossing_barred(TileAddByDiagDir(tile, AxisToDiagDir(axis)), {Trackdir::X_SW, Trackdir::Y_SE});
						/* Check for blocked adjacent crossing to north, keep only northbound red signal trackdirs, allow southbound traffic */
						mask_red_signal_bits_if_crossing_barred(TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(axis))), {Trackdir::X_NE, Trackdir::Y_NW});
					}
					break;
				}

				default:
				case RoadTileType::Depot: {
					DiagDirection dir = GetRoadDepotDirection(tile);

					if (side != DiagDirection::Invalid && side != dir) break;

					trackdirbits = TrackBitsToTrackdirBits(DiagDirToDiagTrack(dir));
					break;
				}
			}
			break;
		}

		default: break;
	}
	return {trackdirbits, red_signals};
}

static const StringID _road_tile_strings[] = {
	STR_LAI_ROAD_DESCRIPTION_ROAD,
	STR_LAI_ROAD_DESCRIPTION_ROAD,
	STR_LAI_ROAD_DESCRIPTION_ROAD,
	STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS,
	STR_LAI_ROAD_DESCRIPTION_ROAD,
	STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD,
	STR_LAI_ROAD_DESCRIPTION_ROAD,
	STR_LAI_ROAD_DESCRIPTION_ROAD,
};

/** @copydoc GetTileDescProc */
static void GetTileDesc_Road(TileIndex tile, TileDesc &td)
{
	Owner rail_owner = INVALID_OWNER;
	Owner road_owner = INVALID_OWNER;
	Owner tram_owner = INVALID_OWNER;

	RoadType road_rt = GetRoadTypeRoad(tile);
	RoadType tram_rt = GetRoadTypeTram(tile);
	if (road_rt != INVALID_ROADTYPE) {
		const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt);
		td.roadtype = rti->strings.name;
		td.road_speed = rti->max_speed / 2;
		road_owner = GetRoadOwner(tile, RoadTramType::Road);
	}
	if (tram_rt != INVALID_ROADTYPE) {
		const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt);
		td.tramtype = rti->strings.name;
		td.tram_speed = rti->max_speed / 2;
		tram_owner = GetRoadOwner(tile, RoadTramType::Tram);
	}

	switch (GetRoadTileType(tile)) {
		case RoadTileType::Crossing: {
			td.str = STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING;
			rail_owner = GetTileOwner(tile);

			const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
			td.railtype = rti->strings.name;
			td.rail_speed = rti->max_speed;

			break;
		}

		case RoadTileType::Depot:
			td.str = STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT;
			td.build_date = Depot::GetByTile(tile)->build_date;
			break;

		default: {
			td.str = (road_rt != INVALID_ROADTYPE ? _road_tile_strings[to_underlying(GetRoadside(tile))] : STR_LAI_ROAD_DESCRIPTION_TRAMWAY);
			break;
		}
	}

	/* Now we have to discover, if the tile has only one owner or many:
	 *   - Find a first_owner of the tile. (Currently road or tram must be present, but this will break when the third type becomes available)
	 *   - Compare the found owner with the other owners, and test if they differ.
	 * Note: If road exists it will be the first_owner.
	 */
	Owner first_owner = (road_owner == INVALID_OWNER ? tram_owner : road_owner);
	bool mixed_owners = (tram_owner != INVALID_OWNER && tram_owner != first_owner) || (rail_owner != INVALID_OWNER && rail_owner != first_owner);

	if (mixed_owners) {
		/* Multiple owners */
		td.owner_type[0] = (rail_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_RAIL_OWNER);
		td.owner[0] = rail_owner;
		td.owner_type[1] = (road_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_ROAD_OWNER);
		td.owner[1] = road_owner;
		td.owner_type[2] = (tram_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_TRAM_OWNER);
		td.owner[2] = tram_owner;
	} else {
		/* One to rule them all */
		td.owner[0] = first_owner;
	}
}

/**
 * Given the direction the road depot is pointing, this is the direction the
 * vehicle should be travelling in in order to enter the depot.
 */
static constexpr DiagDirectionIndexArray<Trackdir> _roadveh_enter_depot_dir{
	Trackdir::X_SW, Trackdir::Y_NW, Trackdir::X_NE, Trackdir::Y_SE
};

/** @copydoc VehicleEnterTileProc */
static VehicleEnterTileStates VehicleEnterTile_Road(Vehicle *v, TileIndex tile, [[maybe_unused]] int x, [[maybe_unused]] int y)
{
	switch (GetRoadTileType(tile)) {
		case RoadTileType::Depot: {
			if (v->type != VehicleType::Road) break;

			RoadVehicle *rv = RoadVehicle::From(v);
			if (rv->frame == RVC_DEPOT_STOP_FRAME &&
					_roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == static_cast<Trackdir>(rv->state)) {
				rv->state = RVSB_IN_DEPOT;
				rv->vehstatus.Set(VehState::Hidden);
				rv->direction = ReverseDir(rv->direction);
				if (rv->Next() == nullptr) VehicleEnterDepot(rv->First());
				rv->tile = tile;

				InvalidateWindowData(WindowClass::VehicleDepot, rv->tile);
				return VehicleEnterTileState::EnteredWormhole;
			}
			break;
		}

		default: break;
	}
	return {};
}


/** @copydoc ChangeTileOwnerProc */
static void ChangeTileOwner_Road(TileIndex tile, Owner old_owner, Owner new_owner)
{
	if (IsRoadDepot(tile)) {
		if (GetTileOwner(tile) == old_owner) {
			if (new_owner == INVALID_OWNER) {
				Command<Commands::LandscapeClear>::Do({DoCommandFlag::Execute, DoCommandFlag::Bankrupt}, tile);
			} else {
				/* A road depot has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
				RoadType rt = GetRoadTypeRoad(tile);
				if (rt == INVALID_ROADTYPE) rt = GetRoadTypeTram(tile);
				Company::Get(old_owner)->infrastructure.road[rt] -= 2;
				Company::Get(new_owner)->infrastructure.road[rt] += 2;

				SetTileOwner(tile, new_owner);
				for (RoadTramType rtt : ROADTRAMTYPES_ALL) {
					if (GetRoadOwner(tile, rtt) == old_owner) {
						SetRoadOwner(tile, rtt, new_owner);
					}
				}
			}
		}
		return;
	}

	for (RoadTramType rtt : ROADTRAMTYPES_ALL) {
		/* Update all roadtypes, no matter if they are present */
		if (GetRoadOwner(tile, rtt) == old_owner) {
			RoadType rt = GetRoadType(tile, rtt);
			if (rt != INVALID_ROADTYPE) {
				/* A level crossing has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
				uint num_bits = IsLevelCrossing(tile) ? 2 : GetRoadBits(tile, rtt).Count();
				Company::Get(old_owner)->infrastructure.road[rt] -= num_bits;
				if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_bits;
			}

			SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
		}
	}

	if (IsLevelCrossing(tile)) {
		if (GetTileOwner(tile) == old_owner) {
			if (new_owner == INVALID_OWNER) {
				Command<Commands::RemoveRail>::Do({DoCommandFlag::Execute, DoCommandFlag::Bankrupt}, tile, GetCrossingRailTrack(tile));
			} else {
				/* Update infrastructure counts. No need to dirty windows here, we'll redraw the whole screen anyway. */
				Company::Get(old_owner)->infrastructure.rail[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR;
				Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR;

				SetTileOwner(tile, new_owner);
			}
		}
	}
}

/** @copydoc TerraformTileProc */
static CommandCost TerraformTile_Road(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
{
	if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) {
		switch (GetRoadTileType(tile)) {
			case RoadTileType::Crossing:
				if (!IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new)) && HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh_new)) return CommandCost(ExpensesType::Construction, _price[Price::BuildFoundation]);
				break;

			case RoadTileType::Depot:
				if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return CommandCost(ExpensesType::Construction, _price[Price::BuildFoundation]);
				break;

			case RoadTileType::Normal: {
				RoadBits bits = GetAllRoadBits(tile);
				RoadBits bits_copy = bits;
				/* Check if the slope-road_bits combination is valid at all, i.e. it is safe to call GetRoadFoundation(). */
				if (CheckRoadSlope(tileh_new, &bits_copy, {}, {}).Succeeded()) {
					/* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */
					if (bits == bits_copy) {
						auto [tileh_old, z_old] = GetTileSlopeZ(tile);

						/* Get the slope on top of the foundation */
						z_old += ApplyFoundationToSlope(GetRoadFoundation(tileh_old, bits), tileh_old);
						z_new += ApplyFoundationToSlope(GetRoadFoundation(tileh_new, bits), tileh_new);

						/* The surface slope must not be changed */
						if ((z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(ExpensesType::Construction, _price[Price::BuildFoundation]);
					}
				}
				break;
			}

			default: NOT_REACHED();
		}
	}

	return Command<Commands::LandscapeClear>::Do(flags, tile);
}

/**
 * Checks the tile and returns whether the current player is allowed to convert the roadtype to another roadtype without taking ownership
 * @param owner the tile owner.
 * @param rtt Road/tram type.
 * @return whether the road is convertible
 */
static bool CanConvertUnownedRoadType(Owner owner, RoadTramType rtt)
{
	return (owner == OWNER_NONE || (owner == OWNER_TOWN && rtt == RoadTramType::Road));
}

/**
 * Convert the ownership of the RoadType of the tile if applicable
 * @param tile the tile of which convert ownership
 * @param num_pieces the count of the roadbits to assign to the new owner
 * @param owner the current owner of the RoadType
 * @param from_type the old road type
 * @param to_type the new road type
 */
static void ConvertRoadTypeOwner(TileIndex tile, uint num_pieces, Owner owner, RoadType from_type, RoadType to_type)
{
	/* Scenario editor, maybe? Don't touch the owners when converting roadtypes... */
	if (_current_company >= MAX_COMPANIES) return;

	/* We can't get a company from invalid owners but we can get ownership of roads without an owner */
	if (owner >= MAX_COMPANIES && owner != OWNER_NONE) return;

	Company *c;

	switch (owner.base()) {
	case OWNER_NONE.base():
		SetRoadOwner(tile, GetRoadTramType(to_type), (Owner)_current_company);
		UpdateCompanyRoadInfrastructure(to_type, _current_company, num_pieces);
		break;

	default:
		c = Company::Get(owner);
		c->infrastructure.road[from_type] -= num_pieces;
		c->infrastructure.road[to_type] += num_pieces;
		DirtyCompanyInfrastructureWindows(c->index);
		break;
	}
}

/**
 * Convert one road subtype to another.
 * Not meant to convert from road to tram.
 *
 * @param flags operation to perform
 * @param tile end tile of road conversion drag
 * @param area_start start tile of drag
 * @param to_type new roadtype to convert to.
 * @param diagonal Whether a diagonal or orthogonal area is to be converted.
 * @return the cost of this operation or an error
 */
CommandCost CmdConvertRoad(DoCommandFlags flags, TileIndex tile, TileIndex area_start, RoadType to_type, bool diagonal)
{
	TileIndex area_end = tile;

	if (!ValParamRoadType(to_type)) return CMD_ERROR;
	if (area_start >= Map::Size()) return CMD_ERROR;

	RoadVehicleList affected_rvs;
	RoadTramType rtt = GetRoadTramType(to_type);

	CommandCost cost(ExpensesType::Construction);
	CommandCost error = CommandCost((rtt == RoadTramType::Tram) ? STR_ERROR_NO_SUITABLE_TRAMWAY : STR_ERROR_NO_SUITABLE_ROAD); // by default, there is no road to convert.
	bool found_convertible_road = false; // whether we actually did convert any road/tram (see bug #7633)

	std::unique_ptr<TileIterator> iter = TileIterator::Create(area_start, area_end, diagonal);
	for (; (tile = *iter) != INVALID_TILE; ++(*iter)) {
		/* Is road present on tile? */
		if (!MayHaveRoad(tile)) continue;

		/* Converting to the same subtype? */
		RoadType from_type = GetRoadType(tile, rtt);
		if (from_type == INVALID_ROADTYPE || from_type == to_type) continue;

		/* Check if there is any infrastructure on tile */
		TileType tt = GetTileType(tile);
		switch (tt) {
			case TileType::Station:
				if (!IsAnyRoadStop(tile)) continue;
				break;
			case TileType::Road:
				if (IsLevelCrossing(tile) && RoadNoLevelCrossing(to_type)) {
					error.MakeError(STR_ERROR_CROSSING_DISALLOWED_ROAD);
					continue;
				}
				break;
			case TileType::TunnelBridge:
				if (GetTunnelBridgeTransportType(tile) != TransportType::Road) continue;
				break;
			default: continue;
		}

		/* Trying to convert other's road */
		Owner owner = GetRoadOwner(tile, rtt);
		if (!CanConvertUnownedRoadType(owner, rtt)) {
			CommandCost ret = CheckOwnership(owner, tile);
			if (ret.Failed()) {
				error = std::move(ret);
				continue;
			}
		}

		/* Base the ability to replace town roads and bridges on the town's
		 * acceptance of destructive actions. */
		if (owner == OWNER_TOWN) {
			Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
			CommandCost ret = CheckforTownRating({}, t, tt == TileType::TunnelBridge ? TownRatingCheckType::TunnelBridgeRemove : TownRatingCheckType::RoadRemove);
			if (ret.Failed()) {
				error = std::move(ret);
				continue;
			}
		}

		/* Vehicle on the tile when not converting normal <-> powered
		 * Tunnels and bridges have special check later */
		if (tt != TileType::TunnelBridge) {
			if (!HasPowerOnRoad(from_type, to_type)) {
				CommandCost ret = EnsureNoVehicleOnGround(tile);
				if (ret.Failed()) {
					error = std::move(ret);
					continue;
				}

				if (rtt == RoadTramType::Road && owner == OWNER_TOWN) {
					error.MakeError(STR_ERROR_OWNED_BY);
					if (IsLocalCompany()) {
						auto params = GetParamsForOwnedBy(OWNER_TOWN, tile);
						error.SetEncodedMessage(GetEncodedStringWithArgs(STR_ERROR_OWNED_BY, params));
					}
					continue;
				}
			}

			uint num_pieces = GetAnyRoadBits(tile, rtt).Count();
			if (tt == TileType::Station && IsBayRoadStopTile(tile)) {
				num_pieces *= ROAD_STOP_TRACKBIT_FACTOR;
			} else if (tt == TileType::Road && IsRoadDepot(tile)) {
				num_pieces *= ROAD_DEPOT_TRACKBIT_FACTOR;
			}

			found_convertible_road = true;
			cost.AddCost(num_pieces * RoadConvertCost(from_type, to_type));

			if (flags.Test(DoCommandFlag::Execute)) { // we can safely convert, too
				/* Call ConvertRoadTypeOwner() to update the company infrastructure counters. */
				if (owner == _current_company) {
					ConvertRoadTypeOwner(tile, num_pieces, owner, from_type, to_type);
				}

				/* Perform the conversion */
				SetRoadType(tile, rtt, to_type);
				MarkTileDirtyByTile(tile);

				/* update power of train on this tile */
				for (Vehicle *v : VehiclesOnTile(tile)) {
					if (v->type == VehicleType::Road) include(affected_rvs, RoadVehicle::From(v)->First());
				}

				if (IsRoadDepotTile(tile)) {
					/* Update build vehicle window related to this depot */
					InvalidateWindowData(WindowClass::VehicleDepot, tile);
					InvalidateWindowData(WindowClass::BuildVehicle, tile);
				}
			}
		} else {
			TileIndex endtile = GetOtherTunnelBridgeEnd(tile);

			/* If both ends of tunnel/bridge are in the range, do not try to convert twice -
			 * it would cause assert because of different test and exec runs */
			if (endtile < tile) {
				if (diagonal) {
					if (DiagonalTileArea(area_start, area_end).Contains(endtile)) continue;
				} else {
					if (OrthogonalTileArea(area_start, area_end).Contains(endtile)) continue;
				}
			}

			/* When not converting rail <-> el. rail, any vehicle cannot be in tunnel/bridge */
			if (!HasPowerOnRoad(from_type, to_type)) {
				CommandCost ret = TunnelBridgeIsFree(tile, endtile);
				if (ret.Failed()) {
					error = std::move(ret);
					continue;
				}

				if (rtt == RoadTramType::Road && owner == OWNER_TOWN) {
					error.MakeError(STR_ERROR_OWNED_BY);
					if (IsLocalCompany()) {
						auto params = GetParamsForOwnedBy(OWNER_TOWN, tile);
						error.SetEncodedMessage(GetEncodedStringWithArgs(STR_ERROR_OWNED_BY, params));
					}
					continue;
				}
			}

			/* There are 2 pieces on *every* tile of the bridge or tunnel */
			uint num_pieces = (GetTunnelBridgeLength(tile, endtile) + 2) * 2;
			found_convertible_road = true;
			cost.AddCost(num_pieces * RoadConvertCost(from_type, to_type));

			if (flags.Test(DoCommandFlag::Execute)) {
				/* Update the company infrastructure counters. */
				if (owner == _current_company) {
					/* Each piece should be counted TUNNELBRIDGE_TRACKBIT_FACTOR times
					 * for the infrastructure counters (cause of #8297). */
					ConvertRoadTypeOwner(tile, num_pieces * TUNNELBRIDGE_TRACKBIT_FACTOR, owner, from_type, to_type);
					SetTunnelBridgeOwner(tile, endtile, _current_company);
				}

				/* Perform the conversion */
				SetRoadType(tile,    rtt, to_type);
				SetRoadType(endtile, rtt, to_type);

				for (Vehicle *v : VehiclesOnTile(tile)) {
					if (v->type == VehicleType::Road) include(affected_rvs, RoadVehicle::From(v)->First());
				}
				for (Vehicle *v : VehiclesOnTile(endtile)) {
					if (v->type == VehicleType::Road) include(affected_rvs, RoadVehicle::From(v)->First());
				}

				if (IsBridge(tile)) {
					MarkBridgeDirty(tile);
				} else {
					MarkTileDirtyByTile(tile);
					MarkTileDirtyByTile(endtile);
				}
			}
		}
	}

	if (flags.Test(DoCommandFlag::Execute)) {
		/* Roadtype changed, update roadvehicles as when entering different track */
		for (RoadVehicle *v : affected_rvs) {
			v->CargoChanged();
		}
	}

	return found_convertible_road ? cost : error;
}

/** @copydoc CheckBuildAboveProc */
static CommandCost CheckBuildAbove_Road(TileIndex tile, DoCommandFlags flags, [[maybe_unused]] Axis axis, [[maybe_unused]] int height)
{
	if (!IsRoadDepot(tile)) return CommandCost();
	return Command<Commands::LandscapeClear>::Do(flags, tile);
}

/** TileTypeProcs definitions for TileType::Road tiles. */
extern const TileTypeProcs _tile_type_road_procs = {
	.draw_tile_proc = DrawTile_Road,
	.get_slope_pixel_z_proc = GetSlopePixelZ_Road,
	.clear_tile_proc = ClearTile_Road,
	.get_tile_desc_proc = GetTileDesc_Road,
	.get_tile_track_status_proc = GetTileTrackStatus_Road,
	.click_tile_proc = ClickTile_Road,
	.tile_loop_proc = TileLoop_Road,
	.change_tile_owner_proc = ChangeTileOwner_Road,
	.vehicle_enter_tile_proc = VehicleEnterTile_Road,
	.get_foundation_proc = GetFoundation_Road,
	.terraform_tile_proc = TerraformTile_Road,
	.check_build_above_proc = CheckBuildAbove_Road,
};
