Merge branch 'master' into jgrpp

# Conflicts:
#	src/3rdparty/fmt/core.h
#	src/command_type.h
#	src/console_cmds.cpp
#	src/core/overflowsafe_type.hpp
#	src/landscape.cpp
#	src/network/network.cpp
#	src/newgrf_object.h
#	src/object_cmd.cpp
#	src/order_gui.cpp
#	src/saveload/vehicle_sl.cpp
#	src/script/api/script_industrytype.cpp
#	src/script/api/script_object.hpp
#	src/script/api/script_town.cpp
#	src/table/object_land.h
#	src/timetable_cmd.cpp
#	src/tree_cmd.cpp
#	src/vehicle_gui.cpp
#	src/window.cpp
This commit is contained in:
Jonathan G Rennison
2023-01-15 19:28:37 +00:00
64 changed files with 442 additions and 310 deletions

View File

@@ -2546,7 +2546,7 @@ bool GenerateTowns(TownLayout layout)
bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* Get a unique name for the town. */
if (!GenerateTownName(&townnameparts, &town_names)) continue;
if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
/* try 20 times to create a random-sized town for the first loop. */
if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
} while (--total);
@@ -2560,7 +2560,7 @@ bool GenerateTowns(TownLayout layout)
/* If current_number is still zero at this point, it means that not a single town has been created.
* So give it a last try, but now more aggressive */
if (GenerateTownName(&townnameparts) &&
if (GenerateTownName(_random, &townnameparts) &&
CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
return true;
}