Disable town noise limits in indifferent town tolerance mode
Instead of setting noise limit to 0
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@@ -4004,6 +4004,7 @@ STR_TOWN_VIEW_TOWN_GROWS_EVERY :{BLACK}Town gro
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STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}Town grows every {ORANGE}{COMMA}{BLACK}{NBSP}day{P "" s} (funded)
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STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}Town grows every {ORANGE}{COMMA}{BLACK}{NBSP}day{P "" s} (funded)
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STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}Town is {RED}not{BLACK} growing
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STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}Town is {RED}not{BLACK} growing
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STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Noise limit in town: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA}
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STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Noise limit in town: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA}
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STR_TOWN_VIEW_NOISE_IN_TOWN_NO_LIMIT :{BLACK}Noise limit in town: {ORANGE}{COMMA}
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STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Centre the main view on town location. Ctrl+Click opens a new viewport on town location
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STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Centre the main view on town location. Ctrl+Click opens a new viewport on town location
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STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Local authority
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STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Local authority
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STR_TOWN_VIEW_LOCAL_AUTHORITY_TOOLTIP :{BLACK}Show information on local authority
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STR_TOWN_VIEW_LOCAL_AUTHORITY_TOOLTIP :{BLACK}Show information on local authority
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@@ -150,7 +150,9 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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*/
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*/
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inline uint16 MaxTownNoise() const
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inline uint16 MaxTownNoise() const
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{
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{
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if (this->cache.population == 0 || _settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_INDIFFERENT) return 0; // no population? no noise
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if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_INDIFFERENT) return UINT16_MAX;
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if (this->cache.population == 0) return 0; // no population? no noise
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/* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
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/* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
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return (this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
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return (this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
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@@ -435,9 +435,10 @@ public:
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/* only show the town noise, if the noise option is activated. */
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/* only show the town noise, if the noise option is activated. */
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if (_settings_game.economy.station_noise_level) {
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if (_settings_game.economy.station_noise_level) {
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uint16 max_noise = this->town->MaxTownNoise();
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SetDParam(0, this->town->noise_reached);
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SetDParam(0, this->town->noise_reached);
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SetDParam(1, this->town->MaxTownNoise());
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SetDParam(1, max_noise);
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_LEFT, y += FONT_HEIGHT_NORMAL, STR_TOWN_VIEW_NOISE_IN_TOWN);
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_LEFT, y += FONT_HEIGHT_NORMAL, max_noise == UINT16_MAX ? STR_TOWN_VIEW_NOISE_IN_TOWN_NO_LIMIT : STR_TOWN_VIEW_NOISE_IN_TOWN);
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}
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}
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if (!this->town->text.empty()) {
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if (!this->town->text.empty()) {
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