(svn r26313) -Codechange: use a set for finding unique town names instead of iterating all just created town names (MJP)
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@@ -1901,6 +1901,7 @@ bool GenerateTowns(TownLayout layout)
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uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
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total = min(TownPool::MAX_SIZE, total);
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uint32 townnameparts;
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TownNames town_names;
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SetGeneratingWorldProgress(GWP_TOWN, total);
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@@ -1919,11 +1920,13 @@ bool GenerateTowns(TownLayout layout)
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bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
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IncreaseGeneratingWorldProgress(GWP_TOWN);
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/* Get a unique name for the town. */
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if (!GenerateTownName(&townnameparts)) continue;
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if (!GenerateTownName(&townnameparts, &town_names)) continue;
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/* try 20 times to create a random-sized town for the first loop. */
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if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
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} while (--total);
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town_names.clear();
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if (current_number != 0) return true;
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/* If current_number is still zero at this point, it means that not a single town has been created.
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