Feature: auto-detect map height limit based on generated map

This opens up the true power of the TGP terrain generator, as it
is no longer constrainted by an arbitrary low map height limit,
especially for extreme terrain types.

In other words: on a 1kx1k map with "Alpinist" terrain type, the
map is now really hilly with default settings.

People can still manually limit the map height if they so wish,
and after the terrain generation the limit is stored in the
savegame as if the user set it.

Cheats still allow you to change this value.
This commit is contained in:
Patric Stout
2021-03-24 10:29:01 +01:00
committed by Patric Stout
parent 1a1049bc0d
commit 422e132845
8 changed files with 52 additions and 10 deletions

View File

@@ -45,6 +45,15 @@ enum GenerateLandscapeWindowMode {
GLWM_SCENARIO, ///< Generate flat land.
};
/**
* Get the map height limit, or if set to "auto", the absolute limit.
*/
static uint GetMapHeightLimit()
{
if (_settings_newgame.construction.map_height_limit == 0) return MAX_MAP_HEIGHT_LIMIT;
return _settings_newgame.construction.map_height_limit;
}
/**
* Changes landscape type and sets genworld window dirty
* @param landscape new landscape type
@@ -974,7 +983,7 @@ struct CreateScenarioWindow : public Window
this->SetWidgetDisabledState(WID_CS_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(WID_CS_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= GetMapHeightLimit());
this->SetWidgetLoweredState(WID_CS_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(WID_CS_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
@@ -1062,7 +1071,7 @@ struct CreateScenarioWindow : public Window
this->HandleButtonClick(widget);
this->SetDirty();
_settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, _settings_game.construction.map_height_limit);
_settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, GetMapHeightLimit());
}
_left_button_clicked = false;
break;
@@ -1108,7 +1117,7 @@ struct CreateScenarioWindow : public Window
case WID_CS_FLAT_LAND_HEIGHT_TEXT:
this->SetWidgetDirty(WID_CS_FLAT_LAND_HEIGHT_TEXT);
_settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, _settings_game.construction.map_height_limit);
_settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, GetMapHeightLimit());
break;
}