Merge PR #278 (improved trees) into jgrpp
This commit is contained in:
@@ -1543,6 +1543,7 @@ STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Choose the dist
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STR_CONFIG_SETTING_TREE_PLACER_NONE :None
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STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :Original
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STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :Improved
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STR_CONFIG_SETTING_TREE_PLACER_PERFECT :Perfect
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STR_CONFIG_SETTING_ROAD_SIDE :Road vehicles: {STRING2}
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STR_CONFIG_SETTING_ROAD_SIDE_HELPTEXT :Choose the driving side
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STR_CONFIG_SETTING_HEIGHTMAP_ROTATION :Heightmap rotation: {STRING2}
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@@ -3803,9 +3803,9 @@ var = game_creation.tree_placer
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type = SLE_UINT8
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from = SLV_30
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guiflags = SGF_MULTISTRING | SGF_NEWGAME_ONLY | SGF_SCENEDIT_TOO
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def = 2
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def = 3
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min = 0
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max = 2
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max = 3
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str = STR_CONFIG_SETTING_TREE_PLACER
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strhelp = STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT
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strval = STR_CONFIG_SETTING_TREE_PLACER_NONE
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173
src/tree_cmd.cpp
173
src/tree_cmd.cpp
@@ -39,6 +39,7 @@ enum TreePlacer {
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TP_NONE, ///< No tree placer algorithm
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TP_ORIGINAL, ///< The original algorithm
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TP_IMPROVED, ///< A 'improved' algorithm
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TP_PERFECT, ///< A 'best' algorithm
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};
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/** Where to place trees while in-game? */
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@@ -66,6 +67,12 @@ static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree
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*/
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static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
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{
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if ((_settings_game.game_creation.tree_placer == TP_PERFECT) &&
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(_settings_game.game_creation.landscape == LT_ARCTIC) &&
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(GetTileZ(tile) > (_settings_game.game_creation.snow_line_height + _settings_game.construction.trees_around_snow_line_range))) {
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return false;
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}
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switch (GetTileType(tile)) {
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case MP_WATER:
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return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
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@@ -156,7 +163,7 @@ static void RecalculateArcticTreeOccuranceArray()
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output *= x;
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output >>= 24;
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if (output == 0) break;
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_arctic_tree_occurance[i] = output;
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_arctic_tree_occurance[i] = static_cast<uint8>(output);
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}
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for (; i < lengthof(_arctic_tree_occurance); i++) {
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_arctic_tree_occurance[i] = 0;
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@@ -193,8 +200,7 @@ static TreeType GetRandomTreeType(TileIndex tile, uint seed)
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uint normalised_distance = (height_above_snow_line < 0) ? -height_above_snow_line : height_above_snow_line + 1;
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bool arctic_tree = false;
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if (normalised_distance < lengthof(_arctic_tree_occurance)) {
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uint adjusted_seed = (seed ^ tile) & 0xFF;
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arctic_tree = adjusted_seed < _arctic_tree_occurance[normalised_distance];
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arctic_tree = RandomRange(256) < _arctic_tree_occurance[normalised_distance];
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}
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if (height_above_snow_line < 0) {
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/* Below snow level mixed forest. */
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@@ -272,22 +278,16 @@ static void PlaceTreeGroups(uint num_groups)
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} while (--num_groups);
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}
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/**
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* Place a tree at the same height as an existing tree.
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*
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* Add a new tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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* @param height The height (like the one from the tile)
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*/
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static void PlaceTreeAtSameHeight(TileIndex tile, int height)
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static TileIndex FindTreePositionAtSameHeight(TileIndex tile, uint steps)
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{
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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uint32 r = Random();
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int x = GB(r, 0, 5) - 16;
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int y = GB(r, 8, 5) - 16;
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TileIndex cur_tile = TileAddWrap(tile, x, y);
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const auto height = GetTileZ(tile);
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for (uint i = 0; i < steps; i++) {
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const uint32 r = Random();
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const int x = GB(r, 0, 5) - 16;
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const int y = GB(r, 8, 5) - 16;
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const TileIndex cur_tile = TileAddWrap(tile, x, y);
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if (cur_tile == INVALID_TILE) continue;
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/* Keep in range of the existing tree */
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@@ -299,10 +299,74 @@ static void PlaceTreeAtSameHeight(TileIndex tile, int height)
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/* Not too much height difference */
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if (Delta(GetTileZ(cur_tile), height) > 2) continue;
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/* Place one tree and quit */
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PlaceTree(cur_tile, r);
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break;
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/* We found a position */
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return cur_tile;
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}
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return INVALID_TILE;
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}
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/**
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* Plants a tree at the same height as an existing tree.
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*
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* Plant a tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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*/
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static void PlantTreeAtSameHeight(TileIndex tile)
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{
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const auto new_tile = FindTreePositionAtSameHeight(tile, 1);
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if (new_tile != INVALID_TILE) {
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PlantTreesOnTile(new_tile, GetTreeType(tile), 0, 0);
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}
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}
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/**
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* Place a tree at the same height as an existing tree.
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*
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* Add a new tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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*/
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static void PlaceTreeAtSameHeight(TileIndex tile)
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{
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const auto new_tile = FindTreePositionAtSameHeight(tile, DEFAULT_TREE_STEPS);
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if (new_tile != INVALID_TILE) {
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PlaceTree(new_tile, Random());
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}
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}
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int GetSparseTreeRange()
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{
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const auto max_map_height = std::max<int>(32, _settings_game.construction.map_height_limit);
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const auto sparse_tree_range = std::min(8, (4 * max_map_height) / 32);
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return sparse_tree_range;
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}
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int MaxTreeCount(const TileIndex tile)
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{
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const auto tile_z = GetTileZ(tile);
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const auto round_up_divide = [](const uint x, const uint y) { return (x / y) + ((x % y != 0) ? 1 : 0); };
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int max_trees_z_based = round_up_divide(tile_z * 4, GetSparseTreeRange());
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max_trees_z_based = std::max(1, max_trees_z_based);
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max_trees_z_based += (_settings_game.game_creation.landscape != LT_TROPIC ? 0 : 1);
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int max_trees_snow_line_based = 4;
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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const uint height_above_snow_line = std::max<int>(0, tile_z - _settings_game.game_creation.snow_line_height);
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max_trees_snow_line_based = (height_above_snow_line < lengthof(_arctic_tree_occurance)) ?
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(1 + (_arctic_tree_occurance[height_above_snow_line] * 4) / 255) :
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0;
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}
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return std::min(max_trees_z_based, max_trees_snow_line_based);
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}
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/**
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@@ -324,7 +388,8 @@ void PlaceTreesRandomly()
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if (CanPlantTreesOnTile(tile, true)) {
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PlaceTree(tile, r);
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if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
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if (_settings_game.game_creation.tree_placer != TP_IMPROVED &&
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_settings_game.game_creation.tree_placer != TP_PERFECT) continue;
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/* Place a number of trees based on the tile height.
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* This gives a cool effect of multiple trees close together.
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@@ -335,7 +400,7 @@ void PlaceTreesRandomly()
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/* Above snowline more trees! */
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if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
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while (j--) {
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PlaceTreeAtSameHeight(tile, ht);
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PlaceTreeAtSameHeight(tile);
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}
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}
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} while (--i);
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@@ -436,7 +501,8 @@ void GenerateTrees()
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switch (_settings_game.game_creation.tree_placer) {
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case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
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case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
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case TP_IMPROVED:
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case TP_PERFECT: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
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default: NOT_REACHED();
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}
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@@ -444,10 +510,16 @@ void GenerateTrees()
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if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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total *= i;
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uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
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if (_settings_game.game_creation.tree_placer != TP_PERFECT) {
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total += num_groups * DEFAULT_TREE_STEPS;
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}
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SetGeneratingWorldProgress(GWP_TREE, total);
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if (_settings_game.game_creation.tree_placer != TP_PERFECT) {
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if (num_groups != 0) PlaceTreeGroups(num_groups);
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}
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for (; i != 0; i--) {
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PlaceTreesRandomly();
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@@ -479,12 +551,25 @@ CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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TileArea ta(tile, p2);
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TILE_AREA_LOOP(tile, ta) {
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switch (GetTileType(tile)) {
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case MP_TREES:
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case MP_TREES: {
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bool grow_existing_tree_instead = false;
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/* no more space for trees? */
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if (_settings_game.game_creation.tree_placer == TP_PERFECT) {
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if (GetTreeCount(tile) >= 4 || ((GetTreeType(tile) != TREE_CACTUS) && ((int)GetTreeCount(tile) >= MaxTreeCount(tile)))) {
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if (GetTreeGrowth(tile) < 3) {
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grow_existing_tree_instead = true;
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} else {
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msg = STR_ERROR_TREE_ALREADY_HERE;
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continue;
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}
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}
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} else {
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if (GetTreeCount(tile) == 4) {
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msg = STR_ERROR_TREE_ALREADY_HERE;
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continue;
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}
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}
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/* Test tree limit. */
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if (--limit < 1) {
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@@ -493,23 +578,28 @@ CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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}
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if (flags & DC_EXEC) {
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if (grow_existing_tree_instead) {
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SetTreeGrowth(tile, 3);
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} else {
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AddTreeCount(tile, 1);
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}
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MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
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if (c != nullptr) c->tree_limit -= 1 << 16;
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}
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/* 2x as expensive to add more trees to an existing tile */
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cost.AddCost(_price[PR_BUILD_TREES] * 2);
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break;
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}
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case MP_WATER:
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if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile))) {
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if (!CanPlantTreesOnTile(tile, false) || !IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile))) {
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msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
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continue;
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}
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FALLTHROUGH;
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case MP_CLEAR: {
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if (IsBridgeAbove(tile)) {
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if (!CanPlantTreesOnTile(tile, false) || IsBridgeAbove(tile)) {
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msg = STR_ERROR_SITE_UNSUITABLE;
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continue;
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}
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@@ -853,29 +943,44 @@ static void TileLoop_Trees(TileIndex tile)
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AddTreeGrowth(tile, 1);
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break;
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case 1: // add a tree
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if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
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case 1: { // add a tree
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if (_settings_game.game_creation.tree_placer == TP_PERFECT) {
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if ((GetTreeCount(tile) < 4) && ((GetTreeType(tile) == TREE_CACTUS) || ((int)GetTreeCount(tile) < MaxTreeCount(tile)))) {
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AddTreeCount(tile, 1);
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SetTreeGrowth(tile, 0);
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break;
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}
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} else if (GetTreeCount(tile) < 4 && CanPlantExtraTrees(tile)) {
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AddTreeCount(tile, 1);
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SetTreeGrowth(tile, 0);
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break;
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}
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}
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FALLTHROUGH;
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case 2: { // add a neighbouring tree
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if (!CanPlantExtraTrees(tile)) break;
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TreeType treetype = GetTreeType(tile);
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if (_settings_game.game_creation.tree_placer == TP_PERFECT &&
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((_settings_game.game_creation.landscape != LT_TROPIC && GetTileZ(tile) <= GetSparseTreeRange()) ||
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(GetTreeType(tile) == TREE_CACTUS) ||
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(_settings_game.game_creation.landscape == LT_ARCTIC && GetTileZ(tile) >= _settings_game.game_creation.snow_line_height + _settings_game.construction.trees_around_snow_line_range / 3))) {
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// On lower levels we spread more randomly to not bunch up.
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if (GetTreeType(tile) != TREE_CACTUS || (RandomRange(100) < 50)) {
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PlantTreeAtSameHeight(tile);
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}
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} else {
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const TreeType tree_type = GetTreeType(tile);
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tile += TileOffsByDir((Direction)(Random() & 7));
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/* Cacti don't spread */
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if (!CanPlantTreesOnTile(tile, false)) return;
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/* Don't plant trees, if ground was freshly cleared */
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// Don't plant trees, if ground was freshly cleared
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if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return;
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PlantTreesOnTile(tile, treetype, 0, 0);
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PlantTreesOnTile(tile, tree_type, 0, 0);
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}
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break;
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}
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