Add: Option for population-linear town cargo generation

Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm.

The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist.

The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm.

Existing savegames will use the original algorithm, while new games will default to the new algorithm.
This commit is contained in:
Niels Martin Hansen
2018-11-07 19:06:39 +01:00
parent 7f00a420cb
commit 52572cafa6
8 changed files with 80 additions and 11 deletions

View File

@@ -105,6 +105,14 @@ enum TownFounding {
/** It needs to be 8bits, because we save and load it as such */
typedef SimpleTinyEnumT<TownFounding, byte> TownFoundingByte;
/** Town cargo generation modes */
enum TownCargoGenMode : byte {
TCGM_BEGIN = 0,
TCGM_ORIGINAL = 0, ///< Original algorithm (quadratic cargo by population)
TCGM_BITCOUNT, ///< Bit-counted algorithm (normal distribution from individual house population)
TCGM_END,
};
static const uint MAX_LENGTH_TOWN_NAME_CHARS = 32; ///< The maximum length of a town name in characters including '\0'
/** Store the maximum and actually transported cargo amount for the current and the last month. */