Additional tweaks to allow rivers to spawn in deserts (causing aditional tropic biome to spawn around them). This piggybacks off of the 'allow lakes in deserts' setting, renaming it to cover both. The actual setting name itself internally hasn't changed.
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@@ -1055,7 +1055,7 @@ static bool FindSpring(TileIndex tile, void *user_data)
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if (!IsTileFlat(tile, &referenceHeight) || IsWaterTile(tile)) return false;
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/* In the tropics rivers start in the rainforest. */
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if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
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if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST && !_settings_game.game_creation.lakes_allowed_in_deserts) return false;
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/* Are there enough higher tiles to warrant a 'spring'? */
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uint num = 0;
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@@ -1100,7 +1100,7 @@ static bool MakeLake(TileIndex tile, void *user_data)
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{
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const MakeLakeData *data = (const MakeLakeData *)user_data;
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if (!IsValidTile(tile) || TileHeight(tile) != data->height || !IsTileFlat(tile)) return false;
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if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
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if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT && !_settings_game.game_creation.lakes_allowed_in_deserts) return false;
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/* Offset from centre tile */
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const int64 x_delta = (int)TileX(tile) - (int)TileX(data->centre);
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