Feature: setting to indicate desert coverage for tropic climate
This is an indication value; the game tries to get as close as it can, but due to the complex tropic rules, that is unlikely to be exact. In the end, it picks a height-level to base the desert/tropic line on. This is strictly seen not needed, as we can convert any tile to either. But it is the simplest way to get started with this without redoing all related functions.
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Patric Stout

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cafe4eed6e
commit
70bc55cfd6
11
src/tgp.cpp
11
src/tgp.cpp
@@ -236,17 +236,6 @@ static height_t TGPGetMaxHeight()
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int map_size_bucket = std::min(MapLogX(), MapLogY()) - MIN_MAP_SIZE_BITS;
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int max_height_from_table = max_height[_settings_game.difficulty.terrain_type][map_size_bucket];
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/* Tropic needs tropical forest to have all industries, so make sure we allow TGP to generate this high.
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* Tropic forest always starts at 1/4th of the max height. */
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if (_settings_game.game_creation.landscape == LT_TROPIC) {
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max_height_from_table += CeilDiv(_settings_game.construction.max_heightlevel, 4);
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/* Make flat a bit more flat by removing "very flat" from it, to somewhat compensate for the increase we just did. */
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if (_settings_game.difficulty.terrain_type > 0) {
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max_height_from_table -= max_height[_settings_game.difficulty.terrain_type - 1][map_size_bucket];
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}
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}
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return I2H(std::min<uint>(max_height_from_table, _settings_game.construction.max_heightlevel));
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}
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