Add setting for whether water floods from map edges
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@@ -579,6 +579,9 @@ STR_CONFIG_SETTING_MIN_CITY_LAND_AREA_HELPTEXT :Cities can only
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STR_CONFIG_SETTING_MIN_LAND_AREA_VALUE :{NUM}
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STR_CONFIG_SETTING_MIN_LAND_AREA_VALUE :{NUM}
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STR_CONFIG_SETTING_MIN_LAND_AREA_ZERO :Off
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STR_CONFIG_SETTING_MIN_LAND_AREA_ZERO :Off
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STR_CONFIG_SETTING_FLOOD_FROM_EDGES :Water floods from map edges: {STRING2}
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STR_CONFIG_SETTING_FLOOD_FROM_EDGES_HELPTEXT :Whether water floods into edge tiles at sea level from the map edge.
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STR_CONFIG_SETTING_TREES_AROUND_SNOWLINE :Adjusted arctic tree placement: {STRING2}
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STR_CONFIG_SETTING_TREES_AROUND_SNOWLINE :Adjusted arctic tree placement: {STRING2}
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STR_CONFIG_SETTING_TREES_AROUND_SNOWLINE_HELPTEXT :Adjust placement of trees around snow line in artic climate. Trees thin out above snowline. Trees are a mix of arctic and temperate just below snowline. Below that trees are temperate.
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STR_CONFIG_SETTING_TREES_AROUND_SNOWLINE_HELPTEXT :Adjust placement of trees around snow line in artic climate. Trees thin out above snowline. Trees are a mix of arctic and temperate just below snowline. Below that trees are temperate.
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STR_CONFIG_SETTING_TREES_AROUND_SNOWLINE_RANGE :Arctic tree range: {STRING2}
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STR_CONFIG_SETTING_TREES_AROUND_SNOWLINE_RANGE :Arctic tree range: {STRING2}
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@@ -2455,6 +2455,7 @@ static SettingsContainer &GetSettingsTree()
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treedist->Add(new SettingEntry("construction.tree_growth_rate"));
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treedist->Add(new SettingEntry("construction.tree_growth_rate"));
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}
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}
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environment->Add(new SettingEntry("construction.flood_from_edges"));
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environment->Add(new SettingEntry("economy.day_length_factor"));
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environment->Add(new SettingEntry("economy.day_length_factor"));
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environment->Add(new SettingEntry("station.modified_catchment"));
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environment->Add(new SettingEntry("station.modified_catchment"));
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environment->Add(new SettingEntry("station.catchment_increase"));
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environment->Add(new SettingEntry("station.catchment_increase"));
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@@ -477,6 +477,7 @@ struct ConstructionSettings {
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uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
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uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
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uint8 industry_platform; ///< the amount of flat land around an industry
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uint8 industry_platform; ///< the amount of flat land around an industry
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bool freeform_edges; ///< allow terraforming the tiles at the map edges
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bool freeform_edges; ///< allow terraforming the tiles at the map edges
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bool flood_from_edges; ///< whether water floods from map edges
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uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
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uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
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uint8 trees_around_snow_line_range; ///< range around snowline for mixed and arctic forest.
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uint8 trees_around_snow_line_range; ///< range around snowline for mixed and arctic forest.
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bool trees_around_snow_line_enabled; ///< enable mixed and arctic forest around snowline, and no trees above snowline
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bool trees_around_snow_line_enabled; ///< enable mixed and arctic forest around snowline, and no trees above snowline
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@@ -3951,6 +3951,14 @@ pre_cb = CheckFreeformEdges
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post_cb = UpdateFreeformEdges
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post_cb = UpdateFreeformEdges
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cat = SC_EXPERT
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cat = SC_EXPERT
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[SDT_BOOL]
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var = construction.flood_from_edges
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def = true
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str = STR_CONFIG_SETTING_FLOOD_FROM_EDGES
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strhelp = STR_CONFIG_SETTING_FLOOD_FROM_EDGES_HELPTEXT
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cat = SC_ADVANCED
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patxname = ""construction.flood_from_edges""
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[SDT_VAR]
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[SDT_VAR]
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var = game_creation.water_borders
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var = game_creation.water_borders
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type = SLE_UINT8
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type = SLE_UINT8
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@@ -1165,7 +1165,7 @@ FloodingBehaviour GetFloodingBehaviour(TileIndex tile)
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return (GetObjectGroundType(tile) == OBJECT_GROUND_SHORE ? FLOOD_DRYUP : ((GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE));
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return (GetObjectGroundType(tile) == OBJECT_GROUND_SHORE ? FLOOD_DRYUP : ((GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE));
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case MP_VOID:
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case MP_VOID:
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return FLOOD_ACTIVE;
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return _settings_game.construction.flood_from_edges ? FLOOD_ACTIVE : FLOOD_NONE;
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default:
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default:
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return FLOOD_NONE;
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return FLOOD_NONE;
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