Enable building rivers in-game.
Controlled by setting, default off.
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@@ -387,7 +387,7 @@ bool RiverModifyDesertZone(TileIndex tile, void *)
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* @param tile end tile of stretch-dragging
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* @param flags type of operation
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* @param p1 start tile of stretch-dragging
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* @param p2 waterclass to build. sea and river can only be built in scenario editor
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* @param p2 waterclass to build. sea and river can only be built in scenario editor, unless enable_build_river is enabled
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* @param text unused
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* @return the cost of this operation or an error
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*/
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@@ -397,7 +397,13 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (p1 >= MapSize() || wc == WATER_CLASS_INVALID) return CMD_ERROR;
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/* Outside of the editor you can only build canals, not oceans */
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if (wc != WATER_CLASS_CANAL && _game_mode != GM_EDITOR) return CMD_ERROR;
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if (_game_mode != GM_EDITOR) {
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if (wc == WATER_CLASS_RIVER) {
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if (!_settings_game.construction.enable_build_river) return CMD_ERROR;
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} else if (wc != WATER_CLASS_CANAL) {
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return CMD_ERROR;
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}
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}
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TileArea ta(tile, p1);
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@@ -452,6 +458,9 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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}
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cost.AddCost(_price[PR_BUILD_CANAL]);
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if (wc == WATER_CLASS_RIVER) {
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cost.AddCost(_price[PR_BUILD_CANAL] * 3);
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}
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}
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if (cost.GetCost() == 0) {
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