(svn r26313) -Codechange: use a set for finding unique town names instead of iterating all just created town names (MJP)

This commit is contained in:
rubidium
2014-02-06 21:06:59 +00:00
parent c7629735a3
commit 9f6b8aea49
4 changed files with 29 additions and 15 deletions

View File

@@ -1901,6 +1901,7 @@ bool GenerateTowns(TownLayout layout)
uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
total = min(TownPool::MAX_SIZE, total);
uint32 townnameparts;
TownNames town_names;
SetGeneratingWorldProgress(GWP_TOWN, total);
@@ -1919,11 +1920,13 @@ bool GenerateTowns(TownLayout layout)
bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* Get a unique name for the town. */
if (!GenerateTownName(&townnameparts)) continue;
if (!GenerateTownName(&townnameparts, &town_names)) continue;
/* try 20 times to create a random-sized town for the first loop. */
if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
} while (--total);
town_names.clear();
if (current_number != 0) return true;
/* If current_number is still zero at this point, it means that not a single town has been created.