Make arctic treeline feature use the dynamic snowline if present
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@@ -69,7 +69,7 @@ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
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{
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{
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if ((_settings_game.game_creation.tree_placer == TP_PERFECT) &&
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if ((_settings_game.game_creation.tree_placer == TP_PERFECT) &&
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(_settings_game.game_creation.landscape == LT_ARCTIC) &&
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(_settings_game.game_creation.landscape == LT_ARCTIC) &&
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(GetTileZ(tile) > (_settings_game.game_creation.snow_line_height + _settings_game.construction.trees_around_snow_line_range))) {
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(GetTileZ(tile) > (HighestSnowLine() + _settings_game.construction.trees_around_snow_line_range))) {
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return false;
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return false;
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}
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}
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@@ -194,7 +194,14 @@ static TreeType GetRandomTreeType(TileIndex tile, uint seed)
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if (range != _previous_trees_around_snow_line_range) RecalculateArcticTreeOccuranceArray();
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if (range != _previous_trees_around_snow_line_range) RecalculateArcticTreeOccuranceArray();
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int z = GetTileZ(tile);
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int z = GetTileZ(tile);
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int height_above_snow_line = z - _settings_game.game_creation.snow_line_height;
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int height_above_snow_line = 0;
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if (z > HighestSnowLine()) {
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height_above_snow_line = z - HighestSnowLine();
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}
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else if (z < LowestSnowLine()) {
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height_above_snow_line = z - LowestSnowLine();
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}
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uint normalised_distance = (height_above_snow_line < 0) ? -height_above_snow_line : height_above_snow_line + 1;
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uint normalised_distance = (height_above_snow_line < 0) ? -height_above_snow_line : height_above_snow_line + 1;
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bool arctic_tree = false;
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bool arctic_tree = false;
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if (normalised_distance < _arctic_tree_occurance.size()) {
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if (normalised_distance < _arctic_tree_occurance.size()) {
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@@ -358,7 +365,7 @@ int MaxTreeCount(const TileIndex tile)
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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if (_settings_game.construction.trees_around_snow_line_range != _previous_trees_around_snow_line_range) RecalculateArcticTreeOccuranceArray();
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if (_settings_game.construction.trees_around_snow_line_range != _previous_trees_around_snow_line_range) RecalculateArcticTreeOccuranceArray();
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const uint height_above_snow_line = std::max<int>(0, tile_z - _settings_game.game_creation.snow_line_height);
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const uint height_above_snow_line = std::max<int>(0, tile_z - HighestSnowLine());
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max_trees_snow_line_based = (height_above_snow_line < _arctic_tree_occurance.size()) ?
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max_trees_snow_line_based = (height_above_snow_line < _arctic_tree_occurance.size()) ?
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(1 + (_arctic_tree_occurance[height_above_snow_line] * 4) / 255) :
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(1 + (_arctic_tree_occurance[height_above_snow_line] * 4) / 255) :
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0;
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0;
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@@ -969,7 +976,7 @@ static void TileLoop_Trees(TileIndex tile)
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if (_settings_game.game_creation.tree_placer == TP_PERFECT &&
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if (_settings_game.game_creation.tree_placer == TP_PERFECT &&
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((_settings_game.game_creation.landscape != LT_TROPIC && GetTileZ(tile) <= GetSparseTreeRange()) ||
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((_settings_game.game_creation.landscape != LT_TROPIC && GetTileZ(tile) <= GetSparseTreeRange()) ||
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(GetTreeType(tile) == TREE_CACTUS) ||
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(GetTreeType(tile) == TREE_CACTUS) ||
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(_settings_game.game_creation.landscape == LT_ARCTIC && GetTileZ(tile) >= _settings_game.game_creation.snow_line_height + _settings_game.construction.trees_around_snow_line_range / 3))) {
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(_settings_game.game_creation.landscape == LT_ARCTIC && GetTileZ(tile) >= HighestSnowLine() + _settings_game.construction.trees_around_snow_line_range / 3))) {
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// On lower levels we spread more randomly to not bunch up.
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// On lower levels we spread more randomly to not bunch up.
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if (GetTreeType(tile) != TREE_CACTUS || (RandomRange(100) < 50)) {
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if (GetTreeType(tile) != TREE_CACTUS || (RandomRange(100) < 50)) {
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PlantTreeAtSameHeight(tile);
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PlantTreeAtSameHeight(tile);
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