Make arctic treeline feature use the dynamic snowline if present

This commit is contained in:
Andreas Schmitt
2022-04-26 18:33:18 +02:00
parent 76e12c994d
commit c55051a135

View File

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