Used curved instead of square circular area for mapgen water desert removal
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@@ -1115,8 +1115,7 @@ static bool MakeLake(TileIndex tile, void *user_data)
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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TileIndex t = tile;
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CircularTileSearch(&t, _settings_game.game_creation.lake_tropics_width, RiverModifyDesertZone, nullptr);
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IterateCurvedCircularTileArea(tile, _settings_game.game_creation.lake_tropics_width, RiverModifyDesertZone, nullptr);
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return false;
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}
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}
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@@ -1186,10 +1185,9 @@ static bool RiverMakeWider(TileIndex tile, void *data)
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if (IsValidTile(tile) && !IsWaterTile(tile) && GetTileSlope(tile) == GetTileSlope(*(TileIndex *)data)) {
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MakeRiver(tile, Random());
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/* Remove desert directly around the river tile. */
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TileIndex cur_tile = tile;
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MarkTileDirtyByTile(cur_tile);
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CircularTileSearch(&cur_tile, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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MarkTileDirtyByTile(tile);
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IterateCurvedCircularTileArea(tile, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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}
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return false;
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}
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@@ -1213,7 +1211,7 @@ static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
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CircularTileSearch(&tile, radius + RandomRange(1), RiverMakeWider, (void *)&path->node.tile);
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} else {
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&tile, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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IterateCurvedCircularTileArea(tile, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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}
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}
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}
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@@ -1326,8 +1324,7 @@ static bool FlowRiver(TileIndex spring, TileIndex begin, uint min_river_length)
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MakeRiver(lakeCenter, Random());
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MarkTileDirtyByTile(lakeCenter);
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&lakeCenter, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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lakeCenter = end;
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IterateCurvedCircularTileArea(lakeCenter, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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// Setting lake size +- 25%
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const auto random_percentage = 75 + RandomRange(50);
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@@ -40,7 +40,7 @@ void DrawShoreTile(Slope tileh);
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void MakeWaterKeepingClass(TileIndex tile, Owner o);
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void CheckForDockingTile(TileIndex t);
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bool RiverModifyDesertZone(TileIndex tile, void *data);
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void RiverModifyDesertZone(TileIndex tile, void *data);
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void MakeRiverAndModifyDesertZoneAround(TileIndex tile);
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static const uint RIVER_OFFSET_DESERT_DISTANCE = 5; ///< Circular tile search radius to create non-desert around a river tile.
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@@ -443,10 +443,9 @@ CommandCost CmdBuildLock(TileIndex tile, DoCommandFlag flags, uint32_t p1, uint3
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}
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/** Callback to create non-desert around a river tile. */
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bool RiverModifyDesertZone(TileIndex tile, void *)
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void RiverModifyDesertZone(TileIndex tile, void *)
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{
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if (GetTropicZone(tile) == TROPICZONE_DESERT) SetTropicZone(tile, TROPICZONE_NORMAL);
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return false;
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}
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/**
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@@ -459,7 +458,7 @@ void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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IterateCurvedCircularTileArea(tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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}
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/**
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@@ -525,8 +524,7 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32_t p1, uint
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case WATER_CLASS_RIVER:
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MakeRiver(current_tile, Random());
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if (_game_mode == GM_EDITOR) {
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TileIndex tile2 = current_tile;
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CircularTileSearch(&tile2, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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IterateCurvedCircularTileArea(current_tile, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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}
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break;
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