Add another sparse tree growth area above the snow line and prevent that area from overgrowing

This commit is contained in:
Andreas Schmitt
2021-06-17 14:28:11 +02:00
committed by Jonathan G Rennison
parent 6c2152045a
commit fe3c5d0330

View File

@@ -67,6 +67,12 @@ static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree
*/ */
static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert) 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))) {
return false;
}
switch (GetTileType(tile)) { switch (GetTileType(tile)) {
case MP_WATER: case MP_WATER:
return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile)); return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
@@ -157,7 +163,7 @@ static void RecalculateArcticTreeOccuranceArray()
output *= x; output *= x;
output >>= 24; output >>= 24;
if (output == 0) break; if (output == 0) break;
_arctic_tree_occurance[i] = output; _arctic_tree_occurance[i] = static_cast<uint8>(output);
} }
for (; i < lengthof(_arctic_tree_occurance); i++) { for (; i < lengthof(_arctic_tree_occurance); i++) {
_arctic_tree_occurance[i] = 0; _arctic_tree_occurance[i] = 0;
@@ -272,22 +278,16 @@ static void PlaceTreeGroups(uint num_groups)
} while (--num_groups); } while (--num_groups);
} }
/** static TileIndex FindTreePositionAtSameHeight(TileIndex tile, uint steps)
* Place a tree at the same height as an existing tree.
*
* Add a new tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
* @param height The height (like the one from the tile)
*/
static void PlaceTreeAtSameHeight(TileIndex tile, int height)
{ {
for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) { const auto height = GetTileZ(tile);
uint32 r = Random();
int x = GB(r, 0, 5) - 16; for (uint i = 0; i < steps; i++) {
int y = GB(r, 8, 5) - 16; const uint32 r = Random();
TileIndex cur_tile = TileAddWrap(tile, x, y); const int x = GB(r, 0, 5) - 16;
const int y = GB(r, 8, 5) - 16;
const TileIndex cur_tile = TileAddWrap(tile, x, y);
if (cur_tile == INVALID_TILE) continue; if (cur_tile == INVALID_TILE) continue;
/* Keep in range of the existing tree */ /* Keep in range of the existing tree */
@@ -299,17 +299,75 @@ static void PlaceTreeAtSameHeight(TileIndex tile, int height)
/* Not too much height difference */ /* Not too much height difference */
if (Delta(GetTileZ(cur_tile), height) > 2) continue; if (Delta(GetTileZ(cur_tile), height) > 2) continue;
/* Place one tree and quit */ /* We found a position */
PlaceTree(cur_tile, r); return cur_tile;
break;
} }
return INVALID_TILE;
}
/**
* Plants a tree at the same height as an existing tree.
*
* Plant a tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
*/
static void PlantTreeAtSameHeight(TileIndex tile)
{
const int max_tries = (GetTreeType(tile) == TREE_CACTUS) ? 8 : 4;
const auto new_tile = FindTreePositionAtSameHeight(tile, max_tries);
if (new_tile != INVALID_TILE) {
PlantTreesOnTile(new_tile, GetTreeType(tile), 0, 0);
}
}
/**
* Place a tree at the same height as an existing tree.
*
* Add a new tree around the given tile which is at the same
* height or at some offset (2 units) of it.
*
* @param tile The base tile to add a new tree somewhere around
*/
static void PlaceTreeAtSameHeight(TileIndex tile)
{
const auto new_tile = FindTreePositionAtSameHeight(tile, DEFAULT_TREE_STEPS);
if (new_tile != INVALID_TILE) {
PlaceTree(new_tile, Random());
}
}
int GetSparseTreeRange()
{
const auto max_map_height = std::max<int>(32, _settings_game.construction.map_height_limit);
const auto sparse_tree_range = std::min(8, (4 * max_map_height) / 32);
return sparse_tree_range;
} }
int MaxTreeCount(const TileIndex tile) int MaxTreeCount(const TileIndex tile)
{ {
const auto tile_z = GetTileZ(tile); const auto tile_z = GetTileZ(tile);
const auto round_up_divide = [](const uint x, const uint y) { return (x / y) + ((x % y != 0) ? 1 : 0); };
return (tile_z == 1) ? 1 : tile_z + (_settings_game.game_creation.landscape != LT_TROPIC ? 0 : 1); int max_trees_z_based = round_up_divide(tile_z * 4, GetSparseTreeRange());
max_trees_z_based = std::max(1, max_trees_z_based);
max_trees_z_based += (_settings_game.game_creation.landscape != LT_TROPIC ? 0 : 1);
int max_trees_snow_line_based = 4;
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
const uint height_above_snow_line = std::max<int>(0, tile_z - _settings_game.game_creation.snow_line_height);
max_trees_snow_line_based = (height_above_snow_line < lengthof(_arctic_tree_occurance)) ?
(1 + (_arctic_tree_occurance[height_above_snow_line] * 4) / 255) :
0;
}
return std::min(max_trees_z_based, max_trees_snow_line_based);
} }
/** /**
@@ -339,15 +397,11 @@ void PlaceTreesRandomly()
* It is almost real life ;) */ * It is almost real life ;) */
ht = GetTileZ(tile); ht = GetTileZ(tile);
/* The higher we get, the more trees we plant */ /* The higher we get, the more trees we plant */
if (_settings_game.game_creation.tree_placer == TP_PERFECT) {
j = MaxTreeCount(tile);
} else {
j = GetTileZ(tile) * 2; j = GetTileZ(tile) * 2;
}
/* Above snowline more trees! */ /* Above snowline more trees! */
if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3; if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
while (j--) { while (j--) {
PlaceTreeAtSameHeight(tile, ht); PlaceTreeAtSameHeight(tile);
} }
} }
} while (--i); } while (--i);
@@ -909,42 +963,11 @@ static void TileLoop_Trees(TileIndex tile)
if (!CanPlantExtraTrees(tile)) break; if (!CanPlantExtraTrees(tile)) break;
if (_settings_game.game_creation.tree_placer == TP_PERFECT && if (_settings_game.game_creation.tree_placer == TP_PERFECT &&
((_settings_game.game_creation.landscape != LT_TROPIC && GetTileZ(tile) < 3) || (GetTreeType(tile) == TREE_CACTUS))) { ((_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))) {
// On lower levels we spread more randomly to not bunch up. // On lower levels we spread more randomly to not bunch up.
const uint32 r = Random(); PlantTreeAtSameHeight(tile);
int x = 0;
int y = 0;
TileIndex cur_tile = INVALID_TILE;
// Give cacti more chance to spread since they are sparse to begin with.
const int max_tries = (GetTreeType(tile) == TREE_CACTUS) ? 8 : 4;
// Try multiple times to spread
for (int i = 0; i < max_tries; ++i) {
x = GB(r, 0, 5) - 16;
y = GB(r, 8, 5) - 16;
cur_tile = TileAddWrap(tile, x, y);
if ((cur_tile != INVALID_TILE) &&
(abs(x) + abs(y) <= 16) &&
(CanPlantTreesOnTile(cur_tile, true)) &&
(Delta(GetTileZ(cur_tile), GetTileZ(tile)) <= 2)) {
break;
}
}
if (cur_tile == INVALID_TILE) return;
// Keep in range of the existing tree
if (abs(x) + abs(y) > 16) return;
// Clear tile, no farm-tiles or rocks
if (!CanPlantTreesOnTile(cur_tile, true)) return;
// Not too much height difference
if (Delta(GetTileZ(cur_tile), GetTileZ(tile)) > 2) return;
// Place one tree and quit
PlantTreesOnTile(cur_tile, GetTreeType(tile), 0, 0);
} else { } else {
const TreeType tree_type = GetTreeType(tile); const TreeType tree_type = GetTreeType(tile);