Add another sparse tree growth area above the snow line and prevent that area from overgrowing
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committed by
Jonathan G Rennison

parent
6c2152045a
commit
fe3c5d0330
145
src/tree_cmd.cpp
145
src/tree_cmd.cpp
@@ -67,6 +67,12 @@ static const uint16 EDITOR_TREE_DIV = 5; ///< Game editor tree
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*/
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static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
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{
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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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(GetTileZ(tile) > (_settings_game.game_creation.snow_line_height + _settings_game.construction.trees_around_snow_line_range))) {
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return false;
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}
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switch (GetTileType(tile)) {
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case MP_WATER:
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return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile));
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@@ -157,7 +163,7 @@ static void RecalculateArcticTreeOccuranceArray()
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output *= x;
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output >>= 24;
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if (output == 0) break;
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_arctic_tree_occurance[i] = output;
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_arctic_tree_occurance[i] = static_cast<uint8>(output);
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}
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for (; i < lengthof(_arctic_tree_occurance); i++) {
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_arctic_tree_occurance[i] = 0;
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@@ -272,22 +278,16 @@ static void PlaceTreeGroups(uint num_groups)
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} while (--num_groups);
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}
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/**
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* Place a tree at the same height as an existing tree.
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*
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* Add a new tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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* @param height The height (like the one from the tile)
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*/
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static void PlaceTreeAtSameHeight(TileIndex tile, int height)
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static TileIndex FindTreePositionAtSameHeight(TileIndex tile, uint steps)
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{
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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uint32 r = Random();
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int x = GB(r, 0, 5) - 16;
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int y = GB(r, 8, 5) - 16;
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TileIndex cur_tile = TileAddWrap(tile, x, y);
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const auto height = GetTileZ(tile);
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for (uint i = 0; i < steps; i++) {
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const uint32 r = Random();
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const int x = GB(r, 0, 5) - 16;
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const int y = GB(r, 8, 5) - 16;
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const TileIndex cur_tile = TileAddWrap(tile, x, y);
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if (cur_tile == INVALID_TILE) continue;
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/* Keep in range of the existing tree */
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@@ -299,17 +299,75 @@ static void PlaceTreeAtSameHeight(TileIndex tile, int height)
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/* Not too much height difference */
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if (Delta(GetTileZ(cur_tile), height) > 2) continue;
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/* Place one tree and quit */
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PlaceTree(cur_tile, r);
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break;
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/* We found a position */
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return cur_tile;
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}
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return INVALID_TILE;
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}
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/**
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* Plants a tree at the same height as an existing tree.
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*
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* Plant a tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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*/
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static void PlantTreeAtSameHeight(TileIndex tile)
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{
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const int max_tries = (GetTreeType(tile) == TREE_CACTUS) ? 8 : 4;
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const auto new_tile = FindTreePositionAtSameHeight(tile, max_tries);
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if (new_tile != INVALID_TILE) {
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PlantTreesOnTile(new_tile, GetTreeType(tile), 0, 0);
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}
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}
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/**
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* Place a tree at the same height as an existing tree.
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*
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* Add a new tree around the given tile which is at the same
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* height or at some offset (2 units) of it.
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*
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* @param tile The base tile to add a new tree somewhere around
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*/
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static void PlaceTreeAtSameHeight(TileIndex tile)
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{
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const auto new_tile = FindTreePositionAtSameHeight(tile, DEFAULT_TREE_STEPS);
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if (new_tile != INVALID_TILE) {
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PlaceTree(new_tile, Random());
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}
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}
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int GetSparseTreeRange()
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{
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const auto max_map_height = std::max<int>(32, _settings_game.construction.map_height_limit);
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const auto sparse_tree_range = std::min(8, (4 * max_map_height) / 32);
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return sparse_tree_range;
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}
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int MaxTreeCount(const TileIndex tile)
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{
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const auto tile_z = GetTileZ(tile);
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const auto round_up_divide = [](const uint x, const uint y) { return (x / y) + ((x % y != 0) ? 1 : 0); };
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return (tile_z == 1) ? 1 : tile_z + (_settings_game.game_creation.landscape != LT_TROPIC ? 0 : 1);
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int max_trees_z_based = round_up_divide(tile_z * 4, GetSparseTreeRange());
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max_trees_z_based = std::max(1, max_trees_z_based);
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max_trees_z_based += (_settings_game.game_creation.landscape != LT_TROPIC ? 0 : 1);
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int max_trees_snow_line_based = 4;
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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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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max_trees_snow_line_based = (height_above_snow_line < lengthof(_arctic_tree_occurance)) ?
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(1 + (_arctic_tree_occurance[height_above_snow_line] * 4) / 255) :
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0;
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}
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return std::min(max_trees_z_based, max_trees_snow_line_based);
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}
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/**
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@@ -339,15 +397,11 @@ void PlaceTreesRandomly()
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* It is almost real life ;) */
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ht = GetTileZ(tile);
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/* The higher we get, the more trees we plant */
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if (_settings_game.game_creation.tree_placer == TP_PERFECT) {
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j = MaxTreeCount(tile);
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} else {
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j = GetTileZ(tile) * 2;
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}
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j = GetTileZ(tile) * 2;
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/* Above snowline more trees! */
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if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
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while (j--) {
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PlaceTreeAtSameHeight(tile, ht);
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PlaceTreeAtSameHeight(tile);
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}
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}
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} while (--i);
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@@ -909,42 +963,11 @@ static void TileLoop_Trees(TileIndex tile)
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if (!CanPlantExtraTrees(tile)) break;
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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) < 3) || (GetTreeType(tile) == TREE_CACTUS))) {
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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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(_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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// On lower levels we spread more randomly to not bunch up.
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const uint32 r = Random();
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int x = 0;
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int y = 0;
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TileIndex cur_tile = INVALID_TILE;
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// Give cacti more chance to spread since they are sparse to begin with.
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const int max_tries = (GetTreeType(tile) == TREE_CACTUS) ? 8 : 4;
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// Try multiple times to spread
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for (int i = 0; i < max_tries; ++i) {
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x = GB(r, 0, 5) - 16;
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y = GB(r, 8, 5) - 16;
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cur_tile = TileAddWrap(tile, x, y);
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if ((cur_tile != INVALID_TILE) &&
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(abs(x) + abs(y) <= 16) &&
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(CanPlantTreesOnTile(cur_tile, true)) &&
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(Delta(GetTileZ(cur_tile), GetTileZ(tile)) <= 2)) {
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break;
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}
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}
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if (cur_tile == INVALID_TILE) return;
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// Keep in range of the existing tree
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if (abs(x) + abs(y) > 16) return;
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// Clear tile, no farm-tiles or rocks
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if (!CanPlantTreesOnTile(cur_tile, true)) return;
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// Not too much height difference
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if (Delta(GetTileZ(cur_tile), GetTileZ(tile)) > 2) return;
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// Place one tree and quit
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PlantTreesOnTile(cur_tile, GetTreeType(tile), 0, 0);
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PlantTreeAtSameHeight(tile);
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} else {
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const TreeType tree_type = GetTreeType(tile);
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