From 3a3b1c5f040c50b4bc87309165b11dc0c449545b Mon Sep 17 00:00:00 2001 From: Sylvain Devidal Date: Fri, 20 Jul 2018 09:49:47 +0200 Subject: [PATCH] Codechange: Merged "Improved" and "Forest" options. --- src/lang/english.txt | 3 +-- src/tree_cmd.cpp | 14 ++++---------- 2 files changed, 5 insertions(+), 12 deletions(-) diff --git a/src/lang/english.txt b/src/lang/english.txt index 2414bd5d91..881db7cfc7 100644 --- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -1586,12 +1586,11 @@ STR_CONFIG_SETTING_RIVER_AMOUNT :River amount: { STR_CONFIG_SETTING_RIVER_AMOUNT_HELPTEXT :Choose how many rivers to generate STR_CONFIG_SETTING_TREE_PLACER :Tree placer algorithm: {STRING2} -STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Choose the distribution of trees on the map: 'Original' plants trees uniformly scattered, 'Improved' plants them in groups, 'Forest' plants them in forests +STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Choose the distribution of trees on the map: 'Original' plants trees uniformly scattered, 'Improved' plants them in groups ###length 3 STR_CONFIG_SETTING_TREE_PLACER_NONE :None STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :Original STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :Improved -STR_CONFIG_SETTING_TREE_PLACER_FOREST :Forest STR_CONFIG_SETTING_ROAD_SIDE :Road vehicles: {STRING2} STR_CONFIG_SETTING_ROAD_SIDE_HELPTEXT :Choose the driving side diff --git a/src/tree_cmd.cpp b/src/tree_cmd.cpp index 64792089cf..c28fbf6f9c 100644 --- a/src/tree_cmd.cpp +++ b/src/tree_cmd.cpp @@ -41,7 +41,6 @@ enum TreePlacer { TP_NONE, ///< No tree placer algorithm TP_ORIGINAL, ///< The original algorithm TP_IMPROVED, ///< A 'improved' algorithm - TP_FOREST, ///< An algorithm trying to make only forests }; /** Where to place trees while in-game? */ @@ -96,7 +95,7 @@ static bool IsNearbyForest(TileIndex tile) for (int y = -2; y <= 2; y++) { TileIndex vincity = TileAddWrap(tile, x, y); if (vincity != INVALID_TILE && - IsTileType(vincity, MP_TREES)) { + IsTileType(vincity, MP_TREES)) { planted_tile_count++; } } @@ -282,8 +281,7 @@ void PlaceTreesRandomly() if (CanPlantTreesOnTile(tile, true)) { PlaceTree(tile, r); - if (_settings_game.game_creation.tree_placer != TP_IMPROVED && - _settings_game.game_creation.tree_placer != TP_FOREST) { + if (_settings_game.game_creation.tree_placer != TP_IMPROVED) { continue; } @@ -386,8 +384,6 @@ void GenerateTrees() switch (_settings_game.game_creation.tree_placer) { case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break; - case TP_FOREST: - FALLTHROUGH; case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break; default: NOT_REACHED(); } @@ -401,8 +397,6 @@ void GenerateTrees() if (num_groups != 0) PlaceTreeGroups(num_groups); - if (_settings_game.game_creation.tree_placer == TP_FOREST) return; - for (; i != 0; i--) { PlaceTreesRandomly(); } @@ -791,7 +785,7 @@ static void TileLoop_Trees(TileIndex tile) if (IsTileType(tile, MP_CLEAR) && GetClearGround(tile) == CLEAR_GRASS && GetClearDensity(tile) != 3) return; /* Plants trees only near existing forests */ - if (_settings_game.game_creation.tree_placer == TP_FOREST && !IsNearbyForest(tile)) return; + if (_settings_game.game_creation.tree_placer == TP_IMPROVED && !IsNearbyForest(tile)) return; PlantTreesOnTile(tile, treetype, 0, 0); @@ -895,7 +889,7 @@ void OnTick_Trees() tile = RandomTileSeed(r); if (CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { /* Plants trees only near existing forests */ - if (_settings_game.game_creation.tree_placer == TP_FOREST && !IsNearbyForest(tile)) return; + if (_settings_game.game_creation.tree_placer == TP_IMPROVED && !IsNearbyForest(tile)) return; PlantTreesOnTile(tile, tree, 0, 0); }