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Feature: setting to indicate desert coverage for tropic climate
This is an indication value; the game tries to get as close as it can, but due to the complex tropic rules, that is unlikely to be exact. In the end, it picks a height-level to base the desert/tropic line on. This is strictly seen not needed, as we can convert any tile to either. But it is the simplest way to get started with this without redoing all related functions.
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Patric Stout
parent
cafe4eed6e
commit
70bc55cfd6
@@ -38,6 +38,10 @@ enum GenerateLandscapeWidgets {
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WID_GL_SNOW_COVERAGE_TEXT, ///< Snow coverage.
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WID_GL_SNOW_COVERAGE_UP, ///< Increase snow coverage.
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WID_GL_DESERT_COVERAGE_DOWN, ///< Decrease desert coverage.
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WID_GL_DESERT_COVERAGE_TEXT, ///< Desert coverage.
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WID_GL_DESERT_COVERAGE_UP, ///< Increase desert coverage.
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WID_GL_LANDSCAPE_PULLDOWN, ///< Dropdown 'Land generator'.
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WID_GL_HEIGHTMAP_NAME_TEXT, ///< Heightmap name.
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@@ -55,6 +59,9 @@ enum GenerateLandscapeWidgets {
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WID_GL_WATER_NE, ///< NE 'Water'/'Freeform'.
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WID_GL_WATER_SE, ///< SE 'Water'/'Freeform'.
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WID_GL_WATER_SW, ///< SW 'Water'/'Freeform'.
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WID_GL_CLIMATE_SEL_LABEL, ///< NWID_SELECTION for snow or desert coverage label
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WID_GL_CLIMATE_SEL_SELECTOR, ///< NWID_SELECTION for snow or desert coverage selector
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};
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/** Widgets of the #CreateScenarioWindow class. */
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