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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.
This commit is contained in:
Patric Stout
2021-03-24 16:38:36 +01:00
committed by Patric Stout
parent cafe4eed6e
commit 70bc55cfd6
9 changed files with 194 additions and 33 deletions

View File

@@ -38,6 +38,10 @@ enum GenerateLandscapeWidgets {
WID_GL_SNOW_COVERAGE_TEXT, ///< Snow coverage.
WID_GL_SNOW_COVERAGE_UP, ///< Increase snow coverage.
WID_GL_DESERT_COVERAGE_DOWN, ///< Decrease desert coverage.
WID_GL_DESERT_COVERAGE_TEXT, ///< Desert coverage.
WID_GL_DESERT_COVERAGE_UP, ///< Increase desert coverage.
WID_GL_LANDSCAPE_PULLDOWN, ///< Dropdown 'Land generator'.
WID_GL_HEIGHTMAP_NAME_TEXT, ///< Heightmap name.
@@ -55,6 +59,9 @@ enum GenerateLandscapeWidgets {
WID_GL_WATER_NE, ///< NE 'Water'/'Freeform'.
WID_GL_WATER_SE, ///< SE 'Water'/'Freeform'.
WID_GL_WATER_SW, ///< SW 'Water'/'Freeform'.
WID_GL_CLIMATE_SEL_LABEL, ///< NWID_SELECTION for snow or desert coverage label
WID_GL_CLIMATE_SEL_SELECTOR, ///< NWID_SELECTION for snow or desert coverage selector
};
/** Widgets of the #CreateScenarioWindow class. */