mirror of https://github.com/OpenTTD/OpenTTD
Change: Scale towns/industries by amount of land tiles.
This stops a large map with lots of water being crammed with towns and industries even when set to Very Low.pull/10063/head
parent
cb23bc5e2a
commit
82fa5e7164
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@ -134,11 +134,13 @@ static void _GenerateWorld()
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if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
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ConvertGroundTilesIntoWaterTiles();
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Map::CountLandTiles();
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IncreaseGeneratingWorldProgress(GWP_OBJECT);
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_settings_game.game_creation.snow_line_height = DEF_SNOWLINE_HEIGHT;
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} else {
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GenerateClearTile();
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Map::CountLandTiles();
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/* Only generate towns, tree and industries in newgame mode. */
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if (_game_mode != GM_EDITOR) {
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@ -43,6 +43,7 @@
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#include "industry_cmd.h"
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#include "landscape_cmd.h"
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#include "terraform_cmd.h"
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#include "map_func.h"
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#include "timer/timer.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_economy.h"
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@ -2356,7 +2357,7 @@ static uint GetNumberOfIndustries()
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if (difficulty == ID_CUSTOM) return std::min<uint>(IndustryPool::MAX_SIZE, _settings_game.game_creation.custom_industry_number);
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return std::min<uint>(IndustryPool::MAX_SIZE, Map::ScaleBySize(numof_industry_table[difficulty]));
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return std::min<uint>(IndustryPool::MAX_SIZE, Map::ScaleByLandProportion(Map::ScaleBySize(numof_industry_table[difficulty])));
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}
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/**
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11
src/map.cpp
11
src/map.cpp
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@ -24,6 +24,8 @@
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/* static */ uint Map::size; ///< The number of tiles on the map
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/* static */ uint Map::tile_mask; ///< _map_size - 1 (to mask the mapsize)
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/* static */ uint Map::initial_land_count; ///< Initial number of land tiles on the map.
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/* static */ std::unique_ptr<Tile::TileBase[]> Tile::base_tiles; ///< Base tiles of the map
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/* static */ std::unique_ptr<Tile::TileExtended[]> Tile::extended_tiles; ///< Extended tiles of the map
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@ -59,6 +61,15 @@
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AllocateWaterRegions();
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}
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/* static */ void Map::CountLandTiles()
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{
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/* Count number of tiles that are land. */
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Map::initial_land_count = 0;
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for (const auto tile : Map::Iterate()) {
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Map::initial_land_count += IsWaterTile(tile) ? 0 : 1;
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}
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}
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#ifdef _DEBUG
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TileIndex TileAdd(TileIndex tile, TileIndexDiff offset)
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@ -239,8 +239,11 @@ private:
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static uint size; ///< The number of tiles on the map
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static uint tile_mask; ///< _map_size - 1 (to mask the mapsize)
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static uint initial_land_count; ///< Initial number of land tiles on the map.
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public:
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static void Allocate(uint size_x, uint size_y);
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static void CountLandTiles();
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/**
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* Logarithm of the map size along the X side.
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@ -307,6 +310,16 @@ public:
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return Map::SizeY() - 1;
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}
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/**
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* Scales the given value by the number of water tiles.
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* @param n the value to scale
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* @return the scaled size
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*/
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static inline uint ScaleByLandProportion(uint n)
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{
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/* Use 64-bit arithmetic to avoid overflow. */
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return static_cast<uint>(static_cast<uint64_t>(n) * Map::initial_land_count / Map::size);
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}
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/**
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* 'Wraps' the given "tile" so it is within the map.
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@ -53,6 +53,7 @@
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#include "road_cmd.h"
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#include "terraform_cmd.h"
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#include "tunnelbridge_cmd.h"
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#include "map_func.h"
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#include "timer/timer.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_economy.h"
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@ -2424,7 +2425,7 @@ bool GenerateTowns(TownLayout layout)
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{
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uint current_number = 0;
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uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
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uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : Map::ScaleBySize(_num_initial_towns[difficulty] + (Random() & 7));
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uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : Map::ScaleByLandProportion(Map::ScaleBySize(_num_initial_towns[difficulty] + (Random() & 7)));
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total = std::min<uint>(TownPool::MAX_SIZE, total);
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uint32_t townnameparts;
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TownNames town_names;
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