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SamuXarick 2025-06-26 07:33:45 +00:00 committed by GitHub
commit fedf436463
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GPG Key ID: B5690EEEBB952194
3 changed files with 46 additions and 6 deletions

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@ -1024,7 +1024,8 @@ static void MakeLake(TileIndex tile, uint height_lake)
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t = tile + TileOffsByDiagDir(d);
if (IsWaterTile(t)) {
MakeRiverAndModifyDesertZoneAround(tile);
MakeRiver(tile, Random());
MarkTileDirtyByTile(tile);
return;
}
}
@ -1154,7 +1155,8 @@ static void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
/* If the tile upstream isn't flat, don't bother. */
if (GetTileSlope(downstream_tile) != SLOPE_FLAT) return;
MakeRiverAndModifyDesertZoneAround(downstream_tile);
MakeRiver(downstream_tile, Random());
MarkTileDirtyByTile(downstream_tile);
}
/* If upstream is dry and flat, try making it a river tile. */
@ -1162,13 +1164,15 @@ static void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
/* If the tile upstream isn't flat, don't bother. */
if (GetTileSlope(upstream_tile) != SLOPE_FLAT) return;
MakeRiverAndModifyDesertZoneAround(upstream_tile);
MakeRiver(upstream_tile, Random());
MarkTileDirtyByTile(upstream_tile);
}
}
/* If the tile slope matches the desired slope, add a river tile. */
if (cur_slope == desired_slope) {
MakeRiverAndModifyDesertZoneAround(tile);
MakeRiver(tile, Random());
MarkTileDirtyByTile(tile);
}
}
@ -1238,7 +1242,8 @@ protected:
for (PathNode *path = current.parent; path != nullptr; path = path->parent) {
TileIndex tile = path->GetTile();
if (!IsWaterTile(tile)) {
MakeRiverAndModifyDesertZoneAround(tile);
MakeRiver(tile, Random());
MarkTileDirtyByTile(tile);
}
}
@ -1356,7 +1361,8 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
/* We only want a lake if the river is long enough. */
DistanceManhattan(spring, lake_centre) > min_river_length) {
end = lake_centre;
MakeRiverAndModifyDesertZoneAround(lake_centre);
MakeRiver(lake_centre, Random());
MarkTileDirtyByTile(lake_centre);
uint diameter = RandomRange(8) + 3;
/* Run the loop twice, so artefacts from going circular in one direction get (mostly) hidden. */
@ -1420,6 +1426,25 @@ static void CreateRivers()
/* Widening rivers may have left some tiles requiring to be watered. */
ConvertGroundTilesIntoWaterTiles();
/* Search for unwanted pockets of river artifacts to clear them of water. */
for (const auto tile : Map::Iterate()) {
if (!IsTileType(tile, MP_WATER) || !IsRiver(tile)) continue;
bool has_neighbour = false;
for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) {
TileIndex other_tile = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDiagDir(d));
if (other_tile == INVALID_TILE || !IsWaterTile(other_tile)) continue;
has_neighbour = true;
if (_settings_game.game_creation.landscape == LandscapeType::Tropic) ModifyDesertZoneAroundRiver(tile);
break;
}
if (!has_neighbour) {
DoClearSquare(tile);
}
}
/* Run tile loop to update the ground density. */
for (uint i = 0; i != TILE_UPDATE_FREQUENCY; i++) {
if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);

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@ -39,6 +39,7 @@ void MakeWaterKeepingClass(TileIndex tile, Owner o);
void CheckForDockingTile(TileIndex t);
void MakeRiverAndModifyDesertZoneAround(TileIndex tile);
void ModifyDesertZoneAroundRiver(TileIndex tile);
static const uint RIVER_OFFSET_DESERT_DISTANCE = 5; ///< Circular tile search diameter to create non-desert around a river tile.
bool IsWateredTile(TileIndex tile, Direction from);

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@ -454,6 +454,20 @@ void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
}
}
/**
* Remove desert directly around a river tile.
* @param tile The tile to create non-desert around
*/
void ModifyDesertZoneAroundRiver(TileIndex tile)
{
assert(IsTileType(tile, MP_WATER) && IsRiver(tile));
/* Remove desert directly around the river tile. */
for (auto t : SpiralTileSequence(tile, RIVER_OFFSET_DESERT_DISTANCE)) {
if (GetTropicZone(t) == TROPICZONE_DESERT) SetTropicZone(t, TROPICZONE_NORMAL);
}
}
/**
* Build a piece of canal.
* @param flags type of operation