forked from mirror/OpenTTD
Fix: Remove desert around lakes upon generation
This commit is contained in:
committed by
Niels Martin Hansen
parent
fde5bd0ccf
commit
4adb91202d
@@ -1063,6 +1063,9 @@ static bool MakeLake(TileIndex tile, void *user_data)
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TileIndex t2 = tile + TileOffsByDiagDir(d);
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if (IsWaterTile(t2)) {
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MakeRiver(tile, Random());
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/* Remove desert directly around the river tile. */
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TileIndex t = tile;
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CircularTileSearch(&t, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL);
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return false;
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}
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}
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@@ -1134,7 +1137,7 @@ static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
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if (!IsWaterTile(tile)) {
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MakeRiver(tile, Random());
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
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CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL);
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}
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}
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}
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@@ -1245,6 +1248,9 @@ static bool FlowRiver(TileIndex spring, TileIndex begin)
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DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
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end = lakeCenter;
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MakeRiver(lakeCenter, Random());
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&lakeCenter, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL);
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lakeCenter = end;
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uint range = RandomRange(8) + 3;
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CircularTileSearch(&lakeCenter, range, MakeLake, &height);
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/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
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