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authorPatric Stout <truebrain@openttd.org>2021-01-08 12:02:38 +0100
committerGitHub <noreply@github.com>2021-01-08 12:02:38 +0100
commit7463c46a54bed2d21ee8e8e2e8cfe9d67f5f45dc (patch)
treea32e6d81608c0b854a2e201d391c1a802f50acd1
parentaac8c28d7369a4394303449ce5307067379067bd (diff)
downloadopenttd-7463c46a54bed2d21ee8e8e2e8cfe9d67f5f45dc.tar.xz
Fix: for arctic and tropic, make sure we have at least a few hills (#8513)
Without hills, not all industries can be generated, which means that with a default configuration you get errors. This is far from optimal, of course. This now forces that there is at least some hills, even when you are using very-flat. This is a stopgap solution, but a proper solution requires a full rewrite of the terrain generator, which is not a 2 minute (or even 2 week) job. To make sure flat is still flat-ish, reduce the default snow-line-height to 10, making it look a lot better on smaller maps. This is a compromise between being able to have flat maps and still having all industries on arctic.
-rw-r--r--src/tgp.cpp22
-rw-r--r--src/tile_type.h2
2 files changed, 22 insertions, 2 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp
index f6d902255..190499cbc 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -234,7 +234,27 @@ static height_t TGPGetMaxHeight()
{ 12, 19, 25, 31, 67, 75, 87 }, ///< Alpinist
};
- int max_height_from_table = max_height[_settings_game.difficulty.terrain_type][std::min(MapLogX(), MapLogY()) - MIN_MAP_SIZE_BITS];
+ int map_size_bucket = std::min(MapLogX(), MapLogY()) - MIN_MAP_SIZE_BITS;
+ int max_height_from_table = max_height[_settings_game.difficulty.terrain_type][map_size_bucket];
+
+ /* Arctic needs snow to have all industries, so make sure we allow TGP to generate this high. */
+ if (_settings_game.game_creation.landscape == LT_ARCTIC) {
+ max_height_from_table += _settings_newgame.game_creation.snow_line_height;
+ /* Make flat a bit more flat by removing "very flat" from it, to somewhat compensate for the increase we just did. */
+ if (_settings_game.difficulty.terrain_type > 0) {
+ max_height_from_table -= max_height[_settings_game.difficulty.terrain_type - 1][map_size_bucket];
+ }
+ }
+ /* Tropic needs tropical forest to have all industries, so make sure we allow TGP to generate this high.
+ * Tropic forest always starts at 1/4th of the max height. */
+ if (_settings_game.game_creation.landscape == LT_TROPIC) {
+ max_height_from_table += CeilDiv(_settings_game.construction.max_heightlevel, 4);
+ /* Make flat a bit more flat by removing "very flat" from it, to somewhat compensate for the increase we just did. */
+ if (_settings_game.difficulty.terrain_type > 0) {
+ max_height_from_table -= max_height[_settings_game.difficulty.terrain_type - 1][map_size_bucket];
+ }
+ }
+
return I2H(std::min<uint>(max_height_from_table, _settings_game.construction.max_heightlevel));
}
diff --git a/src/tile_type.h b/src/tile_type.h
index 132b566f0..c1e7081f0 100644
--- a/src/tile_type.h
+++ b/src/tile_type.h
@@ -26,7 +26,7 @@ static const uint DEF_MAX_HEIGHTLEVEL = 30; ///< Default maxi
static const uint MAX_MAX_HEIGHTLEVEL = MAX_TILE_HEIGHT; ///< Upper bound of maximum allowed heightlevel (in the construction settings)
static const uint MIN_SNOWLINE_HEIGHT = 2; ///< Minimum snowline height
-static const uint DEF_SNOWLINE_HEIGHT = 15; ///< Default snowline height
+static const uint DEF_SNOWLINE_HEIGHT = 10; ///< Default snowline height
static const uint MAX_SNOWLINE_HEIGHT = (MAX_TILE_HEIGHT - 2); ///< Maximum allowed snowline height