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author | Patric Stout <truebrain@openttd.org> | 2021-03-24 14:48:12 +0100 |
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committer | Patric Stout <github@truebrain.nl> | 2021-03-26 12:22:32 +0100 |
commit | cafe4eed6e482149eefe75393ad3a13e0f6e7ffe (patch) | |
tree | cc4188cdc13664f8ecc9750e0500e6e14c8d2d30 /src/settings_type.h | |
parent | 7a886cb4d4538e8b94a7cbf633705a31a2856b47 (diff) | |
download | openttd-cafe4eed6e482149eefe75393ad3a13e0f6e7ffe.tar.xz |
Feature: setting to indicate snow coverage for arctic climate (replaces snow line height)
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.
Maps can never be 100% snow, as we do not have sprites for coastal
tiles.
Internally, this calculates the best snow line height to approach
this coverage as close as possible.
Diffstat (limited to 'src/settings_type.h')
-rw-r--r-- | src/settings_type.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/settings_type.h b/src/settings_type.h index 413704960..d99201b25 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -296,7 +296,8 @@ struct GameCreationSettings { uint8 map_y; ///< Y size of map byte land_generator; ///< the landscape generator byte oil_refinery_limit; ///< distance oil refineries allowed from map edge - byte snow_line_height; ///< the configured snow line height + byte snow_line_height; ///< the configured snow line height (deduced from "snow_coverage") + byte snow_coverage; ///< the amount of snow coverage on the map byte tgen_smoothness; ///< how rough is the terrain from 0-3 byte tree_placer; ///< the tree placer algorithm byte heightmap_rotation; ///< rotation director for the heightmap |