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authorPatric Stout <truebrain@openttd.org>2021-03-24 23:25:51 +0100
committerPatric Stout <github@truebrain.nl>2021-03-26 12:22:32 +0100
commitf05e2e0d408cfd018d9875855bd28383569481a9 (patch)
tree2f08a052703d6c745935e0abed5e7bb259c94287 /src/settings_type.h
parent45c2c29c35afeb4116ff8fb3393ddc67ea1708da (diff)
downloadopenttd-f05e2e0d408cfd018d9875855bd28383569481a9.tar.xz
Feature: allow setting a custom terrain type to define highest peak
At least, TGP will try to reach it. It heavily depends on the map if it is reachable at all. But for sure it will do its atmost to get there!
Diffstat (limited to 'src/settings_type.h')
-rw-r--r--src/settings_type.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/settings_type.h b/src/settings_type.h
index 7d50d594b..42bdc27d4 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -309,6 +309,7 @@ struct GameCreationSettings {
byte water_borders; ///< bitset of the borders that are water
uint16 custom_town_number; ///< manually entered number of towns
byte variety; ///< variety level applied to TGP
+ byte custom_terrain_type; ///< manually entered height for TGP to aim for
byte custom_sea_level; ///< manually entered percentage of water in the map
byte min_river_length; ///< the minimum river length
byte river_route_random; ///< the amount of randomicity for the route finding