summaryrefslogtreecommitdiff
path: root/src/tgp.cpp
diff options
context:
space:
mode:
authorPatric Stout <truebrain@openttd.org>2021-03-24 10:29:01 +0100
committerPatric Stout <github@truebrain.nl>2021-03-26 12:22:32 +0100
commit422e132845255264314cd79aa14361d0df0905d7 (patch)
tree21452e883fa2a1bec4280625fb0ce7a6dfb168b8 /src/tgp.cpp
parent1a1049bc0db4e29402e950e56f3a6873c1f5a0ab (diff)
downloadopenttd-422e132845255264314cd79aa14361d0df0905d7.tar.xz
Feature: auto-detect map height limit based on generated map
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value.
Diffstat (limited to 'src/tgp.cpp')
-rw-r--r--src/tgp.cpp15
1 files changed, 14 insertions, 1 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp
index 92e714d9b..3ced2a1b0 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -237,7 +237,20 @@ static height_t TGPGetMaxHeight()
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];
- return I2H(std::min<uint>(max_height_from_table, _settings_game.construction.map_height_limit));
+ /* If there is a manual map height limit, clamp to it. */
+ if (_settings_game.construction.map_height_limit != 0) {
+ max_height_from_table = std::min<uint>(max_height_from_table, _settings_game.construction.map_height_limit);
+ }
+
+ return I2H(max_height_from_table);
+}
+
+/**
+ * Get an overestimation of the highest peak TGP wants to generate.
+ */
+uint GetEstimationTGPMapHeight()
+{
+ return H2I(TGPGetMaxHeight());
}
/**