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author | frosch <frosch@openttd.org> | 2010-02-13 14:06:01 +0000 |
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committer | frosch <frosch@openttd.org> | 2010-02-13 14:06:01 +0000 |
commit | e7106d812166de1c7c2728dd337c11d44dc1189f (patch) | |
tree | 9c9f5f42e3c5ac92e21f23055b35da206771e60c /src | |
parent | 9c02767a927ea5c6e8072e1ffad2a82188fdf00e (diff) | |
download | openttd-e7106d812166de1c7c2728dd337c11d44dc1189f.tar.xz |
(svn r19120) -Fix: [NewGRF] Industry property 0x17 was interpreted incorrectly and in some cases circumvented the density difficulty setting.
-Change: Do not scale the number of industry creations during map creation with the number of available industry types.
-Feature: [NewGRF] Implement special industry flag 0x10000.
Diffstat (limited to 'src')
-rw-r--r-- | src/industry_cmd.cpp | 128 |
1 files changed, 80 insertions, 48 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index 7738fc305..bc85373e8 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1764,75 +1764,107 @@ static Industry *CreateNewIndustry(TileIndex tile, IndustryType type) return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE); } -enum { - NB_NUMOFINDUSTRY = 11, - NB_DIFFICULTY_LEVEL = 5, -}; +/** + * Compute the appearance probability for an industry during map creation. + * @param it Industrytype to compute for + * @param force_at_least_one Returns whether at least one instance should be forced on map creation + * @return relative probability for the industry to appear + */ +static uint32 GetScaledIndustryProbability(IndustryType it, bool *force_at_least_one) +{ + const IndustrySpec *ind_spc = GetIndustrySpec(it); + uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision + if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 || + !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) || _settings_game.difficulty.number_industries == 0) { + *force_at_least_one = false; + return 0; + } else { + /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area. + * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */ + chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance); + + *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION); + return chance; + } +} -static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = { - /* difficulty settings for number of industries */ - {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // none - {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, // very low - {0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5}, // low - {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10}, // normal - {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10}, // high +/** Number of industries on a 256x256 map */ +static const byte _numof_industry_table[]= { + 0, // none + 10, // very low + 25, // low + 55, // normal + 80, // high }; -/** This function is the one who really do the creation work - * of random industries during game creation +/** + * Try to build a industry on the map. * @param type IndustryType of the desired industry - * @param amount of industries that need to be built */ -static void PlaceInitialIndustry(IndustryType type, uint amount) + * @param try_hard Try very hard to find a place. (Used to place at least one industry per type) + */ +static void PlaceInitialIndustry(IndustryType type, bool try_hard) { CompanyID old_company = _current_company; _current_company = OWNER_NONE; - for (; amount > 0; amount--) { - IncreaseGeneratingWorldProgress(GWP_INDUSTRY); + IncreaseGeneratingWorldProgress(GWP_INDUSTRY); - for (uint i = 0; i < 2000; i++) { - if (CreateNewIndustry(RandomTile(), type) != NULL) break; - } + for (uint i = 0; i < (try_hard ? 10000 : 2000); i++) { + if (CreateNewIndustry(RandomTile(), type) != NULL) break; } _current_company = old_company; } -/** This function will create ramdon industries during game creation. - * It will scale the amount of industries by map size as well as difficulty level */ +/** + * This function will create random industries during game creation. + * It will scale the amount of industries by mapsize and difficulty level. + */ void GenerateIndustries() { - uint total_amount = 0; - uint industry_counts[NUM_INDUSTRYTYPES]; - memset(industry_counts, 0, sizeof(industry_counts)); - - /* Find the total amount of industries */ - if (_settings_game.difficulty.number_industries > 0) { - for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { - const IndustrySpec *ind_spc = GetIndustrySpec(it); - - uint8 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape]; - if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0 && CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) { - /* once the chance of appearance is determind, it have to be scaled by - * the difficulty level. The "chance" in question is more an index into - * the _numof_industry_table,in fact */ - uint num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance]; - - /* These are always placed next to the coastline, so we scale by the perimeter instead. */ - num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); - industry_counts[it] = num; - total_amount += num; - } - } + assert(_settings_game.difficulty.number_industries < lengthof(_numof_industry_table)); + uint total_amount = ScaleByMapSize(_numof_industry_table[_settings_game.difficulty.number_industries]); + + /* Do not create any industries? */ + if (total_amount == 0) return; + + uint32 industry_probs[NUM_INDUSTRYTYPES]; + bool force_at_least_one[NUM_INDUSTRYTYPES]; + uint32 total_prob = 0; + uint num_forced = 0; + + for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { + industry_probs[it] = GetScaledIndustryProbability(it, force_at_least_one + it); + total_prob += industry_probs[it]; + if (force_at_least_one[it]) num_forced++; + } + + if (total_prob == 0 || total_amount < num_forced) { + /* Only place the forced ones */ + total_amount = num_forced; } SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount); - if (_settings_game.difficulty.number_industries > 0) { - for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { - /* Once the number of industries has been determined, let's really create them. */ - if (industry_counts[it] > 0) PlaceInitialIndustry(it, industry_counts[it]); + /* Try to build one industry per type independent of any probabilities */ + for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { + if (force_at_least_one[it]) { + assert(total_amount > 0); + total_amount--; + PlaceInitialIndustry(it, true); + } + } + + /* Add the remaining industries according to their probabilities */ + for (uint i = 0; i < total_amount; i++) { + uint32 r = RandomRange(total_prob); + IndustryType it = 0; + while (it < NUM_INDUSTRYTYPES && r > industry_probs[it]) { + r -= industry_probs[it]; + it++; } + assert(it < NUM_INDUSTRYTYPES && industry_probs[it] > 0); + PlaceInitialIndustry(it, false); } } |