diff options
-rw-r--r-- | src/town_cmd.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index d84f40597..3ae9dc8ba 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -1636,19 +1636,18 @@ bool GenerateTowns(TownLayout layout) uint num = 0; uint difficulty = _settings_game.difficulty.number_towns; uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7)); - uint num_cities = _settings_game.economy.larger_towns == 0 ? 0 : n / _settings_game.economy.larger_towns; SetGeneratingWorldProgress(GWP_TOWN, n); do { + bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns)); IncreaseGeneratingWorldProgress(GWP_TOWN); /* try 20 times to create a random-sized town for the first loop. */ - if (CreateRandomTown(20, TS_RANDOM, num_cities > 0, layout) != NULL) num++; - if (num_cities > 0) num_cities--; + if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++; } while (--n); /* give it a last try, but now more aggressive */ - if (num == 0 && CreateRandomTown(10000, TS_RANDOM, false, layout) == NULL) { + if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) { if (GetNumTowns() == 0) { if (_game_mode != GM_EDITOR) { extern StringID _switch_mode_errorstr; |