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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.
This commit is contained in:
committed by
Patric Stout
parent
9496990f53
commit
6dcc7f93c3
@@ -33,6 +33,7 @@
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#include "game/game_instance.hpp"
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#include "string_func.h"
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#include "thread.h"
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#include "tgp.h"
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#include "safeguards.h"
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@@ -285,6 +286,20 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
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InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
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PrepareGenerateWorldProgress();
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if (_settings_game.construction.map_height_limit == 0) {
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uint estimated_height = 0;
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if (_gw.mode == GWM_EMPTY && _game_mode != GM_MENU) {
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estimated_height = _settings_game.game_creation.se_flat_world_height;
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} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
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estimated_height = GetEstimationTGPMapHeight();
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} else {
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estimated_height = 0;
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}
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_settings_game.construction.map_height_limit = std::max(MAP_HEIGHT_LIMIT_AUTO_MINIMUM, std::min(MAX_MAP_HEIGHT_LIMIT, estimated_height + MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM));
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}
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/* Load the right landscape stuff, and the NewGRFs! */
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GfxLoadSprites();
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LoadStringWidthTable();
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