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@ -1064,11 +1064,7 @@ static bool MakeLake(TileIndex tile, void *user_data)
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t2 = tile + TileOffsByDiagDir(d);
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if (IsWaterTile(t2)) {
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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TileIndex t = tile;
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CircularTileSearch(&t, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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MakeRiverAndModifyDesertZoneAround(tile);
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return false;
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}
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}
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@ -1202,12 +1198,7 @@ static bool RiverMakeWider(TileIndex tile, void *data)
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/* If the tile upstream isn't flat, don't bother. */
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if (GetTileSlope(downstream_tile) != SLOPE_FLAT) return false;
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MakeRiver(downstream_tile, Random());
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MarkTileDirtyByTile(downstream_tile);
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/* Remove desert directly around the river tile. */
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TileIndex cur_tile = downstream_tile;
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CircularTileSearch(&cur_tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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MakeRiverAndModifyDesertZoneAround(downstream_tile);
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}
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/* If upstream is dry and flat, try making it a river tile. */
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@ -1215,23 +1206,13 @@ static bool RiverMakeWider(TileIndex tile, void *data)
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/* If the tile upstream isn't flat, don't bother. */
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if (GetTileSlope(upstream_tile) != SLOPE_FLAT) return false;
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MakeRiver(upstream_tile, Random());
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MarkTileDirtyByTile(upstream_tile);
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/* Remove desert directly around the river tile. */
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TileIndex cur_tile = upstream_tile;
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CircularTileSearch(&cur_tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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MakeRiverAndModifyDesertZoneAround(upstream_tile);
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}
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}
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/* If the tile slope matches the desired slope, add a river tile. */
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if (cur_slope == desired_slope) {
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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TileIndex cur_tile = tile;
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CircularTileSearch(&cur_tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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MakeRiverAndModifyDesertZoneAround(tile);
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}
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/* Always return false to keep searching. */
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@ -1310,10 +1291,7 @@ static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
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for (PathNode *path = ¤t->path; path != nullptr; path = path->parent, cur_pos++) {
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TileIndex tile = path->node.tile;
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if (!IsWaterTile(tile)) {
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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MakeRiverAndModifyDesertZoneAround(tile);
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}
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}
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@ -1453,11 +1431,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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/* We only want a lake if the river is long enough. */
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DistanceManhattan(spring, lakeCenter) > min_river_length) {
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end = lakeCenter;
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MakeRiver(lakeCenter, Random());
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MarkTileDirtyByTile(lakeCenter);
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&lakeCenter, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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lakeCenter = end;
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MakeRiverAndModifyDesertZoneAround(lakeCenter);
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uint range = RandomRange(8) + 3;
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CircularTileSearch(&lakeCenter, range, MakeLake, &height);
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/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
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