Feature: allow setting a custom terrain type to define highest peak

At least, TGP will try to reach it. It heavily depends on the map
if it is reachable at all. But for sure it will do its atmost to
get there!
pull/239/head
Patric Stout 3 years ago committed by Patric Stout
parent 45c2c29c35
commit f05e2e0d40

@ -42,6 +42,8 @@ enum TgenSmoothness {
TGEN_SMOOTHNESS_END, ///< Used to iterate.
};
static const uint CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY = 5; ///< Value for custom terrain type in difficulty settings.
static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom sea level in difficulty settings.
static const uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level.
static const uint CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level.

@ -347,7 +347,7 @@ static DropDownList BuildTownNameDropDown()
}
static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, STR_TERRAIN_TYPE_ALPINIST, INVALID_STRING_ID};
static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, STR_TERRAIN_TYPE_ALPINIST, STR_TERRAIN_TYPE_CUSTOM, INVALID_STRING_ID};
static const StringID _sea_lakes[] = {STR_SEA_LEVEL_VERY_LOW, STR_SEA_LEVEL_LOW, STR_SEA_LEVEL_MEDIUM, STR_SEA_LEVEL_HIGH, STR_SEA_LEVEL_CUSTOM, INVALID_STRING_ID};
static const StringID _rivers[] = {STR_RIVERS_NONE, STR_RIVERS_FEW, STR_RIVERS_MODERATE, STR_RIVERS_LOT, INVALID_STRING_ID};
static const StringID _smoothness[] = {STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
@ -378,8 +378,9 @@ struct GenerateLandscapeWindow : public Window {
this->SetWidgetDisabledState(WID_GL_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(WID_GL_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
/* In case the map_height_limit is changed, clamp heightmap_height. */
/* In case the map_height_limit is changed, clamp heightmap_height and custom_terrain_type. */
_settings_newgame.game_creation.heightmap_height = Clamp(_settings_newgame.game_creation.heightmap_height, MIN_HEIGHTMAP_HEIGHT, GetMapHeightLimit());
_settings_newgame.game_creation.custom_terrain_type = Clamp(_settings_newgame.game_creation.custom_terrain_type, MIN_CUSTOM_TERRAIN_TYPE, GetMapHeightLimit());
this->OnInvalidateData();
}
@ -417,7 +418,14 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_INDUSTRY_PULLDOWN: SetDParam(0, _game_mode == GM_EDITOR ? STR_CONFIG_SETTING_OFF : _num_inds[_settings_newgame.difficulty.industry_density]); break;
case WID_GL_LANDSCAPE_PULLDOWN: SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break;
case WID_GL_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
case WID_GL_TERRAIN_PULLDOWN:
if (_settings_newgame.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
SetDParam(0, STR_TERRAIN_TYPE_CUSTOM_VALUE);
SetDParam(1, _settings_newgame.game_creation.custom_terrain_type);
} else {
SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
}
break;
case WID_GL_WATER_PULLDOWN:
if (_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
@ -511,10 +519,14 @@ struct GenerateLandscapeWindow : public Window {
this->SetWidgetDisabledState(WID_GL_DESERT_COVERAGE_DOWN, _settings_newgame.game_creation.desert_coverage <= 0 || _settings_newgame.game_creation.landscape != LT_TROPIC);
this->SetWidgetDisabledState(WID_GL_DESERT_COVERAGE_UP, _settings_newgame.game_creation.desert_coverage >= 100 || _settings_newgame.game_creation.landscape != LT_TROPIC);
/* Do not allow a custom sea level with the original land generator. */
if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL &&
_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
/* Do not allow a custom sea level or terrain type with the original land generator. */
if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL) {
if (_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.quantity_sea_lakes = 1;
}
if (_settings_newgame.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.terrain_type = 1;
}
}
}
@ -563,7 +575,13 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_INDUSTRY_PULLDOWN: strs = _num_inds; break;
case WID_GL_LANDSCAPE_PULLDOWN: strs = _landscape; break;
case WID_GL_TERRAIN_PULLDOWN: strs = _elevations; break;
case WID_GL_TERRAIN_PULLDOWN:
strs = _elevations;
SetDParamMaxValue(0, MAX_MAP_HEIGHT_LIMIT);
*size = maxdim(*size, GetStringBoundingBox(STR_TERRAIN_TYPE_CUSTOM_VALUE));
break;
case WID_GL_WATER_PULLDOWN:
strs = _sea_lakes;
SetDParamMaxValue(0, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
@ -854,7 +872,15 @@ struct GenerateLandscapeWindow : public Window {
break;
case WID_GL_INDUSTRY_PULLDOWN: _settings_newgame.difficulty.industry_density = index; break;
case WID_GL_TERRAIN_PULLDOWN: _settings_newgame.difficulty.terrain_type = index; break;
case WID_GL_TERRAIN_PULLDOWN: {
if ((uint)index == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
this->widget_id = widget;
SetDParam(0, _settings_newgame.game_creation.custom_terrain_type);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_TERRAIN_TYPE_QUERY_CAPT, 4, this, CS_NUMERAL, QSF_NONE);
}
_settings_newgame.difficulty.terrain_type = index;
break;
}
case WID_GL_WATER_PULLDOWN: {
if ((uint)index == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
@ -885,6 +911,7 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_SNOW_COVERAGE_TEXT: value = DEF_SNOW_COVERAGE; break;
case WID_GL_DESERT_COVERAGE_TEXT: value = DEF_DESERT_COVERAGE; break;
case WID_GL_TOWN_PULLDOWN: value = 1; break;
case WID_GL_TERRAIN_PULLDOWN: value = MIN_MAP_HEIGHT_LIMIT; break;
case WID_GL_WATER_PULLDOWN: value = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE; break;
default: NOT_REACHED();
}
@ -915,6 +942,10 @@ struct GenerateLandscapeWindow : public Window {
_settings_newgame.game_creation.custom_town_number = Clamp(value, 1, CUSTOM_TOWN_MAX_NUMBER);
break;
case WID_GL_TERRAIN_PULLDOWN:
_settings_newgame.game_creation.custom_terrain_type = Clamp(value, MIN_CUSTOM_TERRAIN_TYPE, GetMapHeightLimit());
break;
case WID_GL_WATER_PULLDOWN:
_settings_newgame.game_creation.custom_sea_level = Clamp(value, CUSTOM_SEA_LEVEL_MIN_PERCENTAGE, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
break;

@ -1124,6 +1124,8 @@ STR_TERRAIN_TYPE_FLAT :Flat
STR_TERRAIN_TYPE_HILLY :Hilly
STR_TERRAIN_TYPE_MOUNTAINOUS :Mountainous
STR_TERRAIN_TYPE_ALPINIST :Alpinist
STR_TERRAIN_TYPE_CUSTOM :Custom height
STR_TERRAIN_TYPE_CUSTOM_VALUE :Custom height ({NUM})
STR_CITY_APPROVAL_PERMISSIVE :Permissive
STR_CITY_APPROVAL_TOLERANT :Tolerant
@ -1206,7 +1208,7 @@ STR_CONFIG_SETTING_CITY_APPROVAL :Town council's
STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Choose how much noise and environmental damage by companies affect their town rating and further construction actions in their area
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT :Map height limit: {STRING2}
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT :Set the maximum allowed height of the map; neither the terrain generator nor you can build higher than this limit. On (auto) it will pick a good value after terrain generation
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT :Set the maximum height of the map terrain. With "(auto)" a good value will be picked after terrain generation
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_VALUE :{NUM}
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_AUTO :(auto)
STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}You can't set the map height limit to this value. At least one mountain on the map is higher
@ -2936,6 +2938,7 @@ STR_MAPGEN_HEIGHTMAP_NAME :{BLACK}Heightma
STR_MAPGEN_HEIGHTMAP_SIZE_LABEL :{BLACK}Size:
STR_MAPGEN_HEIGHTMAP_SIZE :{ORANGE}{NUM} x {NUM}
STR_MAPGEN_TERRAIN_TYPE_QUERY_CAPT :{WHITE}Target peak height
STR_MAPGEN_HEIGHTMAP_HEIGHT_QUERY_CAPT :{WHITE}Highest peak
STR_MAPGEN_SNOW_COVERAGE_QUERY_CAPT :{WHITE}Snow coverage (in %)
STR_MAPGEN_DESERT_COVERAGE_QUERY_CAPT :{WHITE}Desert coverage (in %)

@ -309,6 +309,7 @@ struct GameCreationSettings {
byte water_borders; ///< bitset of the borders that are water
uint16 custom_town_number; ///< manually entered number of towns
byte variety; ///< variety level applied to TGP
byte custom_terrain_type; ///< manually entered height for TGP to aim for
byte custom_sea_level; ///< manually entered percentage of water in the map
byte min_river_length; ///< the minimum river length
byte river_route_random; ///< the amount of randomicity for the route finding

@ -266,7 +266,7 @@ from = SLV_97
guiflags = SGF_MULTISTRING | SGF_NEWGAME_ONLY
def = 1
min = 0
max = 4
max = 5
interval = 1
str = STR_CONFIG_SETTING_TERRAIN_TYPE
strhelp = STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT
@ -2463,6 +2463,17 @@ strhelp = STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_HELPTEXT
strval = STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NO_SPREAD
cat = SC_BASIC
[SDT_VAR]
base = GameSettings
var = game_creation.custom_terrain_type
type = SLE_UINT8
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
guiflags = SGF_NEWGAME_ONLY
def = MAP_HEIGHT_LIMIT_AUTO_MINIMUM
min = MIN_CUSTOM_TERRAIN_TYPE
max = MAX_MAP_HEIGHT_LIMIT
interval = 1
[SDT_VAR]
base = GameSettings
var = game_creation.custom_sea_level

@ -215,6 +215,13 @@ static const amplitude_t _water_percent[4] = {70, 170, 270, 420};
*/
static height_t TGPGetMaxHeight()
{
if (_settings_game.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
/* TGP never reaches this height; this means that if a user inputs "2",
* it would create a flat map without the "+ 1". But that would
* overflow on "255". So we reduce it by 1 to get back in range. */
return I2H(_settings_game.game_creation.custom_terrain_type + 1) - 1;
}
/**
* Desired maximum height - indexed by:
* - _settings_game.difficulty.terrain_type

@ -22,6 +22,7 @@ static const int MAX_VEHICLE_PIXEL_Y = 96; ///< Maximum heig
static const uint MAX_TILE_HEIGHT = 255; ///< Maximum allowed tile height
static const uint MIN_HEIGHTMAP_HEIGHT = 1; ///< Lowest possible peak value for heightmap creation
static const uint MIN_CUSTOM_TERRAIN_TYPE = 1; ///< Lowest possible peak value for world generation
static const uint MIN_MAP_HEIGHT_LIMIT = 15; ///< Lower bound of maximum allowed heightlevel (in the construction settings)
static const uint MAX_MAP_HEIGHT_LIMIT = MAX_TILE_HEIGHT; ///< Upper bound of maximum allowed heightlevel (in the construction settings)

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