(svn r15744) -Fix (r9667): when town generator failed to create requested number of towns, there were too many cities

This commit is contained in:
smatz 2009-03-16 18:38:28 +00:00
parent 384599ef2c
commit f62e71ba8e
1 changed files with 3 additions and 4 deletions

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@ -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;