Fixed/improved river tile detection

develop
PatrikLundell 2019-11-24 21:32:07 +01:00
parent 7e501fd70b
commit 07dedfb333
3 changed files with 50 additions and 3 deletions

@ -52,6 +52,8 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `embark-assistant`:
- fixed bug causing crash on worlds without generated metals (as well as pruning vectors as originally intended).
- fixed bug causing mineral matching to fail to cut off at the magma sea, reporting presence of things that aren't (like DF does currently).
- fixed bug causing half of the river tiles not to be recognized.
- added logic to detect some river tiles DF doesn't generate data for (but are definitely present).
- `gui/autogems`: fixed error when no world is loaded
- `gui/companion-order`:
- fixed error when resetting group leaders

@ -1043,11 +1043,11 @@ void embark_assist::survey::survey_mid_level_tile(embark_assist::defs::geo_data
mlt->at(i).at(k).river_present = false;
mlt->at(i).at(k).river_elevation = 100;
if (details->rivers_vertical.active[i][k] == 1) {
if (details->rivers_vertical.active[i][k] != 0) {
mlt->at(i).at(k).river_present = true;
mlt->at(i).at(k).river_elevation = details->rivers_vertical.elevation[i][k];
}
else if (details->rivers_horizontal.active[i][k] == 1) {
else if (details->rivers_horizontal.active[i][k] != 0) {
mlt->at(i).at(k).river_present = true;
mlt->at(i).at(k).river_elevation = details->rivers_horizontal.elevation[i][k];
}
@ -1179,6 +1179,51 @@ void embark_assist::survey::survey_mid_level_tile(embark_assist::defs::geo_data
}
}
// This is messy. DF has some weird logic to leave out river bends with a South and an East connection, as well
// as river sources (and presumably sinks) that are to the North or the West of the connecting river.
// Experiments indicate these implicit river bends inherit their River Elevation from the lower of the two
// "parents", and it's assumed river sources and sinks similarly inherit it from their sole "parent".
// Two issues are known:
// - Lake and Ocean tiles may be marked as having a river when DF doesn't. However, DF does allow for rivers to
// exist in Ocean/Lake tiles, as well as sources/sinks.
// - DF generates rivers on/under glaciers, but does not display them (as they're frozen), nor are their names
// displayed.
//
for (uint8_t i = 1; i < 16; i++) {
for (uint8_t k = 0; k < 15; k++) {
if (details->rivers_horizontal.active[i][k] != 0 &&
details->rivers_vertical.active[i - 1][k + 1] != 0 &&
!mlt->at(i - 1).at(k).river_present) { // Probably never true
mlt->at(i - 1).at(k).river_present = true;
mlt->at(i - 1).at(k).river_elevation = mlt->at(i).at(k).river_elevation;
if (mlt->at(i - 1).at(k).river_elevation > mlt->at(i - 1).at(k + 1).river_elevation) {
mlt->at(i - 1).at(k).river_elevation = mlt->at(i - 1).at(k + 1).river_elevation;
}
}
}
}
for (uint8_t i = 0; i < 16; i++) {
for (uint8_t k = 1; k < 16; k++) {
if (details->rivers_vertical.active[i][k] != 0 &&
!mlt->at(i).at(k - 1).river_present) {
mlt->at(i).at(k - 1).river_present = true;
mlt->at(i).at(k - 1).river_elevation = mlt->at(i).at(k).river_elevation;
}
}
}
for (uint8_t i = 1; i < 16; i++) {
for (uint8_t k = 0; k < 16; k++) {
if (details->rivers_horizontal.active[i][k] != 0 &&
!mlt->at(i - 1).at(k).river_present) {
mlt->at(i - 1).at(k).river_present = true;
mlt->at(i - 1).at(k).river_elevation = mlt->at(i).at(k).river_elevation;
}
}
}
survey_results->at(x).at(y).aquifer_count = 0;
survey_results->at(x).at(y).clay_count = 0;
survey_results->at(x).at(y).sand_count = 0;