embark-assistant early waterfall quit removed

develop
PatrikLundell 2021-06-13 17:47:15 +02:00
parent ec7b0843ce
commit ba5915b866
3 changed files with 6 additions and 10 deletions

@ -40,6 +40,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `dwarfvet`: fixed a crash that could occur with hospitals overlapping with other buildings in certain ways
- ``quickfortress.csv`` blueprint: fixed refuse stockpile config and prevented stockpiles from covering stairways
- `stonesense`: fixed a crash that could occur when ctrl+scrolling or closing the Stonesense window
- `embark-assistant`: faulty early exit when searching for waterfalls in first search attempt removed
## Misc Improvements
- `blueprint`: make ``depth`` and ``name`` parameters optional. ``depth`` now defaults to ``1`` (current level only) and ``name`` defaults to "blueprint"

@ -340,7 +340,7 @@ namespace embark_assist{
help_text.push_back(" the N, followed by the one to the W, and lastly the one acting as the");
help_text.push_back(" reference. This means there's a risk embarks with such 'trouble' corners");
help_text.push_back(" may get affected corner(s) evaluated incorrectly.");
help_text.push_back("Version 0.13 2020-12-03");
help_text.push_back("Version 0.14 2021-06-13");
break;
}

@ -1642,7 +1642,7 @@ namespace embark_assist {
// Waterfall
if (finder->min_waterfall > tile->max_waterfall) { // N/A = -1 is always smaller
if (trace) out.print("matcher::world_tile_match: Waterfall (%i, %i)\n", x, y);
if (trace) out.print("matcher::world_tile_match: Waterfall (%i, %i), finder: %i, tile: %i\n", x, y, finder->min_waterfall, tile->max_waterfall);
return false;
}
if (finder->min_waterfall == 0 && // Absent
@ -2276,16 +2276,11 @@ namespace embark_assist {
}
}
// Aquifer // Requires survey
// Aquifer // Requires survey
// River size // Requires survey
// River size // Requires survey
// Waterfall
if (finder->min_waterfall > 0 &&
tile->min_river_size == embark_assist::defs::river_sizes::None) {
if (trace) out.print("matcher::world_tile_match: NS Waterfall (%i, %i)\n", x, y);
return false;
}
// Waterfall // Requires survey
// Flat. No world tile checks. Need to look at the details