forked from github/server
More gentle terraforming: If a region is terraformed and has the same size as before, no need to change the trees. No need to change peasants or money either
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@ -855,6 +855,8 @@ void
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terraform_region(region * r, const terrain_type * terrain)
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{
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/* Resourcen, die nicht mehr vorkommen können, löschen */
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const terrain_type * oldterrain = r->terrain;
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rawmaterial **lrm = &r->resources;
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while (*lrm) {
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rawmaterial *rm = *lrm;
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@ -880,7 +882,7 @@ terraform_region(region * r, const terrain_type * terrain)
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r->terrain = terrain;
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if (!fval(terrain, LAND_REGION)) {
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if (r->land) {
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if (r->land!=NULL) {
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freeland(r->land);
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r->land = NULL;
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}
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@ -969,17 +971,17 @@ terraform_region(region * r, const terrain_type * terrain)
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else {
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rsetherbtype(r, NULL);
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}
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}
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if (!fval(oldterrain, LAND_REGION)) {
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if (rand() % 100 < 3) fset(r, RF_MALLORN);
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else freset(r, RF_MALLORN);
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if (rand() % 100 < ENCCHANCE) {
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fset(r, RF_ENCOUNTER);
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}
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if (rand() % 100 < 3)
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fset(r, RF_MALLORN);
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else
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freset(r, RF_MALLORN);
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}
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}
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if (oldterrain(terrain)==T_PLAIN) {
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if (terrain->size!=oldterrain->size) {
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if (terrain==newterrain(T_PLAIN)) {
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rsethorses(r, rand() % (terrain->size / 50));
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if(rand()%100 < 40) {
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rsettrees(r, 2, terrain->size * (30+rand()%40)/1000);
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@ -992,7 +994,7 @@ terraform_region(region * r, const terrain_type * terrain)
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rsettrees(r, 0, rtrees(r, 2)/2);
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}
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if (terrain->size>0 && !fval(r, RF_CHAOTIC)) {
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if (!fval(r, RF_CHAOTIC)) {
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int peasants;
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#if REDUCED_PEASANTGROWTH == 1
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peasants = (maxworkingpeasants(r) * (20+dice_rand("6d10")))/100;
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@ -1003,6 +1005,7 @@ terraform_region(region * r, const terrain_type * terrain)
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rsetmoney(r, rpeasants(r) * ((wage(r, NULL, false)+1) + rand() % 5));
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}
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}
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}
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/** ENNO:
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* ich denke, das das hier nicht sein sollte.
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