forked from github/server
do not seed factions when creating islands with 'B'.
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parent
cf2e7695e5
commit
822292c99a
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@ -920,7 +920,7 @@ static void handlekey(state * st, int c)
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else {
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else {
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n = minpop;
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n = minpop;
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}
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}
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build_island_e3(&new_players, nx, ny, n, n * 3);
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build_island_e3(NULL, nx, ny, n, n * 3);
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st->modified = 1;
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st->modified = 1;
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st->wnd_info->update |= 1;
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st->wnd_info->update |= 1;
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st->wnd_status->update |= 1;
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st->wnd_status->update |= 1;
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@ -784,13 +784,15 @@ const terrain_type * (*terraformer) (direction_t))
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direction_t dir;
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direction_t dir;
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for (dir = 0; dir != MAXDIRECTIONS; ++dir) {
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for (dir = 0; dir != MAXDIRECTIONS; ++dir) {
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region *rn = rconnect(r, dir);
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region *rn = rconnect(r, dir);
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if (rn == NULL) {
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if (rn == NULL || !rn->land) {
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const terrain_type *terrain = terraformer(dir);
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const terrain_type *terrain = terraformer(dir);
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if (!rn) {
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plane *pl = rplane(r);
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plane *pl = rplane(r);
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int x = r->x + delta_x[dir];
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int x = r->x + delta_x[dir];
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int y = r->y + delta_y[dir];
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int y = r->y + delta_y[dir];
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pnormalize(&x, &y, pl);
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pnormalize(&x, &y, pl);
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rn = new_region(x, y, pl, 0);
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rn = new_region(x, y, pl, 0);
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}
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terraform_region(rn, terrain);
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terraform_region(rn, terrain);
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regionqueue_push(rlist, rn);
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regionqueue_push(rlist, rn);
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if (rn->land) {
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if (rn->land) {
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@ -946,7 +948,7 @@ int build_island_e3(newfaction ** players, int x, int y, int numfactions, int mi
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get_neighbours(r, rn);
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get_neighbours(r, rn);
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q = region_quality(r, rn);
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q = region_quality(r, rn);
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if (q >= MIN_QUALITY && nfactions < numfactions && *players) {
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if (q >= MIN_QUALITY && nfactions < numfactions && players && *players) {
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starting_region(players, r, rn);
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starting_region(players, r, rn);
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minq = MIN(minq, q);
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minq = MIN(minq, q);
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maxq = MAX(maxq, q);
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maxq = MAX(maxq, q);
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@ -961,7 +963,7 @@ int build_island_e3(newfaction ** players, int x, int y, int numfactions, int mi
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region *rn[MAXDIRECTIONS];
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region *rn[MAXDIRECTIONS];
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get_neighbours(r, rn);
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get_neighbours(r, rn);
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q = region_quality(r, rn);
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q = region_quality(r, rn);
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if (q >= MIN_QUALITY * 4 / 3 && nfactions < numfactions && *players) {
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if (q >= MIN_QUALITY * 4 / 3 && nfactions < numfactions && players && *players) {
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starting_region(players, r, rn);
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starting_region(players, r, rn);
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minq = MIN(minq, q);
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minq = MIN(minq, q);
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maxq = MAX(maxq, q);
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maxq = MAX(maxq, q);
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