@@ -301,9 +301,10 @@ void PlaceTreesRandomly()
* @param treetype Type of trees to place. Must be a valid tree type for the climate.
* @param radius Maximum distance (on each axis) from tile to place trees.
* @param count Maximum number of trees to place.
* @param set_zone Whether to create a rainforest zone when placing rainforest trees.
* @return Number of trees actually placed.
*/
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count)
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone)
{
assert(treetype < TREE_TOYLAND + TREE_COUNT_TOYLAND);
const bool allow_desert = treetype == TREE_CACTUS;
@@ -334,6 +335,12 @@ uint PlaceTreeGroupAroundTile(TileIndex
}
if (set_zone && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS)) {
for (TileIndex t : TileArea(tile).Expand(radius)) {
if (GetTileType(t) != MP_VOID && DistanceSquare(tile, t) < radius * radius) SetTropicZone(t, TROPICZONE_RAINFOREST);
return planted;
@@ -29,7 +29,7 @@
#include "safeguards.h"
void PlaceTreesRandomly();
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count);
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone);
/** Tree Sprites with their palettes */
const PalSpriteID tree_sprites[] = {
@@ -133,7 +133,8 @@ class BuildTreesWindow : public Window
const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
PlaceTreeGroupAroundTile(tile, treetype, radius, count);
// Create tropic zones only when the tree type is selected by the user and not picked randomly.
PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID);
public:
Status change: