diff --git a/src/landscape.cpp b/src/landscape.cpp --- a/src/landscape.cpp +++ b/src/landscape.cpp @@ -1063,6 +1063,9 @@ static bool MakeLake(TileIndex tile, voi TileIndex t2 = tile + TileOffsByDiagDir(d); if (IsWaterTile(t2)) { MakeRiver(tile, Random()); + /* Remove desert directly around the river tile. */ + TileIndex t = tile; + CircularTileSearch(&t, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL); return false; } } @@ -1134,7 +1137,7 @@ static void River_FoundEndNode(AyStar *a if (!IsWaterTile(tile)) { MakeRiver(tile, Random()); /* Remove desert directly around the river tile. */ - CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL); + CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL); } } } @@ -1245,6 +1248,9 @@ static bool FlowRiver(TileIndex spring, DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) { end = lakeCenter; MakeRiver(lakeCenter, Random()); + /* Remove desert directly around the river tile. */ + CircularTileSearch(&lakeCenter, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL); + lakeCenter = end; uint range = RandomRange(8) + 3; CircularTileSearch(&lakeCenter, range, MakeLake, &height); /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */