| 70 | } |
| 71 | |
| 72 | static void generateRivers(const Scenario::Options& options, HeightMap& heightMap) |
| 73 | { |
| 74 | for (auto i = 0; i < options.numRiverbeds; i++) |
| 75 | { |
| 76 | auto& gs = getGameState(); |
| 77 | const auto riverEastWest = gs.rng.randBool(); |
| 78 | const auto riverWidth = gs.rng.randNext(options.minRiverWidth, options.maxRiverWidth); |
| 79 | const auto riverbedHeight = std::max<uint8_t>(gs.seaLevel > 0 ? gs.seaLevel - 1 : 1, options.minLandHeight); |
| 80 | |
| 81 | // We'll be varying the bank width as we meander |
| 82 | auto riverbankWidth = options.riverbankWidth; |
| 83 | auto totalRiverWidth = riverWidth + 2 * riverbankWidth; |
| 84 | auto easternBankOffset = riverWidth + riverbankWidth; |
| 85 | |
| 86 | // Pivot: generate a random X position |
| 87 | auto xStartPos = getGameState().rng.randNext(0.15 * heightMap.width, 0.85 * heightMap.width); |
| 88 | for (auto yPos = 0; yPos < heightMap.height; yPos++) |
| 89 | { |
| 90 | for (auto xOffset = 0; xOffset < totalRiverWidth; xOffset++) |
| 91 | { |
| 92 | auto pos = TilePos2(xStartPos + xOffset, yPos); |
| 93 | if (!riverEastWest) |
| 94 | { |
| 95 | pos = TilePos2(pos.y, pos.x); |
| 96 | } |
| 97 | |
| 98 | if (!validCoords(pos)) |
| 99 | { |
| 100 | // We might meander back to a valid position later, |
| 101 | // so we're only breaking out of the inner loop. |
| 102 | break; |
| 103 | } |
| 104 | |
| 105 | if (riverbankWidth > 0 && xOffset < riverbankWidth) |
| 106 | { |
| 107 | // Western riverbank (high to low) |
| 108 | auto bankPos = riverbankWidth - xOffset; |
| 109 | auto bankHeight = heightMap[pos] * bankPos / riverbankWidth; |
| 110 | heightMap[pos] = std::max<uint8_t>(riverbedHeight, bankHeight); |
| 111 | } |
| 112 | else if (riverbankWidth > 0 && xOffset > easternBankOffset) |
| 113 | { |
| 114 | // Eastern riverbank (low to high) |
| 115 | auto bankPos = xOffset - easternBankOffset; |
| 116 | auto bankHeight = heightMap[pos] * bankPos / riverbankWidth; |
| 117 | heightMap[pos] = std::max<uint8_t>(riverbedHeight, bankHeight); |
| 118 | } |
| 119 | else |
| 120 | { |
| 121 | // Simply carve out the river |
| 122 | heightMap[pos] = riverbedHeight; |
| 123 | } |
| 124 | } |
| 125 | |
| 126 | // Let the river meander slightly |
| 127 | const auto meanderRate = options.riverMeanderRate; |
| 128 | if (meanderRate > 0 && yPos % 4 == 0) |
| 129 | { |
no test coverage detected