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(svn r20828) -Add: Take into account tree group placement at the world generation progress bar.
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@ -196,6 +196,8 @@ static void PlaceTreeGroups(uint num_groups)
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uint dist = abs(x) + abs(y);
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TileIndex cur_tile = TileAddWrap(center_tile, x, y);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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if (cur_tile != INVALID_TILE && dist <= 13 && CanPlantTreesOnTile(cur_tile, true)) {
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PlaceTree(cur_tile, r);
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}
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@ -300,8 +302,6 @@ void GenerateTrees()
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if (_settings_game.game_creation.tree_placer == TP_NONE) return;
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if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceTreeGroups(ScaleByMapSize(GB(Random(), 0, 5) + 25));
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switch (_settings_game.game_creation.tree_placer) {
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case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
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case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
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@ -311,8 +311,12 @@ void GenerateTrees()
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total = ScaleByMapSize(DEFAULT_TREE_STEPS);
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if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(DEFAULT_RAINFOREST_TREE_STEPS);
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total *= i;
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uint num_groups = (_settings_game.game_creation.landscape != LT_TOYLAND) ? ScaleByMapSize(GB(Random(), 0, 5) + 25) : 0;
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total += num_groups * DEFAULT_TREE_STEPS;
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SetGeneratingWorldProgress(GWP_TREE, total);
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if (num_groups != 0) PlaceTreeGroups(num_groups);
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for (; i != 0; i--) {
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PlaceTreesRandomly();
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}
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