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Trees and other permanent objects regrowing destroy sections of under…
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…lying roads in natural reclamation. However, surface non-permanent natural objects (stones, iron, etc.) will re-occur on top of the road. Fixes #334
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jasonrohrer committed Jun 13, 2019
1 parent 836aea6 commit 3ec4722
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4 changes: 4 additions & 0 deletions documentation/changeLog.txt
Expand Up @@ -64,6 +64,10 @@ Server Fixes
--Fixed disappearing springs caused by map cache not being aware of grid
placement status. Fixes #319

--Trees and other permanent objects regrowing destroy sections of underlying
roads in natural reclamation. However, surface non-permanent natural objects
(stones, iron, etc.) will re-occur on top of the road. Fixes #334



Version 238 2019-June-8
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10 changes: 10 additions & 0 deletions server/map.cpp
Expand Up @@ -7855,6 +7855,16 @@ void stepMapLongTermCulling( int inNumCurrentPlayers ) {

// put proc-genned map value in there
setMapObject( x, y, wildTile );

if( wildTile != 0 &&
getObject( wildTile )->permanent ) {
// something nautural occurs here
// this "breaks" any remaining floor
// (which may be cull-proof on its own below).
// this will effectively leave gaps in roads
// with trees growing through, etc.
setMapFloor( x, y, 0 );
}
}
}
}
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