From 3a753a2dca96002b58acb09d2984203499f91576 Mon Sep 17 00:00:00 2001 From: Mark Langsdorf Date: Sun, 22 Sep 2019 11:20:07 -0500 Subject: [PATCH] faction camps: simplify restrictions for starting camps Remove the confusing and unnecessary check for swamps, and convert the check for nearby fields to be a warning, instead of a failure, so that players can build camps in cities if that's something they want to do. --- src/faction_camp.cpp | 17 +---------------- 1 file changed, 1 insertion(+), 16 deletions(-) diff --git a/src/faction_camp.cpp b/src/faction_camp.cpp index 0b9213aa4db02..9d851c79d5bc5 100644 --- a/src/faction_camp.cpp +++ b/src/faction_camp.cpp @@ -493,29 +493,18 @@ void talk_function::start_camp( npc &p ) near_fields += 1; } } - if( near_fields < 4 ) { - popup( _( "You need more at least 4 adjacent for camp expansions!" ) ); - return; - } std::vector> om_region_ext = om_building_region( omt_pos, 3 ); int forests = 0; int waters = 0; - int swamps = 0; - int fields = 0; for( const auto &om_near : om_region_ext ) { const oter_id &om_type = oter_id( om_near.first ); if( is_ot_match( "faction_base", om_type, ot_match_type::contains ) ) { popup( _( "You are too close to another camp!" ) ); return; - } - if( is_ot_match( "forest_water", om_type, ot_match_type::type ) ) { - swamps++; } else if( is_ot_match( "forest", om_type, ot_match_type::contains ) ) { forests++; } else if( is_ot_match( "river", om_type, ot_match_type::contains ) ) { waters++; - } else if( is_ot_match( "field", om_type, ot_match_type::contains ) ) { - fields++; } } bool display = false; @@ -528,11 +517,7 @@ void talk_function::start_camp( npc &p ) display = true; buffer += _( "There are few large clean-ish water sources.\n" ); } - if( swamps == 0 ) { - display = true; - buffer += _( "There are no swamps. Swamps provide access to a few late game industries.\n" ); - } - if( fields < 4 ) { + if( near_fields < 4 ) { display = true; buffer += _( "There are few fields. Farming may be difficult.\n" ); }