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fix windmill shape generation - non recursive

This commit is contained in:
noctilucentgames 2020-10-26 18:36:50 +00:00
parent b855613fcf
commit d4666a99b8

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@ -198,36 +198,35 @@ export class MapChunk {
weights[enumSubShape.windmill] = 0; weights[enumSubShape.windmill] = 0;
} }
if (distanceToOriginInChunks < 10) {
// Initial chunk patches always have the same shape
const subShape = this.internalGenerateRandomSubShape(rng, weights);
subShapes = [subShape, subShape, subShape, subShape];
} else if (distanceToOriginInChunks < 15) {
// Later patches can also have mixed ones
const subShapeA = this.internalGenerateRandomSubShape(rng, weights);
const subShapeB = this.internalGenerateRandomSubShape(rng, weights);
subShapes = [subShapeA, subShapeA, subShapeB, subShapeB];
} else {
// Finally there is a mix of everything
subShapes = [
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
];
}
// Makes sure windmills never spawn as whole // Makes sure windmills never spawn as whole
let windmillCount = 0; let windmillCount;
for (let i = 0; i < subShapes.length; ++i) { do {
if (subShapes[i] === enumSubShape.windmill) { windmillCount = 0;
++windmillCount; if (distanceToOriginInChunks < 10) {
// Initial chunk patches always have the same shape
weights[enumSubShape.windmill] = 0; // no whole windmills
const subShape = this.internalGenerateRandomSubShape(rng, weights);
subShapes = [subShape, subShape, subShape, subShape];
} else if (distanceToOriginInChunks < 15) {
// Later patches can also have mixed ones
const subShapeA = this.internalGenerateRandomSubShape(rng, weights);
const subShapeB = this.internalGenerateRandomSubShape(rng, weights);
subShapes = [subShapeA, subShapeA, subShapeB, subShapeB];
} else {
// Finally there is a mix of everything
subShapes = [
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
];
} }
} for (let i = 0; i < subShapes.length; ++i) {
if (windmillCount > 2) { if (subShapes[i] === enumSubShape.windmill) {
this.internalGenerateShapePatch(rng, shapePatchSize, distanceToOriginInChunks); ++windmillCount;
return; }
} }
} while (windmillCount > 2);
const definition = this.root.shapeDefinitionMgr.getDefinitionFromSimpleShapes(subShapes); const definition = this.root.shapeDefinitionMgr.getDefinitionFromSimpleShapes(subShapes);
this.internalGeneratePatch( this.internalGeneratePatch(