Unstable 0.15.15.0 (and the one before it I forgor)
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@@ -143,14 +143,20 @@ namespace Barotrauma
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var rand = new MTRandom(ToolBox.StringToInt(Seed));
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InitialDepth = (int)MathHelper.Lerp(GenerationParams.InitialDepthMin, GenerationParams.InitialDepthMax, (float)rand.NextDouble());
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//minimum difficulty of the level before hunting grounds can appear
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float huntingGroundsDifficultyThreshold = 25;
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//probability of hunting grounds appearing in 100% difficulty levels
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float maxHuntingGroundsProbability = 0.3f;
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HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(huntingGroundsDifficultyThreshold, 100.0f, Difficulty) * maxHuntingGroundsProbability;
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HasBeaconStation = !HasHuntingGrounds && rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
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if (Biome.IsEndBiome)
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{
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HasHuntingGrounds = false;
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HasBeaconStation = false;
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}
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else
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{
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//minimum difficulty of the level before hunting grounds can appear
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float huntingGroundsDifficultyThreshold = 25;
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//probability of hunting grounds appearing in 100% difficulty levels
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float maxHuntingGroundsProbability = 0.3f;
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HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(huntingGroundsDifficultyThreshold, 100.0f, Difficulty) * maxHuntingGroundsProbability;
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HasBeaconStation = !HasHuntingGrounds && rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
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}
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IsBeaconActive = false;
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}
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