Fixed map generation going crazy if the main path node interval is very large relative to the size of the level. Closes #201
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@@ -264,8 +264,8 @@ namespace Barotrauma
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Vector2 nodeInterval = generationParams.MainPathNodeIntervalRange;
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Vector2 nodeInterval = generationParams.MainPathNodeIntervalRange;
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for (float x = startPosition.X + Rand.Range(nodeInterval.X, nodeInterval.Y, Rand.RandSync.Server);
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for (float x = startPosition.X + nodeInterval.X;
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x < endPosition.X - Rand.Range(nodeInterval.X, nodeInterval.Y, Rand.RandSync.Server);
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x < endPosition.X - nodeInterval.X;
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x += Rand.Range(nodeInterval.X, nodeInterval.Y, Rand.RandSync.Server))
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x += Rand.Range(nodeInterval.X, nodeInterval.Y, Rand.RandSync.Server))
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{
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{
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pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, Rand.RandSync.Server)));
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pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, Rand.RandSync.Server)));
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@@ -275,7 +275,7 @@ namespace Barotrauma
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if (pathNodes.Count <= 2)
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if (pathNodes.Count <= 2)
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{
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{
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pathNodes.Add((startPosition + endPosition) / 2);
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pathNodes.Insert(1, borders.Center.ToVector2());
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}
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}
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GenerateTunnels(pathNodes, minWidth);
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GenerateTunnels(pathNodes, minWidth);
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