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https://github.com/Anuken/Mindustry.git
synced 2025-08-04 08:59:33 +07:00
Added island around core generation
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@ -61,7 +61,7 @@ public class UnitTypes implements ContentList{
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isFlying = true;
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isFlying = true;
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drag = 0.01f;
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drag = 0.01f;
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speed = 0.2f;
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speed = 0.2f;
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maxVelocity = 0.6f;
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maxVelocity = 0.9f;
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ammoCapacity = 0;
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ammoCapacity = 0;
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range = 70f;
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range = 70f;
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itemCapacity = 70;
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itemCapacity = 70;
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@ -1,6 +1,7 @@
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package io.anuke.mindustry.maps.generation;
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package io.anuke.mindustry.maps.generation;
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import com.badlogic.gdx.math.GridPoint2;
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import com.badlogic.gdx.math.GridPoint2;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.IntArray;
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import com.badlogic.gdx.utils.IntArray;
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import com.badlogic.gdx.utils.ObjectMap;
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import com.badlogic.gdx.utils.ObjectMap;
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@ -231,6 +232,8 @@ public class WorldGenerator{
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int x = sectorX * sectorSize + localX + Short.MAX_VALUE;
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int x = sectorX * sectorSize + localX + Short.MAX_VALUE;
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int y = sectorY * sectorSize + localY + Short.MAX_VALUE;
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int y = sectorY * sectorSize + localY + Short.MAX_VALUE;
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int coreX = 60, coreY = 60;
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Block floor;
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Block floor;
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Block wall = Blocks.air;
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Block wall = Blocks.air;
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@ -240,6 +243,13 @@ public class WorldGenerator{
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double temp = vn.noise(x, y, 1f / 300f) * sim3.octaveNoise2D(detailed ? 2 : 1, 1, 1f / 13f, x, y)/13f
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double temp = vn.noise(x, y, 1f / 300f) * sim3.octaveNoise2D(detailed ? 2 : 1, 1, 1f / 13f, x, y)/13f
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+ sim3.octaveNoise2D(detailed ? 12 : 6, 0.6, 1f / 920f, x, y);
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+ sim3.octaveNoise2D(detailed ? 12 : 6, 0.6, 1f / 920f, x, y);
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double dst = Vector2.dst(localX, localY, coreX, coreY);
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double lerpDst = 20;
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if(dst < lerpDst){
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elevation = Mathf.lerp((float)elevation, 0.88f, Mathf.clamp(2*(1f-(float)(dst / lerpDst))));
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}
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if(elevation < 0.7){
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if(elevation < 0.7){
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floor = Blocks.deepwater;
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floor = Blocks.deepwater;
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}else if(elevation < 0.79){
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}else if(elevation < 0.79){
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