Update wrap water generation to only consider longitude as there is no latitude wrap. (#8193)

This commit is contained in:
Philip Keiter
2022-12-21 03:13:59 -06:00
committed by GitHub
parent 68fc0487c1
commit 0b10bf1d14

View File

@ -279,51 +279,43 @@ class MapLandmassGenerator(val ruleset: Ruleset, val randomness: MapGenerationRa
longitudeFactor = max(0f, tileMap.maxLongitude - abs(tileInfo.longitude * sizeReductionFactor)) / tileMap.maxLongitude
}
var factor = min(longitudeFactor, latitudeFactor)
// If this is a world wrap, we want it to be separated on both sides -
// so we make the actual strip of water thinner, but we put it both in the middle of the map and on the edges of the map
if (tileMap.mapParameters.worldWrap) {
longitudeFactor = min(
longitudeFactor,
factor = min(
factor,
(tileMap.maxLongitude - abs(tileInfo.longitude)) / tileMap.maxLongitude
) * 1.5f
latitudeFactor = min(
latitudeFactor,
(tileMap.maxLatitude - abs(tileInfo.latitude)) / tileMap.maxLatitude
) * 1.5f
}
// there's nothing magical about this, it's just what we got from playing around with a lot of different options -
// the numbers can be changed if you find that something else creates better looking continents
val landFactor = min(longitudeFactor, latitudeFactor)
return min(0.2, -1.0 + (5.0 * landFactor.pow(0.5f) + randomScale) / 3.0)
return min(0.2, -1.0 + (5.0 * factor.pow(0.5f) + randomScale) / 3.0)
}
private fun getFourCornersTransform(tileInfo: TileInfo, tileMap: TileMap): Double {
// The idea here is to create a water area separating the four land areas.
// So what we do it create a line of water in the middle - where latitude or longitude is close to 0.
val randomScale = randomness.RNG.nextDouble()
var longitudeFactor = abs(tileInfo.longitude) / tileMap.maxLongitude
var latitudeFactor = abs(tileInfo.latitude) / tileMap.maxLatitude
val longitudeFactor = abs(tileInfo.longitude) / tileMap.maxLongitude
val latitudeFactor = abs(tileInfo.latitude) / tileMap.maxLatitude
var factor = min(longitudeFactor, latitudeFactor)
// If this is a world wrap, we want it to be separated on both sides -
// so we make the actual strip of water thinner, but we put it both in the middle of the map and on the edges of the map
if (tileMap.mapParameters.worldWrap) {
longitudeFactor = min(
longitudeFactor,
factor = min(
factor,
(tileMap.maxLongitude - abs(tileInfo.longitude)) / tileMap.maxLongitude
) * 1.5f
latitudeFactor = min(
latitudeFactor,
(tileMap.maxLatitude - abs(tileInfo.latitude)) / tileMap.maxLatitude
) * 1.5f
}
// there's nothing magical about this, it's just what we got from playing around with a lot of different options -
// the numbers can be changed if you find that something else creates better looking continents
val landFactor = min(longitudeFactor, latitudeFactor)
return min(0.2, -1.0 + (5.0 * landFactor.pow(0.5f) + randomScale) / 3.0)
return min(0.2, -1.0 + (5.0 * factor.pow(0.5f) + randomScale) / 3.0)
}
/**