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Replaced the List with MutableList to avoid creating new ones on adding/removing values (#2746)
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@ -59,7 +59,7 @@ class MapGenerator(val ruleset: Ruleset) {
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private fun spawnLakesAndCoasts(map: TileMap) {
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//define lakes
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var waterTiles = map.values.filter { it.isWater }
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val waterTiles = map.values.filter { it.isWater }.toMutableList()
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val tilesInArea = ArrayList<TileInfo>()
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val tilesToCheck = ArrayList<TileInfo>()
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@ -10,11 +10,11 @@ class RiverGenerator(val randomness: MapGenerationRandomness){
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val numberOfRivers = map.values.count { it.isLand } / 100
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var optionalTiles = map.values
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.filter { it.baseTerrain== Constants.mountain && it.aerialDistanceTo(getClosestWaterTile(it)) > 4 }
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.filter { it.baseTerrain== Constants.mountain && it.aerialDistanceTo(getClosestWaterTile(it)) > 4 }.toMutableList()
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if(optionalTiles.size < numberOfRivers)
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optionalTiles += map.values.filter { it.baseTerrain== Constants.hill && it.aerialDistanceTo(getClosestWaterTile(it)) > 4 }
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optionalTiles.addAll(map.values.filter { it.baseTerrain== Constants.hill && it.aerialDistanceTo(getClosestWaterTile(it)) > 4 })
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if(optionalTiles.size < numberOfRivers)
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optionalTiles = map.values.filter { it.isLand && it.aerialDistanceTo(getClosestWaterTile(it)) > 4 }
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optionalTiles = map.values.filter { it.isLand && it.aerialDistanceTo(getClosestWaterTile(it)) > 4 }.toMutableList()
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val riverStarts = randomness.chooseSpreadOutLocations(numberOfRivers, optionalTiles, 10)
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