minor tweak to the number of main river attempts per region
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5d8c3767f6
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@ -25,7 +25,6 @@ public class RiverRegion {
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// private static final float LAKE_MIN_SIZE = 50;
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// private static final float LAKE_MIN_SIZE = 50;
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// private static final float LAKE_MAX_SIZE = 100;
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// private static final float LAKE_MAX_SIZE = 100;
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private final int seed;
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private final Domain domain;
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private final Domain domain;
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private final Terrains terrains;
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private final Terrains terrains;
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private final LakeConfig lake;
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private final LakeConfig lake;
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@ -37,7 +36,7 @@ public class RiverRegion {
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private final List<Lake> lakes = new LinkedList<>();
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private final List<Lake> lakes = new LinkedList<>();
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public RiverRegion(int regionX, int regionZ, WorldHeightmap heightmap, GeneratorContext context, RiverConfig primary, RiverConfig secondary, RiverConfig tertiary, LakeConfig lake) {
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public RiverRegion(int regionX, int regionZ, WorldHeightmap heightmap, GeneratorContext context, RiverConfig primary, RiverConfig secondary, RiverConfig tertiary, LakeConfig lake) {
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this.seed = new Random(NoiseUtil.seed(regionX, regionZ)).nextInt();
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int seed = new Random(NoiseUtil.seed(regionX, regionZ)).nextInt();
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this.lake = lake;
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this.lake = lake;
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this.primary = primary;
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this.primary = primary;
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this.secondary = secondary;
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this.secondary = secondary;
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@ -70,7 +69,7 @@ public class RiverRegion {
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List<River> rivers = new LinkedList<>();
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List<River> rivers = new LinkedList<>();
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// generates main rivers until either 10 attempts have passed or 2 rivers generate
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// generates main rivers until either 10 attempts have passed or 2 rivers generate
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for (int i = 0; rivers.size() < 1 && i < 20; i++) {
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for (int i = 0; rivers.size() < 2 && i < 50; i++) {
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generateRiver(x, z, pos, primary, random, rivers);
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generateRiver(x, z, pos, primary, random, rivers);
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}
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}
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@ -1 +1 @@
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Subproject commit f76fe1fde7ef92ce920113550b42f6254918b538
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Subproject commit 5271ab24a768d5cefad117c911bae82615ad33f1
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