Don't use noise for rover spawns for now

This commit is contained in:
Marc Di Luzio 2020-07-19 18:57:12 +01:00
parent 04d7a5a4ca
commit bffad84181

View file

@ -34,7 +34,6 @@ func NewNoiseWorldGen(seed int64) WorldGen {
const ( const (
terrainNoiseScale = 6 terrainNoiseScale = 6
rockNoiseScale = 3 rockNoiseScale = 3
dormantRoverScale = 25
) )
// GetTile returns the chosen tile at a location // GetTile returns the chosen tile at a location
@ -62,8 +61,8 @@ func (g *NoiseWorldGen) GetObject(v maths.Vector) (obj Object) {
// Very rarely spawn a dormant rover // Very rarely spawn a dormant rover
if obj.Type == roveapi.Object_ObjectUnknown { if obj.Type == roveapi.Object_ObjectUnknown {
o = g.noise.Eval2(float64(v.X)/dormantRoverScale, float64(v.Y)/dormantRoverScale) // TODO: Make this better, ideally with noise
if o > 0.8 { if v.X%25 == 0 && v.Y%25 == 0 && v.X != 0 && v.Y != 0 {
obj.Type = roveapi.Object_RoverDormant obj.Type = roveapi.Object_RoverDormant
} }
} }