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- Increased minimal obstacle density on surface
- Decreased minimal obstacle density in the underground

Tomasz Zieliński 1 year ago
parent
commit
af0207470d
1 changed files with 3 additions and 3 deletions
  1. 3 3
      lib/rmg/Zone.cpp

+ 3 - 3
lib/rmg/Zone.cpp

@@ -240,7 +240,7 @@ void Zone::fractalize()
 	//Squared
 	float minDistance = 9 * 9;
 	float freeDistance = pos.z ? (10 * 10) : 6 * 6;
-	float spanFactor = (pos.z ? 0.25 : 0.5f); //Narrower passages in the Underground
+	float spanFactor = (pos.z ? 0.3f : 0.45f); //Narrower passages in the Underground
 	float marginFactor = 1.0f;
 
 	int treasureValue = 0;
@@ -263,10 +263,10 @@ void Zone::fractalize()
 			// A quater at max density
 			marginFactor = (0.25f + ((std::max(0, (600 - treasureValue))) / (600.f - 400)) * 0.75f);
 		}
-		else if (treasureValue < 125)
+		else if (treasureValue < 100)
 		{
 			//Dense obstacles
-			spanFactor *= (treasureValue / 125.f);
+			spanFactor *= (treasureValue / 100.f);
 			vstd::amax(spanFactor, 0.15f);
 		}
 		if (treasureDensity <= 10)