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Tree generation #109
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Tree generation #109
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286a689
Refactor map generation to be named OverworldGenerationStrategy
Lunkle 9b8a39a
Refactor biome logic and add structure generation
Lunkle a8ceee2
Swap out tree image
Lunkle 689a111
Correctly render actors after tiles
Lunkle f19ffe2
Refactor map generation strategy and steps
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32 changes: 32 additions & 0 deletions
32
src/main/java/nomadrealms/context/game/world/map/generation/MapGenerationParameters.java
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,32 @@ | ||
| package nomadrealms.context.game.world.map.generation; | ||
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| import nomadrealms.context.game.world.map.generation.overworld.biome.noise.BiomeNoiseGeneratorCluster; | ||
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| public class MapGenerationParameters { | ||
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| private long seed; | ||
| private BiomeNoiseGeneratorCluster biomeNoise; | ||
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| public MapGenerationParameters() { | ||
| } | ||
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| public MapGenerationParameters seed(long seed) { | ||
| this.seed = seed; | ||
| return this; | ||
| } | ||
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| public long seed() { | ||
| return seed; | ||
| } | ||
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| public MapGenerationParameters biomeNoise(BiomeNoiseGeneratorCluster biomeNoise) { | ||
| this.biomeNoise = biomeNoise; | ||
| return this; | ||
| } | ||
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| public BiomeNoiseGeneratorCluster biomeNoise() { | ||
| return biomeNoise; | ||
| } | ||
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| } |
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The logic for selecting chunks to render appears to be flawed. It doesn't select a complete 3x3 grid of chunks around the camera's current chunk, which could lead to actors at the edges of the screen not being rendered. The current implementation includes chunks like
chunkCoord.right().right()andchunkCoord.down().down(), which are outside the immediate 3x3 area, while missing corner chunks likeup().left().To ensure all visible actors are rendered correctly, I suggest using a proper 3x3 grid of chunks centered on the camera's position.