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landscape structure is now based on BCC honeycomb

This commit is contained in:
Zeno Rogue
2024-03-21 22:50:42 +01:00
parent a650fe7faf
commit 350963852c
2 changed files with 24 additions and 10 deletions

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@@ -3332,9 +3332,10 @@ EX int config3 = addHook(hooks_configfile, 100, [] {
"land size in randomwalk mode",
"The average size of a land in randomwalk mode.", 'R')
->set_reaction([] { if(game_active) { stop_game(); start_game(); } });
param_i(landscape_div, "landscape_div", 32)->editable(1, 100, 1,
"land size in landscape mode",
"The bigger the value, the larger the lands.", 'R')
param_i(landscape_div, "landscape_div")->editable(1, 100, 1,
"land size in landscape structure",
"Each cell gets three coordinates, each of which change smoothly, using the same method as used for the generation of landscapes e.g. in Dragon Chasms. "
"Then, we find a cell of the bitruncated cubic honeycomb at these cordinates, and this cell determines which land it is. The bigger the value, the larger the lands.", 'R')
->set_reaction([] { if(game_active) { stop_game(); start_game(); } });
param_f(global_boundary_ratio, "global_boundary_ratio")