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generate_random_path fixed in 3D

This commit is contained in:
Zeno Rogue 2021-07-31 20:29:11 +02:00
parent c588837375
commit c89b97b244

View File

@ -933,7 +933,7 @@ EX pathgen generate_random_path(cellwalker start, int length, bool for_yendor, b
}
}
else if(trees_known()) {
else if(trees_known() && WDIM == 2) {
auto sdist = [start] (cell *c) { return celldistance(start.at, c); };
if(i == 0) {
t = type_in(expansion, randomdir ? start.at : start.cpeek(), sdist);
@ -969,17 +969,17 @@ EX pathgen generate_random_path(cellwalker start, int length, bool for_yendor, b
}
else if(WDIM == 3) {
int d = celldistance(p.path[0], ycw.at);
vector<cell*> next;
forCellCM(c, ycw.at) if(celldistance(p.path[0], c) > d) next.push_back(c);
cell *prev = p.path[max(i-3, 0)];
int d = celldistance(prev, ycw.at);
vector<int> next;
forCellIdCM(c, i, ycw.at) if(celldistance(prev, c) > d) next.push_back(i);
if(!isize(next)) {
printf("error: no more cells");
ycw.at = ycw.at->move(hrand(ycw.at->type));
println(hlog, "error: no more cells for i=", i);
ycw.spin = hrand(ycw.at->type);
}
else {
ycw.at = next[hrand(isize(next))];
ycw.spin = hrand_elt(next);
}
p.path[i+1] = ycw.at;
}
else {