increased blending area size for individual houses slightly
parent
2b5a224de1
commit
677ac0c7d7
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@ -55,8 +55,8 @@ mg_villages.village_area_mark_single_house_area = function(village_area, minp, m
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local flatradn = flatrad + n_absblend * 2 -- vary shape of house flat area
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local nodrad = math.sqrt(xr ^ 2 + zr ^ 2) -- node radius
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if x >= pos.x and x <= pos.x + pos.bsizex -- area reserved for house
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and z >= pos.z and z <= pos.z + pos.bsizez then
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if x >= (pos.x-1) and x <= (pos.x + pos.bsizex + 1) -- area reserved for house
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and z >= (pos.z-1) and z <= (pos.z + pos.bsizez + 1) then
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village_area[ x ][ z ] = {village_nr, 4}
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elseif nodrad <= flatradn or (xr == 0 and zr == 0) then -- irregular flat area around house
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village_area[ x ][ z ] = {village_nr, 1}
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@ -735,7 +735,7 @@ mg_villages.houses_in_one_mapchunk = function( minp, mapchunk_size, villages, vn
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xdim = bsizex + math.floor(FFAPROP * bsizex)
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zdim = bsizez
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end
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local blenrad = math.floor((math.max(xdim, zdim) + 16) / 2) -- radius of blend area
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local blenrad = math.floor((math.max(xdim, zdim) + 16) / 2)+2 -- radius of blend area
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local blencenx = pr:next(minp.x + blenrad, minp.x + mapchunk_size - blenrad - 1) -- blend area centre point
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local blencenz = pr:next(minp.z + blenrad, minp.z + mapchunk_size - blenrad - 1)
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local minx = blencenx - math.ceil(xdim / 2) -- minimum point of house plus front flat area
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