:bugS: Fix natural resource generate missing iron
This commit is contained in:
@@ -121,9 +121,9 @@ public partial class NaturalResourceGenerator : Node2D
|
||||
}
|
||||
|
||||
// Generate stone veins
|
||||
for (int x = 0; x < ChunkSize; x++)
|
||||
for (var x = 0; x < ChunkSize; x++)
|
||||
{
|
||||
for (int y = 0; y < ChunkSize; y++)
|
||||
for (var y = 0; y < ChunkSize; y++)
|
||||
{
|
||||
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
|
||||
if (_rng.Randf() < StoneDensity)
|
||||
@@ -131,6 +131,11 @@ public partial class NaturalResourceGenerator : Node2D
|
||||
var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
|
||||
PlaceVeinInBackground(cell, "stone", veinSize, chunkData.StoneTiles);
|
||||
}
|
||||
else if (_rng.Randf() < IronDensity)
|
||||
{
|
||||
var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
|
||||
PlaceVeinInBackground(cell, "ore_iron", veinSize, chunkData.IronTiles);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user