:bugS: Fix natural resource generate missing iron
This commit is contained in:
@@ -121,9 +121,9 @@ public partial class NaturalResourceGenerator : Node2D
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Generate stone veins
|
// 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);
|
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
|
||||||
if (_rng.Randf() < StoneDensity)
|
if (_rng.Randf() < StoneDensity)
|
||||||
@@ -131,6 +131,11 @@ public partial class NaturalResourceGenerator : Node2D
|
|||||||
var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
|
var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
|
||||||
PlaceVeinInBackground(cell, "stone", veinSize, chunkData.StoneTiles);
|
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