Remove mountains from the map (forest covers the high band for now)
Dropped the Mountain terrain def and extended Forest to maxHeight 1.01, so the former mountain elevations generate forest instead. No terrain blocks light now; the occluder mechanism stays generic (mature trees still cast shadows) -- updated the stale "mountain" comments. Removed the unused terrain.mountain localization. Build + --check-content clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
0d7ea55824
commit
cad4b5f38f
@@ -19,7 +19,7 @@
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{ "chance": 0.20, "options": ["Strawberry", "Raspberry"] },
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{ "chance": 0.14, "options": ["DandelionA", "DandelionB", "DandelionC", "DaylilyA", "DaylilyB", "RoseA"] }
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] },
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{ "defName": "Forest", "label": "terrain.forest", "maxHeight": 0.85, "color": [44, 110, 50],
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{ "defName": "Forest", "label": "terrain.forest", "maxHeight": 1.01, "color": [44, 110, 50],
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"isLand": true, "surface": "terrain/surfaces/soil", "fertility": 1.6,
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"scatter": [
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{ "chance": 0.35, "options": ["TreeOakA", "TreeOakB", "TreeBirchA", "TreeGrayPineA",
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@@ -28,8 +28,6 @@
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{ "chance": 0.16, "options": ["BushA", "BushB", "BushC"] },
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{ "chance": 0.14, "options": ["Strawberry", "Raspberry"] },
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{ "chance": 0.16, "options": ["GlowstoolA", "GlowstoolB", "TimbershroomA", "TimbershroomB", "NutrifungusA"] }
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] },
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{ "defName": "Mountain", "label": "terrain.mountain", "maxHeight": 1.01, "color": [136, 132, 128],
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"surface": "terrain/surfaces/roughhewnrock", "fertility": 0.2, "blocksLight": true }
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] }
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]
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}
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@@ -146,7 +146,6 @@
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"terrain.sand": "sand",
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"terrain.grass": "grass",
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"terrain.forest": "forest",
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"terrain.mountain": "mountains",
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"plant.oak": "oak",
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"plant.birch": "birch",
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"plant.pine": "pine",
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@@ -146,7 +146,6 @@
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"terrain.sand": "песок",
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"terrain.grass": "трава",
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"terrain.forest": "лес",
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"terrain.mountain": "горы",
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"plant.oak": "дуб",
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"plant.birch": "берёза",
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"plant.pine": "сосна",
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@@ -70,8 +70,8 @@ public sealed class WorldScene : Scene
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private SkillSet _skills = null!;
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private float[] _cellFertility = [];
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private bool[] _cellLand = [];
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private bool[] _cellOccluderBase = []; // горы (статично из террейна)
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private bool[] _cellOccluder = []; // горы + зрелые деревья (пересобирается лайтмапом)
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private bool[] _cellOccluderBase = []; // светонепроницаемый террейн (статично; сейчас такого нет)
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private bool[] _cellOccluder = []; // террейн-окклюдеры + зрелые деревья (пересобирается лайтмапом)
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/// <summary>Новый мир из конфига.</summary>
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public WorldScene(WorldConfig config)
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