modestly randomise dab, bump points again.
--- a/hedgewars/uConsts.pas Sat Nov 15 13:52:07 2014 +0300
+++ b/hedgewars/uConsts.pas Sat Nov 15 09:26:08 2014 -0500
@@ -151,7 +151,7 @@
cMaxHHIndex = 7;
cMaxHHs = 48;
- cMaxEdgePoints = 24576;
+ cMaxEdgePoints = 32768;
cHHRadius = 9;
cHHStepTicks = 29;
--- a/hedgewars/uLandGenTemplateBased.pas Sat Nov 15 13:52:07 2014 +0300
+++ b/hedgewars/uLandGenTemplateBased.pas Sat Nov 15 09:26:08 2014 -0500
@@ -6,7 +6,7 @@
procedure GenTemplated(var Template: TEdgeTemplate);
procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr);
-var minDistance: LongInt; // different details size
+var minDistance, dabDiv: LongInt; // different details size
implementation
uses uVariables, uConsts, uFloat, uLandUtils, uRandom, SDLh, math;
@@ -261,7 +261,7 @@
// don't move new point for more than length of initial segment
// adjust/parametrize for more flat surfaces (try values 3/4, 1/2 of dab, or even 1/4)
- d:= dab;
+ d:= dab * 100 div dabDiv;
//d:= dab * (1 + abs(cFeatureSize - 8)) div 6;
//d:= dab * (14 + cFeatureSize) div 20;
if distL > d then distL:= d;
@@ -345,6 +345,9 @@
Land[y, x]:= lfBasic;
minDistance:= sqr(cFeatureSize) div 8 + 10;
+ //dabDiv:= getRandom(41)+60;
+ //dabDiv:= getRandom(31)+70;
+ dabDiv:= getRandom(21)+100;
MaxHedgehogs:= Template.MaxHedgehogs;
hasGirders:= Template.hasGirders;
playHeight:= Template.TemplateHeight;