Increase number of underground stones per tile, limit to rectangular shapes only
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@@ -72,15 +72,15 @@ func GenerateGroundTile(tileIdx int) GroundTile {
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})
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})
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}
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}
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// Steine IN der Erde generieren (10-20 pro Tile, tief verteilt)
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// Steine IN der Erde generieren (30-50 pro Tile, nur eckig, tief verteilt)
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numStones := 10 + rng.Intn(10)
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numStones := 30 + rng.Intn(20)
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for i := 0; i < numStones; i++ {
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for i := 0; i < numStones; i++ {
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tile.Stones = append(tile.Stones, Stone{
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tile.Stones = append(tile.Stones, Stone{
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X: rng.Float64() * 128,
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X: rng.Float64() * 128,
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Y: rng.Float64()*dirtHeight + 20, // Tief in der Erde verteilt
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Y: rng.Float64()*dirtHeight + 20, // Tief in der Erde verteilt
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Size: 4 + rng.Float64()*8, // Verschiedene Größen
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Size: 4 + rng.Float64()*8, // Verschiedene Größen
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Color: color.RGBA{100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 255},
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Color: color.RGBA{100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 100 + uint8(rng.Intn(50)), 255},
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Shape: rng.Intn(2), // 0=rund, 1=eckig
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Shape: 1, // Nur eckig (keine runden Steine mehr)
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})
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})
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}
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}
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