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Added security to ScatterBuilder.cs
Prevent prop positioning loop going infinite when there are too much constraint on height
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@ -80,6 +80,15 @@ namespace NewHorizons.Builder.Props
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};
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};
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var scatterPrefab = DetailBuilder.Make(go, sector, mod, prefab, detailInfo);
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var scatterPrefab = DetailBuilder.Make(go, sector, mod, prefab, detailInfo);
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bool reasonableHeightConstraints = true;
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if (!propInfo.preventOverlap && (heightMapTexture != null) && (propInfo.minHeight != null || propInfo.maxHeight != null)) // If caution is relevant
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{
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var maxHeight = (propInfo.minHeight != null ? Math.Min(propInfo.maxHeight, heightMap.maxHeight) : heightMap.maxHeight);
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var minHeight = (propInfo.minHeight != null ? Math.Max(propInfo.minHeight, heightMap.minHeight) : heightMap.minHeight);
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if ((maxHeight - minHeight) / (heightMap.maxHeight - heightMap.minHeight) < 0.001) // If height roll has less than 0.1% chance of being valid
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reasonableHeightConstraints = false; // Ignore propInfo.min/maxHeight to prevent infinite rerolls
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// That way, even if often not valid, it still won't loop much more than propInfo.count * 1000 per prop
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}
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for (int i = 0; i < propInfo.count; i++)
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for (int i = 0; i < propInfo.count; i++)
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{
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{
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Vector3 point;
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Vector3 point;
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@ -113,7 +122,7 @@ namespace NewHorizons.Builder.Props
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float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r;
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float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r;
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height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight);
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height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight);
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if ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight))
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if (reasonableHeightConstraints && ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight)))
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{
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{
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// Try this point again
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// Try this point again
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i--;
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i--;
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