Reapply "Add a security check to ScatterBuilder (#1109)"

This reverts commit 696bce2f3a719f9f23a7b15357672378d5793ac9.
This commit is contained in:
xen-42 2025-08-04 21:47:18 -04:00
parent 696bce2f3a
commit 94ff93d597

View File

@ -80,6 +80,18 @@ namespace NewHorizons.Builder.Props
};
var scatterPrefab = DetailBuilder.Make(go, sector, mod, prefab, detailInfo);
bool reasonableHeightConstraints = true;
if (!propInfo.preventOverlap && (heightMapTexture != null) && (propInfo.minHeight != null || propInfo.maxHeight != null)) // If caution is relevant
{
var maxHeight = (propInfo.maxHeight != null ? Math.Min(propInfo.maxHeight, heightMap.maxHeight) : heightMap.maxHeight);
var minHeight = (propInfo.minHeight != null ? Math.Max(propInfo.minHeight, heightMap.minHeight) : heightMap.minHeight);
if ((maxHeight - minHeight) / (heightMap.maxHeight - heightMap.minHeight) < 0.001) // If height roll has less than 0.1% chance of being valid
{
NHLogger.LogError($"Ignoring minHeight/maxHeight for scatter of [{scatterPrefab.name}] to prevent infinite rerolls from too much constraint on height.");
reasonableHeightConstraints = false; // Ignore propInfo.min/maxHeight to prevent infinite rerolls
}
// That way, even if often not valid, it still won't loop much more than propInfo.count * 1000 per prop
}
for (int i = 0; i < propInfo.count; i++)
{
Vector3 point;
@ -113,7 +125,7 @@ namespace NewHorizons.Builder.Props
float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r;
height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight);
if ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight))
if (reasonableHeightConstraints && ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight)))
{
// Try this point again
i--;