Better dungeon waypoint placement

This commit is contained in:
Joshua Barretto 2020-04-28 19:36:14 +01:00 committed by Pfauenauge90
parent 3e86b20c2c
commit 44fc88b4d1

View File

@ -160,10 +160,10 @@ impl Dungeon {
let offs = Vec2::new(rng.gen_range(-1.0, 1.0), rng.gen_range(-1.0, 1.0)) let offs = Vec2::new(rng.gen_range(-1.0, 1.0), rng.gen_range(-1.0, 1.0))
.try_normalized() .try_normalized()
.unwrap_or(Vec2::unit_y()) .unwrap_or(Vec2::unit_y())
* 16.0; * 12.0;
supplement.add_entity( supplement.add_entity(
EntityInfo::at( EntityInfo::at(
Vec3::new(self.origin.x, self.origin.y, self.alt + 4).map(|e| e as f32) Vec3::new(self.origin.x, self.origin.y, self.alt + 16).map(|e| e as f32)
+ Vec3::from(offs), + Vec3::from(offs),
) )
.into_waypoint(), .into_waypoint(),