Reduce repeated small scenery while retaining theme and boundary placements
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@@ -137,7 +137,7 @@ namespace MagnetismHeroes.Editor
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Place("OpenStoneArch", 7.2f, -3.5f + variant * .35f, .85f, 60 + variant * 8);
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Place("OpenStoneArch", 7.2f, -3.5f + variant * .35f, .85f, 60 + variant * 8);
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Place("MossStoneSteps", -7, -2.8f - variant * .2f, .8f, -35 + variant * 12);
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Place("MossStoneSteps", -7, -2.8f - variant * .2f, .8f, -35 + variant * 12);
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}
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}
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int vegetation = group == 3 ? 42 : group == 0 || group == 2 ? 30 : 18;
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int vegetation = group == 3 ? 22 : group == 0 || group == 2 ? 18 : group == 1 ? 12 : 9;
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for (int i = 0; i < vegetation; i++)
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for (int i = 0; i < vegetation; i++)
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{
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{
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float angle = (i * 137.5f + variant * 19) * Mathf.Deg2Rad;
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float angle = (i * 137.5f + variant * 19) * Mathf.Deg2Rad;
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@@ -154,8 +154,9 @@ namespace MagnetismHeroes.Editor
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int edgeIndex = 0;
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int edgeIndex = 0;
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void Edge(float x, float z)
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void Edge(float x, float z)
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{
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{
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string name = group >= 4 ? "PebbleScatter" : group == 0 && edgeIndex % 3 == 0 ? "DaisyColony"
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string name = group >= 4 ? "PebbleScatter" : group == 0 && edgeIndex % 10 == 0 ? "DaisyColony"
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: group == 2 && edgeIndex % 3 == 0 ? "LavenderLupineColony" : "GrassTuftGold";
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: group == 2 && edgeIndex % 10 == 0 ? "LavenderLupineColony"
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: (group == 1 || group == 3) && edgeIndex % 4 == 0 ? "GrassTuftGold" : "PebbleScatter";
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Place(name, x, z, .75f + edgeIndex % 2 * .1f, edgeIndex * 47 + variant * 9); edgeIndex++;
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Place(name, x, z, .75f + edgeIndex % 2 * .1f, edgeIndex * 47 + variant * 9); edgeIndex++;
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}
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}
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for (int i = 0; i <= 13; i++) { float x = -8.5f + 17f * i / 13; Edge(x, -6.5f); Edge(x, 6.5f); }
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for (int i = 0; i <= 13; i++) { float x = -8.5f + 17f * i / 13; Edge(x, -6.5f); Edge(x, 6.5f); }
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