Refactor MapGenerator for Procedural Variety - #197
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- Standardized internal logic on axial coordinates, reducing offset-to-axial conversions. - Implemented a winding path generator using a biased random walk to replace the previous simple A* carving on an empty grid. - Introduced a seed-and-grow approach for clumped pillar placement, creating more organic-looking environments. - Modularized the generation logic into specialized helper functions. - Updated fixes.md with REF-017. Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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📝 WalkthroughWalkthrough
ChangesMapGenerator procedural generation refactor
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~25 minutes Possibly related PRs
🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✨ Finishing Touches🧪 Generate unit tests (beta)
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app/src/main/java/com/messark/hawker/utils/MapGenerator.ktfixes.md
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Reject invalid dimensions before sampling positions. Line 34 crashes for width <= 0, and height <= 0 can return start/end coordinates outside hexes, which downstream path-distance setup expects to be valid map positions. |
Good catch. I've added |
- Added `require` checks to ensure `width > 0` and `height > 1` in `generateRandomVerticalMap`. - This prevents potential crashes during coordinate sampling and ensures start/end positions are valid map positions. - Addressed PR feedback. Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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This refactor modernizes the map generation logic in Hawker Rush. By moving away from simple uniform random placement and straight-line path carving, the new implementation provides greater gameplay variety and a more natural aesthetic. The code is also more maintainable due to improved modularity and consistent use of axial coordinates.
PR created automatically by Jules for task 6495807666786743505 started by @candour
Summary by CodeRabbit
New Features
Documentation