tree coverage percentage fixed

This commit is contained in:
Grimsace
2026-02-26 14:52:19 -06:00
parent 505d9ebbdd
commit 0c56ce9b81
4 changed files with 122 additions and 72 deletions
+2 -2
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@@ -22,8 +22,8 @@ A remake in go of a program that generates maps of rpg like towns. Inspied by Ro
| **Lakes** | The number of lakes to generate on the map. | `0` to `100` |
| **Lake Size Lower** | The minimum size of a generated lake, as a percentage of the smaller of the map's width or height. | `1%` to `100%` |
| **Lake Size Upper** | The maximum size of a generated lake, as a percentage of the smaller of the map's width or height. | `1%` to `100%` |
| **Min Tree Size** | The minimum size of a generated tree in pixels. | `1` to `100` |
| **Max Tree Size** | The maximum size of a generated tree in pixels. | `1` to `100` |
| **Min Tree Size** | The minimum size of a generated tree as a percentage of the average image dimension (`(width + height) / 2`). | `0.2%` to `15%` in `0.2%` steps |
| **Max Tree Size** | The maximum size of a generated tree as a percentage of the average image dimension (`(width + height) / 2`). | `0.2%` to `15%` in `0.2%` steps |
| **Tree Coverage** | The density of trees on the map, as a percentage of the total land area. At 100%, the land will be completely covered in trees, forming a dense forest. At 0%, there will be no trees. | `0%` (no trees) to `100%` (dense forest) |
| **Tree Clumpiness** | Controls how much trees are clumped together. At 100%, trees will be tightly clustered in a few areas. At 0%, they will be distributed evenly across the map. | `0%` (evenly distributed) to `100%` (highly clumped) |
| **Seed** | The random seed used for generation. Using the same seed will produce the exact same map every time. This is useful for sharing and reproducing maps. | Any integer |