diff --git a/main.go b/main.go index b17238d..28e0961 100644 --- a/main.go +++ b/main.go @@ -1,6 +1,5 @@ package main -///okie dokie now let's add a major feature: building generation. We should create a new tab for buildings in the program and create a new file buildings.go for the generation logic. I'd like there to be several settings for the building generation. First is the number of buildings, which should number from 0 to 10000. Secondly is the minimum and maximum building size, which should exactly mirror how tree size is determined, with the exception that it's not the diameter of a circle, but instead the crictical dimension of a shape (see below). Next is distribution, ranging from 0% to 100%. At 0% distribution buildings will be placed directly next to roads and each other. At 100% distribution they will be scattered randomly around the map. We need a setting for building shape represented as a dropdown. The first setting will be "squares" (where each building is just a square, with the critical dimension being side length) then "circles" (critical dimension diameter) then "rectangles" (critical dimension longest side length, side lengths are determined randomly from min and max with the longest side length being equal to or shorter then the max and the shortest stide length being above or equal to the minimum size). No part of a building should be placed on water. No part of a building should be placed on a road. We should generate trees after buildings and not allow the center of a tree to be placed on a building. import ( "archive/tar" "archive/zip"