diff --git a/src/systems/TerrainSystem.js b/src/systems/TerrainSystem.js index 1ce82e4..ba57939 100644 --- a/src/systems/TerrainSystem.js +++ b/src/systems/TerrainSystem.js @@ -443,34 +443,29 @@ class TerrainSystem { } // --- CHUNK DECORATION PASS --- - // Instead of global counts, we use probability/density per chunk - // 10x10 = 100 tiles. - // Approx density: 0.2 trees per tile = 20 trees per chunk. + // DISABLED - User wants clean platform (no trees, rocks, flowers) - // 1. Random Decorations - validPositions.forEach(pos => { - // Trees - if (Math.random() < 0.05) { // 5% chance per valid tile - this.placeTree(pos.x, pos.y, 'grass'); // force check inside - } - - // Rocks - if (Math.random() < 0.02) { - this.placeRock(pos.x, pos.y, 'grass'); - } - - // Flowers - if (Math.random() < 0.05) { - const flowers = ['flower_red', 'flower_yellow', 'flower_blue']; - const flowerType = flowers[Math.floor(Math.random() * flowers.length)]; - this.addDecoration(pos.x, pos.y, flowerType); - } - - // Path Stones - if (Math.random() < 0.02) { - this.addDecoration(pos.x, pos.y, 'path_stone'); - } - }); + // 1. Random Decorations - DISABLED + // validPositions.forEach(pos => { + // // Trees + // if (Math.random() < 0.05) { + // this.placeTree(pos.x, pos.y, 'grass'); + // } + // // Rocks + // if (Math.random() < 0.02) { + // this.placeRock(pos.x, pos.y, 'grass'); + // } + // // Flowers + // if (Math.random() < 0.05) { + // const flowers = ['flower_red', 'flower_yellow', 'flower_blue']; + // const flowerType = flowers[Math.floor(Math.random() * flowers.length)]; + // this.addDecoration(pos.x, pos.y, flowerType); + // } + // // Path Stones + // if (Math.random() < 0.02) { + // this.addDecoration(pos.x, pos.y, 'path_stone'); + // } + // }); } updateChunks(camera) {