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