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author | Griffin Smith <root@gws.fyi> | 2020-01-19T18·19-0500 |
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committer | Griffin Smith <root@gws.fyi> | 2020-01-19T18·19-0500 |
commit | d62aba218d1996b2c0541553c182313cfcc9843d (patch) | |
tree | ebef53895fc1d763420e7a099571e6868f10ba77 /src/Xanthous/Game/State.hs | |
parent | b6f170c02cb8231238ba0909fd311efc83b6bf69 (diff) |
Switch to DelaunayTriangulation.Naive
Per https://github.com/noinia/hgeometry/issues/28, occasionally DelaunayTriangulation.DivideAndConquer loops infinitely - in this case, I was able to consistently use the seed 127624940715530481, to generate a dungeon which had the following room centroids: [ Point2 [38.5,3.5] :+ 0 , Point2 [67.0,33.0] :+ 1 , Point2 [46.0,45.5] :+ 2 , Point2 [55.5,42.0] :+ 3 , Point2 [36.0,25.0] :+ 4 , Point2 [76.5,12.0] :+ 5 , Point2 [29.0,26.5] :+ 6 , Point2 [55.0,10.5] :+ 7 ] and cause delaunay triangulation to loop indefinitely (or at least longer than I cared to wait for). Given the size of our graphs switching to naive generation should be fine performance-wise, and avoids the infinite loop.
Diffstat (limited to 'src/Xanthous/Game/State.hs')
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