Generate clay deposits by water-proximity rule #31
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liamjd/UntitledColonyBuilder#31
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Generates clay
Depositinstances per #26's rule-based approach, rather than the scatter-sampling used for ores. Depends on #29 (Deposit/ResourceDeposits) and #30 (distance_to_water).Rule
A tile is clay-eligible if it is low-lying (answerable from existing
level_at()/datum comparisons) and within N tiles of water (via #30'sdistance_to_water). Exact "low" threshold and N are tuning values, not fixed by the docs - pick reasonable defaults during implementation and expect to adjust them once there's a map to look at.A map with no water at all (
preset.has_water == false) simply has no clay - not an error case, perresource-prospecting.md's "not all maps will have clay."Chunking
Eligible tiles form one or more connected regions once flood-filled. Per this session's decision, each region must be chunked into several smaller, distinct
Depositinstances rather than left as one deposit spanning an entire shoreline - better for player choice, and consistent with how ore deposits are also small, discrete things rather than sprawling claims.Generation must be deterministic from
map_seed, the same as terrain generation - the chunking step will need a seeded source for its split points/boundaries rather than reaching for global randomness.Output
Populates
ResourceDepositswithDeposit(resource_type = Clay, footprint = ..., richness = <flat value>)instances, per #29's flat-richness scope for this pass.References
#26, #29, #30.