Generate iron deposits by seeded scatter #32
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liamjd/UntitledColonyBuilder#32
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Generates iron
Depositinstances by seeded scatter, per #26's ore-placement approach. Depends on #29 (Deposit/ResourceDeposits) only - no terrain query beyond whatTerrainGridalready exposes.Placement
No placement heuristic is drafted for iron in the docs (unlike stone's hill-bias or clay's water-rule), so this pass uses plain seeded rejection-sampling: pick candidate cells deterministically from
map_seed, reject water/unwalkable tiles, and enforce a minimum spacing between accepted deposits so they don't cluster unrealistically. No terrain-feature bias for now - a real heuristic can be layered on later without changing the deposit data model.Deposit count and spacing are tunable parameters, not fixed numbers - leave them as exported/adjustable values rather than hardcoding, the same way
TerrainPresetexposes its generation knobs.The overlapping-pairs mechanic from #26 (e.g. copper placed correlated with existing gold deposits) is out of scope here - iron is the only ore being modelled this pass, so there is nothing to pair it with yet.
Output
Populates
ResourceDepositswithDeposit(resource_type = Iron, footprint = ..., richness = <flat value>)instances, per #29's flat-richness scope for this pass.References
#26, #29.