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@KenneyNL
Created December 15, 2019 16:43
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forge.clear()
position = {0, 0, 0}
rotation = {0, 90, 0}
direction = {1, 0, 0}
courseLength = math.random(10, 20)
for s = 0, courseLength do
previousDirection = direction
position = {position[1] + direction[1], position[2] + direction[2], position[3] + direction[3]}
if s == courseLength then
randomGoals = { "Golf/end_hole", "Golf/end_roundHole", "Golf/end_roundHoleLarge" }
randomGoal = randomGoals[math.random(#randomGoals)]
forge.build(randomGoal, position, {rotation[1], rotation[2] + 180, rotation[3]})
else
randomDirection = math.random(0, 2)
if randomDirection == 0 then
direction = {0, 0, 1}
rotation = {0, 0, 0}
end
if randomDirection == 1 then
direction = {1, 0, 0}
rotation = {0, 90, 0}
end
if s == 0 then
randomStarts = { "Golf/start", "Golf/start_closed" }
randomStart = randomStarts[math.random(#randomStarts)];
forge.build(randomStart, position, rotation)
else
if previousDirection[1] == direction[1] and previousDirection[2] == direction[2] and previousDirection[3] == direction[3] then
randomTracks = { "Golf/straight", "Golf/straight", "Golf/straight", "Golf/straight_bump", "Golf/bump", "Golf/straight_obstacleRound", "Golf/valley" }
randomTrack = randomTracks[math.random(#randomTracks)];
forge.build(randomTrack, position, rotation)
if math.random(0, 2) == 0 then
forge.build("Fences/poles_garlandFlags", position, rotation)
end
else
randomBends = { "Golf/bend", "Golf/corner_square" }
randomBend = randomBends[math.random(#randomBends)]
if direction[1] == 1 and direction[2] == 0 and direction[3] == 0 then
forge.build(randomBend, position, {0, 0, 0})
end
if direction[1] == 0 and direction[2] == 0 and direction[3] == 1 then
forge.build(randomBend, position, {0, 180, 0})
end
end
end
end
end
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