1
0
Fork 0

Some tweaks.

Everything generates more often.
Fire can only spawn on ForeverBurning blocks.
This commit is contained in:
STRWarrior 2014-01-18 13:45:41 +01:00
parent 087d650aed
commit dd7c02bba9
1 changed files with 18 additions and 5 deletions

View File

@ -13,6 +13,7 @@
#include "../Noise.h"
#include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
#include "../Simulator/FireSimulator.h"
#include "../World.h"
@ -93,15 +94,15 @@ void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
}
NOISE_DATATYPE BlockType = m_Noise.CubicNoise1D((float) (ChunkX * ChunkZ) / (y * 0.1f));
if (BlockType < -0.30)
if (BlockType < -0.7)
{
TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_BROWN_MUSHROOM);
}
else if (BlockType < -0.20)
else if (BlockType < 0)
{
TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_RED_MUSHROOM);
}
else if (BlockType < -0.10)
else if (BlockType < 0.7)
{
TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_FIRE);
}
@ -114,7 +115,8 @@ void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block)
{
a_ChunkDesc.SetBlockType(a_RelX, a_RelY, a_RelZ, a_Block);
bool IsFireBlock = a_Block == E_BLOCK_FIRE;
for (int x = a_RelX - 4; x < a_RelX + 4; x++)
{
float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
@ -127,11 +129,22 @@ void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, in
{
continue;
}
if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(x, y - 1, z)]) // Only place on solid blocks
BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, y - 1, z);
if (!g_BlockIsSolid[BlockBelow]) // Only place on solid blocks
{
continue;
}
if (IsFireBlock) // don't place fire on non-forever burning blocks.
{
if (!cFireSimulator::DoesBurnForever(BlockBelow))
{
continue;
}
}
NOISE_DATATYPE Val = m_Noise.CubicNoise2D(xx, zz);
if (Val < -0.70)
{