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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

View File

@ -13,6 +13,7 @@
#include "../Noise.h" #include "../Noise.h"
#include "../BlockID.h" #include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway() #include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
#include "../Simulator/FireSimulator.h"
#include "../World.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)); 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); 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); 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); 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) 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++) for (int x = a_RelX - 4; x < a_RelX + 4; x++)
{ {
float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x; float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
@ -127,11 +129,22 @@ void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, in
{ {
continue; 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; 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); NOISE_DATATYPE Val = m_Noise.CubicNoise2D(xx, zz);
if (Val < -0.70) if (Val < -0.70)
{ {