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Added better soulsand rims

As a finisher called SoulsandRims
This commit is contained in:
STRWarrior 2014-12-01 16:36:48 +01:00
parent 36500f88b2
commit fa4a85c915
5 changed files with 107 additions and 12 deletions

View File

@ -290,17 +290,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
BLOCKTYPE Block = E_BLOCK_AIR;
if (Val < m_Threshold) // Don't calculate if the block should be Netherrack or Soulsand when it's already decided that it's air.
{
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(BaseX + x)) / 8;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(BaseZ + z)) / 8;
NOISE_DATATYPE CompBlock = m_Noise1.CubicNoise3D(NoiseX, (float) (y + Segment) / 2, NoiseY);
if (CompBlock < -0.5)
{
Block = E_BLOCK_SOULSAND;
}
else
{
Block = E_BLOCK_NETHERRACK;
}
Block = E_BLOCK_NETHERRACK;
}
a_ChunkDesc.SetBlockType(x, y + Segment, z, Block);
}

View File

@ -570,6 +570,10 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
GridSize, MaxOffset
)));
}
else if (NoCaseCompare(*itr, "SoulsandRims") == 0)
{
m_FinishGens.push_back(cFinishGenPtr(new cFinishGenSoulsandRims(Seed)));
}
else if (NoCaseCompare(*itr, "Snow") == 0)
{
m_FinishGens.push_back(cFinishGenPtr(new cFinishGenSnow));

View File

@ -391,6 +391,88 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
////////////////////////////////////////////////////////////////////////////////
// cFinishGenSoulsandRims
void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int ChunkZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
for (int x = 0; x < 16; x++)
{
int xx = ChunkX + x;
for (int z = 0; z < 16; z++)
{
int zz = ChunkZ + z;
// Place soulsand rims when netherrack gets thin
for (int y = 2; y < MaxHeight - 2; y++)
{
// The current block is air. Let's bail ut.
BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z);
if (Block == E_BLOCK_AIR)
{
continue;
}
// Check how many blocks there are above the current block. Don't go higher than 2 blocks, because we already bail out if that's the case.
int NumBlocksAbove = 0;
for (int I = y + 1; I <= y + 2; I++)
{
if (a_ChunkDesc.GetBlockType(x, I, z) != E_BLOCK_AIR)
{
NumBlocksAbove++;
}
else
{
break;
}
}
// There are too many blocks above the current block.
if (NumBlocksAbove == 2)
{
continue;
}
// Check how many blocks there below the current block. Don't go lower than 2 blocks, because we already bail out if that's the case.
int NumBlocksBelow = 0;
for (int I = y - 1; I >= y - 2; I--)
{
if (a_ChunkDesc.GetBlockType(x, I, z) != E_BLOCK_AIR)
{
NumBlocksBelow++;
}
else
{
break;
}
}
// There are too many blocks below the current block
if (NumBlocksBelow == 2)
{
continue;
}
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(xx)) / 32;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(zz)) / 32;
NOISE_DATATYPE CompBlock = m_Noise.CubicNoise3D(NoiseX, (float) (y) / 4, NoiseY);
if (CompBlock < 0)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SOULSAND);
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenSnow:

View File

@ -117,6 +117,25 @@ protected:
class cFinishGenSoulsandRims :
public cFinishGen
{
public:
cFinishGenSoulsandRims(int a_Seed) :
m_Noise(a_Seed)
{
}
protected:
cNoise m_Noise;
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;
class cFinishGenSprinkleFoliage :
public cFinishGen
{

View File

@ -759,7 +759,7 @@ void cWorld::InitialiseGeneratorDefaults(cIniFile & a_IniFile)
a_IniFile.GetValueSet("Generator", "HeightGen", "Flat");
a_IniFile.GetValueSet("Generator", "FlatHeight", "128");
a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether");
a_IniFile.GetValueSet("Generator", "Finishers", "WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherForts, PreSimulator");
a_IniFile.GetValueSet("Generator", "Finishers", "SoulsandRims, WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherForts, PreSimulator");
a_IniFile.GetValueSet("Generator", "BottomLavaHeight", "30");
break;
}