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Implemented a vines finisher that creates vines in jungle biomes

This commit is contained in:
STRWarrior
2015-02-28 22:37:33 +01:00
parent 24bb911c3c
commit 19d7ec51a0
3 changed files with 119 additions and 0 deletions

View File

@@ -243,6 +243,100 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
////////////////////////////////////////////////////////////////////////////////
// cFinishGenVines
bool cFinishGenVines::IsJungleVariant(EMCSBiome a_Biome)
{
switch (a_Biome)
{
case biJungle:
case biJungleEdge:
case biJungleEdgeM:
case biJungleHills:
case biJungleM:
{
return true;
}
}
return false;
}
void cFinishGenVines::GenFinish(cChunkDesc & a_ChunkDesc)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int xx = x + a_ChunkDesc.GetChunkX() * cChunkDef::Width;
for (int z = 0; z < cChunkDef::Width; z++)
{
int zz = z + a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
if (!IsJungleVariant(a_ChunkDesc.GetBiome(x, z)))
{
// Current biome isn't a jungle
continue;
}
if (m_Noise.IntNoise2D(xx, zz) < 0.5)
{
continue;
}
int Height = a_ChunkDesc.GetHeight(x, z);
for (int y = Height; y > 40; y--)
{
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
{
// Can't place vines in non-air blocks
continue;
}
if (m_Noise.IntNoise3D(xx, y, zz) < 0.5)
{
continue;
}
std::vector<NIBBLETYPE> Places;
if ((x + 1 < cChunkDef::Width) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x + 1, y, z)))
{
Places.push_back(8);
}
if ((x - 1 > 0) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x - 1, y, z)))
{
Places.push_back(2);
}
if ((z + 1 < cChunkDef::Width) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x, y, z + 1)))
{
Places.push_back(1);
}
if ((z - 1 > 0) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x, y, z - 1)))
{
Places.push_back(4);
}
if (Places.size() == 0)
{
continue;
}
NIBBLETYPE Meta = Places[m_Noise.IntNoise3DInt(xx, y, zz) % Places.size()];
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_VINES, Meta);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenSprinkleFoliage: