Renamed cFinishGenFoliage to cFinishGenTallGrass
Better grass density Added double tall grass.
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@@ -162,24 +162,42 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenFoliage:
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void cFinishGenFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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for (int x = 1; x < cChunkDef::Width; x++)
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int xx = x + a_ChunkDesc.GetChunkX();
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for (int z = 1; z < cChunkDef::Width; z++)
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float xx = (float) x + a_ChunkDesc.GetChunkX();
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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int zz = z + a_ChunkDesc.GetChunkZ();
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if (m_Noise.CubicNoise2D((float) xx + m_Noise.CubicNoise1D(xx), (float) zz + m_Noise.CubicNoise1D(zz)) < GetBiomeDensity(a_ChunkDesc.GetBiome(x, z)))
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float zz = (float) z + a_ChunkDesc.GetChunkZ();
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float BiomeDensity = GetBiomeDensity(a_ChunkDesc.GetBiome(x, z));
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if (m_Noise.CubicNoise2D(xx + m_Noise.CubicNoise1D(xx), zz + m_Noise.CubicNoise1D(zz)) < BiomeDensity)
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{
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for (int y = a_ChunkDesc.GetHeight(x, z) + 1; y >= 1; y--)
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{
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if (
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(a_ChunkDesc.GetBlockType(x, y, z) == E_BLOCK_AIR) &&
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(a_ChunkDesc.GetBlockType(x, y - 1, z) == E_BLOCK_GRASS)
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((a_ChunkDesc.GetBlockType(x, y - 1, z) == E_BLOCK_GRASS) || (a_ChunkDesc.GetBlockType(x, y - 1, z) == E_BLOCK_DIRT))
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)
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{
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, m_Noise.CubicNoise2D(xx * 100, zz * 100) > -0.2 ? 1 : 2);
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float GrassType = m_Noise.CubicNoise2D(xx * 50, zz * 50);
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if (GrassType < 0.2f)
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{
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 1);
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}
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else if (GrassType < 0.8f)
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{
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 2);
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}
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else
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{
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if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR)
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{
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NIBBLETYPE Meta = m_Noise.CubicNoise2D(xx * 100, zz * 100) > -0.5f ? 2 : 3;
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_BIG_FLOWER, Meta);
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a_ChunkDesc.SetBlockTypeMeta(x, y + 1, z, E_BLOCK_BIG_FLOWER, 8);
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}
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}
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}
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}
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}
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