Added DeadBushes finisher (initial patch by STR_Warrior; DeathBushes FTW!)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1037 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -307,12 +307,12 @@ int cFinishGenLilypads::GetNumLilypads(const cChunkDef::BiomeMap & a_BiomeMap)
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void cFinishGenLilypads::GenFinish(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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// Add Lilypads on top of water surface in Swampland
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@@ -320,8 +320,8 @@ void cFinishGenLilypads::GenFinish(
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int NumLilypads = GetNumLilypads(a_BiomeMap);
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for (int i = 0; i < NumLilypads; i++)
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{
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int x = m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, i) % cChunkDef::Width;
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int z = m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, i, a_ChunkZ) % cChunkDef::Width;
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int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, i) / 13) % cChunkDef::Width;
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int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, i, a_ChunkZ) / 11) % cChunkDef::Width;
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// Place a lily pad at {x, z} if possible (swampland, empty block, water below):
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if (cChunkDef::GetBiome(a_BiomeMap, x, z) != biSwampland)
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@@ -545,3 +545,71 @@ void cFinishGenPreSimulator::StationarizeFluid(
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenDeadBushes:
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int cFinishGenDeadBushes::GetNumDeadBushes(const cChunkDef::BiomeMap & a_BiomeMap)
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{
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int res = 0;
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for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
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{
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if (a_BiomeMap[i] == biDesert)
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{
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res++;
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}
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} // for i - a_BiomeMap[]
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return res / 128;
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}
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void cFinishGenDeadBushes::GenFinish(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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// Add DeadBushes on top of sand surface in Desert
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int NumDeadBushes = GetNumDeadBushes(a_BiomeMap);
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for (int i = 0; i < NumDeadBushes; i++)
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{
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int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, i) / 13) % cChunkDef::Width;
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int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, i, a_ChunkZ) / 11) % cChunkDef::Width;
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// Place a dead bush at {x, z} if possible (desert, empty block, sand below):
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if (cChunkDef::GetBiome(a_BiomeMap, x, z) != biDesert)
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{
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// not swampland
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continue;
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}
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int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
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if (Height >= cChunkDef::Height)
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{
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// Too high up
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continue;
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}
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if (cChunkDef::GetBlock(a_BlockTypes, x, Height + 1, z) != E_BLOCK_AIR)
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{
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// not empty block
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continue;
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}
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switch (cChunkDef::GetBlock(a_BlockTypes, x, Height, z))
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{
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case E_BLOCK_SAND:
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{
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cChunkDef::SetBlock(a_BlockTypes, x, Height + 1, z, E_BLOCK_DEAD_BUSH);
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cChunkDef::SetHeight(a_HeightMap, x, z, Height + 1);
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break;
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}
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} // switch (GetBlock)
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} // for i
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}
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