[TerrainGenerator] Fixed portal spawn.
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@ -43,7 +43,7 @@ void TerrainGenerator::fastNoiseGeneration(ServerChunk &chunk) const {
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noise.SetFrequency(1 / 256.0f);
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noise.SetFractalOctaves(4);
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srand(chunk.x() + chunk.y() + chunk.z() + 1337);
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srand(chunk.x() + chunk.y() * CHUNK_WIDTH + chunk.z() * CHUNK_WIDTH * CHUNK_HEIGHT + 1337);
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Chunk *topChunk = chunk.getSurroundingChunk(Chunk::Top);
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for(int y = 0 ; y < CHUNK_DEPTH ; y++) {
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for(int x = 0 ; x < CHUNK_WIDTH ; x++) {
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@ -122,7 +122,7 @@ void TerrainGenerator::fastNoiseGeneration(ServerChunk &chunk) const {
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// This code should be replaced by a proper "feature" implementation
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// which will also allow making stuff like villages easier
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bool placedPortal = false;
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if (chunk.getBlock(x, y, z - 1) == biome.getTopBlockID() && rand() % 4096 == 0) {
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if (chunk.getBlock(x, y, z - 1) == biome.getTopBlockID() && rand() < RAND_MAX * 0.0002) {
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for (int ix = 0 ; ix < 4 ; ++ix) {
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for (int iz = 0 ; iz < 5 ; ++iz) {
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if (ix == 0 || iz == 0 || ix == 3 || iz == 4)
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