First attempt at creating a clumb version NetherFinisher.
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82a06725bd
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7c787de261
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@ -44,38 +44,48 @@ static inline bool IsWater(BLOCKTYPE a_BlockType)
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void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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double ChunkX = a_ChunkDesc.GetChunkX() + 0.5; // We can't devide through 0 so lets add 0.5 to all the chunk coordinates.
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double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.5;
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for (int z = 0; z < cChunkDef::Width; z++)
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double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates.
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double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.1;
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NOISE_DATATYPE Val = m_Noise.CubicNoise2D((float) ChunkX, (float) ChunkZ);
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int Pos;
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if (Val <= 0)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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Pos = (int) (Val + 1) * 16;
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}
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else if (Val <= 1)
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{
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Pos = (int) Val * 16;
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}
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else
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{
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Pos = (int) 16 / Val;
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}
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if (a_ChunkDesc.GetBlockType(Pos, y, Pos) != E_BLOCK_AIR)
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{
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(x, y - 1, z)]) // Only place on solid blocks
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{
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continue;
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}
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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continue;
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}
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NOISE_DATATYPE Val = m_Noise.CubicNoise1D((float) ((ChunkX * x) * (ChunkZ * z) * y));
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if (Val < -0.98)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_BROWN_MUSHROOM);
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}
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else if (Val < -0.96)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_RED_MUSHROOM);
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}
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else if (Val < -0.94)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_FIRE);
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}
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}
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continue;
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}
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if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(Pos, y - 1, Pos)]) // Only place on solid blocks
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{
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continue;
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}
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NOISE_DATATYPE BlockType = m_Noise.CubicNoise2D(ChunkX / ChunkZ, y * 0.01f);
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if (BlockType > 0.08)
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{
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TryPlaceClumb(a_ChunkDesc, Pos, y, Pos, E_BLOCK_BROWN_MUSHROOM);
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}
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else if (BlockType > -0.18)
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{
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TryPlaceClumb(a_ChunkDesc, Pos, y, Pos, E_BLOCK_RED_MUSHROOM);
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}
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else if (BlockType > -0.28)
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{
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TryPlaceClumb(a_ChunkDesc, Pos, y, Pos, E_BLOCK_FIRE);
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}
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}
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}
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@ -84,6 +94,36 @@ void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block)
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{
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a_ChunkDesc.SetBlockType(a_RelX, a_RelY, a_RelZ, a_Block);
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for (int x = a_RelX - 4; x < a_RelX + 4; x++)
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{
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float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
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for (int z = a_RelZ - 4; x < a_RelX + 4; x++)
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{
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float zz = (float) a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
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for (int y = a_RelY - 2; y < a_RelY + 2; y++)
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{
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) // Don't replace non air blocks.
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{
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continue;
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}
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if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(x, y - 1, z)]) // Only place on solid blocks
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{
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continue;
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}
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NOISE_DATATYPE Val = m_Noise.CubicNoise1D(xx * zz * 0.1f / y);
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if (Val > 1)
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{
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a_ChunkDesc.SetBlockType(x, y, z, a_Block);
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}
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSprinkleFoliage:
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@ -61,6 +61,7 @@ protected:
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cNoise m_Noise;
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int m_Seed;
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void TryPlaceClumb(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block);
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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} ;
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