Some tweaks.
Everything generates more often. Fire can only spawn on ForeverBurning blocks.master
parent
087d650aed
commit
dd7c02bba9
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@ -13,6 +13,7 @@
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#include "../Noise.h"
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#include "../BlockID.h"
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#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
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#include "../Simulator/FireSimulator.h"
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#include "../World.h"
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@ -93,15 +94,15 @@ void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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}
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NOISE_DATATYPE BlockType = m_Noise.CubicNoise1D((float) (ChunkX * ChunkZ) / (y * 0.1f));
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if (BlockType < -0.30)
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if (BlockType < -0.7)
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{
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TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_BROWN_MUSHROOM);
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}
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else if (BlockType < -0.20)
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else if (BlockType < 0)
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{
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TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_RED_MUSHROOM);
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}
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else if (BlockType < -0.10)
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else if (BlockType < 0.7)
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{
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TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_FIRE);
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}
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@ -114,7 +115,8 @@ 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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bool IsFireBlock = a_Block == E_BLOCK_FIRE;
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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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@ -127,11 +129,22 @@ void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, in
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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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BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, y - 1, z);
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if (!g_BlockIsSolid[BlockBelow]) // Only place on solid blocks
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{
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continue;
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}
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if (IsFireBlock) // don't place fire on non-forever burning blocks.
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{
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if (!cFireSimulator::DoesBurnForever(BlockBelow))
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{
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continue;
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}
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}
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NOISE_DATATYPE Val = m_Noise.CubicNoise2D(xx, zz);
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if (Val < -0.70)
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{
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