renable generation features
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@@ -236,26 +236,26 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
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// @todo - add generation options to enable or disable extra features like lava lakes or water lakes as they affect seed parity with the original vanilla game - shredder
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//// //@todo: hide those chunks if they are aren't visible
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//if (random.nextInt(4) == 0) {
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// int x = xo + random.nextInt(16) + 8;
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// int y = random.nextInt(128);
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// int z = zo + random.nextInt(16) + 8;
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// LakeFeature feature(Tile::calmWater->id);
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// feature.place(level, &random, x, y, z);
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// // LOGI("Adding underground lake @ (%d,%d,%d)\n", x, y, z);
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//}
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// //@todo: hide those chunks if they are aren't visible
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if (random.nextInt(4) == 0) {
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int x = xo + random.nextInt(16) + 8;
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int y = random.nextInt(128);
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int z = zo + random.nextInt(16) + 8;
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LakeFeature feature(Tile::calmWater->id);
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feature.place(level, &random, x, y, z);
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// LOGI("Adding underground lake @ (%d,%d,%d)\n", x, y, z);
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}
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//////@todo: hide those chunks if they are aren't visible
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//if (random.nextInt(8) == 0) {
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// int x = xo + random.nextInt(16) + 8;
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// int y = random.nextInt(random.nextInt(120) + 8);
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// int z = zo + random.nextInt(16) + 8;
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// if (y < 64 || random.nextInt(10) == 0) {
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// LakeFeature feature(Tile::calmLava->id);
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// feature.place(level, &random, x, y, z);
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// }
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//}
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////@todo: hide those chunks if they are aren't visible
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if (random.nextInt(8) == 0) {
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int x = xo + random.nextInt(16) + 8;
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int y = random.nextInt(random.nextInt(120) + 8);
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int z = zo + random.nextInt(16) + 8;
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if (y < 64 || random.nextInt(10) == 0) {
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LakeFeature feature(Tile::calmLava->id);
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feature.place(level, &random, x, y, z);
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}
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}
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static float totalTime = 0;
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const float st = getTimeS();
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@@ -434,30 +434,30 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
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//}
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// reworked code from above to generate ferns and shrubs to just like in beta java
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//int grassCount = 0;
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//
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//if (biome == Biome::forest) { grassCount = 2; }
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//else if (biome == Biome::rainForest) { grassCount = 10; }
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//else if (biome == Biome::seasonalForest) { grassCount = 2; }
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//else if (biome == Biome::taiga) { grassCount = 1; }
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//else if (biome == Biome::plains) { grassCount = 10; }
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//
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//for (int i = 0; i < grassCount; i++) {
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// int grassMetadata = TallGrass::TALL_GRASS;
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//
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//
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// if (biome == Biome::rainForest && random.nextInt(3) != 0) {
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// grassMetadata = TallGrass::FERN;
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// }
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//
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// int x = xo + random.nextInt(16) + 8;
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//
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// int z = zo + random.nextInt(16) + 8;
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// int y = level->getHeightmap(x, z);
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//
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// TallgrassFeature grassFeature(Tile::tallgrass->id, grassMetadata);
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// grassFeature.place(level, &random, x, y, z);
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//}
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int grassCount = 0;
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if (biome == Biome::forest) { grassCount = 2; }
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else if (biome == Biome::rainForest) { grassCount = 10; }
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else if (biome == Biome::seasonalForest) { grassCount = 2; }
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else if (biome == Biome::taiga) { grassCount = 1; }
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else if (biome == Biome::plains) { grassCount = 10; }
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for (int i = 0; i < grassCount; i++) {
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int grassMetadata = TallGrass::TALL_GRASS;
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if (biome == Biome::rainForest && random.nextInt(3) != 0) {
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grassMetadata = TallGrass::FERN;
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}
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int x = xo + random.nextInt(16) + 8;
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int z = zo + random.nextInt(16) + 8;
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int y = level->getHeightmap(x, z);
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TallgrassFeature grassFeature(Tile::tallgrass->id, grassMetadata);
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grassFeature.place(level, &random, x, y, z);
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}
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for (int i = 0; i < 10; i++) {
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@@ -557,8 +557,8 @@ LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) {
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buildSurfaces(xOffs, zOffs, blocks, biomes);
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// Carve caves into the chunk
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// caveFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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// canyonFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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caveFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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canyonFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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levelChunk->recalcHeightmap();
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return levelChunk;
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