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author | 12xx12 <44411062+12xx12@users.noreply.github.com> | 2020-08-09 22:49:40 +0200 |
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committer | GitHub <noreply@github.com> | 2020-08-09 22:49:40 +0200 |
commit | fed03048ad699fb8bc4e216c8ad2ae4d57e5a17f (patch) | |
tree | a44291edf9509a237c250a20ce6b521448932186 /src/Generating/FinishGen.cpp | |
parent | Fix arrows preventing block placement (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/FinishGen.cpp | 30 |
1 files changed, 29 insertions, 1 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 1593c6928..71be3e497 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -1622,6 +1622,7 @@ const cFinishGenOres::OreInfos & cFinishGenOres::DefaultOverworldOres(void) {E_BLOCK_REDSTONE_ORE, 0, 16, 8, 7}, {E_BLOCK_DIAMOND_ORE, 0, 15, 1, 7}, {E_BLOCK_LAPIS_ORE, 0, 30, 1, 6}, + {E_BLOCK_EMERALD_ORE, 0, 32, 11, 1}, }; return res; } @@ -1750,6 +1751,24 @@ void cFinishGenOreNests::GenerateOre( // It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes // Only "terraformable" blocks get replaced with ore, all other blocks stay (so the nest can actually be smaller than specified). + // If there is a try to generate Emerald ores in chunk where there's no mountains biome abort + // There are just four points sampled to avoid searching the whole 16 * 16 Blocks + if (a_OreType == E_BLOCK_EMERALD_ORE) + { + auto BiomeSampleOne = a_ChunkDesc.GetBiome( 4, 4); + auto BiomeSampleTwo = a_ChunkDesc.GetBiome( 4, 12); + auto BiomeSampleThree = a_ChunkDesc.GetBiome(12, 4); + auto BiomeSampleFour = a_ChunkDesc.GetBiome(12, 12); + + if (! (IsBiomeMountain(BiomeSampleOne) || + (IsBiomeMountain(BiomeSampleTwo)) || + (IsBiomeMountain(BiomeSampleThree)) || + (IsBiomeMountain(BiomeSampleFour)))) + { + return; + } + } + auto chunkX = a_ChunkDesc.GetChunkX(); auto chunkZ = a_ChunkDesc.GetChunkZ(); auto & blockTypes = a_ChunkDesc.GetBlockTypes(); @@ -1763,7 +1782,16 @@ void cFinishGenOreNests::GenerateOre( nestRnd /= cChunkDef::Width; int BaseY = nestRnd % a_MaxHeight; nestRnd /= a_MaxHeight; - int NestSize = a_NestSize + (nestRnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger + // if the NestSize is smaller then four this breaks + int NestSize; + if (a_NestSize >= 4) + { + NestSize = a_NestSize + (nestRnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger + } + else + { + NestSize = a_NestSize; + } int Num = 0; while (Num < NestSize) { |