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authorSTRWarrior <niels.breuker@hotmail.nl>2014-01-18 13:45:41 +0100
committerSTRWarrior <niels.breuker@hotmail.nl>2014-01-18 13:45:41 +0100
commitdd7c02bba9b963afa572ba3e3b9abe50aa8cf4d5 (patch)
tree8a3bf6b1f6af86703161e0ba754df1bcfefe7d19 /src/Generating
parentFixed bug where only brown mushrooms would spawn. (diff)
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Diffstat (limited to 'src/Generating')
-rw-r--r--src/Generating/FinishGen.cpp23
1 files changed, 18 insertions, 5 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 0b5205c5c..5726c5806 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -13,6 +13,7 @@
#include "../Noise.h"
#include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
+#include "../Simulator/FireSimulator.h"
#include "../World.h"
@@ -93,15 +94,15 @@ void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
}
NOISE_DATATYPE BlockType = m_Noise.CubicNoise1D((float) (ChunkX * ChunkZ) / (y * 0.1f));
- if (BlockType < -0.30)
+ if (BlockType < -0.7)
{
TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_BROWN_MUSHROOM);
}
- else if (BlockType < -0.20)
+ else if (BlockType < 0)
{
TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_RED_MUSHROOM);
}
- else if (BlockType < -0.10)
+ else if (BlockType < 0.7)
{
TryPlaceClumb(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_FIRE);
}
@@ -114,7 +115,8 @@ void cFinishGenNetherSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block)
{
- a_ChunkDesc.SetBlockType(a_RelX, a_RelY, a_RelZ, a_Block);
+ bool IsFireBlock = a_Block == E_BLOCK_FIRE;
+
for (int x = a_RelX - 4; x < a_RelX + 4; x++)
{
float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
@@ -127,11 +129,22 @@ void cFinishGenNetherSprinkleFoliage::TryPlaceClumb(cChunkDesc & a_ChunkDesc, in
{
continue;
}
- if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(x, y - 1, z)]) // Only place on solid blocks
+
+ BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, y - 1, z);
+ if (!g_BlockIsSolid[BlockBelow]) // Only place on solid blocks
{
continue;
}
+ if (IsFireBlock) // don't place fire on non-forever burning blocks.
+ {
+ if (!cFireSimulator::DoesBurnForever(BlockBelow))
+ {
+ continue;
+ }
+ }
+
+
NOISE_DATATYPE Val = m_Noise.CubicNoise2D(xx, zz);
if (Val < -0.70)
{