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-rw-r--r--source/Generating/StructGen.cpp21
1 files changed, 14 insertions, 7 deletions
diff --git a/source/Generating/StructGen.cpp b/source/Generating/StructGen.cpp
index 6c5bf6491..583ee867a 100644
--- a/source/Generating/StructGen.cpp
+++ b/source/Generating/StructGen.cpp
@@ -400,6 +400,11 @@ void cStructGenLakes::GenStructures(cChunkDesc & a_ChunkDesc)
for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
{
+ if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability)
+ {
+ continue;
+ }
+
cBlockArea Lake;
CreateLakeImage(ChunkX + x, ChunkZ + z, Lake);
@@ -420,19 +425,20 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
a_Lake.Create(16, 8, 16);
a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
- // Find the maximum height in this chunk:
+ // Find the minimum height in this chunk:
cChunkDef::HeightMap HeightMap;
m_HeiGen.GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
- HEIGHTTYPE MaxHeight = HeightMap[0];
+ HEIGHTTYPE MinHeight = HeightMap[0];
for (int i = 1; i < ARRAYCOUNT(HeightMap); i++)
{
- if (HeightMap[i] > MaxHeight)
+ if (HeightMap[i] < MinHeight)
{
- MaxHeight = HeightMap[i];
+ MinHeight = HeightMap[i];
}
}
- // Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height
+ // Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6
+ MinHeight = std::max(MinHeight - 6, 2);
int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
@@ -440,8 +446,9 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
- // Random height [0 .. MaxHeight] with preference to center heights
- int HeightY = (((Rnd & 0x1ff) % (MaxHeight + 1)) + (((Rnd >> 9) & 0x1ff) % (MaxHeight + 1))) / 2;
+ // Random height [1 .. MinHeight] with preference to center heights
+ int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2;
+
a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
// Hollow out a few bubbles inside the blockarea: