Fixed chaotic areas in limestone mountains
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a203d00cad
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07fc30e06f
1 changed files with 6 additions and 4 deletions
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@ -68,13 +68,15 @@ public class WBLimestoneMountains
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}
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}
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this.generateBiomeTerrain( worldIn , rand , chunkPrimerIn , x , z , noiseVal );
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this.generateBiomeTerrain( worldIn , rand , chunkPrimerIn , x , z , noiseVal );
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if ( noiseVal < -1. && this.chaoticAreas ) {
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double gcn = GRASS_COLOR_NOISE.getValue( z / 32. , x / 32. );
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this.genChaoticArea( rand , chunkPrimerIn , x , z );
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if ( gcn > .25 && this.chaoticAreas ) {
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this.genChaoticArea( rand , chunkPrimerIn , x , z , (int) ( ( gcn - .25 ) * 6 ) );
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}
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}
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}
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}
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private void genChaoticArea( final Random rand , final ChunkPrimer chunkPrimerIn , final int x , final int z )
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private void genChaoticArea( final Random rand , final ChunkPrimer chunkPrimerIn , final int x , final int z ,
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int heightMax )
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{
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{
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final int chunkX = x & 15 , chunkZ = z & 15;
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final int chunkX = x & 15 , chunkZ = z & 15;
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final int groundY = this.findGround( chunkPrimerIn , chunkX , chunkZ );
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final int groundY = this.findGround( chunkPrimerIn , chunkX , chunkZ );
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@ -87,7 +89,7 @@ public class WBLimestoneMountains
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return;
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return;
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}
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}
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final int topY = groundY + rand.nextInt( 3 );
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final int topY = groundY + rand.nextInt( heightMax + 1 );
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for ( int y = stoneY ; y <= topY ; y++ ) {
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for ( int y = stoneY ; y <= topY ; y++ ) {
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final int v = rand.nextInt( 20 );
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final int v = rand.nextInt( 20 );
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IBlockState randBlock;
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IBlockState randBlock;
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