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Improved terrain in steep / plateau biomes
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BlackJar72 committed Jun 21, 2023
1 parent 3b6de49 commit 7a804d2
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Showing 13 changed files with 204 additions and 373 deletions.
2 changes: 1 addition & 1 deletion main/java/jaredbgreat/climaticbiome/Info.java
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ public final class Info {
public static final String ID = "climaticbiomesjbg";
public static final String NAME = "Climatic Biomes";
public static final String DIR = "ClimaticBiomes";
public static final String VERSION = "2.17.5";
public static final String VERSION = "2.17.6";
public static final String MINECRAFT = "1.12.2";
public static final String CHANNEL = "climaticbiomejbg";

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Original file line number Diff line number Diff line change
Expand Up @@ -27,15 +27,14 @@ public ImprovedBlockSetter(World world, SpatialHash sprandom) {

public void setBlocksInChunk(int x, int z, ChunkPrimer primer) {
int[][] heightmap = getHeihtmapForChunk(x, z, sprandom);
int[] volumns = getVolumnsForChunk(x, z, sprandom);
for(int i = 0; i < 16; i++)
for(int k = 0; k < 16; k++) {
// I've put too much time, stress, and self-destruction
// into trying to figure out cliffs/overhangs, and am
// still stumped. This should work for the "Minecraft
// terrain is too unrealistic" crowd, and is fast.
for(int j = 0; j < 256; j++) {
int h = Math.max(heightmap[0][(i * 16) + k], volumns[(((i * 16) + k) * 256) + j]);
int h = heightmap[0][(i * 16) + k];
if((j < h)) {
primer.setBlockState(i, j, k, STONE);
} else if (j < 63) {
Expand All @@ -46,16 +45,9 @@ public void setBlocksInChunk(int x, int z, ChunkPrimer primer) {
}


// FIXME? Should this return and int[] or should I use a byte[]?
private int[][] getHeihtmapForChunk(int x, int z, SpatialHash rand) {
ClimaticBiomeProvider provider = (ClimaticBiomeProvider)world.getBiomeProvider();
return heightMapManager.getChunkHieghts(x, z, rand, provider.getTerrainBiomeGen(x, z));
}

// FIXME? Should this return and int[] or should I use a byte[]?
private int[] getVolumnsForChunk(int x, int z, SpatialHash rand) {
ClimaticBiomeProvider provider = (ClimaticBiomeProvider)world.getBiomeProvider();
return volMapManager.getChunkHieghts(x, z, rand, provider.getTerrainBiomeGen(x, z));
}

}

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Original file line number Diff line number Diff line change
Expand Up @@ -27,15 +27,14 @@ public SimpleBlockSetter(World world, SpatialHash sprandom) {

public void setBlocksInChunk(int x, int z, ChunkPrimer primer) {
int[][] heightmap = getHeihtmapForChunk(x, z, sprandom);
int[] volumns = getVolumnsForChunk(x, z, sprandom);
for(int i = 0; i < 16; i++)
for(int k = 0; k < 16; k++) {
// I've put too much time, stress, and self-destruction
// into trying to figure out cliffs/overhangs, and am
// still stumped. This should work for the "Minecraft
// terrain is too unrealistic" crowd, and is fast.
for(int j = 0; j < 256; j++) {
int h = Math.max(heightmap[0][(i * 16) + k], volumns[(((i * 16) + k) * 256) + j]);
int h = heightmap[0][(i * 16) + k];
if((j < h)) {
primer.setBlockState(i, j, k, STONE);
} else if (j < 63) {
Expand All @@ -51,11 +50,5 @@ private int[][] getHeihtmapForChunk(int x, int z, SpatialHash rand) {
ClimaticBiomeProvider provider = (ClimaticBiomeProvider)world.getBiomeProvider();
return heightMapManager.getChunkHieghts(x, z, rand, provider.getTerrainBiomeGen(x, z));
}

// FIXME? Should this return and int[] or should I use a byte[]?
private int[] getVolumnsForChunk(int x, int z, SpatialHash rand) {
ClimaticBiomeProvider provider = (ClimaticBiomeProvider)world.getBiomeProvider();
return volMapManager.getChunkHieghts(x, z, rand, provider.getTerrainBiomeGen(x, z));
}

}

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