Files
neoStudiosLCE-neoLegacy/Minecraft.World/AddIslandLayer.cpp
Lord_Cambion 4303b4966a fix: biome generation
biomes like extreme hills now have correct blocks sky and water, also correct grass. another thing is that now in the world spawns mutated biomes and it is acceptable as a world generation.
i dont thjink it is the same because seeds are not giving me the ones from youtube videos but we will work on it later.

For now it works and it is acceptable. spawns a variety of biomes that before was spawned in a random way, now depending on next biomes and temperature
2026-04-22 12:26:18 +02:00

64 lines
1.6 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "net.minecraft.world.level.biome.h"
AddIslandLayer::AddIslandLayer(int64_t seed, shared_ptr<Layer> parent, int64_t seedMixup) : Layer(seedMixup)
{
this->parent = parent;
}
intArray AddIslandLayer::getArea(int xo, int yo, int w, int h)
{
int px = xo - 1;
int py = yo - 1;
int pw = w + 2;
int ph = h + 2;
intArray p = parent->getArea(px, py, pw, ph);
PIXBeginNamedEvent(0.0, "AddIslandLayer::getArea");
intArray result = IntCache::allocate(w * h);
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
int n1 = p[(x + 0) + (y + 0) * pw];
int n2 = p[(x + 2) + (y + 0) * pw];
int n3 = p[(x + 0) + (y + 2) * pw];
int n4 = p[(x + 2) + (y + 2) * pw];
int c = p[(x + 1) + (y + 1) * pw];
initRandom(x + xo, y + yo);
if (c == 0 && (n1 != 0 || n2 != 0 || n3 != 0 || n4 != 0))
{
int odds = 1;
int swap = 1;
if (n1 != 0 && nextRandom(odds++) == 0) swap = n1;
if (n2 != 0 && nextRandom(odds++) == 0) swap = n2;
if (n3 != 0 && nextRandom(odds++) == 0) swap = n3;
if (n4 != 0 && nextRandom(odds++) == 0) swap = n4;
if (nextRandom(3) == 0)
{
result[x + y * w] = swap;
}
else
{
if (swap == 4) result[x + y * w] = Biome::frozenOcean->id;
else result[x + y * w] = 0;
}
}
else if (c > 0 && (n1 == 0 || n2 == 0 || n3 == 0 || n4 == 0))
{
if (nextRandom(5) == 0)
{
if (c == 4) result[x + y * w] = Biome::frozenOcean->id;
else result[x + y * w] = 0;
}
else result[x + y * w] = c;
}
else
{
result[x + y * w] = c;
}
}
}
PIXEndNamedEvent();
return result;
}