nmin.Z + sidelen + sidelen * z0 - 1
);
+ bool cover = false;
// Amount of decorations
float nval = (flags & DECO_USE_NOISE) ?
NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) :
fill_ratio;
u32 deco_count = 0;
- float deco_count_f = (float)area * nval;
- if (deco_count_f >= 1.f) {
- deco_count = deco_count_f;
- } else if (deco_count_f > 0.f) {
- // For low density decorations calculate a chance for 1 decoration
- if (ps.range(1000) <= deco_count_f * 1000.f)
- deco_count = 1;
+
+ if (nval >= 10.0f) {
+ // Complete coverage. Disable random placement to avoid
+ // redundant multiple placements at one position.
+ cover = true;
+ deco_count = area;
+ } else {
+ float deco_count_f = (float)area * nval;
+ if (deco_count_f >= 1.0f) {
+ deco_count = deco_count_f;
+ } else if (deco_count_f > 0.0f) {
+ // For very low density calculate a chance for 1 decoration
+ if (ps.range(1000) <= deco_count_f * 1000.0f)
+ deco_count = 1;
+ }
}
+ s16 x = p2d_min.X - 1;
+ s16 z = p2d_min.Y;
+
for (u32 i = 0; i < deco_count; i++) {
- s16 x = ps.range(p2d_min.X, p2d_max.X);
- s16 z = ps.range(p2d_min.Y, p2d_max.Y);
+ if (!cover) {
+ x = ps.range(p2d_min.X, p2d_max.X);
+ z = ps.range(p2d_min.Y, p2d_max.Y);
+ } else {
+ x++;
+ if (x == p2d_max.X + 1) {
+ z++;
+ x = p2d_min.X;
+ }
+ }
int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
if ((flags & DECO_ALL_FLOORS) ||
if (ceiling) {
// Ceiling decorations
// 'place offset y' is inverted
- vm->m_area.add_y(em, vi, -place_offset_y);
+ VoxelArea::add_y(em, vi, -place_offset_y);
for (int i = 0; i < height; i++) {
- vm->m_area.add_y(em, vi, -1);
+ VoxelArea::add_y(em, vi, -1);
content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
break;
vm->m_data[vi] = MapNode(c_place, 0, param2);
}
} else { // Heightmap and floor decorations
- vm->m_area.add_y(em, vi, place_offset_y);
+ VoxelArea::add_y(em, vi, place_offset_y);
for (int i = 0; i < height; i++) {
- vm->m_area.add_y(em, vi, 1);
+ VoxelArea::add_y(em, vi, 1);
content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
break;
if (p.Y < vm->m_area.MinEdge.Y)
return 0;
- if (flags & DECO_PLACE_CENTER_X)
- p.X -= (schematic->size.X - 1) / 2;
- if (flags & DECO_PLACE_CENTER_Z)
- p.Z -= (schematic->size.Z - 1) / 2;
-
Rotation rot = (rotation == ROTATE_RAND) ?
(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
+
+ if (flags & DECO_PLACE_CENTER_X) {
+ if (rot == ROTATE_0 || rot == ROTATE_180)
+ p.X -= (schematic->size.X - 1) / 2;
+ else
+ p.Z -= (schematic->size.X - 1) / 2;
+ }
+ if (flags & DECO_PLACE_CENTER_Z) {
+ if (rot == ROTATE_0 || rot == ROTATE_180)
+ p.Z -= (schematic->size.Z - 1) / 2;
+ else
+ p.X -= (schematic->size.Z - 1) / 2;
+ }
+
bool force_placement = (flags & DECO_FORCE_PLACEMENT);
schematic->blitToVManip(vm, p, rot, force_placement);