fill_ratio = 0.02,
-- ^ The value determines 'decorations per surface node'.
-- ^ Used only if noise_params is not specified.
+ -- ^ If >= 10.0 complete coverage is enabled and decoration placement uses
+ -- ^ a different and much faster method.
noise_params = {
offset = 0,
scale = 0.45,
-- ^ distribution.
-- ^ A noise value is calculated for each square division and determines
-- ^ 'decorations per surface node' within each division.
+ -- ^ If the noise value >= 10.0 complete coverage is enabled and decoration
+ -- ^ placement uses a different and much faster method.
biomes = {"Oceanside", "Hills", "Plains"},
-- ^ List of biomes in which this decoration occurs. Occurs in all biomes
-- ^ if this is omitted, and ignored if the Mapgen being used does not
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) ||