protected override void loadYPosAndThickness(IMapChunk heremapchunk, int lx, int lz, BlockPos targetPos, double distanceToEdge) { double curTh = depoitThickness * GameMath.Clamp(distanceToEdge * 2 - 0.2, 0, 1); hereThickness = (int)curTh + ((DepositRand.NextDouble() < (curTh - (int)curTh)) ? 1 : 0); targetPos.Y = heremapchunk.WorldGenTerrainHeightMap[lz * chunksize + lx] - posyi; }
protected override void loadYPosAndThickness(IMapChunk heremapchunk, int lx, int lz, BlockPos pos, double distanceToEdge) { double curTh = depoitThickness * GameMath.Clamp(distanceToEdge * 2 - 0.2, 0, 1); hereThickness = (int)curTh + ((DepositRand.NextDouble() < (curTh - (int)curTh)) ? 1 : 0); int yOff = (int)getDepositYDistort(targetPos, lx, lz, step, heremapchunk); pos.Y = posyi + yOff; }
protected override void loadYPosAndThickness(IMapChunk heremapchunk, int lx, int lz, BlockPos pos, double distanceToEdge) { hereThickness = depoitThickness; pos.Y = (int)(depthf * heremapchunk.WorldGenTerrainHeightMap[lz * chunksize + lx]); pos.Y -= (int)getDepositYDistort(pos, lx, lz, step, heremapchunk); double curTh = depoitThickness * GameMath.Clamp(distanceToEdge * 2 - 0.2, 0, 1); hereThickness = (int)curTh + ((DepositRand.NextDouble() < (curTh - (int)curTh)) ? 1 : 0); }