bonus: fix cascading worldgen lag on depth deposits

This commit is contained in:
George Paton 2025-03-28 19:10:12 +11:00
parent 2c4dc279b6
commit fe2dddec3b

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@ -12,40 +12,40 @@ import net.minecraft.world.World;
public class DepthDeposit {
public static void generateConditionOverworld(World world, int x, int yMin, int yDev, int z, int size, double fill, Block block, Random rand, int chance) {
if(rand.nextInt(chance) == 0)
generate(world, x + rand.nextInt(16), yMin + rand.nextInt(yDev), z + rand.nextInt(16), size, fill, block, rand, Blocks.stone, ModBlocks.stone_depth);
generate(world, x + rand.nextInt(16) + 8, yMin + rand.nextInt(yDev), z + rand.nextInt(16) + 8, size, fill, block, rand, Blocks.stone, ModBlocks.stone_depth);
}
public static void generateConditionNether(World world, int x, int yMin, int yDev, int z, int size, double fill, Block block, Random rand, int chance) {
if(rand.nextInt(chance) == 0)
generate(world, x + rand.nextInt(16), yMin + rand.nextInt(yDev), z + rand.nextInt(16), size, fill, block, rand, Blocks.netherrack, ModBlocks.stone_depth_nether);
generate(world, x + rand.nextInt(16) + 8, yMin + rand.nextInt(yDev), z + rand.nextInt(16) + 8, size, fill, block, rand, Blocks.netherrack, ModBlocks.stone_depth_nether);
}
public static void generateCondition(World world, int x, int yMin, int yDev, int z, int size, double fill, Block block, Random rand, int chance, Block genTarget, Block filler) {
if(rand.nextInt(chance) == 0)
generate(world, x + rand.nextInt(16), yMin + rand.nextInt(yDev), z + rand.nextInt(16), size, fill, block, rand, genTarget, filler);
generate(world, x + rand.nextInt(16) + 8, yMin + rand.nextInt(yDev), z + rand.nextInt(16) + 8, size, fill, block, rand, genTarget, filler);
}
public static void generate(World world, int x, int y, int z, int size, double fill, Block block, Random rand, Block genTarget, Block filler) {
for(int i = x - size; i <= x + size; i++) {
for(int j = y - size; j <= y + size; j++) {
for(int k = z - size; k <= z + size; k++) {
if(j < 1 || j > 126)
continue;
double len = Vec3.createVectorHelper(x - i, y - j, z - k).lengthVector();
Block target = world.getBlock(i, j, k);
if(target.isReplaceableOreGen(world, i, j, k, genTarget) || target.isReplaceableOreGen(world, i, j, k, Blocks.bedrock)) { //yes you've heard right, bedrock
if(len + rand.nextInt(2) < size * fill) {
world.setBlock(i, j, k, block);
} else if(len + rand.nextInt(2) <= size) {
world.setBlock(i, j, k, filler);
}