diff --git a/src/server/terrain/mapgen/MapGenV1.zig b/src/server/terrain/mapgen/MapGenV1.zig index 183879c5..ebfb67b9 100644 --- a/src/server/terrain/mapgen/MapGenV1.zig +++ b/src/server/terrain/mapgen/MapGenV1.zig @@ -94,8 +94,8 @@ pub fn generateMapFragment(map: *MapFragment, worldSeed: u64) void { const wy: f32 = @floatFromInt(y*map.pos.voxelSize + map.pos.wy); const offsetX = (xOffsetMap.get(x, y) - 0.5)*offsetScale; const offsetY = (yOffsetMap.get(x, y) - 0.5)*offsetScale; - var updatedX = wx + offsetX; - var updatedY = wy + offsetY; + const updatedX = wx + offsetX; + const updatedY = wy + offsetY; var xBiome: i32 = @intFromFloat(@floor((updatedX - @as(f32, @floatFromInt(map.pos.wx)))/biomeSize)); var yBiome: i32 = @intFromFloat(@floor((updatedY - @as(f32, @floatFromInt(map.pos.wy)))/biomeSize)); const relXBiome = (0.5 + offsetX + @as(f32, @floatFromInt(x*map.pos.voxelSize -% xBiome*biomeSize)))/biomeSize; @@ -156,8 +156,6 @@ pub fn generateMapFragment(map: *MapFragment, worldSeed: u64) void { // Select a biome. Also adding some white noise to make a smoother transition. - updatedX += random.nextFloatSigned(&seed)*3.5*biomeSize/32; - updatedY += random.nextFloatSigned(&seed)*3.5*biomeSize/32; xBiome = @intFromFloat(@round((updatedX - @as(f32, @floatFromInt(map.pos.wx)))/biomeSize)); xBiome += offset; yBiome = @intFromFloat(@round((updatedY - @as(f32, @floatFromInt(map.pos.wy)))/biomeSize));