fixed region filling gap!
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b614488516
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d752e72ef0
@ -456,16 +456,21 @@ public class Main {
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return;
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return;
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}
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}
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//TODO: make this optional
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boolean useChunks = false;
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boolean useChunks = false;
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if (useChunks) { // use Chunks or Regions
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if (useChunks) { // use Chunks or Regions
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xRange = (int) (Math.ceil(((double) xRange) / ((double) 16))) * 16; //say xRange was entered as 1000. this changes it to be 1008, a multiple of 16. (the size of a chunk)
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xRange = (int) (Math.ceil(((double) xRange) / ((double) 16))) * 16; //say xRange was entered as 1000. this changes it to be 1008, a multiple of 16. (the size of a chunk)
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zRange = (int) (Math.ceil(((double) zRange) / ((double) 16))) * 16; //say zRange was entered as 2000. there is no change, as it already is a multiple of 16.
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zRange = (int) (Math.ceil(((double) zRange) / ((double) 16))) * 16; //say zRange was entered as 2000. there is no change, as it already is a multiple of 16.
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xOffset = (int) (Math.ceil(((double) xOffset) / ((double) 16))) * 16;
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zOffset = (int) (Math.ceil(((double) zOffset) / ((double) 16))) * 16;
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} else {
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} else {
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xRange = (int) (Math.ceil(((double) xRange) / ((double) 512))) * 512; //say xRange was entered as 1000. this changes it to be 1024, a multiple of 512. (the size of a region)
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xRange = (int) (Math.ceil(((double) xRange) / ((double) 512))) * 512; //say xRange was entered as 1000. this changes it to be 1024, a multiple of 512. (the size of a region)
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zRange = (int) (Math.ceil(((double) zRange) / ((double) 512))) * 512; //say zRange was entered as 2048. there is no change, as it already is a multiple of 512.
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zRange = (int) (Math.ceil(((double) zRange) / ((double) 512))) * 512; //say zRange was entered as 2048. there is no change, as it already is a multiple of 512.
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xOffset = (int) (Math.ceil(((double) xOffset) / ((double) 512))) * 512;
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zOffset = (int) (Math.ceil(((double) zOffset) / ((double) 512))) * 512;
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}
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}
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FileWrite.AppendTxtFile(var.worldPath + var.fileSeparator
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FileWrite.AppendTxtFile(var.worldPath + var.fileSeparator
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+ "MinecraftLandGenerator.log",
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+ "MinecraftLandGenerator.log",
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"# " + var.PROG_NAME + " " + var.VERSION + " - " + SelfAware.JVMinfo()
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"# " + var.PROG_NAME + " " + var.VERSION + " - " + SelfAware.JVMinfo()
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@ -524,11 +529,13 @@ public class Main {
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xLoops = ((double) xRange / (double) var.increment); //How many loops do we need?
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xLoops = ((double) xRange / (double) var.increment); //How many loops do we need?
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xLoops = Math.ceil(xLoops); //round up to find out!
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xLoops = Math.ceil(xLoops); //round up to find out!
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xRangeAdj = (int) (xLoops * var.increment);
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xRangeAdj = (int) (xLoops * var.increment);
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xLoops = xLoops + 1;
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// Z
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// Z
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zLoops = ((double) zRange / (double) var.increment); //How many loops do we need?
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zLoops = ((double) zRange / (double) var.increment); //How many loops do we need?
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zLoops = Math.ceil(zLoops); //round up to find out!
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zLoops = Math.ceil(zLoops); //round up to find out!
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zRangeAdj = (int) (zLoops * var.increment);
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zRangeAdj = (int) (zLoops * var.increment);
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zLoops = zLoops + 1;
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Out.out("Calculating Spawn Points...");
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Out.out("Calculating Spawn Points...");
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@ -545,7 +552,7 @@ public class Main {
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curXloops++;
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curXloops++;
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if (curXloops == 1) {
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if (curXloops == 1) {
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currentX = (((0 - xRange) / 2) + (var.incrementFull / 2)); // West Edge of map
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currentX = (((0 - xRange) / 2) + (var.incrementFull / 2)); // West Edge of map
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} else if (curXloops == ((int) xLoops)) {
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} else if (currentX >= ((xRangeAdj / 2) - (var.increment / 2))) {
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currentX = ((xRange / 2) - (var.incrementFull / 2)); // East Edge of map
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currentX = ((xRange / 2) - (var.incrementFull / 2)); // East Edge of map
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}
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}
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@ -555,7 +562,7 @@ public class Main {
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curZloops++;
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curZloops++;
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if (curZloops == 1) {
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if (curZloops == 1) {
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currentZ = (((0 - zRange) / 2) + (var.incrementFull / 2)); // North Edge of map
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currentZ = (((0 - zRange) / 2) + (var.incrementFull / 2)); // North Edge of map
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} else if (curZloops == ((int) zLoops)) {
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} else if (currentZ >= ((zRangeAdj / 2) - (var.increment / 2))) {
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currentZ = ((zRange / 2) - (var.incrementFull / 2)); // South Edge of map
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currentZ = ((zRange / 2) - (var.incrementFull / 2)); // South Edge of map
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}
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}
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