- The server has to make sure the spawn point is not at the\r
changing borders of a chunk\r
* Add some kind of erosion and other stuff that now is possible\r
+* Make client to fetch stuff asynchronously\r
+ - Needs method SyncProcessData\r
\r
======================================================================\r
\r
Randomize some parameters
*/
- // 0-100
- // Usually little, sometimes huge
- //u32 stone_obstacle_amount = myrand_range(0, myrand_range(0, 100));
- u32 stone_obstacle_amount = myrand_range(0, myrand_range(20, 100));
+ u32 stone_obstacle_amount =
+ myrand_range(0, myrand_range(20, myrand_range(80,150)));
/*
Loop this part, it will make stuff look older and newer nicely
s16 route_y_min = 0;
//s16 route_y_max = ar.Y-1;
- s16 route_y_max = stone_surface_max_y - of.Y;
+ s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2;
+ route_y_max = rangelim(route_y_max, 0, ar.Y-1);
if(bruise_surface)
{
/*// Minimum is at y=0
route_y_min = -of.Y - 0;*/
// Minimum is at y=max_tunnel_diameter/4
- route_y_min = -of.Y + max_tunnel_diameter/4;
+ //route_y_min = -of.Y + max_tunnel_diameter/4;
+ //s16 min = -of.Y + max_tunnel_diameter/4;
+ s16 min = -of.Y + 0;
+ route_y_min = myrand_range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}