// Full allocated area
v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
- // Area of a block
- double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
+ int rel_volume = (blockpos_max.X - blockpos_min.X + 1)
+ * (blockpos_max.Y - blockpos_min.Y + 1)
+ * (blockpos_max.Z - blockpos_max.Z + 1);
+
+ // Area of the block we are generating
+ double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
+
/*
Get average ground level from noise
*/
float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
bool is_jungle = surface_humidity > 0.75;
// Amount of trees
- u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+ u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
if(is_jungle)
tree_count *= 5;
Add some kind of random stones
*/
- u32 random_stone_count = block_area_nodes *
+ u32 random_stone_count = gen_area_nodes *
randomstone_amount_2d(data->seed, p2d_center);
// Put in random places on part of division
for(u32 i=0; i<random_stone_count; i++)
Add larger stones
*/
- u32 large_stone_count = block_area_nodes *
+ u32 large_stone_count = gen_area_nodes *
largestone_amount_2d(data->seed, p2d_center);
//u32 large_stone_count = 1;
// Put in random places on part of division