ore autotiling and tile randomiser to use BlockAddr

This commit is contained in:
minjaesong
2023-11-04 19:21:12 +09:00
parent cada008fca
commit 79ffaf6294
2 changed files with 4 additions and 11 deletions

View File

@@ -9,6 +9,7 @@ import net.torvald.terrarum.gameitems.isOre
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.realestate.LandUtil
import net.torvald.terrarum.serialise.toBig64
import net.torvald.terrarum.toInt
import net.torvald.terrarum.utils.OrePlacement
@@ -33,8 +34,7 @@ class OregenAutotiling(world: GameWorld, seed: Long, val tilingModes: HashMap<It
Worldgen.threadExecutor.join()
}
private fun getHashCoord(x: Int, y: Int, mod: Int) =
(XXHash64.hash((y.toLong().shl(32) or x.toLong().and(0xFFFFFFFF)).toBig64(), mod.toLong()).and(0x7FFFFFFFFFFFFFFFL) % mod).toInt()
private fun getHashCoord(x: Int, y: Int, mod: Int) = (XXHash64.hash(LandUtil.getBlockAddr(world, x, y).toBig64(), mod.toLong()) fmod mod.toLong()).toInt()
private fun draw(x: Int) {
for (y in 0 until world.height) {

View File

@@ -16,6 +16,7 @@ import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.realestate.LandUtil
import net.torvald.terrarum.serialise.toBig64
import net.torvald.terrarum.worlddrawer.CreateTileAtlas.Companion.WALL_OVERLAY_COLOUR
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
@@ -306,15 +307,7 @@ internal object BlocksDrawer {
}
private fun getHashCoord(x: Int, y: Int, mod: Int) =
(XXHash64.hash(
(
y.fmod(world.height).toLong().shl(32) or
x.fmod(world.width).toLong().and(0xFFFFFFFF)
).toBig64(), mod.toLong()
).and(0x7FFFFFFFFFFFFFFFL) % mod
).toInt()
private fun getHashCoord(x: Int, y: Int, mod: Int) = (XXHash64.hash(LandUtil.getBlockAddr(world, x, y).toBig64(), mod.toLong()) fmod mod.toLong()).toInt()
/**
* Autotiling; writes to buffer. Actual draw code must be called after this operation.