#include "stdafx.h" #include "net.minecraft.world.level.biome.h" #include "net.minecraft.world.level.newbiome.layer.h" RiverMixerLayer::RiverMixerLayer(__int64 seed, shared_ptrbiomes, shared_ptrrivers) : Layer(seed) { this->biomes = biomes; this->rivers = rivers; } void RiverMixerLayer::init(__int64 seed) { biomes->init(seed); rivers->init(seed); Layer::init(seed); } intArray RiverMixerLayer::getArea(int xo, int yo, int w, int h) { intArray b = biomes->getArea(xo, yo, w, h); intArray r = rivers->getArea(xo, yo, w, h); intArray result = IntCache::allocate(w * h); for (int i = 0; i < w * h; i++) { if (b[i] == Biome::ocean->id) { result[i] = b[i]; } else { if (r[i] >= 0) { if (b[i] == Biome::iceFlats->id) result[i] = Biome::frozenRiver->id; else if (b[i] == Biome::mushroomIsland->id || b[i] == Biome::mushroomIslandShore->id) result[i] = Biome::mushroomIsland->id; // 4J - don't make mushroom island shores as we don't have any island left once we do this as our islands are small (this used to change to mushroomIslandShore) else result[i] = r[i]; } else { result[i] = b[i]; } } } return result; }