Fix thread safety of PcgRandom use in BiomeGen

This commit is contained in:
sfan5 2020-04-26 18:33:50 +02:00 committed by Loïc Blot
parent ab06880525
commit f3e87c53a5

@ -154,9 +154,11 @@ const Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat,
}
}
mysrand(pos.Y + (heat + humidity) * 0.9f);
const u64 seed = pos.Y + (heat + humidity) * 0.9f;
PcgRandom rng(seed);
if (biome_closest_blend && dist_min_blend <= dist_min &&
myrand_range(0, biome_closest_blend->vertical_blend) >=
rng.range(0, biome_closest_blend->vertical_blend) >=
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;
@ -319,10 +321,11 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 po
// Carefully tune pseudorandom seed variation to avoid single node dither
// and create larger scale blending patterns similar to horizontal biome
// blend.
mysrand(pos.Y + (heat + humidity) * 0.9f);
const u64 seed = pos.Y + (heat + humidity) * 0.9f;
PcgRandom rng(seed);
if (biome_closest_blend && dist_min_blend <= dist_min &&
myrand_range(0, biome_closest_blend->vertical_blend) >=
rng.range(0, biome_closest_blend->vertical_blend) >=
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;