Optimize oil gen estimator (who gives a damn about rounding when it doesnt really affect the result that much >1%)
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1 changed files with 1 additions and 3 deletions
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@ -1568,9 +1568,7 @@ public class GT_Utility {
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private static FluidStack setUndergroundOil(World aWorld, int aX, int aZ,ChunkPosition tPos,int[] tInts) {
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private static FluidStack setUndergroundOil(World aWorld, int aX, int aZ,ChunkPosition tPos,int[] tInts) {
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XSTR tRandom = new XSTR(aWorld.getSeed() ^ ((long)(aX / 6) + (long)(7000 * (aZ / 6))));
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XSTR tRandom = new XSTR(aWorld.getSeed() ^ ((long)(aX / 6) + (long)(7000 * (aZ / 6))));
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int type=tRandom.nextInt(5);//type slowly changes
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int type=tRandom.nextInt(5);//type slowly changes
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int amnt = tRandom.nextInt(48);
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int amnt = (int)(Math.ceil(Math.pow(2D+(double)tRandom.nextInt(48)+(new XSTR()).nextDouble(),10D)/500000000D));
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double bloodAspAmnt=Math.pow(2D+(double)amnt+(new XSTR()).nextDouble(),5D)/100D;
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amnt = (int)(Math.ceil(Math.pow(bloodAspAmnt, 2D)/50000D));
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//roughly uses 28 bits
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//roughly uses 28 bits
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FluidStack tFluidStack;
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FluidStack tFluidStack;
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switch (type) {//0 is old system
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switch (type) {//0 is old system
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