Place wall stairs above walkway surface
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@@ -3830,7 +3830,12 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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int smoothed_base = border_wall_ramp_base(ctx, side, along, wall_center, tower_spacing);
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int prev_base = border_wall_ramp_base(ctx, side, along - 1, wall_center, tower_spacing);
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int next_base = border_wall_ramp_base(ctx, side, along + 1, wall_center, tower_spacing);
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int ramp_slope = next_base - prev_base;
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int stair_slope = 0;
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if (next_base > smoothed_base) {
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stair_slope = 1;
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} else if (prev_base > smoothed_base) {
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stair_slope = -1;
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}
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int height = in_tower ? tower_height : wall_height;
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int top = smoothed_base + height;
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@@ -3865,9 +3870,7 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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if (rel_y <= 2 || rel_y % 6 == 0 || rel_y == height - 1) {
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block = BLOCK_STONE_BRICKS;
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}
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if (side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && rel_y == height && ramp_slope != 0) {
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block = border_wall_ramp_stair_block(side, ramp_slope);
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} else if (side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && rel_y == height) {
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if (side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && rel_y == height) {
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block = BLOCK_STONE_BRICKS;
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}
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if (ladder_face && rel_y >= 2 && rel_y <= height) {
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@@ -3890,7 +3893,9 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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}
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if (top + 1 < CHUNK_HEIGHT) {
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int rail_opening = ladder_module && side_dist == wall_end && ladder_offset <= 1;
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if (!in_tower && !rail_opening && (side_dist == wall_start || side_dist == wall_end)) {
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if (side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && stair_slope != 0) {
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set_block_with_height(out, dx, dz, top + 1, border_wall_ramp_stair_block(side, stair_slope));
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} else if (!in_tower && !rail_opening && (side_dist == wall_start || side_dist == wall_end)) {
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uint16_t rail_block = (side < 2) ? BLOCK_IRON_BARS_NS : BLOCK_IRON_BARS_EW;
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set_block_with_height(out, dx, dz, top + 1, rail_block);
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} else if (in_tower && phase % 4 < 2) {
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