diff --git a/worldgen-c/bin/worldgen b/worldgen-c/bin/worldgen index 0dcba92..881e7f3 100755 Binary files a/worldgen-c/bin/worldgen and b/worldgen-c/bin/worldgen differ diff --git a/worldgen-c/src/worldgen.c b/worldgen-c/src/worldgen.c index 40ffb93..5fff4c2 100644 --- a/worldgen-c/src/worldgen.c +++ b/worldgen-c/src/worldgen.c @@ -181,6 +181,13 @@ static uint32_t hash_coords3(int x, int y, int z, uint32_t seed) { return h ^ (h >> 16); } +static int floor_div_int(int value, int divisor) { + int q = value / divisor; + int r = value % divisor; + if (r != 0 && ((r < 0) != (divisor < 0))) q--; + return q; +} + static double land_value(worldgen_ctx *ctx, int x, int z) { column_data col = get_column_data(ctx, x, z); double value = 0.0; @@ -3611,14 +3618,8 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk if (ladder_offset < 0) ladder_offset = -ladder_offset; int near_corner = (dist_min_x < tower_depth || dist_max_x < tower_depth) && (dist_min_z < tower_depth || dist_max_z < tower_depth); - int ladder_module = !near_corner && ladder_offset <= 1; - int ladder_face = !near_corner && ladder_offset == 0 && side_dist == wall_end + 1; - int ladder_trim = ladder_module && side_dist == wall_end + 1 && ladder_offset == 1; int in_tower = side_dist >= tower_outer && side_dist <= tower_inner && (tower_offset <= tower_half_width || near_corner); - int in_wall = (side_dist >= wall_start && side_dist <= wall_end) || in_tower || ladder_face || ladder_trim; - int in_exterior_apron = side_dist < wall_start && !in_wall; - if (!in_wall && !in_exterior_apron) continue; column_data data = get_column_data(ctx, world_x, world_z); int visible_base = data.height; @@ -3627,6 +3628,14 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk } if (visible_base >= CHUNK_HEIGHT - 1) continue; + int dry_ladder_site = !(data.has_water && data.height < data.water_surface); + int ladder_module = !near_corner && dry_ladder_site && ladder_offset <= 1; + int ladder_face = ladder_module && ladder_offset == 0 && side_dist == wall_end + 1; + int ladder_trim = ladder_module && side_dist == wall_end + 1 && ladder_offset == 1; + int in_wall = (side_dist >= wall_start && side_dist <= wall_end) || in_tower || ladder_face || ladder_trim; + int in_exterior_apron = side_dist < wall_start && !in_wall; + if (!in_wall && !in_exterior_apron) continue; + if (in_exterior_apron) { for (int y = data.height + 1; y < CHUNK_HEIGHT; ++y) { out->blocks[y][dx][dz] = BLOCK_AIR; @@ -3645,14 +3654,28 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk int center_x = world_x; int center_z = world_z; + int base_along = (floor_div_int(along, tower_spacing) * tower_spacing) + tower_spacing / 2; switch (side) { - case 0: center_x = ctx->wall_min_x + wall_center; break; - case 1: center_x = ctx->wall_max_x - wall_center; break; - case 2: center_z = ctx->wall_min_z + wall_center; break; - case 3: center_z = ctx->wall_max_z - wall_center; break; + case 0: + center_x = ctx->wall_min_x + wall_center; + center_z = base_along; + break; + case 1: + center_x = ctx->wall_max_x - wall_center; + center_z = base_along; + break; + case 2: + center_x = base_along; + center_z = ctx->wall_min_z + wall_center; + break; + case 3: + center_x = base_along; + center_z = ctx->wall_max_z - wall_center; + break; } int smoothed_base = 0; int weight_sum = 0; + int highest_sample_base = 0; const int sample_offsets[5] = {-32, -16, 0, 16, 32}; const int sample_weights[5] = {1, 2, 4, 2, 1}; for (int i = 0; i < 5; ++i) { @@ -3670,14 +3693,13 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk column_data sample = get_column_data(ctx, sx, sz); int sample_base = sample.height; if (sample.has_water && sample.water_surface > sample_base) sample_base = sample.water_surface; + if (i == 0 || sample_base > highest_sample_base) highest_sample_base = sample_base; smoothed_base += sample_base * sample_weights[i]; weight_sum += sample_weights[i]; } smoothed_base /= weight_sum; - if (visible_base > smoothed_base + 8) { - smoothed_base += (visible_base - smoothed_base - 8 + 3) / 4; - } else if (visible_base < smoothed_base - 16) { - smoothed_base -= (smoothed_base - visible_base - 16 + 4) / 5; + if (highest_sample_base > smoothed_base + 8) { + smoothed_base += (highest_sample_base - smoothed_base - 8 + 1) / 2; } if (smoothed_base < 1) smoothed_base = 1; if (smoothed_base > CHUNK_HEIGHT - 2) smoothed_base = CHUNK_HEIGHT - 2; @@ -3715,7 +3737,10 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk if (side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && rel_y == height) { block = BLOCK_STONE_BRICKS; } - if (ladder_face && rel_y >= 2 && rel_y <= height - 1) { + if (ladder_face && rel_y >= 2 && rel_y <= height) { + if (rel_y == height) { + continue; + } block = ladder_block; } else if (ladder_trim && rel_y >= 2 && rel_y <= height - 1 && rel_y % 3 != 1) { block = (rel_y % 6 == 0) ? BLOCK_BLACKSTONE : BLOCK_STONE_BRICKS; @@ -3730,9 +3755,12 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk } set_block_with_height(out, dx, dz, y, block); } - if (top + 1 < CHUNK_HEIGHT && (side_dist == wall_start || side_dist == wall_end || in_tower) && - phase % 4 < 2) { - set_block_with_height(out, dx, dz, top + 1, BLOCK_STONE_BRICKS); + if (top + 1 < CHUNK_HEIGHT) { + if (!in_tower && (side_dist == wall_start || side_dist == wall_end)) { + set_block_with_height(out, dx, dz, top + 1, BLOCK_IRON_BARS); + } else if (in_tower && phase % 4 < 2) { + set_block_with_height(out, dx, dz, top + 1, BLOCK_STONE_BRICKS); + } } } }