diff --git a/worldgen-c/bin/worldgen b/worldgen-c/bin/worldgen index 9c38f64..0dcba92 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 de5f26f..40ffb93 100644 --- a/worldgen-c/src/worldgen.c +++ b/worldgen-c/src/worldgen.c @@ -3570,7 +3570,7 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk const int tower_height = 28; const int tower_spacing = 32; const int tower_half_width = 4; - const int gate_spacing = 64; + const int ladder_spacing = 96; for (int dx = 0; dx < CHUNK_SIZE; ++dx) { for (int dz = 0; dz < CHUNK_SIZE; ++dz) { int world_x = chunk_x * CHUNK_SIZE + dx; @@ -3605,17 +3605,18 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk if (phase < 0) phase += tower_spacing; int tower_offset = phase; if (tower_offset > tower_spacing / 2) tower_offset = tower_spacing - tower_offset; - int gate_phase = along % gate_spacing; - if (gate_phase < 0) gate_phase += gate_spacing; - int gate_offset = gate_phase - gate_spacing / 2; - if (gate_offset < 0) gate_offset = -gate_offset; + int ladder_phase = along % ladder_spacing; + if (ladder_phase < 0) ladder_phase += ladder_spacing; + int ladder_offset = ladder_phase - ladder_spacing / 2; + 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; - int in_gateway = !near_corner && gate_offset <= 2 && - side_dist >= tower_outer && side_dist <= tower_inner; + 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; @@ -3642,49 +3643,83 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk continue; } - int height = in_tower ? tower_height : wall_height; - int top = visible_base + height; - if (top >= CHUNK_HEIGHT) top = CHUNK_HEIGHT - 1; - uint16_t stair_block = BLOCK_STONE_BRICK_STAIRS_E; - if (side == 1) stair_block = BLOCK_STONE_BRICK_STAIRS_W; - if (side == 2) stair_block = BLOCK_STONE_BRICK_STAIRS_S; - if (side == 3) stair_block = BLOCK_STONE_BRICK_STAIRS_N; - int stair_rel = -1000; - if (in_tower && tower_offset == 2 && side_dist >= tower_outer + 1 && side_dist <= tower_inner - 1) { - stair_rel = 2 + (side_dist - (tower_outer + 1)); + int center_x = world_x; + int center_z = world_z; + 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; } + int smoothed_base = 0; + int weight_sum = 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) { + int sx = center_x; + int sz = center_z; + if (side < 2) { + sz += sample_offsets[i]; + } else { + sx += sample_offsets[i]; + } + if (sx < ctx->wall_min_x) sx = ctx->wall_min_x; + if (sx > ctx->wall_max_x) sx = ctx->wall_max_x; + if (sz < ctx->wall_min_z) sz = ctx->wall_min_z; + if (sz > ctx->wall_max_z) sz = ctx->wall_max_z; + 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; + 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 (smoothed_base < 1) smoothed_base = 1; + if (smoothed_base > CHUNK_HEIGHT - 2) smoothed_base = CHUNK_HEIGHT - 2; + + int height = in_tower ? tower_height : wall_height; + int top = smoothed_base + height; + if (top >= CHUNK_HEIGHT) top = CHUNK_HEIGHT - 1; + uint16_t ladder_block = BLOCK_LADDER_E; + if (side == 1) ladder_block = BLOCK_LADDER_W; + if (side == 2) ladder_block = BLOCK_LADDER_S; + if (side == 3) ladder_block = BLOCK_LADDER_N; for (int y = data.height + 1; y < CHUNK_HEIGHT; ++y) { out->blocks[y][dx][dz] = BLOCK_AIR; } out->heightmap[dx][dz] = (uint16_t)data.height; - int start = data.height - 3; + int start = data.height - 4; + if (smoothed_base - 4 < start) start = smoothed_base - 4; if (start < 1) start = 1; for (int y = start; y <= top; ++y) { - int rel_y = y - visible_base; + int rel_y = y - smoothed_base; uint16_t block = BLOCK_SMOOTH_STONE; int in_center_corridor = side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && - rel_y >= 2 && rel_y <= 4 && !in_gateway; - if (in_gateway && rel_y >= 1 && rel_y <= 5) { - continue; - } - if (stair_rel >= 0 && rel_y == stair_rel) { - set_block_with_height(out, dx, dz, y, stair_block); - continue; - } - if (stair_rel >= 0 && rel_y > stair_rel && rel_y <= stair_rel + 3) { - continue; - } + rel_y >= 2 && rel_y <= 4; if (in_center_corridor) { continue; } + if (rel_y < 0) { + block = (rel_y == -1 || rel_y == -4) ? BLOCK_STONE_BRICKS : BLOCK_STONE; + } if (rel_y <= 2 || rel_y % 6 == 0 || rel_y == height - 1) { block = BLOCK_STONE_BRICKS; } 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) { + 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; + } if (in_tower && side_dist == tower_outer && rel_y >= 9 && rel_y <= 17 && (tower_offset == 0 || (rel_y == 13 && tower_offset <= 3))) { block = BLOCK_BLACKSTONE;