Refine wall base and ladder access
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@@ -3570,7 +3570,7 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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const int tower_height = 28;
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const int tower_spacing = 32;
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const int tower_half_width = 4;
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const int gate_spacing = 64;
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const int ladder_spacing = 96;
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for (int dx = 0; dx < CHUNK_SIZE; ++dx) {
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for (int dz = 0; dz < CHUNK_SIZE; ++dz) {
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int world_x = chunk_x * CHUNK_SIZE + dx;
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@@ -3605,17 +3605,18 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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if (phase < 0) phase += tower_spacing;
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int tower_offset = phase;
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if (tower_offset > tower_spacing / 2) tower_offset = tower_spacing - tower_offset;
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int gate_phase = along % gate_spacing;
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if (gate_phase < 0) gate_phase += gate_spacing;
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int gate_offset = gate_phase - gate_spacing / 2;
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if (gate_offset < 0) gate_offset = -gate_offset;
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int ladder_phase = along % ladder_spacing;
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if (ladder_phase < 0) ladder_phase += ladder_spacing;
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int ladder_offset = ladder_phase - ladder_spacing / 2;
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if (ladder_offset < 0) ladder_offset = -ladder_offset;
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int near_corner = (dist_min_x < tower_depth || dist_max_x < tower_depth) &&
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(dist_min_z < tower_depth || dist_max_z < tower_depth);
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int ladder_module = !near_corner && ladder_offset <= 1;
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int ladder_face = !near_corner && ladder_offset == 0 && side_dist == wall_end + 1;
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int ladder_trim = ladder_module && side_dist == wall_end + 1 && ladder_offset == 1;
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int in_tower = side_dist >= tower_outer && side_dist <= tower_inner &&
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(tower_offset <= tower_half_width || near_corner);
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int in_wall = (side_dist >= wall_start && side_dist <= wall_end) || in_tower;
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int in_gateway = !near_corner && gate_offset <= 2 &&
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side_dist >= tower_outer && side_dist <= tower_inner;
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int in_wall = (side_dist >= wall_start && side_dist <= wall_end) || in_tower || ladder_face || ladder_trim;
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int in_exterior_apron = side_dist < wall_start && !in_wall;
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if (!in_wall && !in_exterior_apron) continue;
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@@ -3642,49 +3643,83 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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continue;
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}
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int height = in_tower ? tower_height : wall_height;
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int top = visible_base + height;
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if (top >= CHUNK_HEIGHT) top = CHUNK_HEIGHT - 1;
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uint16_t stair_block = BLOCK_STONE_BRICK_STAIRS_E;
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if (side == 1) stair_block = BLOCK_STONE_BRICK_STAIRS_W;
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if (side == 2) stair_block = BLOCK_STONE_BRICK_STAIRS_S;
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if (side == 3) stair_block = BLOCK_STONE_BRICK_STAIRS_N;
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int stair_rel = -1000;
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if (in_tower && tower_offset == 2 && side_dist >= tower_outer + 1 && side_dist <= tower_inner - 1) {
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stair_rel = 2 + (side_dist - (tower_outer + 1));
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int center_x = world_x;
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int center_z = world_z;
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switch (side) {
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case 0: center_x = ctx->wall_min_x + wall_center; break;
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case 1: center_x = ctx->wall_max_x - wall_center; break;
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case 2: center_z = ctx->wall_min_z + wall_center; break;
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case 3: center_z = ctx->wall_max_z - wall_center; break;
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}
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int smoothed_base = 0;
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int weight_sum = 0;
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const int sample_offsets[5] = {-32, -16, 0, 16, 32};
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const int sample_weights[5] = {1, 2, 4, 2, 1};
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for (int i = 0; i < 5; ++i) {
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int sx = center_x;
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int sz = center_z;
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if (side < 2) {
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sz += sample_offsets[i];
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} else {
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sx += sample_offsets[i];
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}
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if (sx < ctx->wall_min_x) sx = ctx->wall_min_x;
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if (sx > ctx->wall_max_x) sx = ctx->wall_max_x;
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if (sz < ctx->wall_min_z) sz = ctx->wall_min_z;
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if (sz > ctx->wall_max_z) sz = ctx->wall_max_z;
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column_data sample = get_column_data(ctx, sx, sz);
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int sample_base = sample.height;
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if (sample.has_water && sample.water_surface > sample_base) sample_base = sample.water_surface;
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smoothed_base += sample_base * sample_weights[i];
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weight_sum += sample_weights[i];
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}
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smoothed_base /= weight_sum;
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if (visible_base > smoothed_base + 8) {
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smoothed_base += (visible_base - smoothed_base - 8 + 3) / 4;
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} else if (visible_base < smoothed_base - 16) {
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smoothed_base -= (smoothed_base - visible_base - 16 + 4) / 5;
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}
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if (smoothed_base < 1) smoothed_base = 1;
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if (smoothed_base > CHUNK_HEIGHT - 2) smoothed_base = CHUNK_HEIGHT - 2;
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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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if (top >= CHUNK_HEIGHT) top = CHUNK_HEIGHT - 1;
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uint16_t ladder_block = BLOCK_LADDER_E;
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if (side == 1) ladder_block = BLOCK_LADDER_W;
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if (side == 2) ladder_block = BLOCK_LADDER_S;
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if (side == 3) ladder_block = BLOCK_LADDER_N;
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for (int y = data.height + 1; y < CHUNK_HEIGHT; ++y) {
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out->blocks[y][dx][dz] = BLOCK_AIR;
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}
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out->heightmap[dx][dz] = (uint16_t)data.height;
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int start = data.height - 3;
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int start = data.height - 4;
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if (smoothed_base - 4 < start) start = smoothed_base - 4;
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if (start < 1) start = 1;
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for (int y = start; y <= top; ++y) {
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int rel_y = y - visible_base;
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int rel_y = y - smoothed_base;
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uint16_t block = BLOCK_SMOOTH_STONE;
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int in_center_corridor = side_dist >= wall_center - 1 && side_dist <= wall_center + 1 &&
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rel_y >= 2 && rel_y <= 4 && !in_gateway;
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if (in_gateway && rel_y >= 1 && rel_y <= 5) {
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continue;
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}
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if (stair_rel >= 0 && rel_y == stair_rel) {
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set_block_with_height(out, dx, dz, y, stair_block);
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continue;
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}
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if (stair_rel >= 0 && rel_y > stair_rel && rel_y <= stair_rel + 3) {
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continue;
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}
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rel_y >= 2 && rel_y <= 4;
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if (in_center_corridor) {
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continue;
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}
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if (rel_y < 0) {
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block = (rel_y == -1 || rel_y == -4) ? BLOCK_STONE_BRICKS : BLOCK_STONE;
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}
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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) {
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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 - 1) {
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block = ladder_block;
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} else if (ladder_trim && rel_y >= 2 && rel_y <= height - 1 && rel_y % 3 != 1) {
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block = (rel_y % 6 == 0) ? BLOCK_BLACKSTONE : BLOCK_STONE_BRICKS;
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}
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if (in_tower && side_dist == tower_outer && rel_y >= 9 && rel_y <= 17 &&
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(tower_offset == 0 || (rel_y == 13 && tower_offset <= 3))) {
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block = BLOCK_BLACKSTONE;
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