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@@ -131,12 +131,14 @@ static inline double smoothstep01(double v) {
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}
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}
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static int ground_slope(worldgen_ctx *ctx, int x, int z);
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static int ground_slope(worldgen_ctx *ctx, int x, int z);
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static int is_dry_beach_sand_patch(worldgen_ctx *ctx, const column_data *data, int world_x, int world_z);
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static uint16_t select_surface_block(worldgen_ctx *ctx, const column_data *data, int world_x, int world_z);
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static uint16_t select_surface_block(worldgen_ctx *ctx, const column_data *data, int world_x, int world_z);
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static void generate_chunk_trails(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_trails(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_redwood_floor(worldgen_ctx *ctx, int chunk_x, int chunk_z,
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static void generate_chunk_redwood_floor(worldgen_ctx *ctx, int chunk_x, int chunk_z,
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column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *chunk);
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column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *chunk);
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static void generate_chunk_grass(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_grass(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_flowers(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_flowers(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_aquatic_life(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_cabins(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_cabins(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out);
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static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk_z, chunk_data *out);
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static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk_z, chunk_data *out);
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static void ensure_trail_prepass(worldgen_ctx *ctx, int chunk_x, int chunk_z);
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static void ensure_trail_prepass(worldgen_ctx *ctx, int chunk_x, int chunk_z);
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@@ -181,6 +183,13 @@ static uint32_t hash_coords3(int x, int y, int z, uint32_t seed) {
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return h ^ (h >> 16);
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return h ^ (h >> 16);
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}
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}
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static int floor_div_int(int value, int divisor) {
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int q = value / divisor;
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int r = value % divisor;
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if (r != 0 && ((r < 0) != (divisor < 0))) q--;
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return q;
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}
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static double land_value(worldgen_ctx *ctx, int x, int z) {
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static double land_value(worldgen_ctx *ctx, int x, int z) {
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column_data col = get_column_data(ctx, x, z);
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column_data col = get_column_data(ctx, x, z);
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double value = 0.0;
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double value = 0.0;
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@@ -684,6 +693,19 @@ static int raw_column_height(worldgen_ctx *ctx, int x, int z) {
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height = height * (1.0 - plains_blend) + plains_target * plains_blend;
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height = height * (1.0 - plains_blend) + plains_target * plains_blend;
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}
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}
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double above_water = height - (double)ctx->sea_level;
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if (above_water > -1.5 && above_water < 24.0) {
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double island_mask = smoothstep01((above_water + 1.5) / 6.0) * (1.0 - smoothstep01((above_water - 12.0) / 12.0));
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island_mask *= 1.0 - build_flats * 0.7;
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double rolling = simplex_noise2(&ctx->noise, (warp2_x + 76000) * 0.0045, (warp2_z - 76000) * 0.0045) * 3.2;
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rolling += simplex_noise2(&ctx->noise, (warp2_x - 83000) * 0.013, (warp2_z + 83000) * 0.013) * 1.4;
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double mound = simplex_noise2(&ctx->noise, (warp2_x + 91000) * 0.021, (warp2_z - 91000) * 0.021) * 0.5 + 0.5;
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rolling += mound * mound * 2.0;
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double coastal_mask = (1.0 - smoothstep01((above_water - 1.0) / 5.0)) * smoothstep01((above_water + 1.0) / 3.0);
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double dune = fabs(simplex_noise2(&ctx->noise, (warp2_x - 47000) * 0.028, (warp2_z + 47000) * 0.028)) * 2.2;
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height += (rolling * island_mask) + (dune * coastal_mask * (1.0 - build_flats * 0.85));
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}
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return (int)height;
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return (int)height;
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}
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}
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@@ -929,11 +951,51 @@ static int generate_coal(worldgen_ctx *ctx, int x, int y, int z, int column_heig
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// Terrain block generation
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// Terrain block generation
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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static int is_dry_beach_sand_patch(worldgen_ctx *ctx, const column_data *data, int world_x, int world_z) {
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if (data->has_water && data->water_surface >= data->height) return 0;
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if (ground_slope(ctx, world_x, world_z) > 2) return 0;
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int nearest_water_dist2 = 9999;
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int shore_level = ctx->sea_level;
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for (int dx = -7; dx <= 7; ++dx) {
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for (int dz = -7; dz <= 7; ++dz) {
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int dist2 = dx * dx + dz * dz;
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if (dist2 == 0 || dist2 > 49) continue;
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column_data neighbor = get_column_data(ctx, world_x + dx, world_z + dz);
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if (!neighbor.has_water || neighbor.water_surface < neighbor.height) continue;
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if (data->height < neighbor.water_surface - 1 || data->height > neighbor.water_surface + 4) continue;
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if (dist2 < nearest_water_dist2) {
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nearest_water_dist2 = dist2;
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shore_level = neighbor.water_surface;
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}
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}
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}
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if (nearest_water_dist2 == 9999) return 0;
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if (data->height > shore_level + 4) return 0;
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double broad = simplex_noise2(&ctx->noise, (world_x + 72000) * 0.045, (world_z - 72000) * 0.045) * 0.5 + 0.5;
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double ragged = simplex_noise2(&ctx->noise, (world_x - 81000) * 0.16, (world_z + 81000) * 0.16) * 0.5 + 0.5;
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double patch = broad * 0.7 + ragged * 0.3;
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double near_bonus = clamp01((18.0 - (double)nearest_water_dist2) / 18.0) * 0.18;
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double height_penalty = clamp01((double)(data->height - shore_level) / 4.0) * 0.16;
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return patch + near_bonus - height_penalty > 0.56;
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}
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static uint16_t select_surface_block(worldgen_ctx *ctx, const column_data *data, int world_x, int world_z) {
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static uint16_t select_surface_block(worldgen_ctx *ctx, const column_data *data, int world_x, int world_z) {
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if (data->has_water && data->water_surface >= data->height) {
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if (data->has_water && data->water_surface >= data->height) {
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int slope = ground_slope(ctx, world_x, world_z);
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int slope = ground_slope(ctx, world_x, world_z);
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if (slope <= 1) return BLOCK_SAND;
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double shelf = simplex_noise2(&ctx->noise, (world_x + 45000) * 0.025, (world_z - 45000) * 0.025) * 0.5 + 0.5;
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if (slope <= 3) return BLOCK_GRAVEL;
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double basin = simplex_noise2(&ctx->noise, (world_x - 23000) * 0.007, (world_z + 23000) * 0.007) * 0.5 + 0.5;
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int depth = data->water_surface - data->height;
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if (slope <= 1) {
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if (depth >= 3 && basin > 0.74) return BLOCK_CLAY;
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if (shelf > 0.76) return BLOCK_GRAVEL;
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return BLOCK_SAND;
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}
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if (slope <= 3) {
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if (depth >= 4 && basin > 0.82) return BLOCK_CLAY;
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return (shelf > 0.44) ? BLOCK_GRAVEL : BLOCK_SAND;
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}
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return BLOCK_STONE;
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return BLOCK_STONE;
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}
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}
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int snow_line = ctx->snow_line;
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int snow_line = ctx->snow_line;
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@@ -946,6 +1008,9 @@ static uint16_t select_surface_block(worldgen_ctx *ctx, const column_data *data,
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double noise = simplex_noise2(&ctx->noise, world_x * 0.02, world_z * 0.02) * 0.5 + 0.5;
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double noise = simplex_noise2(&ctx->noise, world_x * 0.02, world_z * 0.02) * 0.5 + 0.5;
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if (noise < t) return BLOCK_SNOW;
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if (noise < t) return BLOCK_SNOW;
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}
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}
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if (is_dry_beach_sand_patch(ctx, data, world_x, world_z)) {
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return BLOCK_SAND;
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}
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if (data->biome == BIOME_REDWOOD_FOREST) {
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if (data->biome == BIOME_REDWOOD_FOREST) {
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int slope = ground_slope(ctx, world_x, world_z);
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int slope = ground_slope(ctx, world_x, world_z);
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if (slope >= 5) return BLOCK_STONE;
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if (slope >= 5) return BLOCK_STONE;
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@@ -1050,6 +1115,7 @@ static void place_leaf_circle(int cx, int cy, int cz, int radius, int leaf_block
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int r2 = radius * radius;
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int r2 = radius * radius;
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for (int dx = -radius; dx <= radius; ++dx) {
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for (int dx = -radius; dx <= radius; ++dx) {
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for (int dz = -radius; dz <= radius; ++dz) {
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for (int dz = -radius; dz <= radius; ++dz) {
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if (dx == 0 && dz == 0) continue;
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if (dx * dx + dz * dz > r2) continue;
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if (dx * dx + dz * dz > r2) continue;
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if (hole_prob > 0.0 && rng_next_f64(rng) < hole_prob) continue;
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if (hole_prob > 0.0 && rng_next_f64(rng) < hole_prob) continue;
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block_list_push(out, cx + dx, cy, cz + dz, (uint16_t)leaf_block);
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block_list_push(out, cx + dx, cy, cz + dz, (uint16_t)leaf_block);
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@@ -1579,6 +1645,33 @@ static void build_redwood_titan(worldgen_ctx *ctx, int x, int y, int z, int heig
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{1, 0}, {-1, 0}, {0, 1}, {0, -1},
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{1, 0}, {-1, 0}, {0, 1}, {0, -1},
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{1, 1}, {1, -1}, {-1, 1}, {-1, -1}
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{1, 1}, {1, -1}, {-1, 1}, {-1, -1}
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};
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};
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if (rng_next_f64(rng) < 0.10) {
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int snag_height = core_height - rng_range_inclusive(rng, 4, 10);
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if (snag_height < 22) snag_height = 22;
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int taper_start = snag_height - 5;
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for (int dy = 0; dy < snag_height; ++dy) {
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int radius = (dy >= taper_start) ? 0 : 1;
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for (int dx = -radius; dx <= radius; ++dx) {
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for (int dz = -radius; dz <= radius; ++dz) {
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if (radius == 1 && abs(dx) == 1 && abs(dz) == 1 && dy > 10 && (dy % 3) == 0) continue;
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block_list_push(out, x + dx, y + dy, z + dz, (uint16_t)arch->log_block);
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}
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}
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if (dy > 8 && dy < snag_height - 4 && (dy % 7) == 0) {
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int dir = (dy / 7 + rng_range_inclusive(rng, 0, 3)) & 7;
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int branch_log = redwood_axis_log(arch->log_block, dirs8[dir][0], dirs8[dir][1]);
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int len = 2 + rng_range_inclusive(rng, 0, 2);
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for (int step = 2; step <= len + 1; ++step) {
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block_list_push(out, x + dirs8[dir][0] * step, y + dy, z + dirs8[dir][1] * step, (uint16_t)branch_log);
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}
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}
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}
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for (int i = 0; i < 6; ++i) {
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int root_len = 3 + rng_range_inclusive(rng, 0, 2);
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place_redwood_root(ctx, x, y, z, dirs8[i][0], dirs8[i][1], root_len, arch->log_block, rng, out);
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}
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return;
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}
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int spire = 3 + rng_range_inclusive(rng, 0, 2);
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int spire = 3 + rng_range_inclusive(rng, 0, 2);
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int crown_start = y + core_height / 2 + rng_range_inclusive(rng, 0, 2);
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int crown_start = y + core_height / 2 + rng_range_inclusive(rng, 0, 2);
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@@ -1863,7 +1956,7 @@ static void generate_chunk_redwood_floor(worldgen_ctx *ctx, int chunk_x, int chu
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double litter = simplex_noise2(&ctx->noise, (wx + 8000) * 0.03, (wz - 8000) * 0.03) * 0.5 + 0.5;
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double litter = simplex_noise2(&ctx->noise, (wx + 8000) * 0.03, (wz - 8000) * 0.03) * 0.5 + 0.5;
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double fern_chance = clamp01(0.25 + rain * 0.5 + (1.0 - litter) * 0.25);
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double fern_chance = clamp01(0.25 + rain * 0.5 + (1.0 - litter) * 0.25);
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if (chunk->blocks[cd.height + 1][dx][dz] == BLOCK_AIR && rng_next_f64(&rng) < fern_chance) {
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if (chunk->blocks[cd.height + 1][dx][dz] == BLOCK_AIR && rng_next_f64(&rng) < fern_chance) {
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chunk->blocks[cd.height + 1][dx][dz] = BLOCK_TALL_GRASS;
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chunk->blocks[cd.height + 1][dx][dz] = (rain > 0.55 || rng_next_f64(&rng) < 0.45) ? BLOCK_FERN : BLOCK_TALL_GRASS;
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}
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}
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if (rng_next_f64(&rng) < 0.0035) {
|
|
|
|
if (rng_next_f64(&rng) < 0.0035) {
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|
|
|
try_place_redwood_fallen_log(ctx, chunk_x, chunk_z, chunk, columns, dx, dz, &rng);
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|
|
|
try_place_redwood_fallen_log(ctx, chunk_x, chunk_z, chunk, columns, dx, dz, &rng);
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|
|
@@ -1894,7 +1987,7 @@ static void generate_chunk_grass(worldgen_ctx *ctx, int chunk_x, int chunk_z, co
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|
uint32_t h = hash_coords(world_x, world_z, (uint32_t)(ctx->world_seed ^ 0x5F3759DFu));
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|
uint32_t h = hash_coords(world_x, world_z, (uint32_t)(ctx->world_seed ^ 0x5F3759DFu));
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|
double roll = (double)(h & 0xFFFF) / 65535.0;
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|
|
|
double roll = (double)(h & 0xFFFF) / 65535.0;
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|
if (roll > chance) continue;
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|
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|
if (roll > chance) continue;
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|
|
|
out->blocks[cd.height + 1][dx][dz] = BLOCK_TALL_GRASS;
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|
out->blocks[cd.height + 1][dx][dz] = (humidity > 0.72 && rain > 0.45) ? BLOCK_FERN : BLOCK_TALL_GRASS;
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|
|
if (roll < chance * 0.4) {
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|
|
if (roll < chance * 0.4) {
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|
const int offsets[4][2] = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
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|
const int offsets[4][2] = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
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|
for (int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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|
@@ -1905,7 +1998,7 @@ static void generate_chunk_grass(worldgen_ctx *ctx, int chunk_x, int chunk_z, co
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if (nd.height <= 0 || nd.height >= CHUNK_HEIGHT - 1) continue;
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if (nd.height <= 0 || nd.height >= CHUNK_HEIGHT - 1) continue;
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|
if (out->blocks[nd.height][nx][nz] != BLOCK_GRASS) continue;
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|
if (out->blocks[nd.height][nx][nz] != BLOCK_GRASS) continue;
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|
if (out->blocks[nd.height + 1][nx][nz] != BLOCK_AIR) continue;
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|
if (out->blocks[nd.height + 1][nx][nz] != BLOCK_AIR) continue;
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|
|
|
out->blocks[nd.height + 1][nx][nz] = BLOCK_TALL_GRASS;
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|
out->blocks[nd.height + 1][nx][nz] = ((h >> (i + 3)) & 1u) ? BLOCK_TALL_GRASS : BLOCK_FERN;
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|
}
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|
}
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|
|
|
}
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|
}
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|
}
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|
}
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|
@@ -1935,7 +2028,17 @@ static void generate_chunk_flowers(worldgen_ctx *ctx, int chunk_x, int chunk_z,
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|
uint32_t h = hash_coords(world_x + 30000, world_z - 30000, (uint32_t)(ctx->world_seed ^ 0xA511E9B5u));
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|
uint32_t h = hash_coords(world_x + 30000, world_z - 30000, (uint32_t)(ctx->world_seed ^ 0xA511E9B5u));
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|
double roll = (double)(h & 0xFFFF) / 65535.0;
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|
double roll = (double)(h & 0xFFFF) / 65535.0;
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|
if (roll > chance) continue;
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|
if (roll > chance) continue;
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|
|
|
out->blocks[cd.height + 1][dx][dz] = BLOCK_WILDFLOWER;
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|
uint16_t flower = BLOCK_WILDFLOWER;
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|
uint32_t flower_hash = hash_coords(world_x - 17000, world_z + 17000, (uint32_t)(ctx->world_seed ^ 0xB10F00Du));
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|
switch ((flower_hash >> 8) % 6) {
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|
case 0: flower = BLOCK_DANDELION; break;
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|
case 1: flower = BLOCK_AZURE_BLUET; break;
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|
case 2: flower = BLOCK_OXEYE_DAISY; break;
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|
case 3: flower = BLOCK_CORNFLOWER; break;
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|
case 4: flower = BLOCK_LILY_OF_THE_VALLEY; break;
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|
default: flower = BLOCK_WILDFLOWER; break;
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|
|
}
|
|
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|
|
out->blocks[cd.height + 1][dx][dz] = flower;
|
|
|
|
static const int offsets[4][2] = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
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|
|
|
static const int offsets[4][2] = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
|
|
|
|
for (int i = 0; i < 4; ++i) {
|
|
|
|
for (int i = 0; i < 4; ++i) {
|
|
|
|
int nx = dx + offsets[i][0];
|
|
|
|
int nx = dx + offsets[i][0];
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|
|
|
@@ -1947,7 +2050,40 @@ static void generate_chunk_flowers(worldgen_ctx *ctx, int chunk_x, int chunk_z,
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|
|
if (out->blocks[nd.height + 1][nx][nz] != BLOCK_AIR) continue;
|
|
|
|
if (out->blocks[nd.height + 1][nx][nz] != BLOCK_AIR) continue;
|
|
|
|
uint32_t nh = hash_coords(world_x + offsets[i][0] + 60000, world_z + offsets[i][1] - 60000, (uint32_t)(ctx->world_seed ^ 0xF00DBAAu));
|
|
|
|
uint32_t nh = hash_coords(world_x + offsets[i][0] + 60000, world_z + offsets[i][1] - 60000, (uint32_t)(ctx->world_seed ^ 0xF00DBAAu));
|
|
|
|
if ((nh & 0xFFFF) > 24000) continue;
|
|
|
|
if ((nh & 0xFFFF) > 24000) continue;
|
|
|
|
out->blocks[nd.height + 1][nx][nz] = BLOCK_WILDFLOWER;
|
|
|
|
uint16_t patch_flower = flower;
|
|
|
|
|
|
|
|
if ((nh & 7u) == 0u) patch_flower = BLOCK_DANDELION;
|
|
|
|
|
|
|
|
out->blocks[nd.height + 1][nx][nz] = patch_flower;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void generate_chunk_aquatic_life(worldgen_ctx *ctx, int chunk_x, int chunk_z, column_data columns[CHUNK_SIZE][CHUNK_SIZE], chunk_data *out) {
|
|
|
|
|
|
|
|
for (int dx = 0; dx < CHUNK_SIZE; ++dx) {
|
|
|
|
|
|
|
|
for (int dz = 0; dz < CHUNK_SIZE; ++dz) {
|
|
|
|
|
|
|
|
column_data cd = columns[dx][dz];
|
|
|
|
|
|
|
|
if (!cd.has_water || cd.water_surface <= cd.height) continue;
|
|
|
|
|
|
|
|
if (cd.height <= 0 || cd.height >= CHUNK_HEIGHT - 2) continue;
|
|
|
|
|
|
|
|
int depth = cd.water_surface - cd.height;
|
|
|
|
|
|
|
|
if (depth < 1 || depth > 9) continue;
|
|
|
|
|
|
|
|
int world_x = chunk_x * CHUNK_SIZE + dx;
|
|
|
|
|
|
|
|
int world_z = chunk_z * CHUNK_SIZE + dz;
|
|
|
|
|
|
|
|
uint16_t floor = out->blocks[cd.height][dx][dz];
|
|
|
|
|
|
|
|
if (floor != BLOCK_SAND && floor != BLOCK_GRAVEL && floor != BLOCK_CLAY && floor != BLOCK_DIRT) continue;
|
|
|
|
|
|
|
|
if (out->blocks[cd.height + 1][dx][dz] != BLOCK_WATER) continue;
|
|
|
|
|
|
|
|
double bed = simplex_noise2(&ctx->noise, (world_x + 70000) * 0.035, (world_z - 70000) * 0.035) * 0.5 + 0.5;
|
|
|
|
|
|
|
|
double patch = simplex_noise2(&ctx->noise, (world_x - 15000) * 0.011, (world_z + 15000) * 0.011) * 0.5 + 0.5;
|
|
|
|
|
|
|
|
double chance = 0.08 + patch * 0.24;
|
|
|
|
|
|
|
|
if (floor == BLOCK_CLAY) chance += 0.10;
|
|
|
|
|
|
|
|
if (depth <= 3) chance += 0.12;
|
|
|
|
|
|
|
|
if (ground_slope(ctx, world_x, world_z) > 2) chance *= 0.35;
|
|
|
|
|
|
|
|
uint32_t h = hash_coords(world_x, world_z, (uint32_t)(ctx->world_seed ^ 0x5EA6A55u));
|
|
|
|
|
|
|
|
double roll = (double)(h & 0xFFFF) / 65535.0;
|
|
|
|
|
|
|
|
if (roll > clamp01(chance)) continue;
|
|
|
|
|
|
|
|
out->blocks[cd.height + 1][dx][dz] = BLOCK_SEAGRASS;
|
|
|
|
|
|
|
|
if (depth >= 3 && bed > 0.78 && cd.height + 2 < CHUNK_HEIGHT &&
|
|
|
|
|
|
|
|
out->blocks[cd.height + 2][dx][dz] == BLOCK_WATER) {
|
|
|
|
|
|
|
|
out->blocks[cd.height + 2][dx][dz] = BLOCK_SEAGRASS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
@@ -3554,6 +3690,99 @@ static void generate_chunk_trails(worldgen_ctx *ctx, int chunk_x, int chunk_z, c
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static int border_wall_anchor_base(worldgen_ctx *ctx, int side, int anchor_along, int wall_center) {
|
|
|
|
|
|
|
|
int center_x = anchor_along;
|
|
|
|
|
|
|
|
int center_z = anchor_along;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
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 (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;
|
|
|
|
|
|
|
|
return smoothed_base;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static int border_wall_ramp_base(worldgen_ctx *ctx, int side, int along, int wall_center, int tower_spacing) {
|
|
|
|
|
|
|
|
int anchor = floor_div_int(along + tower_spacing / 2, tower_spacing) * tower_spacing;
|
|
|
|
|
|
|
|
int current_base = border_wall_anchor_base(ctx, side, anchor, wall_center);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int next_anchor = anchor + tower_spacing;
|
|
|
|
|
|
|
|
int next_boundary = anchor + tower_spacing / 2;
|
|
|
|
|
|
|
|
int next_base = border_wall_anchor_base(ctx, side, next_anchor, wall_center);
|
|
|
|
|
|
|
|
int next_delta = next_base - current_base;
|
|
|
|
|
|
|
|
if (next_delta != 0) {
|
|
|
|
|
|
|
|
int next_span = clamp_int(abs(next_delta), 6, tower_spacing - 8);
|
|
|
|
|
|
|
|
int next_start = next_boundary - next_span / 2;
|
|
|
|
|
|
|
|
int next_end = next_start + next_span;
|
|
|
|
|
|
|
|
if (along >= next_start && along <= next_end) {
|
|
|
|
|
|
|
|
int progress = along - next_start;
|
|
|
|
|
|
|
|
return current_base + (next_delta * progress + (next_delta > 0 ? next_span / 2 : -next_span / 2)) / next_span;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int prev_anchor = anchor - tower_spacing;
|
|
|
|
|
|
|
|
int prev_boundary = anchor - tower_spacing / 2;
|
|
|
|
|
|
|
|
int prev_base = border_wall_anchor_base(ctx, side, prev_anchor, wall_center);
|
|
|
|
|
|
|
|
int prev_delta = current_base - prev_base;
|
|
|
|
|
|
|
|
if (prev_delta != 0) {
|
|
|
|
|
|
|
|
int prev_span = clamp_int(abs(prev_delta), 6, tower_spacing - 8);
|
|
|
|
|
|
|
|
int prev_start = prev_boundary - prev_span / 2;
|
|
|
|
|
|
|
|
int prev_end = prev_start + prev_span;
|
|
|
|
|
|
|
|
if (along >= prev_start && along <= prev_end) {
|
|
|
|
|
|
|
|
int progress = along - prev_start;
|
|
|
|
|
|
|
|
return prev_base + (prev_delta * progress + (prev_delta > 0 ? prev_span / 2 : -prev_span / 2)) / prev_span;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return current_base;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static uint16_t border_wall_ramp_stair_block(int side, int slope) {
|
|
|
|
|
|
|
|
if (side < 2) {
|
|
|
|
|
|
|
|
return (slope > 0) ? BLOCK_STONE_BRICK_STAIRS_S : BLOCK_STONE_BRICK_STAIRS_N;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return (slope > 0) ? BLOCK_STONE_BRICK_STAIRS_E : BLOCK_STONE_BRICK_STAIRS_W;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk_z, chunk_data *out) {
|
|
|
|
static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk_z, chunk_data *out) {
|
|
|
|
if (!ctx->enable_wall) return;
|
|
|
|
if (!ctx->enable_wall) return;
|
|
|
|
if (ctx->wall_min_x > ctx->wall_max_x || ctx->wall_min_z > ctx->wall_max_z) return;
|
|
|
|
if (ctx->wall_min_x > ctx->wall_max_x || ctx->wall_min_z > ctx->wall_max_z) return;
|
|
|
|
@@ -3611,14 +3840,8 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
|
|
|
|
if (ladder_offset < 0) ladder_offset = -ladder_offset;
|
|
|
|
if (ladder_offset < 0) ladder_offset = -ladder_offset;
|
|
|
|
int near_corner = (dist_min_x < tower_depth || dist_max_x < tower_depth) &&
|
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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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(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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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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(tower_offset <= tower_half_width || near_corner);
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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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column_data data = get_column_data(ctx, world_x, world_z);
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column_data data = get_column_data(ctx, world_x, world_z);
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int visible_base = data.height;
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int visible_base = data.height;
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@@ -3627,6 +3850,14 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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}
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}
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if (visible_base >= CHUNK_HEIGHT - 1) continue;
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if (visible_base >= CHUNK_HEIGHT - 1) continue;
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int dry_ladder_site = !(data.has_water && data.height < data.water_surface);
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int ladder_module = !near_corner && dry_ladder_site && ladder_offset <= 1;
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int ladder_face = ladder_module && 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_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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if (in_exterior_apron) {
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if (in_exterior_apron) {
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for (int y = data.height + 1; y < CHUNK_HEIGHT; ++y) {
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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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out->blocks[y][dx][dz] = BLOCK_AIR;
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@@ -3643,44 +3874,15 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
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continue;
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continue;
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}
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}
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int center_x = world_x;
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int smoothed_base = border_wall_ramp_base(ctx, side, along, wall_center, tower_spacing);
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int center_z = world_z;
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int prev_base = border_wall_ramp_base(ctx, side, along - 1, wall_center, tower_spacing);
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switch (side) {
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int next_base = border_wall_ramp_base(ctx, side, along + 1, wall_center, tower_spacing);
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case 0: center_x = ctx->wall_min_x + wall_center; break;
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int stair_slope = 0;
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case 1: center_x = ctx->wall_max_x - wall_center; break;
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if (next_base > smoothed_base) {
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case 2: center_z = ctx->wall_min_z + wall_center; break;
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stair_slope = 1;
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case 3: center_z = ctx->wall_max_z - wall_center; break;
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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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}
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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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|
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|
|
int height = in_tower ? tower_height : wall_height;
|
|
|
|
int height = in_tower ? tower_height : wall_height;
|
|
|
|
int top = smoothed_base + height;
|
|
|
|
int top = smoothed_base + height;
|
|
|
|
@@ -3703,7 +3905,10 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
|
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|
|
uint16_t block = BLOCK_SMOOTH_STONE;
|
|
|
|
uint16_t block = BLOCK_SMOOTH_STONE;
|
|
|
|
int in_center_corridor = side_dist >= wall_center - 1 && side_dist <= wall_center + 1 &&
|
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|
|
int in_center_corridor = side_dist >= wall_center - 1 && side_dist <= wall_center + 1 &&
|
|
|
|
rel_y >= 2 && rel_y <= 4;
|
|
|
|
rel_y >= 2 && rel_y <= 4;
|
|
|
|
if (in_center_corridor) {
|
|
|
|
int in_walltop_tower_passage = in_tower &&
|
|
|
|
|
|
|
|
side_dist >= wall_center - 1 && side_dist <= wall_center + 1 &&
|
|
|
|
|
|
|
|
rel_y >= wall_height + 1 && rel_y <= wall_height + 3;
|
|
|
|
|
|
|
|
if (in_center_corridor || in_walltop_tower_passage) {
|
|
|
|
continue;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (rel_y < 0) {
|
|
|
|
if (rel_y < 0) {
|
|
|
|
@@ -3715,7 +3920,10 @@ 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) {
|
|
|
|
if (side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && rel_y == height) {
|
|
|
|
block = BLOCK_STONE_BRICKS;
|
|
|
|
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;
|
|
|
|
block = ladder_block;
|
|
|
|
} else if (ladder_trim && rel_y >= 2 && rel_y <= height - 1 && rel_y % 3 != 1) {
|
|
|
|
} 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;
|
|
|
|
block = (rel_y % 6 == 0) ? BLOCK_BLACKSTONE : BLOCK_STONE_BRICKS;
|
|
|
|
@@ -3730,12 +3938,19 @@ static void generate_chunk_border_wall(worldgen_ctx *ctx, int chunk_x, int chunk
|
|
|
|
}
|
|
|
|
}
|
|
|
|
set_block_with_height(out, dx, dz, y, block);
|
|
|
|
set_block_with_height(out, dx, dz, y, block);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (top + 1 < CHUNK_HEIGHT && (side_dist == wall_start || side_dist == wall_end || in_tower) &&
|
|
|
|
if (top + 1 < CHUNK_HEIGHT) {
|
|
|
|
phase % 4 < 2) {
|
|
|
|
int rail_opening = ladder_module && side_dist == wall_end && ladder_offset <= 1;
|
|
|
|
|
|
|
|
if (side_dist >= wall_center - 1 && side_dist <= wall_center + 1 && stair_slope != 0) {
|
|
|
|
|
|
|
|
set_block_with_height(out, dx, dz, top + 1, border_wall_ramp_stair_block(side, stair_slope));
|
|
|
|
|
|
|
|
} else if (!in_tower && !rail_opening && (side_dist == wall_start || side_dist == wall_end)) {
|
|
|
|
|
|
|
|
uint16_t rail_block = (side < 2) ? BLOCK_IRON_BARS_NS : BLOCK_IRON_BARS_EW;
|
|
|
|
|
|
|
|
set_block_with_height(out, dx, dz, top + 1, rail_block);
|
|
|
|
|
|
|
|
} else if (in_tower && phase % 4 < 2) {
|
|
|
|
set_block_with_height(out, dx, dz, top + 1, BLOCK_STONE_BRICKS);
|
|
|
|
set_block_with_height(out, dx, dz, top + 1, BLOCK_STONE_BRICKS);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
@@ -3805,7 +4020,15 @@ void worldgen_generate_chunk(worldgen_ctx *ctx, int chunk_x, int chunk_z, chunk_
|
|
|
|
out->blocks[y][dx][dz] = BLOCK_DIRT;
|
|
|
|
out->blocks[y][dx][dz] = BLOCK_DIRT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (cd.height >= 0 && cd.height < CHUNK_HEIGHT) {
|
|
|
|
if (cd.height >= 0 && cd.height < CHUNK_HEIGHT) {
|
|
|
|
out->blocks[cd.height][dx][dz] = select_surface_block(ctx, &cd, world_x, world_z);
|
|
|
|
uint16_t surface = select_surface_block(ctx, &cd, world_x, world_z);
|
|
|
|
|
|
|
|
if (surface == BLOCK_SAND) {
|
|
|
|
|
|
|
|
int sand_bottom = cd.height - 2;
|
|
|
|
|
|
|
|
if (sand_bottom < dirt_start) sand_bottom = dirt_start;
|
|
|
|
|
|
|
|
for (int y = sand_bottom; y < cd.height; ++y) {
|
|
|
|
|
|
|
|
if (y > 0 && y < CHUNK_HEIGHT) out->blocks[y][dx][dz] = BLOCK_SAND;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
out->blocks[cd.height][dx][dz] = surface;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (cd.has_water) {
|
|
|
|
if (cd.has_water) {
|
|
|
|
int water_top = cd.water_surface;
|
|
|
|
int water_top = cd.water_surface;
|
|
|
|
@@ -3824,6 +4047,7 @@ void worldgen_generate_chunk(worldgen_ctx *ctx, int chunk_x, int chunk_z, chunk_
|
|
|
|
generate_chunk_redwood_floor(ctx, chunk_x, chunk_z, columns, out);
|
|
|
|
generate_chunk_redwood_floor(ctx, chunk_x, chunk_z, columns, out);
|
|
|
|
generate_chunk_grass(ctx, chunk_x, chunk_z, columns, out);
|
|
|
|
generate_chunk_grass(ctx, chunk_x, chunk_z, columns, out);
|
|
|
|
generate_chunk_flowers(ctx, chunk_x, chunk_z, columns, out);
|
|
|
|
generate_chunk_flowers(ctx, chunk_x, chunk_z, columns, out);
|
|
|
|
|
|
|
|
generate_chunk_aquatic_life(ctx, chunk_x, chunk_z, columns, out);
|
|
|
|
|
|
|
|
|
|
|
|
// Tree overlay
|
|
|
|
// Tree overlay
|
|
|
|
block_list trees;
|
|
|
|
block_list trees;
|
|
|
|
|