add sea_layers
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@@ -1,6 +1,7 @@
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#include "WorldGenerator.hpp"
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#include <cstring>
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#include <iostream>
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#include "content/Content.hpp"
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#include "voxels/Block.hpp"
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@@ -14,6 +15,37 @@ WorldGenerator::WorldGenerator(
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) : def(def), content(content) {
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}
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static inline void generate_pole(
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const std::vector<BlocksLayer>& layers,
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int height, int bottom, int seaLevel, int lastLayersHeight,
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voxel* voxels,
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int x, int z
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) {
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uint y = height;
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uint layerExtension = 0;
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for (const auto& layer : layers) {
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// skip layer if can't be generated under sea level
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if (y < seaLevel && !layer.below_sea_level) {
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layerExtension = std::max(0, layer.height);
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continue;
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}
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int layerHeight = layer.height;
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if (layerHeight == -1) {
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// resizeable layer
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layerHeight = y - lastLayersHeight - bottom + 1;
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} else {
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layerHeight += layerExtension;
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}
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layerHeight = std::min(static_cast<uint>(layerHeight), y);
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for (uint i = 0; i < layerHeight; i++, y--) {
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voxels[vox_index(x, y, z)].id = layer.rt.id;
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}
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layerExtension = 0;
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}
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}
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#include "util/timeutil.hpp"
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void WorldGenerator::generate(
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voxel* voxels, int chunkX, int chunkZ, uint64_t seed
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@@ -24,42 +56,22 @@ void WorldGenerator::generate(
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);
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auto values = heightmap->getValues();
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const auto& layers = def.script->getLayers();
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const auto& seaLayers = def.script->getSeaLayers();
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uint lastLayersHeight = def.script->getLastLayersHeight();
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uint lastSeaLayersHeight = def.script->getLastSeaLayersHeight();
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uint seaLevel = def.script->getSeaLevel();
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auto baseWater = content->blocks.require("base:water").rt.id;
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std::memset(voxels, 0, sizeof(voxel) * CHUNK_VOL);
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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// generate water
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int height = values[z * CHUNK_W + x] * CHUNK_H;
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height = std::max(0, height);
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for (uint y = height+1; y <= seaLevel; y++) {
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voxels[vox_index(x, y, z)].id = baseWater;
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}
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uint y = height;
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uint layerExtension = 0;
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for (const auto& layer : layers) {
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// skip layer if can't be generated under sea level
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if (y < seaLevel && !layer.below_sea_level) {
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layerExtension = std::max(0, layer.height);
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continue;
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}
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uint layerHeight = layer.height;
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if (layerHeight == -1) {
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// resizeable layer
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layerHeight = y - lastLayersHeight + 1;
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} else {
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layerHeight += layerExtension;
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}
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for (uint i = 0; i < layerHeight; i++, y--) {
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voxels[vox_index(x, y, z)].id = layer.rt.id;
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}
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layerExtension = 0;
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}
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generate_pole(seaLayers, seaLevel, height, seaLevel, lastSeaLayersHeight, voxels, x, z);
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generate_pole(layers, height, 0, seaLevel, lastLayersHeight, voxels, x, z);
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}
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}
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}
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