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refactor: use fBM for heightmap generation
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@@ -19,19 +19,19 @@ void MountainBuilder::build_blocks() {
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for (int z = 0; z < CHUNK_SIZE; z++) {
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int height = static_cast<int>(m_heightmap[x][z]);
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for (int y = 5; y < height - 5; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 3;
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m_blocks[Chunk::index(x, y, z)] = 3;
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}
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for (int y = height - 5; y <= height - 1; y++) {
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if (y > 110) {
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m_blocks[Chunk::get_index(x, y, z)] = 3;
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m_blocks[Chunk::index(x, y, z)] = 3;
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} else {
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m_blocks[Chunk::get_index(x, y, z)] = 2;
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m_blocks[Chunk::index(x, y, z)] = 2;
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}
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}
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if (height > 110) {
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m_blocks[Chunk::get_index(x, height, z)] = 3;
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m_blocks[Chunk::index(x, height, z)] = 3;
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} else {
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m_blocks[Chunk::get_index(x, height, z)] = 1;
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m_blocks[Chunk::index(x, height, z)] = 1;
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}
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}
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}
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