feat: ocean (#16)

* feat(gameplay): add Ocean biome with water generation and heightmap adjustments

- Introduce Ocean biome enum, builder, and detection logic.
- Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas.
- Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks.
- Comment out border blending call and update block fill logic.

* fix(gameplay): re-enable border blending and protect water in cave gen

* refactor(generation): move ocean water build to later phase

* feat(block): add is_transitional property and refine border blending

* fix(block): set stone block as transitional

* fix(world): generate temporary chunks for surface blend neighbor data

* fix(gameplay): simplify block fill logic in blend_surface_blocks_borders

* refactor(tree): remove debug logging and unused include
This commit is contained in:
zhenyan121
2026-06-12 19:42:59 +08:00
committed by GitHub
parent bac3df801b
commit 932463663f
28 changed files with 255 additions and 63 deletions

View File

@@ -104,7 +104,13 @@ bool BlockManager::is_blend(BlockType id) {
}
return m_datas[id].is_blend;
}
bool BlockManager::is_transitional(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_transitional;
}
return m_datas[id].is_transitional;
}
void BlockManager::init() {
fs::path data_path{block_data_dir};
@@ -142,9 +148,10 @@ void BlockManager::init() {
auto is_gas = safe_get_value(block, "is_gas", false);
auto is_discard = safe_get_value(block, "is_discard", false);
auto is_blend = safe_get_value(block, "is_blend", false);
auto is_transitional = safe_get_value(block, "is_transitional", false);
m_datas.emplace_back(*id, *name, *is_liquid, *is_passable,
*is_cross_plane, *is_transparent, *is_gas,
*is_discard, *is_blend);
*is_discard, *is_blend, *is_transitional);
}
std::sort(
m_datas.begin(), m_datas.end(),