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