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

@@ -39,4 +39,23 @@ void BiomeBuilder::place_grass() {
}
}
}
void BiomeBuilder::ocean_water_build() {
ChunkGenerator& chunk_generator = get_chunk_generator();
Chunk& chunk = chunk_generator.chunk();
auto& blocks = chunk.blocks();
const auto& heightmap = chunk.get_heightmap();
for (int x = 0; x < SIZE_X; ++x) {
for (int z = 0; z < SIZE_Z; ++z) {
int height = heightmap[x][z];
if (height <= SEA_LEVEL) {
for (int y = height; y <= SEA_LEVEL; y++) {
blocks[Chunk::index(x, y, z)] = 7;
}
}
}
}
}
} // namespace Cubed

View File

@@ -0,0 +1,34 @@
#include "Cubed/gameplay/builders/ocean_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
namespace Cubed {
OceanBuilder::OceanBuilder(ChunkGenerator& chunk_generator)
: m_chunk_generator(chunk_generator) {}
void OceanBuilder::build_biome() {
BiomeBuilder::build_bottom();
build_blocks();
};
void OceanBuilder::build_blocks() {
auto& m_chunk = m_chunk_generator.chunk();
auto& m_blocks = m_chunk.blocks();
auto& m_heightmap = m_chunk.heightmap();
for (int x = 0; x < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y <= height; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
}
void OceanBuilder::build_vegetation() {}
ChunkGenerator& OceanBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed