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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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@@ -199,9 +199,8 @@ void Chunk::gen_phase_six(
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Logger::error("ChunkGenerator is Nullptr");
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return;
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}
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// This must be fully completed before any other operations can proceed!
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m_generator->blend_surface_blocks_borders(neighbor_block);
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m_generator->generate_cave();
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m_generator->generate_river();
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}
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void Chunk::gen_phase_seven() {
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@@ -209,6 +208,10 @@ void Chunk::gen_phase_seven() {
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Logger::error("ChunkGenerator is Nullptr");
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return;
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}
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m_generator->ocean_build();
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m_generator->generate_river();
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m_generator->generate_cave();
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m_generator->generate_vegetation();
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mark_dirty();
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m_generator = nullptr;
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