#include "Cubed/gameplay/builders/river_builder.hpp" #include "Cubed/gameplay/chunk.hpp" #include "Cubed/gameplay/chunk_generator.hpp" namespace Cubed { RiverBuilder::RiverBuilder(ChunkGenerator& chunk_generator) : m_chunk_generator(chunk_generator) {} void RiverBuilder::build_biome() { BiomeBuilder::build_bottom(); build_blocks(); }; void RiverBuilder::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 < CHUCK_SIZE; x++) { for (int z = 0; z < CHUCK_SIZE; z++) { int height = static_cast(m_heightmap[x][z]); for (int y = 5; y < height - 5; y++) { m_blocks[Chunk::get_index(x, y, z)] = 3; } for (int y = height - 5; y <= height - 1; y++) { m_blocks[Chunk::get_index(x, y, z)] = 2; } for (int y = height; y <= height; y++) { if (y >= SEA_LEVEL - 1) { m_blocks[Chunk::get_index(x, y, z)] = 1; } else { m_blocks[Chunk::get_index(x, y, z)] = 2; } } } } } void RiverBuilder::build_vegetation() { auto& m_chunk = m_chunk_generator.chunk(); auto& m_blocks = m_chunk.blocks(); auto& m_heightmap = m_chunk.heightmap(); for (int x = 0; x < SIZE_X; x++) { for (int z = 0; z < SIZE_Z; z++) { int height = static_cast(m_heightmap[x][z]); if (height >= SEA_LEVEL) { continue; } for (int y = height + 1; y < SEA_LEVEL; y++) { m_blocks[Chunk::get_index(x, y, z)] = 7; } } } } ChunkGenerator& RiverBuilder::get_chunk_generator() { return m_chunk_generator; }; } // namespace Cubed