Files
Cubed/src/gameplay/builders/river_builder.cpp
zhenyan121 bbf8b4e969 refactor: river (#10)
* fix: correct snowy grass block texture

* refactor: river generation

* fix: water placement error due to interpolation

* perf: improve river naturalness

* feat: add river tab item

* fix: path truncation
2026-05-23 14:29:41 +08:00

62 lines
1.8 KiB
C++

#include "Cubed/gameplay/builders/river_builder.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 < 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 - 5; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height - 1; y++) {
m_blocks[Chunk::index(x, y, z)] = 2;
}
for (int y = height; y <= height; y++) {
if (y >= SEA_LEVEL - 1) {
m_blocks[Chunk::index(x, y, z)] = 1;
} else {
m_blocks[Chunk::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<int>(m_heightmap[x][z]);
if (height >= SEA_LEVEL) {
continue;
}
for (int y = height + 1; y < SEA_LEVEL; y++) {
m_blocks[Chunk::index(x, y, z)] = 7;
}
}
}
*/
}
ChunkGenerator& RiverBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed