Files
Cubed/src/gameplay/builders/biome_builder.cpp
zhenyan121 932463663f 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
2026-06-12 19:42:59 +08:00

61 lines
1.9 KiB
C++

#include "Cubed/gameplay/builders/biome_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
namespace Cubed {
void BiomeBuilder::build_bottom() {
ChunkGenerator& chunk_generator = get_chunk_generator();
Chunk& chunk = chunk_generator.chunk();
auto& m_blocks = chunk.blocks();
for (int x = 0; x < CHUNK_SIZE; x++) {
for (int y = 0; y < 5; y++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
}
void BiomeBuilder::place_grass() {
ChunkGenerator& chunk_generator = get_chunk_generator();
Chunk& chunk = chunk_generator.chunk();
auto& blocks = chunk.blocks();
const auto& heightmap = chunk.get_heightmap();
auto& random = chunk_generator.random();
for (int x = 0; x < SIZE_X; ++x) {
for (int z = 0; z < SIZE_Z; ++z) {
int y = heightmap[x][z];
BlockType top_id = blocks[Chunk::index(x, y, z)];
if (top_id != 1) {
continue;
}
if (blocks[Chunk::index(x, y + 1, z)] != 0) {
continue;
}
if (random.random_bool(0.2)) {
if (y + 1 < SIZE_Y) {
blocks[Chunk::index(x, y + 1, z)] = 9;
}
}
}
}
}
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