Drive basic trees from biome feature stages

This commit is contained in:
Daniar Mannanov 2026-08-10 23:36:12 +03:00
parent 2bfa3155f3
commit 064f0f1cca
5 changed files with 339 additions and 41 deletions

View file

@ -480,50 +480,15 @@ func decorate(c *Chunk, od *worldgen.OverworldDensity, cx, cz int32, seed int64,
placeVanillaOres(c, seed, cx, cz, biomeName)
placeVanillaSprings(c, seed, cx, cz, biomeName)
placeVanillaTrees(c, seed, cx, cz, biomeName, surfTop)
placeFlora(c, &r, surfTop, grass, biomeName)
placeDesertFeatures(c, &r, surfTop, biomeName)
placeRocks(c, &r, surfTop, grass, biomeName)
const attempts = 8
for a := 0; a < attempts; a++ {
lx := 2 + int(r.next()%12)
lz := 2 + int(r.next()%12)
if !grass[lx][lz] {
continue
}
baseY := MinY + surfTop[lx][lz] + 1
placeOak(c, lx, baseY, lz, &r)
}
// Place large structures like villages and strongholds
worldgen.PlaceStructures(c, od, cx, cz, seed, surfTop, biomeName)
}
func placeOak(c *Chunk, lx, baseY, lz int, r *chunkRand) {
h := 4 + int(r.next()%3) // trunk height 4..6
for i := 0; i < h; i++ {
c.SetBlock(lx, baseY+i, lz, StateOakLog)
}
topY := baseY + h - 1
// Canopy: two wide layers around the top, then two narrow layers above.
layers := []struct {
dy, radius int
}{{-1, 2}, {0, 2}, {1, 1}, {2, 1}}
for _, ly := range layers {
y := topY + ly.dy
for dx := -ly.radius; dx <= ly.radius; dx++ {
for dz := -ly.radius; dz <= ly.radius; dz++ {
if ly.radius == 2 && abs(dx) == 2 && abs(dz) == 2 {
continue // trim the far corners for a rounder shape
}
if c.GetBlock(lx+dx, y, lz+dz) == StateAir {
c.SetBlock(lx+dx, y, lz+dz, StateOakLeaf)
}
}
}
}
}
func abs(v int) int {
if v < 0 {
return -v