// Package world provides chunk data for the play phase: an in-memory chunk // representation, the level_chunk_with_light encoder, and (for now) a flat // world generator. Real noise-based generation arrives in a later sub-milestone. package world // FlatSurfaceY is the Y of the topmost solid block (grass) in the flat world. // A player spawns one block above it. const FlatSurfaceY = -61 // GenerateFlat builds a Classic-Flat-style chunk at (cx, cz): bedrock at the // world floor, two dirt layers, and a grass surface, all under a plains biome. func GenerateFlat(cx, cz int32) *Chunk { c := NewChunk(cx, cz, BiomePlains) for lx := 0; lx < 16; lx++ { for lz := 0; lz < 16; lz++ { c.setBlockRaw(lx, MinY+0, lz, StateBedrock) c.setBlockRaw(lx, MinY+1, lz, StateDirt) c.setBlockRaw(lx, MinY+2, lz, StateDirt) c.setBlockRaw(lx, FlatSurfaceY, lz, StateGrass) } } return c }