worldgen water, fixes
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@ -4,6 +4,7 @@ import (
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"sync"
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packworld "edgaru089.ml/go/gl01/internal/world"
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"edgaru089.ml/go/gl01/internal/world/blocks"
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"github.com/aquilax/go-perlin"
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)
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@ -15,8 +16,8 @@ const (
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AltitudeDensity = 10 // Density of the noise in altitude
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Sealevel = 63 // Space with Y=63 and lower should be the sea
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Highest = 72 // Highest part of the terrain
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Lowest = 56 // Lowest part of the terrain
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Highest = 84 // Highest part of the terrain
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Lowest = 60 // Lowest part of the terrain
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)
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var perlins map[int64]*perlin.Perlin
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@ -54,21 +55,30 @@ func Chunk(chunk *packworld.Chunk, world *packworld.World, seed int64) {
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float64(offZ+z)/AltitudeDensity))
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//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x), float64(offZ+z)))
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// water
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for y := Sealevel; y > height; y-- {
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chunk.Id[x][y][z] = blocks.Water
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}
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// covering dirt
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chunk.Id[x][height][z] = packworld.BlockGrass
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//chunk.Id[x][height][z] = packworld.BlockDebugDir
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chunk.Id[x][height-1][z] = packworld.BlockDirt
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chunk.Id[x][height-2][z] = packworld.BlockDirt
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chunk.Id[x][height-3][z] = packworld.BlockDirt
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if height >= Sealevel {
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chunk.Id[x][height][z] = blocks.Grass
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} else {
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chunk.Id[x][height][z] = blocks.Dirt
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}
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//chunk.Id[x][height][z] = blocks.DebugDir
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chunk.Id[x][height-1][z] = blocks.Dirt
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chunk.Id[x][height-2][z] = blocks.Dirt
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chunk.Id[x][height-3][z] = blocks.Dirt
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height -= 4
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// stone in the middle
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for y := height; y >= 1; y-- {
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chunk.Id[x][y][z] = packworld.BlockStone
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chunk.Id[x][y][z] = blocks.Stone
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}
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// bedrock at the bottom
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chunk.Id[x][0][z] = packworld.BlockBedrock
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chunk.Id[x][0][z] = blocks.Bedrock
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// plant trees
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if height >= 50 && height <= 70 {
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