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cave generation (no scaling yet!)
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@ -74,6 +74,11 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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cave_noise_b.set_fractal_octaves(3);
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cave_noise_b.set_frequency(0.015);
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let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
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cave_noise_holes.set_fractal_type(FractalType::FBM);
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cave_noise_holes.set_fractal_octaves(1);
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cave_noise_holes.set_frequency(0.005);
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let mut rng = Xoshiro256StarStar::seed_from_u64(
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seed
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^ ((chunk_position.x as u32 as u64) << 0)
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@ -84,6 +89,8 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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//Generate height map
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let mut within_heightmap = false;
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let mut heightmap = [[0i32; CHUNK_SIZE]; CHUNK_SIZE];
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
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@ -97,6 +104,8 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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if height < 0 { height /= 2 }
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height
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};
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//add to heightmap
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heightmap[x as usize][z as usize] = height;
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//place dirt
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Dirt;
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@ -111,6 +120,34 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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if let Some(y) = local_y_position(height, chunk_position) {
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blocks[x][y][z] = Block::Grass;
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}
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}
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}
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//Carve out caves
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if within_heightmap {
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for z in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for x in 0..CHUNK_SIZE {
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if blocks[x][y][z] == Block::Air { continue }
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let is_cave = (-0.1..=0.1).contains(&raw_cavemap_value_a) && (-0.1..=0.1).contains(&raw_cavemap_value_b);
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let is_hole_cave = (0.9..=1.0).contains(&raw_cavemap_value_holes.abs());
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if is_cave || is_hole_cave {
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blocks[x][y][z] = Block::Air;
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}
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}
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}
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}
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}
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//Add decorations
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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//get height
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let height = heightmap[x][z];
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//place tall grass
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if rng_map_a[x][z] < 0.03 {
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if let Some(y) = local_y_position(height + 1, chunk_position) {
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@ -160,25 +197,6 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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}
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}
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}
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//Carve out caves
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if within_heightmap {
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for z in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for x in 0..CHUNK_SIZE {
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if blocks[x][y][z] == Block::Air { continue }
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let is_cave = (-0.1..=0.1).contains(&raw_cavemap_value_a) && (-0.1..=0.1).contains(&raw_cavemap_value_b);
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if is_cave {
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blocks[x][y][z] = Block::Air;
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}
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}
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}
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}
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}
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(blocks, queue)
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// let mut cave_noise = FastNoise::seeded(seed);
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