improve QuicksoilShelfFeature generation and placement

This commit is contained in:
Bonnie
2026-03-04 09:10:26 -06:00
parent 00a10d61fd
commit 0c09cb03ab

View File

@@ -7,56 +7,146 @@ QuicksoilShelfFeature::QuicksoilShelfFeature() : Feature(false)
{
}
static bool isIslandBlock(int tile)
{
return tile == Tile::holystone_Id || tile == Tile::aetherDirt_Id;
}
bool QuicksoilShelfFeature::place(Level *level, Random *random, int x, int y, int z)
{
// Find the bottom of the island at this XZ column
// Start from the given Y and scan downward to find the lowest solid block
int bottomY = -1;
// scan down to find holystone/aether dirt
int placeY = -1;
for (int yy = y; yy >= 1; yy--)
{
int tile = level->getTile(x, yy, z);
if (tile != 0)
if (isIslandBlock(tile))
{
// Check if the block below is air — this is the island bottom
if (level->getTile(x, yy - 1, z) == 0)
placeY = yy;
break;
}
}
if (placeY < 1) return false;
// make sure this block is actually exposed and not buried inside the island
bool exposedToAir = false;
int neighborOffsets[][3] = { {1,0,0}, {-1,0,0}, {0,0,1}, {0,0,-1}, {0,-1,0}, {0,1,0} };
for (int n = 0; n < 6; n++)
{
if (level->getTile(x + neighborOffsets[n][0], placeY + neighborOffsets[n][1], z + neighborOffsets[n][2]) == 0)
{
exposedToAir = true;
break;
}
}
if (!exposedToAir) return false;
// need more island blocks above so we know this isn't just a tree or random block
bool hasIslandNeighborAbove = false;
for (int cy = placeY + 1; cy <= placeY + 3; cy++)
{
if (isIslandBlock(level->getTile(x, cy, z)) || level->getTile(x, cy, z) == Tile::aetherGrass_Id)
{
hasIslandNeighborAbove = true;
break;
}
}
if (!hasIslandNeighborAbove) return false;
// check that we're actually near the edge of the island by looking
// for open air in at least one cardinal direction
const int scanDist = 8;
const int airThreshold = 5;
bool nearEdge = false;
int dirX[] = { 0, 0, 1, -1 };
int dirZ[] = { 1, -1, 0, 0 };
for (int d = 0; d < 4; d++)
{
int airCount = 0;
for (int i = 1; i <= scanDist; i++)
{
int sx = x + dirX[d] * i;
int sz = z + dirZ[d] * i;
// if this whole column is air, count it
bool columnIsAir = true;
for (int cy = placeY - 2; cy <= placeY + 2; cy++)
{
bottomY = yy;
break;
if (level->getTile(sx, cy, sz) != 0)
{
columnIsAir = false;
break;
}
}
if (columnIsAir)
airCount++;
}
if (airCount >= airThreshold)
{
nearEdge = true;
break;
}
}
if (!nearEdge) return false;
// bail out if there's already quicksoil nearby so we don't get clusters
const int spacingRadius = 8;
for (int sx = -spacingRadius; sx <= spacingRadius; sx++)
{
for (int sz = -spacingRadius; sz <= spacingRadius; sz++)
{
for (int sy = -3; sy <= 3; sy++)
{
if (level->getTile(x + sx, placeY + sy, z + sz) == Tile::quicksoil_Id)
return false;
}
}
}
if (bottomY < 1) return false;
// place the shelf - flat quicksoil balcony at one Y level
// grows outward each pass by attaching to existing blocks
int shelfY = placeY;
int radius = 3 + random->nextInt(4);
int outwardPasses = 3 + random->nextInt(3);
// Generate a shelf of quicksoil on the underside of the island
// Place quicksoil in a roughly circular blob hanging from the bottom
int radius = 2 + random->nextInt(3); // radius 2-4
int depth = 1 + random->nextInt(2); // depth 1-2
for (int dx = -radius; dx <= radius; dx++)
for (int pass = 0; pass < outwardPasses; pass++)
{
for (int dz = -radius; dz <= radius; dz++)
for (int dx = -radius; dx <= radius; dx++)
{
// Circular shape with some randomness
float dist = sqrt((float)(dx * dx + dz * dz));
if (dist > radius + 0.5f) continue;
// More likely to place at center, less at edges
if (dist > radius - 1 && random->nextInt(3) != 0) continue;
int px = x + dx;
int pz = z + dz;
for (int dy = 0; dy < depth; dy++)
for (int dz = -radius; dz <= radius; dz++)
{
int py = bottomY - dy;
if (py < 1) continue;
float dist = sqrt((float)(dx * dx + dz * dz));
if (dist > radius + 0.5f) continue;
int existing = level->getTile(px, py, pz);
// Only replace air blocks or existing holystone/aetherDirt at the underside
if (existing == 0 || existing == Tile::holystone_Id || existing == Tile::aetherDirt_Id)
// thin out towards the edges
if (dist > radius - 1 && random->nextInt(3) != 0) continue;
int px = x + dx;
int pz = z + dz;
if (level->getTile(px, shelfY, pz) != 0) continue;
// only attach to adjacent solid blocks (sides + below, not above)
bool canAttach = false;
int hOffsets[][3] = { {1,0,0}, {-1,0,0}, {0,0,1}, {0,0,-1}, {0,-1,0} };
for (int n = 0; n < 5; n++)
{
level->setTileNoUpdate(px, py, pz, Tile::quicksoil_Id);
int neighbor = level->getTile(px + hOffsets[n][0], shelfY + hOffsets[n][1], pz + hOffsets[n][2]);
if (isIslandBlock(neighbor) || neighbor == Tile::quicksoil_Id)
{
canAttach = true;
break;
}
}
if (canAttach)
{
level->setTileNoUpdate(px, shelfY, pz, Tile::quicksoil_Id);
}
}
}