diff --git a/src/lib/worldGenerations/diamond_square.js b/src/lib/worldGenerations/diamond_square.js index 4417bbc..7c7cc22 100644 --- a/src/lib/worldGenerations/diamond_square.js +++ b/src/lib/worldGenerations/diamond_square.js @@ -97,6 +97,7 @@ function generation({seed,worldHeight=80}={}) { // Selected empirically var size = 10000000; var space = new DiamondSquare(size, size / 1000, seed); + var waterline = 20; function generateSimpleChunk(chunkX, chunkZ) { var chunk = new Chunk(); @@ -107,15 +108,19 @@ function generation({seed,worldHeight=80}={}) { for (var x = 0; x < 16; x++) { for (var z = 0; z < 16; z++) { var level = Math.floor(space.value(worldX + x, worldZ + z) * worldHeight); + var dirtheight = level - 4 + Math.round(Math.random()*2); + var bedrockheight = 1 + Math.round(Math.random()*3) for (var y = 0; y < 256; y++) { let block; - if (y == 0) block = 7; - else if (y < level) block = 3; - else if (y == level) block = 2; - else if (y < 20) block = 9; + var surfaceblock = level < waterline ? 12 : 2; // Sand below water, grass + var belowblock = level < waterline ? 12 : 3; // 3-5 blocks below surface - if (block) chunk.setBlockType(new Vec3(x, y, z), block); + if (y < bedrockheight) block = 7; // Solid bedrock at bottom + else if (y < level && y >= dirtheight) block = belowblock; // Dirt/sand below surface + else if (y < level) block = 1; // Set stone inbetween + else if (y == level) block = surfaceblock; // Set surface sand/grass + else if (y <= waterline) block = 9; // Set the water chunk.setSkyLight(new Vec3(x, y, z), 15); }