diff --git a/src/lib/worldGenerations/diamond_square.js b/src/lib/worldGenerations/diamond_square.js index f86b212..cad401d 100644 --- a/src/lib/worldGenerations/diamond_square.js +++ b/src/lib/worldGenerations/diamond_square.js @@ -107,18 +107,29 @@ function generation({seed,worldHeight=80,waterline=20}={}) { 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; + let data; - if (y == 0) block = 7; - else if (y < level) block = 3; - else if (y == level && y < waterline) block = 3; - else if (y == level) block = 2; - else if (y < waterline) 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 + else if (y == level+1 && level >= waterline && Math.random() < 0.1) { // 1/10 chance of grass + block = 31; + data = 1; + } - chunk.setSkyLight(new Vec3(x, y, z), 15); + var pos = new Vec3(x, y, z); + if (block) chunk.setBlockType(pos, block); + if (data) chunk.setBlockData(pos, data); + chunk.setSkyLight(pos, 15); } } }