fix layers generation
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@ -40,7 +40,7 @@ static inline void generate_pole(
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} else {
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layerHeight += layerExtension;
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}
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layerHeight = std::min(static_cast<uint>(layerHeight), y);
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layerHeight = std::min(static_cast<uint>(layerHeight), y+1);
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for (uint i = 0; i < layerHeight; i++, y--) {
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voxels[vox_index(x, y, z)].id = layer.rt.id;
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@ -26,17 +26,18 @@ struct ChunkPrototype {
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/// @brief High-level world generation controller
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class WorldGenerator {
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/// @param def generator definition
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const GeneratorDef& def;
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/// @param content world content
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const Content* content;
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/// @param seed world seed
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uint64_t seed;
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std::vector<std::unique_ptr<ChunkPrototype>> chunks;
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/// @brief Generate chunk prototype (see ChunkPrototype)
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/// @param x chunk position X divided by CHUNK_W
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/// @param z chunk position Y divided by CHUNK_D
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std::unique_ptr<ChunkPrototype> generatePrototype(int x, int z);
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public:
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/// @param def generator definition
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/// @param content world content
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/// @param seed world seed
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WorldGenerator(
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const GeneratorDef& def,
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const Content* content,
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