using Godot;
namespace IslaApocalypse.Core
{
public static class BiomePalette
{
///
/// Determines the exact Block ID for a specific voxel in the 3D world based on its depth and biome.
///
/// The 2D biome pixel from the MapData.
/// The maximum height of the terrain at this X/Z coordinate.
/// The Y coordinate of the specific voxel we are painting.
/// Is this coordinate part of the highway/branch road network?
public static byte GetVoxelID(Biome biome, int surfaceHeight, int currentY, bool isRoad)
{
// 1. Air Check: If we are above the terrain, it's Air.
if (currentY > surfaceHeight) return BlockRegistry.AIR;
// 2. Bedrock Check: The very bottom of the world is indestructible.
if (currentY == 0) return BlockRegistry.BEDROCK;
// 3. Infrastructure Check: If this is a road, and we are exactly on the surface, paint asphalt.
if (isRoad && currentY == surfaceHeight) return BlockRegistry.ASPHALT;
int depthBelowSurface = surfaceHeight - currentY;
// 4. Subsurface Logic (Dirt layer vs Stone layer)
// The top 4 blocks are usually dirt/sand, everything below that is solid stone.
if (depthBelowSurface > 4) return BlockRegistry.STONE;
// 5. Surface & Shallow Subsurface Logic (Based on Biome)
switch (biome)
{
case Biome.Beach:
case Biome.Crater:
return BlockRegistry.SAND; // Craters and Beaches are deep sand
case Biome.Snow:
case Biome.Mountain:
if (depthBelowSurface == 0) return BlockRegistry.SNOW; // Only the top layer is snow
return BlockRegistry.STONE; // Mountains have shallow topsoil, mostly stone
case Biome.Wasteland:
return BlockRegistry.WASTELAND_DIRT;
case Biome.Jungle:
if (depthBelowSurface == 0) return BlockRegistry.GRASS_JUNGLE;
return BlockRegistry.DIRT;
case Biome.Paradise:
if (depthBelowSurface == 0) return BlockRegistry.GRASS_PARADISE;
return BlockRegistry.DIRT;
case Biome.Tropical:
if (depthBelowSurface == 0) return BlockRegistry.GRASS_TROPICAL;
return BlockRegistry.DIRT;
default:
return BlockRegistry.DIRT; // Fallback
}
}
}
}