More landuse variations

This commit is contained in:
louis-e
2026-01-10 17:27:10 +01:00
parent 295ca415d7
commit ced5fc274e

View File

@@ -17,6 +17,9 @@ pub fn generate_landuse(
let binding: String = "".to_string();
let landuse_tag: &String = element.tags.get("landuse").unwrap_or(&binding);
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
let mut rng = element_rng(element.id);
let block_type = match landuse_tag.as_str() {
"greenfield" | "meadow" | "grass" | "orchard" | "forest" => GRASS_BLOCK,
"farmland" => FARMLAND,
@@ -28,10 +31,10 @@ pub fn generate_landuse(
if residential_tag == "rural" {
GRASS_BLOCK
} else {
STONE_BRICKS
STONE_BRICKS // Placeholder, will be randomized per-block
}
}
"commercial" => SMOOTH_STONE,
"commercial" => SMOOTH_STONE, // Placeholder, will be randomized per-block
"education" => POLISHED_ANDESITE,
"religious" => POLISHED_ANDESITE,
"industrial" => COBBLESTONE,
@@ -54,16 +57,42 @@ pub fn generate_landuse(
let floor_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
let mut rng = element_rng(element.id);
for (x, z) in floor_area {
if landuse_tag == "traffic_island" {
editor.set_block(block_type, x, 1, z, None, None);
} else if landuse_tag == "construction" || landuse_tag == "railway" {
editor.set_block(block_type, x, 0, z, None, Some(&[SPONGE]));
// Apply per-block randomness for certain landuse types
let actual_block = if landuse_tag == "residential" && block_type == STONE_BRICKS {
// Urban residential: mix of stone bricks, cracked stone bricks, stone, cobblestone
let random_value = rng.gen_range(0..100);
if random_value < 72 {
STONE_BRICKS
} else if random_value < 87 {
CRACKED_STONE_BRICKS
} else if random_value < 92 {
STONE
} else {
COBBLESTONE
}
} else if landuse_tag == "commercial" {
// Commercial: mix of smooth stone, stone, cobblestone, stone bricks
let random_value = rng.gen_range(0..100);
if random_value < 40 {
SMOOTH_STONE
} else if random_value < 70 {
STONE_BRICKS
} else if random_value < 90 {
STONE
} else {
COBBLESTONE
}
} else {
editor.set_block(block_type, x, 0, z, None, None);
block_type
};
if landuse_tag == "traffic_island" {
editor.set_block(actual_block, x, 1, z, None, None);
} else if landuse_tag == "construction" || landuse_tag == "railway" {
editor.set_block(actual_block, x, 0, z, None, Some(&[SPONGE]));
} else {
editor.set_block(actual_block, x, 0, z, None, None);
}
// Add specific features for different landuse types