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25 Commits

Author SHA1 Message Date
Louis Erbkamm
f1dc3b8ffb Merge pull request #675 from wielandb/entities
Add recycling containers (and ability to add entities during world generation)
2026-01-27 18:23:14 +01:00
Louis Erbkamm
602767c1d1 Remove unreachable wheat seeds in amenities 2026-01-27 17:41:49 +01:00
Louis Erbkamm
96e6d9e129 Fix Bedrock LevelDB lock error 2026-01-27 17:32:37 +01:00
Louis Erbkamm
c722ea689f Fix typos in interior comments 2026-01-27 17:31:51 +01:00
Louis Erbkamm
f473e980a2 Merge pull request #662 from amir16yp/enable_structures
set generate_features to 1 in level.dat nbt template
2026-01-27 16:46:43 +01:00
Wieland
1901c21049 Merge branch 'wielandb-modified' into entities 2026-01-26 00:07:30 +01:00
Wieland
bc41838671 Resolve merge conflicts 2026-01-25 23:57:20 +01:00
Wieland
11de6cfd85 Resolve merge conflict in wkt.parser.js 2026-01-25 23:45:27 +01:00
Wieland
92f629fc96 Merge pull request #2 from wielandb/buildings-enhancements
[to modified] Buildings enhancements
2026-01-25 23:37:18 +01:00
Wieland
880d86971d Refactor abandoned building checks and comments
Replaces map_or with is_some_and for abandoned tag check in generate_buildings for clarity. Also updates a doc comment to a regular comment in buildings_interior.rs for consistency.
2026-01-25 23:31:04 +01:00
Wieland
1421247ea4 run cargo fmt 2026-01-25 23:24:59 +01:00
Wieland
1b21dec366 Merge origin/main into buildings-enhancements 2026-01-25 23:20:18 +01:00
Wieland
c9a9d55f76 Merge pull request #1 from wielandb/trees
[to modified] Change what trees are generated based on tag content
2026-01-25 23:10:40 +01:00
Wieland
53846a7b5a cargo fmt check 2026-01-25 22:58:45 +01:00
Wieland
0593615909 Merge branch 'wielandb-modified' into trees 2026-01-25 22:52:29 +01:00
Wieland
ceec7cc190 Use roof:orientation if available 2025-12-17 14:17:22 +01:00
Wieland
d876f5ce60 Corrections on abandoned building interiors 2025-12-17 14:02:15 +01:00
Wieland
d3a416754d Fix min_level and level interaction and make special interior for abandoned buildings 2025-12-17 00:39:26 +01:00
Wieland
fc6c2a255f First steps for generic abandoned buildings 2025-12-16 20:44:42 +01:00
Wieland
3b70694167 Make single-item recycling containers show a sign of what is thrown away there 2025-12-15 17:38:16 +01:00
Wieland
e5f0b1050a Add generation of recycling containers 2025-12-15 10:46:20 +01:00
Wieland
a0fd0c12e2 Update from linting suggestions 2025-12-14 09:08:30 +01:00
Wieland
9b87e3538a Change what trees are generated based on tag content 2025-12-14 08:30:32 +01:00
Wieland
46959365df Add ability to add entities 2025-12-13 22:50:16 +01:00
Amir Y. Perehodnik
f57d14b200 set generate_features to 1 in level.dat nbt 2025-12-07 18:47:09 +02:00
15 changed files with 1436 additions and 203 deletions

1
Cargo.lock generated
View File

@@ -208,6 +208,7 @@ dependencies = [
"rayon",
"reqwest",
"rfd",
"rusty-leveldb",
"semver",
"serde",
"serde_json",

View File

@@ -15,7 +15,7 @@ overflow-checks = true
[features]
default = ["gui"]
gui = ["tauri", "tauri-plugin-log", "tauri-plugin-shell", "tokio", "rfd", "dirs", "tauri-build", "bedrock"]
bedrock = ["bedrockrs_level", "bedrockrs_shared", "nbtx", "zip", "byteorder", "vek"]
bedrock = ["bedrockrs_level", "bedrockrs_shared", "nbtx", "zip", "byteorder", "vek", "rusty-leveldb"]
[build-dependencies]
tauri-build = {version = "2", optional = true}
@@ -54,6 +54,7 @@ bedrockrs_shared = { git = "https://github.com/bedrock-crustaceans/bedrock-rs",
nbtx = { git = "https://github.com/bedrock-crustaceans/nbtx", optional = true }
vek = { version = "0.17", optional = true }
zip = { version = "0.6", default-features = false, features = ["deflate"], optional = true }
rusty-leveldb = { version = "3", optional = true }
[target.'cfg(windows)'.dependencies]
windows = { version = "0.61.1", features = ["Win32_System_Console"] }

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Binary file not shown.

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@@ -578,6 +578,11 @@ pub fn to_bedrock_block_with_properties(
return convert_stairs(java_name, props_map);
}
// Handle barrel facing direction
if java_name == "barrel" {
return convert_barrel(java_name, props_map);
}
// Handle slabs with type property (top/bottom/double)
if java_name.ends_with("_slab") {
return convert_slab(java_name, props_map);
@@ -650,6 +655,46 @@ fn convert_stairs(
}
}
/// Convert Java barrel to Bedrock format with facing direction.
fn convert_barrel(
java_name: &str,
props: Option<&std::collections::HashMap<String, fastnbt::Value>>,
) -> BedrockBlock {
let mut states = HashMap::new();
if let Some(props) = props {
if let Some(fastnbt::Value::String(facing)) = props.get("facing") {
let facing_direction = match facing.as_str() {
"down" => 0,
"up" => 1,
"north" => 2,
"south" => 3,
"west" => 4,
"east" => 5,
_ => 1,
};
states.insert(
"facing_direction".to_string(),
BedrockBlockStateValue::Int(facing_direction),
);
}
}
if !states.contains_key("facing_direction") {
states.insert(
"facing_direction".to_string(),
BedrockBlockStateValue::Int(1),
);
}
states.insert("open_bit".to_string(), BedrockBlockStateValue::Bool(false));
BedrockBlock {
name: format!("minecraft:{java_name}"),
states,
}
}
/// Convert Java slab block to Bedrock format with proper type.
fn convert_slab(
java_name: &str,

View File

@@ -266,7 +266,15 @@ impl Block {
185 => "quartz_stairs",
186 => "polished_andesite_stairs",
187 => "nether_brick_stairs",
188 => "fern",
188 => "barrel",
189 => "fern",
190 => "cobweb",
191 => "chiseled_bookshelf",
192 => "chiseled_bookshelf",
193 => "chiseled_bookshelf",
194 => "chiseled_bookshelf",
195 => "chipped_anvil",
196 => "damaged_anvil",
_ => panic!("Invalid id"),
}
}
@@ -464,6 +472,26 @@ impl Block {
map.insert("half".to_string(), Value::String("top".to_string()));
map
})),
191 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("north".to_string()));
map
})),
192 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("east".to_string()));
map
})),
193 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("south".to_string()));
map
})),
194 => Some(Value::Compound({
let mut map = HashMap::new();
map.insert("facing".to_string(), Value::String("west".to_string()));
map
})),
_ => None,
}
}
@@ -698,7 +726,17 @@ pub const SMOOTH_SANDSTONE_STAIRS: Block = Block::new(184);
pub const QUARTZ_STAIRS: Block = Block::new(185);
pub const POLISHED_ANDESITE_STAIRS: Block = Block::new(186);
pub const NETHER_BRICK_STAIRS: Block = Block::new(187);
pub const FERN: Block = Block::new(188);
pub const BARREL: Block = Block::new(188);
pub const FERN: Block = Block::new(189);
pub const COBWEB: Block = Block::new(190);
pub const CHISELLED_BOOKSHELF_NORTH: Block = Block::new(191);
pub const CHISELLED_BOOKSHELF_EAST: Block = Block::new(192);
pub const CHISELLED_BOOKSHELF_SOUTH: Block = Block::new(193);
pub const CHISELLED_BOOKSHELF_WEST: Block = Block::new(194);
// Backwards-compatible alias (defaults to north-facing)
pub const CHISELLED_BOOKSHELF: Block = CHISELLED_BOOKSHELF_NORTH;
pub const CHIPPED_ANVIL: Block = Block::new(195);
pub const DAMAGED_ANVIL: Block = Block::new(196);
/// Maps a block to its corresponding stair variant
#[inline]

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@@ -7,7 +7,9 @@ use crate::floodfill::flood_fill_area; // Needed for inline amenity flood fills
use crate::floodfill_cache::FloodFillCache;
use crate::osm_parser::ProcessedElement;
use crate::world_editor::WorldEditor;
use rand::Rng;
use fastnbt::Value;
use rand::{seq::SliceRandom, Rng};
use std::collections::{HashMap, HashSet};
pub fn generate_amenities(
editor: &mut WorldEditor,
@@ -34,6 +36,49 @@ pub fn generate_amenities(
.map(|n: &crate::osm_parser::ProcessedNode| XZPoint::new(n.x, n.z))
.next();
match amenity_type.as_str() {
"recycling" => {
let is_container = element
.tags()
.get("recycling_type")
.is_some_and(|value| value == "container");
if !is_container {
return;
}
if let Some(pt) = first_node {
let mut rng = rand::thread_rng();
let loot_pool = build_recycling_loot_pool(element.tags());
let items = build_recycling_items(&loot_pool, &mut rng);
let properties = Value::Compound(recycling_barrel_properties());
let barrel_block = BlockWithProperties::new(BARREL, Some(properties));
let absolute_y = editor.get_absolute_y(pt.x, 1, pt.z);
editor.set_block_entity_with_items(
barrel_block,
pt.x,
1,
pt.z,
"minecraft:barrel",
items,
);
if let Some(category) = single_loot_category(&loot_pool) {
if let Some(display_item) =
build_display_item_for_category(category, &mut rng)
{
place_item_frame_on_random_side(
editor,
pt.x,
absolute_y,
pt.z,
display_item,
);
}
}
}
}
"waste_disposal" | "waste_basket" => {
// Place a cauldron for waste disposal or waste basket
if let Some(pt) = first_node {
@@ -263,3 +308,420 @@ pub fn generate_amenities(
}
}
}
#[derive(Clone, Copy)]
enum RecyclingLootKind {
GlassBottle,
Paper,
GlassBlock,
GlassPane,
LeatherArmor,
EmptyBucket,
LeatherBoots,
ScrapMetal,
GreenWaste,
}
#[derive(Clone, Copy)]
enum LeatherPiece {
Helmet,
Chestplate,
Leggings,
Boots,
}
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
enum LootCategory {
GlassBottle,
Paper,
Glass,
Leather,
EmptyBucket,
ScrapMetal,
GreenWaste,
}
fn recycling_barrel_properties() -> HashMap<String, Value> {
let mut props = HashMap::new();
props.insert("facing".to_string(), Value::String("up".to_string()));
props
}
fn build_recycling_loot_pool(tags: &HashMap<String, String>) -> Vec<RecyclingLootKind> {
let mut loot_pool: Vec<RecyclingLootKind> = Vec::new();
if tag_enabled(tags, "recycling:glass_bottles") {
loot_pool.push(RecyclingLootKind::GlassBottle);
}
if tag_enabled(tags, "recycling:paper") {
loot_pool.push(RecyclingLootKind::Paper);
}
if tag_enabled(tags, "recycling:glass") {
loot_pool.push(RecyclingLootKind::GlassBlock);
loot_pool.push(RecyclingLootKind::GlassPane);
}
if tag_enabled(tags, "recycling:clothes") {
loot_pool.push(RecyclingLootKind::LeatherArmor);
}
if tag_enabled(tags, "recycling:cans") {
loot_pool.push(RecyclingLootKind::EmptyBucket);
}
if tag_enabled(tags, "recycling:shoes") {
loot_pool.push(RecyclingLootKind::LeatherBoots);
}
if tag_enabled(tags, "recycling:scrap_metal") {
loot_pool.push(RecyclingLootKind::ScrapMetal);
}
if tag_enabled(tags, "recycling:green_waste") {
loot_pool.push(RecyclingLootKind::GreenWaste);
}
loot_pool
}
fn build_recycling_items(
loot_pool: &[RecyclingLootKind],
rng: &mut impl Rng,
) -> Vec<HashMap<String, Value>> {
if loot_pool.is_empty() {
return Vec::new();
}
let mut items = Vec::new();
for slot in 0..27 {
if rng.gen_bool(0.2) {
let kind = loot_pool[rng.gen_range(0..loot_pool.len())];
if let Some(item) = build_item_for_kind(kind, slot as i8, rng) {
items.push(item);
}
}
}
items
}
fn kind_to_category(kind: RecyclingLootKind) -> LootCategory {
match kind {
RecyclingLootKind::GlassBottle => LootCategory::GlassBottle,
RecyclingLootKind::Paper => LootCategory::Paper,
RecyclingLootKind::GlassBlock | RecyclingLootKind::GlassPane => LootCategory::Glass,
RecyclingLootKind::LeatherArmor | RecyclingLootKind::LeatherBoots => LootCategory::Leather,
RecyclingLootKind::EmptyBucket => LootCategory::EmptyBucket,
RecyclingLootKind::ScrapMetal => LootCategory::ScrapMetal,
RecyclingLootKind::GreenWaste => LootCategory::GreenWaste,
}
}
fn single_loot_category(loot_pool: &[RecyclingLootKind]) -> Option<LootCategory> {
let mut categories: HashSet<LootCategory> = HashSet::new();
for kind in loot_pool {
categories.insert(kind_to_category(*kind));
if categories.len() > 1 {
return None;
}
}
categories.iter().next().copied()
}
fn build_display_item_for_category(
category: LootCategory,
rng: &mut impl Rng,
) -> Option<HashMap<String, Value>> {
match category {
LootCategory::GlassBottle => Some(make_display_item("minecraft:glass_bottle", 1)),
LootCategory::Paper => Some(make_display_item("minecraft:paper", rng.gen_range(1..=4))),
LootCategory::Glass => Some(make_display_item("minecraft:glass", 1)),
LootCategory::Leather => Some(build_leather_display_item(rng)),
LootCategory::EmptyBucket => Some(make_display_item("minecraft:bucket", 1)),
LootCategory::ScrapMetal => {
let metals = [
"minecraft:copper_ingot",
"minecraft:iron_ingot",
"minecraft:gold_ingot",
];
let metal = metals.choose(rng)?;
Some(make_display_item(metal, rng.gen_range(1..=2)))
}
LootCategory::GreenWaste => {
let options = [
"minecraft:oak_sapling",
"minecraft:birch_sapling",
"minecraft:tall_grass",
"minecraft:sweet_berries",
"minecraft:wheat_seeds",
];
let choice = options.choose(rng)?;
Some(make_display_item(choice, rng.gen_range(1..=3)))
}
}
}
fn place_item_frame_on_random_side(
editor: &mut WorldEditor,
x: i32,
barrel_absolute_y: i32,
z: i32,
item: HashMap<String, Value>,
) {
let mut rng = rand::thread_rng();
let mut directions = [
((0, 0, -1), 2), // North
((0, 0, 1), 3), // South
((-1, 0, 0), 4), // West
((1, 0, 0), 5), // East
];
directions.shuffle(&mut rng);
let (min_x, min_z) = editor.get_min_coords();
let (max_x, max_z) = editor.get_max_coords();
let ((dx, _dy, dz), facing) = directions
.into_iter()
.find(|((dx, _dy, dz), _)| {
let target_x = x + dx;
let target_z = z + dz;
target_x >= min_x && target_x <= max_x && target_z >= min_z && target_z <= max_z
})
.unwrap_or(((0, 0, 1), 3)); // Fallback south if all directions are out of bounds
let target_x = x + dx;
let target_y = barrel_absolute_y;
let target_z = z + dz;
let ground_y = editor.get_absolute_y(target_x, 0, target_z);
let mut extra = HashMap::new();
extra.insert("Facing".to_string(), Value::Byte(facing)); // 2=north, 3=south, 4=west, 5=east
extra.insert("ItemRotation".to_string(), Value::Byte(0));
extra.insert("Item".to_string(), Value::Compound(item));
extra.insert("ItemDropChance".to_string(), Value::Float(1.0));
extra.insert(
"block_pos".to_string(),
Value::List(vec![
Value::Int(target_x),
Value::Int(target_y),
Value::Int(target_z),
]),
);
extra.insert("TileX".to_string(), Value::Int(target_x));
extra.insert("TileY".to_string(), Value::Int(target_y));
extra.insert("TileZ".to_string(), Value::Int(target_z));
extra.insert("Fixed".to_string(), Value::Byte(1));
let relative_y = target_y - ground_y;
editor.add_entity(
"minecraft:item_frame",
target_x,
relative_y,
target_z,
Some(extra),
);
}
fn make_display_item(id: &str, count: i8) -> HashMap<String, Value> {
let mut item = HashMap::new();
item.insert("id".to_string(), Value::String(id.to_string()));
item.insert("Count".to_string(), Value::Byte(count));
item
}
fn build_leather_display_item(rng: &mut impl Rng) -> HashMap<String, Value> {
let mut item = make_display_item("minecraft:leather_chestplate", 1);
let damage = biased_damage(80, rng);
let mut tag = HashMap::new();
tag.insert("Damage".to_string(), Value::Int(damage));
if let Some(color) = maybe_leather_color(rng) {
let mut display = HashMap::new();
display.insert("color".to_string(), Value::Int(color));
tag.insert("display".to_string(), Value::Compound(display));
}
item.insert("tag".to_string(), Value::Compound(tag));
let mut components = HashMap::new();
components.insert("minecraft:damage".to_string(), Value::Int(damage));
item.insert("components".to_string(), Value::Compound(components));
item
}
fn build_item_for_kind(
kind: RecyclingLootKind,
slot: i8,
rng: &mut impl Rng,
) -> Option<HashMap<String, Value>> {
match kind {
RecyclingLootKind::GlassBottle => Some(make_basic_item(
"minecraft:glass_bottle",
slot,
rng.gen_range(1..=4),
)),
RecyclingLootKind::Paper => Some(make_basic_item(
"minecraft:paper",
slot,
rng.gen_range(1..=10),
)),
RecyclingLootKind::GlassBlock => Some(build_glass_item(false, slot, rng)),
RecyclingLootKind::GlassPane => Some(build_glass_item(true, slot, rng)),
RecyclingLootKind::LeatherArmor => {
Some(build_leather_item(random_leather_piece(rng), slot, rng))
}
RecyclingLootKind::EmptyBucket => Some(make_basic_item("minecraft:bucket", slot, 1)),
RecyclingLootKind::LeatherBoots => Some(build_leather_item(LeatherPiece::Boots, slot, rng)),
RecyclingLootKind::ScrapMetal => Some(build_scrap_metal_item(slot, rng)),
RecyclingLootKind::GreenWaste => Some(build_green_waste_item(slot, rng)),
}
}
fn build_scrap_metal_item(slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
let metals = ["copper_ingot", "iron_ingot", "gold_ingot"];
let metal = metals.choose(rng).expect("scrap metal list is non-empty");
let count = rng.gen_range(1..=3);
make_basic_item(&format!("minecraft:{metal}"), slot, count)
}
fn build_green_waste_item(slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
#[allow(clippy::match_same_arms)]
let (id, count) = match rng.gen_range(0..8) {
0 => ("minecraft:tall_grass", rng.gen_range(1..=4)),
1 => ("minecraft:sweet_berries", rng.gen_range(2..=6)),
2 => ("minecraft:oak_sapling", rng.gen_range(1..=2)),
3 => ("minecraft:birch_sapling", rng.gen_range(1..=2)),
4 => ("minecraft:spruce_sapling", rng.gen_range(1..=2)),
5 => ("minecraft:jungle_sapling", rng.gen_range(1..=2)),
6 => ("minecraft:acacia_sapling", rng.gen_range(1..=2)),
_ => ("minecraft:dark_oak_sapling", rng.gen_range(1..=2)),
};
// 25% chance to replace with seeds instead
let id = if rng.gen_bool(0.25) {
match rng.gen_range(0..4) {
0 => "minecraft:wheat_seeds",
1 => "minecraft:pumpkin_seeds",
2 => "minecraft:melon_seeds",
_ => "minecraft:beetroot_seeds",
}
} else {
id
};
make_basic_item(id, slot, count)
}
fn build_glass_item(is_pane: bool, slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
const GLASS_COLORS: &[&str] = &[
"white",
"orange",
"magenta",
"light_blue",
"yellow",
"lime",
"pink",
"gray",
"light_gray",
"cyan",
"purple",
"blue",
"brown",
"green",
"red",
"black",
];
let use_colorless = rng.gen_bool(0.7);
let id = if use_colorless {
if is_pane {
"minecraft:glass_pane".to_string()
} else {
"minecraft:glass".to_string()
}
} else {
let color = GLASS_COLORS
.choose(rng)
.expect("glass color array is non-empty");
if is_pane {
format!("minecraft:{color}_stained_glass_pane")
} else {
format!("minecraft:{color}_stained_glass")
}
};
let count = if is_pane {
rng.gen_range(4..=16)
} else {
rng.gen_range(1..=6)
};
make_basic_item(&id, slot, count)
}
fn build_leather_item(piece: LeatherPiece, slot: i8, rng: &mut impl Rng) -> HashMap<String, Value> {
let (id, max_damage) = match piece {
LeatherPiece::Helmet => ("minecraft:leather_helmet", 55),
LeatherPiece::Chestplate => ("minecraft:leather_chestplate", 80),
LeatherPiece::Leggings => ("minecraft:leather_leggings", 75),
LeatherPiece::Boots => ("minecraft:leather_boots", 65),
};
let mut item = make_basic_item(id, slot, 1);
let damage = biased_damage(max_damage, rng);
let mut tag = HashMap::new();
tag.insert("Damage".to_string(), Value::Int(damage));
if let Some(color) = maybe_leather_color(rng) {
let mut display = HashMap::new();
display.insert("color".to_string(), Value::Int(color));
tag.insert("display".to_string(), Value::Compound(display));
}
item.insert("tag".to_string(), Value::Compound(tag));
let mut components = HashMap::new();
components.insert("minecraft:damage".to_string(), Value::Int(damage));
item.insert("components".to_string(), Value::Compound(components));
item
}
fn biased_damage(max_damage: i32, rng: &mut impl Rng) -> i32 {
let safe_max = max_damage.max(1);
let upper = safe_max.saturating_sub(1);
let lower = (safe_max / 2).min(upper);
let heavy_wear = rng.gen_range(lower..=upper);
let random_wear = rng.gen_range(0..=upper);
heavy_wear.max(random_wear)
}
fn maybe_leather_color(rng: &mut impl Rng) -> Option<i32> {
if rng.gen_bool(0.3) {
Some(rng.gen_range(0..=0x00FF_FFFF))
} else {
None
}
}
fn random_leather_piece(rng: &mut impl Rng) -> LeatherPiece {
match rng.gen_range(0..4) {
0 => LeatherPiece::Helmet,
1 => LeatherPiece::Chestplate,
2 => LeatherPiece::Leggings,
_ => LeatherPiece::Boots,
}
}
fn make_basic_item(id: &str, slot: i8, count: i8) -> HashMap<String, Value> {
let mut item = HashMap::new();
item.insert("id".to_string(), Value::String(id.to_string()));
item.insert("Slot".to_string(), Value::Byte(slot));
item.insert("Count".to_string(), Value::Byte(count));
item
}
fn tag_enabled(tags: &HashMap<String, String>, key: &str) -> bool {
tags.get(key).is_some_and(|value| value == "yes")
}

View File

@@ -157,7 +157,7 @@ pub fn generate_buildings(
let lev = levels - min_level;
if lev >= 1 {
building_height = multiply_scale(levels * 4 + 2, scale_factor);
building_height = multiply_scale(lev * 4 + 2, scale_factor);
building_height = building_height.max(3);
// Mark as tall building if more than 7 stories
@@ -542,6 +542,20 @@ pub fn generate_buildings(
}
}
// Detect abandoned buildings via explicit tags
let is_abandoned_building = element
.tags
.get("abandoned")
.is_some_and(|value| value == "yes")
|| element.tags.contains_key("abandoned:building");
// Use cobwebs instead of glowstone for abandoned buildings
let ceiling_light_block = if is_abandoned_building {
COBWEB
} else {
GLOWSTONE
};
for (x, z) in floor_area.iter().cloned() {
if processed_points.insert((x, z)) {
// Create foundation columns for the floor area when using terrain
@@ -573,7 +587,7 @@ pub fn generate_buildings(
if x % 5 == 0 && z % 5 == 0 {
// Light fixtures
editor.set_block_absolute(
GLOWSTONE,
ceiling_light_block,
x,
h + abs_terrain_offset,
z,
@@ -593,7 +607,7 @@ pub fn generate_buildings(
}
} else if x % 5 == 0 && z % 5 == 0 {
editor.set_block_absolute(
GLOWSTONE,
ceiling_light_block,
x,
start_y_offset + building_height + abs_terrain_offset,
z,
@@ -648,6 +662,7 @@ pub fn generate_buildings(
args,
element,
abs_terrain_offset,
is_abandoned_building,
);
}
}
@@ -772,6 +787,9 @@ fn generate_roof(
// Set base height for roof to be at least one block above building top
let base_height = start_y_offset + building_height + 1;
// Optional OSM hint for ridge orientation
let roof_orientation = element.tags.get("roof:orientation").map(|s| s.as_str());
match roof_type {
RoofType::Flat => {
// Simple flat roof
@@ -798,8 +816,13 @@ fn generate_roof(
let roof_peak_height = base_height + roof_height_boost;
// Pre-determine orientation and material
let is_wider_than_long = width > length;
let max_distance = if is_wider_than_long {
let width_is_longer = width >= length;
let ridge_runs_along_x = match roof_orientation {
Some(orientation) if orientation.eq_ignore_ascii_case("along") => width_is_longer,
Some(orientation) if orientation.eq_ignore_ascii_case("across") => !width_is_longer,
_ => width_is_longer,
};
let max_distance = if ridge_runs_along_x {
length >> 1
} else {
width >> 1
@@ -819,15 +842,15 @@ fn generate_roof(
// First pass: calculate all roof heights using vectorized operations
for &(x, z) in floor_area {
let distance_to_ridge = if is_wider_than_long {
let distance_to_ridge = if ridge_runs_along_x {
(z - center_z).abs()
} else {
(x - center_x).abs()
};
let roof_height = if distance_to_ridge == 0
&& ((is_wider_than_long && z == center_z)
|| (!is_wider_than_long && x == center_x))
&& ((ridge_runs_along_x && z == center_z)
|| (!ridge_runs_along_x && x == center_x))
{
roof_peak_height
} else {
@@ -859,7 +882,7 @@ fn generate_roof(
for y in base_height..=roof_height {
if y == roof_height && has_lower_neighbor {
// Pre-compute stair direction
let stair_block_with_props = if is_wider_than_long {
let stair_block_with_props = if ridge_runs_along_x {
if z < center_z {
create_stair_with_properties(
stair_block_material,
@@ -919,7 +942,12 @@ fn generate_roof(
// Determine if building is significantly rectangular or more square-shaped
let is_rectangular =
(width as f64 / length as f64 > 1.3) || (length as f64 / width as f64 > 1.3);
let long_axis_is_x = width > length;
let width_is_longer = width >= length;
let ridge_axis_is_x = match roof_orientation {
Some(orientation) if orientation.eq_ignore_ascii_case("along") => width_is_longer,
Some(orientation) if orientation.eq_ignore_ascii_case("across") => !width_is_longer,
_ => width_is_longer,
};
// Make roof taller and more pointy
let roof_peak_height = base_height + if width.max(length) > 20 { 7 } else { 5 };
@@ -939,7 +967,7 @@ fn generate_roof(
for &(x, z) in floor_area {
// Calculate distance to the ridge line
let distance_to_ridge = if long_axis_is_x {
let distance_to_ridge = if ridge_axis_is_x {
// Distance in Z direction for X-axis ridge
(z - center_z).abs()
} else {
@@ -948,7 +976,7 @@ fn generate_roof(
};
// Calculate maximum distance from ridge to edge
let max_distance_from_ridge = if long_axis_is_x {
let max_distance_from_ridge = if ridge_axis_is_x {
(max_z - min_z) / 2
} else {
(max_x - min_x) / 2
@@ -988,7 +1016,7 @@ fn generate_roof(
if has_lower_neighbor {
// Determine stair direction based on ridge orientation and position
let stair_block_material = get_stair_block_for_material(roof_block);
let stair_block_with_props = if long_axis_is_x {
let stair_block_with_props = if ridge_axis_is_x {
// Ridge runs along X, slopes in Z direction
if z < center_z {
create_stair_with_properties(

View File

@@ -1,10 +1,11 @@
use crate::args::Args;
use crate::block_definitions::*;
use crate::deterministic_rng::element_rng;
use crate::element_processing::tree::Tree;
use crate::element_processing::tree::{Tree, TreeType};
use crate::floodfill_cache::{BuildingFootprintBitmap, FloodFillCache};
use crate::osm_parser::{ProcessedMemberRole, ProcessedRelation, ProcessedWay};
use crate::world_editor::WorldEditor;
use rand::prelude::SliceRandom;
use rand::Rng;
pub fn generate_landuse(
@@ -58,6 +59,29 @@ pub fn generate_landuse(
let floor_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
let trees_ok_to_generate: Vec<TreeType> = {
let mut trees: Vec<TreeType> = vec![];
if let Some(leaf_type) = element.tags.get("leaf_type") {
match leaf_type.as_str() {
"broadleaved" => {
trees.push(TreeType::Oak);
trees.push(TreeType::Birch);
}
"needleleaved" => trees.push(TreeType::Spruce),
_ => {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
}
} else {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
trees
};
for (x, z) in floor_area {
// Apply per-block randomness for certain landuse types
let actual_block = if landuse_tag == "residential" && block_type == STONE_BRICKS {
@@ -141,7 +165,15 @@ pub fn generate_landuse(
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
let random_choice: i32 = rng.gen_range(0..30);
if random_choice == 20 {
Tree::create(editor, (x, 1, z), Some(building_footprints));
let tree_type = *trees_ok_to_generate
.choose(&mut rng)
.unwrap_or(&TreeType::Oak);
Tree::create_of_type(
editor,
(x, 1, z),
tree_type,
Some(building_footprints),
);
} else if random_choice == 2 {
let flower_block: Block = match rng.gen_range(1..=5) {
1 => OAK_LEAVES,

View File

@@ -2,10 +2,11 @@ use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::deterministic_rng::element_rng;
use crate::element_processing::tree::Tree;
use crate::element_processing::tree::{Tree, TreeType};
use crate::floodfill_cache::{BuildingFootprintBitmap, FloodFillCache};
use crate::osm_parser::{ProcessedElement, ProcessedMemberRole, ProcessedRelation, ProcessedWay};
use crate::world_editor::WorldEditor;
use rand::prelude::SliceRandom;
use rand::Rng;
pub fn generate_natural(
@@ -21,7 +22,66 @@ pub fn generate_natural(
let x: i32 = node.x;
let z: i32 = node.z;
Tree::create(editor, (x, 1, z), Some(building_footprints));
let mut trees_ok_to_generate: Vec<TreeType> = vec![];
if let Some(species) = element.tags().get("species") {
if species.contains("Betula") {
trees_ok_to_generate.push(TreeType::Birch);
}
if species.contains("Quercus") {
trees_ok_to_generate.push(TreeType::Oak);
}
if species.contains("Picea") {
trees_ok_to_generate.push(TreeType::Spruce);
}
} else if let Some(genus_wikidata) = element.tags().get("genus:wikidata") {
match genus_wikidata.as_str() {
"Q12004" => trees_ok_to_generate.push(TreeType::Birch),
"Q26782" => trees_ok_to_generate.push(TreeType::Oak),
"Q25243" => trees_ok_to_generate.push(TreeType::Spruce),
_ => {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
}
} else if let Some(genus) = element.tags().get("genus") {
match genus.as_str() {
"Betula" => trees_ok_to_generate.push(TreeType::Birch),
"Quercus" => trees_ok_to_generate.push(TreeType::Oak),
"Picea" => trees_ok_to_generate.push(TreeType::Spruce),
_ => trees_ok_to_generate.push(TreeType::Oak),
}
} else if let Some(leaf_type) = element.tags().get("leaf_type") {
match leaf_type.as_str() {
"broadleaved" => {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Birch);
}
"needleleaved" => trees_ok_to_generate.push(TreeType::Spruce),
_ => {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
}
} else {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
if trees_ok_to_generate.is_empty() {
trees_ok_to_generate.push(TreeType::Oak);
trees_ok_to_generate.push(TreeType::Spruce);
trees_ok_to_generate.push(TreeType::Birch);
}
let mut rng = element_rng(element.id());
let tree_type = *trees_ok_to_generate
.choose(&mut rng)
.unwrap_or(&TreeType::Oak);
Tree::create_of_type(editor, (x, 1, z), tree_type, Some(building_footprints));
}
} else {
let mut previous_node: Option<(i32, i32)> = None;
@@ -81,6 +141,29 @@ pub fn generate_natural(
let filled_area: Vec<(i32, i32)> =
flood_fill_cache.get_or_compute(way, args.timeout.as_ref());
let trees_ok_to_generate: Vec<TreeType> = {
let mut trees: Vec<TreeType> = vec![];
if let Some(leaf_type) = element.tags().get("leaf_type") {
match leaf_type.as_str() {
"broadleaved" => {
trees.push(TreeType::Oak);
trees.push(TreeType::Birch);
}
"needleleaved" => trees.push(TreeType::Spruce),
_ => {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
}
} else {
trees.push(TreeType::Oak);
trees.push(TreeType::Spruce);
trees.push(TreeType::Birch);
}
trees
};
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
let mut rng = element_rng(way.id);
@@ -164,7 +247,15 @@ pub fn generate_natural(
}
let random_choice: i32 = rng.gen_range(0..30);
if random_choice == 0 {
Tree::create(editor, (x, 1, z), Some(building_footprints));
let tree_type = *trees_ok_to_generate
.choose(&mut rng)
.unwrap_or(&TreeType::Oak);
Tree::create_of_type(
editor,
(x, 1, z),
tree_type,
Some(building_footprints),
);
} else if random_choice == 1 {
let flower_block = match rng.gen_range(1..=4) {
1 => RED_FLOWER,

View File

@@ -58,7 +58,7 @@ const INTERIOR1_LAYER2: [[char; 23]; 23] = [
['W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
];
/// Interior layout for building level floors (1nd layer above floor)
/// Interior layout for building level floors (1st layer above floor)
#[rustfmt::skip]
const INTERIOR2_LAYER1: [[char; 23]; 23] = [
['W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W',],
@@ -114,6 +114,119 @@ const INTERIOR2_LAYER2: [[char; 23]; 23] = [
['P', 'P', ' ', ' ', ' ', 'E', 'B', 'B', 'B', ' ', ' ', 'W', 'B', 'B', 'B', 'B', 'B', 'B', 'B', ' ', 'B', ' ', 'D',],
];
// Generic Abandoned Building Interiors
/// Interior layout for building ground floors (1st layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR1_LAYER1: [[char; 23]; 23] = [
['1', 'U', ' ', 'W', 'C', ' ', ' ', ' ', 'S', 'S', 'W', 'b', 'T', 'T', 'd', 'W', '7', '8', ' ', ' ', ' ', ' ', 'W',],
['2', ' ', ' ', 'W', 'F', ' ', ' ', ' ', 'U', 'U', 'W', 'b', 'T', 'T', 'd', 'W', '7', '8', ' ', ' ', ' ', 'B', 'W',],
[' ', ' ', ' ', 'W', 'F', ' ', ' ', ' ', ' ', ' ', 'W', 'b', 'T', 'T', 'd', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W',],
['W', 'W', 'D', 'W', 'L', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'M', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'c', 'c', 'c', ' ', ' ', 'J', 'W', ' ', ' ', ' ', 'd', 'W', 'W', 'W',],
['W', 'W', 'W', 'W', 'D', 'W', ' ', ' ', 'W', 'T', 'S', 'S', 'T', ' ', ' ', 'W', 'S', 'S', ' ', 'd', 'W', 'W', 'W',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'T', 'T', 'T', 'T', ' ', ' ', 'W', 'U', 'U', ' ', 'd', 'W', ' ', ' ',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'D', 'T', 'T', 'T', 'T', ' ', 'B', 'W', ' ', ' ', ' ', 'd', 'W', ' ', ' ',],
['L', ' ', 'M', 'L', 'W', 'W', ' ', ' ', 'W', 'J', 'U', 'U', ' ', ' ', 'B', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W', 'C', 'C', 'W', 'W',],
['c', 'c', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', 'W', ' ', ' ', 'W', 'W',],
[' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'D',],
[' ', '6', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['U', '5', ' ', 'W', ' ', ' ', 'W', 'C', 'F', 'F', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'W', 'L', ' ', 'W', 'M', ' ', 'b', 'W', ' ', ' ', 'W',],
['B', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'b', 'W', 'J', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', 'W', 'U', ' ', ' ', 'W', 'B', ' ', 'D',],
['J', ' ', ' ', 'C', 'a', 'a', 'W', 'L', 'F', ' ', 'W', 'F', ' ', 'W', 'L', 'W', '7', '8', ' ', 'W', 'B', ' ', 'W',],
['B', ' ', ' ', 'd', 'W', 'W', 'W', 'W', 'W', ' ', 'W', 'M', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'C', ' ', 'W',],
['B', ' ', ' ', 'd', 'W', ' ', ' ', ' ', 'D', ' ', 'W', 'C', ' ', ' ', 'W', 'W', 'c', 'c', 'c', 'c', 'W', 'D', 'W',],
['W', 'W', 'D', 'W', 'C', ' ', ' ', ' ', 'W', 'W', 'W', 'b', 'T', 'T', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
];
/// Interior layout for building ground floors (2nd layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR1_LAYER2: [[char; 23]; 23] = [
[' ', 'P', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'P', 'P', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', 'B', 'W',],
[' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'B', ' ', ' ', 'B', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W',],
['W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'B', 'B', 'B', ' ', ' ', ' ', 'W', ' ', ' ', ' ', 'B', 'W', 'W', 'W',],
['W', 'W', 'W', 'W', 'D', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', 'B', 'W', 'W', 'W',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'P', 'P', ' ', 'B', 'W', ' ', ' ',],
[' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', 'B', 'W', ' ', ' ', ' ', 'B', 'W', ' ', ' ',],
[' ', ' ', ' ', ' ', 'W', 'W', ' ', ' ', 'W', ' ', 'P', 'P', ' ', ' ', 'B', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W', 'C', 'C', 'W', 'W',],
['B', 'B', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', 'W', ' ', ' ', 'W', 'W',],
[' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', 'D',],
[' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['P', ' ', ' ', 'W', ' ', ' ', 'W', 'N', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'D', 'W', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'B', 'W', ' ', ' ', 'W',],
['B', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'C', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', 'W', 'P', ' ', ' ', 'W', 'B', ' ', 'D',],
[' ', ' ', ' ', ' ', 'B', 'B', 'W', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'P', 'W', ' ', ' ', ' ', 'W', 'B', ' ', 'W',],
['B', ' ', ' ', 'B', 'W', 'W', 'W', 'W', 'W', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W',],
['B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', 'D', ' ', 'W', 'N', ' ', ' ', 'W', 'W', 'B', 'B', 'B', 'B', 'W', 'D', 'W',],
['W', 'W', 'D', 'W', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'B', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
];
/// Interior layout for building level floors (1st layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR2_LAYER1: [[char; 23]; 23] = [
['W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W',],
['U', ' ', ' ', ' ', ' ', ' ', 'C', 'W', 'L', ' ', ' ', 'L', 'W', 'M', 'M', 'W', ' ', ' ', ' ', ' ', ' ', 'L', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'Q', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'S', 'S', 'S', ' ', 'W',],
[' ', ' ', 'W', 'F', ' ', ' ', ' ', 'Q', 'C', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'J', ' ', 'U', 'U', 'U', ' ', 'D',],
['U', ' ', 'W', 'F', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W',],
['U', ' ', 'W', 'F', ' ', ' ', ' ', 'D', ' ', ' ', 'T', 'T', 'W', ' ', ' ', ' ', ' ', ' ', 'U', 'W', ' ', 'L', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', 'T', 'J', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ', 'W', 'L', ' ', 'W',],
['J', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'C', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'L', ' ', ' ', ' ', ' ', 'W', 'C', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', 'M', 'c', 'B', 'W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', 'L', ' ', ' ', ' ', ' ', 'W', 'L', ' ', ' ', 'B', 'W', 'W', 'B', 'B', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', 'D', ' ', ' ', 'U', ' ', ' ', ' ', 'D', ' ', ' ', 'F', 'F', 'W', 'M', 'M', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', 'W', ' ', ' ', 'U', ' ', ' ', 'W', 'W', ' ', ' ', ' ', ' ', 'C', ' ', ' ', 'W', ' ', ' ', 'W',],
['C', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', ' ', ' ', 'L', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['L', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'L', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'U', 'U', ' ', 'Q', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'U', 'U', ' ', 'Q', 'b', ' ', 'U', 'U', 'B', ' ', ' ', ' ', ' ', ' ', 'W',],
['S', 'S', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'Q', 'b', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'd', ' ', 'W',],
['U', 'U', ' ', ' ', ' ', 'L', 'a', 'a', 'a', ' ', ' ', 'Q', 'B', 'a', 'a', 'a', 'a', 'a', 'a', ' ', 'd', 'D', 'W',],
];
/// Interior layout for building level floors (2nd layer above floor)
#[rustfmt::skip]
const ABANDONED_INTERIOR2_LAYER2: [[char; 23]; 23] = [
['W', 'W', 'W', 'D', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W',],
['P', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'O', ' ', ' ', 'O', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'O', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'Q', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', 'W', 'F', ' ', ' ', ' ', 'Q', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'P', 'P', 'P', ' ', 'D',],
['P', ' ', 'W', 'F', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W',],
['P', ' ', 'W', 'F', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', 'P', 'W', ' ', 'P', 'W',],
[' ', ' ', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'W', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'D', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'P', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'O', ' ', ' ', ' ', ' ', 'W', 'P', ' ', ' ', ' ', 'B', 'W', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', ' ', 'c', 'B', 'W', 'W', 'W', 'W', ' ', ' ', 'W', ' ', ' ', ' ', ' ', 'B', 'W', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', 'O', ' ', ' ', ' ', ' ', 'W', 'O', ' ', ' ', 'B', 'W', 'W', 'B', 'B', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', 'd', 'W', ' ', ' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'D',],
[' ', ' ', ' ', ' ', 'D', ' ', ' ', 'P', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', 'W', ' ', ' ', 'P', ' ', ' ', 'W', 'W', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', ' ', ' ', 'O', ' ', ' ', 'W', 'W', 'D', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'D', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['O', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W', 'O', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'W',],
['W', 'W', 'W', 'W', 'W', 'W', ' ', ' ', 'P', 'P', ' ', 'Q', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'P', 'P', ' ', 'Q', 'b', ' ', 'P', 'P', 'c', ' ', ' ', ' ', ' ', ' ', 'W',],
[' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'Q', 'b', ' ', ' ', ' ', ' ', ' ', ' ', ' ', 'd', ' ', 'W',],
['P', 'P', ' ', ' ', ' ', 'O', 'a', 'a', 'a', ' ', ' ', 'Q', 'b', 'a', 'a', 'a', 'a', 'a', 'a', ' ', 'd', ' ', 'D',],
];
/// Maps interior layout characters to actual block types for different floor layers
#[inline(always)]
pub fn get_interior_block(c: char, is_layer2: bool, wall_block: Block) -> Option<Block> {
@@ -145,12 +258,19 @@ pub fn get_interior_block(c: char, is_layer2: bool, wall_block: Block) -> Option
Some(DARK_OAK_DOOR_LOWER)
}
}
'J' => Some(NOTE_BLOCK), // Note block
'G' => Some(GLOWSTONE), // Glowstone
'N' => Some(BREWING_STAND), // Brewing Stand
'T' => Some(WHITE_CARPET), // White Carpet
'E' => Some(OAK_LEAVES), // Oak Leaves
_ => None, // Default case for unknown characters
'J' => Some(NOTE_BLOCK), // Note block
'G' => Some(GLOWSTONE), // Glowstone
'N' => Some(BREWING_STAND), // Brewing Stand
'T' => Some(WHITE_CARPET), // White Carpet
'E' => Some(OAK_LEAVES), // Oak Leaves
'O' => Some(COBWEB), // Cobweb
'a' => Some(CHISELLED_BOOKSHELF_NORTH), // Chiseled Bookshelf
'b' => Some(CHISELLED_BOOKSHELF_EAST), // Chiseled Bookshelf East
'c' => Some(CHISELLED_BOOKSHELF_SOUTH), // Chiseled Bookshelf South
'd' => Some(CHISELLED_BOOKSHELF_WEST), // Chiseled Bookshelf West
'M' => Some(DAMAGED_ANVIL), // Damaged Anvil
'Q' => Some(SCAFFOLDING), // Scaffolding
_ => None, // Default case for unknown characters
}
}
@@ -170,6 +290,7 @@ pub fn generate_building_interior(
args: &crate::args::Args,
element: &crate::osm_parser::ProcessedWay,
abs_terrain_offset: i32,
is_abandoned_building: bool,
) {
// Skip interior generation for very small buildings
let width = max_x - min_x + 1;
@@ -214,7 +335,13 @@ pub fn generate_building_interior(
};
// Choose the appropriate interior pattern based on floor number
let (layer1, layer2) = if floor_index == 0 {
let (layer1, layer2) = if is_abandoned_building {
if floor_index == 0 {
(&ABANDONED_INTERIOR1_LAYER1, &ABANDONED_INTERIOR1_LAYER2)
} else {
(&ABANDONED_INTERIOR2_LAYER1, &ABANDONED_INTERIOR2_LAYER2)
}
} else if floor_index == 0 {
// Ground floor uses INTERIOR1 patterns
(&INTERIOR1_LAYER1, &INTERIOR1_LAYER2)
} else {

View File

@@ -92,6 +92,7 @@ fn round(editor: &mut WorldEditor, material: Block, (x, y, z): Coord, block_patt
}
}
#[derive(Clone, Copy)]
pub enum TreeType {
Oak,
Spruce,
@@ -120,6 +121,27 @@ impl Tree<'_> {
editor: &mut WorldEditor,
(x, y, z): Coord,
building_footprints: Option<&BuildingFootprintBitmap>,
) {
// Use deterministic RNG based on coordinates for consistent tree types across region boundaries
// The element_id of 0 is used as a salt for tree-specific randomness
let mut rng = coord_rng(x, z, 0);
let tree_type = match rng.gen_range(1..=3) {
1 => TreeType::Oak,
2 => TreeType::Spruce,
3 => TreeType::Birch,
_ => unreachable!(),
};
Self::create_of_type(editor, (x, y, z), tree_type, building_footprints);
}
/// Creates a tree of a specific type at the specified coordinates.
pub fn create_of_type(
editor: &mut WorldEditor,
(x, y, z): Coord,
tree_type: TreeType,
building_footprints: Option<&BuildingFootprintBitmap>,
) {
// Skip if this coordinate is inside a building
if let Some(footprints) = building_footprints {
@@ -135,16 +157,7 @@ impl Tree<'_> {
blacklist.extend(Self::get_functional_blocks());
blacklist.push(WATER);
// Use deterministic RNG based on coordinates for consistent tree types across region boundaries
// The element_id of 0 is used as a salt for tree-specific randomness
let mut rng = coord_rng(x, z, 0);
let tree = Self::get_tree(match rng.gen_range(1..=3) {
1 => TreeType::Oak,
2 => TreeType::Spruce,
3 => TreeType::Birch,
_ => unreachable!(),
});
let tree = Self::get_tree(tree_type);
// Build the logs
editor.fill_blocks(

View File

@@ -195,11 +195,7 @@ Wkt.Wkt.prototype.toObject = function (config) {
* Absorbs the geometry of another Wkt.Wkt instance, merging it with its own,
* creating a collection (MULTI-geometry) based on their types, which must agree.
* For example, creates a MULTIPOLYGON from a POLYGON type merged with another
<<<<<<< HEAD
* POLYGON type.
=======
* POLYGON type, or adds a POLYGON instance to a MULTIPOLYGON instance.
>>>>>>> dev
* @memberof Wkt.Wkt
* @method
*/

View File

@@ -14,11 +14,14 @@ use crate::ground::Ground;
use crate::progress::emit_gui_progress_update;
use bedrockrs_level::level::db_interface::bedrock_key::ChunkKey;
use bedrockrs_level::level::db_interface::rusty::RustyDBInterface;
use bedrockrs_level::level::db_interface::key_level::KeyTypeTag;
use bedrockrs_level::level::db_interface::rusty::{mcpe_options, RustyDBInterface};
use bedrockrs_level::level::file_interface::RawWorldTrait;
use bedrockrs_shared::world::dimension::Dimension;
use byteorder::{LittleEndian, WriteBytesExt};
use fastnbt::Value;
use indicatif::{ProgressBar, ProgressStyle};
use rusty_leveldb::DB;
use serde::Serialize;
use std::collections::HashMap as StdHashMap;
use std::fs::{self, File};
@@ -82,6 +85,8 @@ impl From<serde_json::Error> for BedrockSaveError {
}
}
const DEFAULT_BEDROCK_COMPRESSION_LEVEL: u8 = 6;
/// Metadata for Bedrock worlds
#[derive(Serialize)]
struct BedrockMetadata {
@@ -402,7 +407,7 @@ impl BedrockWriter {
// Open LevelDB with Bedrock-compatible options
let mut state = ();
let mut db: RustyDBInterface<()> =
RustyDBInterface::new(db_path.into_boxed_path(), true, &mut state)
RustyDBInterface::new(db_path.clone().into_boxed_path(), true, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Count total chunks for progress
@@ -416,63 +421,128 @@ impl BedrockWriter {
return Ok(());
}
let progress_bar = ProgressBar::new(total_chunks as u64);
progress_bar.set_style(
ProgressStyle::default_bar()
.template("{spinner:.green} [{elapsed_precise}] [{bar:45.white/black}] {pos}/{len} chunks ({eta})")
.unwrap()
.progress_chars("█▓░"),
);
{
let progress_bar = ProgressBar::new(total_chunks as u64);
progress_bar.set_style(
ProgressStyle::default_bar()
.template("{spinner:.green} [{elapsed_precise}] [{bar:45.white/black}] {pos}/{len} chunks ({eta})")
.unwrap()
.progress_chars("█▓░"),
);
let mut chunks_processed: usize = 0;
let mut chunks_processed: usize = 0;
// Process each region and chunk
for ((region_x, region_z), region) in &world.regions {
for ((local_chunk_x, local_chunk_z), chunk) in &region.chunks {
// Calculate absolute chunk coordinates
let abs_chunk_x = region_x * 32 + local_chunk_x;
let abs_chunk_z = region_z * 32 + local_chunk_z;
let chunk_pos = Vec2::new(abs_chunk_x, abs_chunk_z);
// Write chunk version marker (42 is current Bedrock version as of 1.21+)
let version_key = ChunkKey::chunk_marker(chunk_pos, Dimension::Overworld);
db.set_subchunk_raw(version_key, &[42], &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Write Data3D (heightmap + biomes) - required for chunk to be valid
let data3d_key = ChunkKey::data3d(chunk_pos, Dimension::Overworld);
let data3d = self.create_data3d(chunk);
db.set_subchunk_raw(data3d_key, &data3d, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Process each section (subchunk)
for (&section_y, section) in &chunk.sections {
// Encode the subchunk
let subchunk_bytes = self.encode_subchunk(section, section_y)?;
// Write to database
let subchunk_key =
ChunkKey::new_subchunk(chunk_pos, Dimension::Overworld, section_y);
db.set_subchunk_raw(subchunk_key, &subchunk_bytes, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
}
chunks_processed += 1;
progress_bar.inc(1);
// Update GUI progress (92% to 97% range for chunk writing)
if chunks_processed.is_multiple_of(10) || chunks_processed == total_chunks {
let chunk_progress = chunks_processed as f64 / total_chunks as f64;
let gui_progress = 92.0 + (chunk_progress * 5.0); // 92% to 97%
emit_gui_progress_update(gui_progress, "");
}
}
}
progress_bar.finish_with_message("Chunks written to LevelDB");
}
// Ensure the RustyDBInterface handle is dropped before opening another DB for the same path.
drop(db);
self.write_chunk_entities(world, &db_path)?;
Ok(())
}
fn write_chunk_entities(
&self,
world: &WorldToModify,
db_path: &std::path::Path,
) -> Result<(), BedrockSaveError> {
let mut opts = mcpe_options(DEFAULT_BEDROCK_COMPRESSION_LEVEL);
opts.create_if_missing = true;
let mut db = DB::open(db_path.to_path_buf().into_boxed_path(), opts)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Process each region and chunk
for ((region_x, region_z), region) in &world.regions {
for ((local_chunk_x, local_chunk_z), chunk) in &region.chunks {
// Calculate absolute chunk coordinates
let abs_chunk_x = region_x * 32 + local_chunk_x;
let abs_chunk_z = region_z * 32 + local_chunk_z;
let chunk_pos = Vec2::new(abs_chunk_x, abs_chunk_z);
let chunk_pos =
Vec2::new(region_x * 32 + local_chunk_x, region_z * 32 + local_chunk_z);
// Write chunk version marker (42 is current Bedrock version as of 1.21+)
let version_key = ChunkKey::chunk_marker(chunk_pos, Dimension::Overworld);
db.set_subchunk_raw(version_key, &[42], &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Write Data3D (heightmap + biomes) - required for chunk to be valid
let data3d_key = ChunkKey::data3d(chunk_pos, Dimension::Overworld);
let data3d = self.create_data3d(chunk);
db.set_subchunk_raw(data3d_key, &data3d, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
// Process each section (subchunk)
for (&section_y, section) in &chunk.sections {
// Encode the subchunk
let subchunk_bytes = self.encode_subchunk(section, section_y)?;
// Write to database
let subchunk_key =
ChunkKey::new_subchunk(chunk_pos, Dimension::Overworld, section_y);
db.set_subchunk_raw(subchunk_key, &subchunk_bytes, &mut state)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
}
chunks_processed += 1;
progress_bar.inc(1);
// Update GUI progress (92% to 97% range for chunk writing)
if chunks_processed.is_multiple_of(10) || chunks_processed == total_chunks {
let chunk_progress = chunks_processed as f64 / total_chunks as f64;
let gui_progress = 92.0 + (chunk_progress * 5.0); // 92% to 97%
emit_gui_progress_update(gui_progress, "");
}
self.write_compound_list_record(
&mut db,
chunk_pos,
KeyTypeTag::BlockEntity,
chunk.other.get("block_entities"),
)?;
self.write_compound_list_record(
&mut db,
chunk_pos,
KeyTypeTag::Entity,
chunk.other.get("entities"),
)?;
}
}
progress_bar.finish_with_message("Chunks written to LevelDB");
Ok(())
}
// LevelDB writes are flushed when the database is dropped
drop(db);
fn write_compound_list_record(
&self,
db: &mut DB,
chunk_pos: Vec2<i32>,
key_type: KeyTypeTag,
value: Option<&Value>,
) -> Result<(), BedrockSaveError> {
let Some(Value::List(values)) = value else {
return Ok(());
};
if values.is_empty() {
return Ok(());
}
let deduped = dedup_compound_list(values);
if deduped.is_empty() {
return Ok(());
}
let data = nbtx::to_le_bytes(&deduped).map_err(|e| BedrockSaveError::Nbt(e.to_string()))?;
let key = build_chunk_key_bytes(chunk_pos, Dimension::Overworld, key_type, None);
db.put(&key, &data)
.map_err(|e| BedrockSaveError::Database(format!("{:?}", e)))?;
Ok(())
}
@@ -737,6 +807,91 @@ fn bedrock_bits_per_block(palette_count: u32) -> u8 {
16 // Maximum
}
fn build_chunk_key_bytes(
chunk_pos: Vec2<i32>,
dimension: Dimension,
key_type: KeyTypeTag,
y_index: Option<i8>,
) -> Vec<u8> {
let mut buffer = Vec::with_capacity(
9 + if dimension != Dimension::Overworld {
4
} else {
0
} + 1,
);
buffer.extend_from_slice(&chunk_pos.x.to_le_bytes());
buffer.extend_from_slice(&chunk_pos.y.to_le_bytes());
if dimension != Dimension::Overworld {
buffer.extend_from_slice(&i32::from(dimension).to_le_bytes());
}
buffer.push(key_type.to_byte());
if let Some(y) = y_index {
buffer.push(y as u8);
}
buffer
}
fn dedup_compound_list(values: &[Value]) -> Vec<Value> {
let mut coord_index: StdHashMap<(i32, i32, i32), usize> = StdHashMap::new();
let mut deduped: Vec<Value> = Vec::with_capacity(values.len());
for value in values {
if let Value::Compound(map) = value {
if let Some(coords) = get_entity_coords(map) {
if let Some(idx) = coord_index.get(&coords).copied() {
deduped[idx] = value.clone();
continue;
} else {
coord_index.insert(coords, deduped.len());
}
}
}
deduped.push(value.clone());
}
deduped
}
fn get_entity_coords(entity: &StdHashMap<String, Value>) -> Option<(i32, i32, i32)> {
if let Some(Value::List(pos)) = entity.get("Pos") {
if pos.len() == 3 {
if let (Some(x), Some(y), Some(z)) = (
value_to_i32(&pos[0]),
value_to_i32(&pos[1]),
value_to_i32(&pos[2]),
) {
return Some((x, y, z));
}
}
}
let (Some(x), Some(y), Some(z)) = (
entity.get("x").and_then(value_to_i32),
entity.get("y").and_then(value_to_i32),
entity.get("z").and_then(value_to_i32),
) else {
return None;
};
Some((x, y, z))
}
fn value_to_i32(value: &Value) -> Option<i32> {
match value {
Value::Byte(v) => Some(i32::from(*v)),
Value::Short(v) => Some(i32::from(*v)),
Value::Int(v) => Some(*v),
Value::Long(v) => i32::try_from(*v).ok(),
Value::Float(v) => Some(*v as i32),
Value::Double(v) => Some(*v as i32),
_ => None,
}
}
/// Level.dat structure for Bedrock Edition
/// This struct contains all required fields for a valid Bedrock world
#[derive(serde::Serialize)]

View File

@@ -174,40 +174,9 @@ impl<'a> WorldEditor<'a> {
}
}
// Preserve existing block entities and merge with new ones
if let Some(existing_entities) = chunk.other.get_mut("block_entities") {
if let Some(new_entities) = chunk_to_modify.other.get("block_entities") {
if let (Value::List(existing), Value::List(new)) =
(existing_entities, new_entities)
{
// Remove old entities that are replaced by new ones
existing.retain(|e| {
if let Value::Compound(map) = e {
let (x, y, z) = get_entity_coords(map);
!new.iter().any(|new_e| {
if let Value::Compound(new_map) = new_e {
let (nx, ny, nz) = get_entity_coords(new_map);
x == nx && y == ny && z == nz
} else {
false
}
})
} else {
true
}
});
// Add new entities
existing.extend(new.clone());
}
}
} else {
// If no existing entities, just add the new ones
if let Some(new_entities) = chunk_to_modify.other.get("block_entities") {
chunk
.other
.insert("block_entities".to_string(), new_entities.clone());
}
}
// Preserve existing block entities and entities and merge with new ones
merge_compound_list(&mut chunk, chunk_to_modify, "block_entities");
merge_compound_list(&mut chunk, chunk_to_modify, "entities");
// Update chunk coordinates and flags
chunk.x_pos = chunk_x + (region_x * 32);
@@ -246,87 +215,129 @@ impl<'a> WorldEditor<'a> {
/// Helper function to get entity coordinates
#[inline]
fn get_entity_coords(entity: &HashMap<String, Value>) -> (i32, i32, i32) {
let x = if let Value::Int(x) = entity.get("x").unwrap_or(&Value::Int(0)) {
*x
} else {
0
fn get_entity_coords(entity: &HashMap<String, Value>) -> Option<(i32, i32, i32)> {
if let Some(Value::List(pos)) = entity.get("Pos") {
if pos.len() == 3 {
if let (Some(x), Some(y), Some(z)) = (
value_to_i32(&pos[0]),
value_to_i32(&pos[1]),
value_to_i32(&pos[2]),
) {
return Some((x, y, z));
}
}
}
let (Some(x), Some(y), Some(z)) = (
entity.get("x").and_then(value_to_i32),
entity.get("y").and_then(value_to_i32),
entity.get("z").and_then(value_to_i32),
) else {
return None;
};
let y = if let Value::Int(y) = entity.get("y").unwrap_or(&Value::Int(0)) {
*y
} else {
0
};
let z = if let Value::Int(z) = entity.get("z").unwrap_or(&Value::Int(0)) {
*z
} else {
0
};
(x, y, z)
Some((x, y, z))
}
/// Creates a Level wrapper for chunk data (Java Edition format)
#[inline]
fn create_level_wrapper(chunk: &Chunk) -> HashMap<String, Value> {
HashMap::from([(
"Level".to_string(),
Value::Compound(HashMap::from([
("xPos".to_string(), Value::Int(chunk.x_pos)),
("zPos".to_string(), Value::Int(chunk.z_pos)),
(
"isLightOn".to_string(),
Value::Byte(i8::try_from(chunk.is_light_on).unwrap()),
),
(
"sections".to_string(),
Value::List(
chunk
.sections
.iter()
.map(|section| {
let mut block_states = HashMap::from([(
"palette".to_string(),
Value::List(
section
.block_states
.palette
.iter()
.map(|item| {
let mut palette_item = HashMap::from([(
"Name".to_string(),
Value::String(item.name.clone()),
)]);
if let Some(props) = &item.properties {
palette_item.insert(
"Properties".to_string(),
props.clone(),
);
}
Value::Compound(palette_item)
})
.collect(),
),
)]);
let mut level_map = HashMap::from([
("xPos".to_string(), Value::Int(chunk.x_pos)),
("zPos".to_string(), Value::Int(chunk.z_pos)),
(
"isLightOn".to_string(),
Value::Byte(i8::try_from(chunk.is_light_on).unwrap()),
),
(
"sections".to_string(),
Value::List(
chunk
.sections
.iter()
.map(|section| {
let mut block_states = HashMap::from([(
"palette".to_string(),
Value::List(
section
.block_states
.palette
.iter()
.map(|item| {
let mut palette_item = HashMap::from([(
"Name".to_string(),
Value::String(item.name.clone()),
)]);
if let Some(props) = &item.properties {
palette_item
.insert("Properties".to_string(), props.clone());
}
Value::Compound(palette_item)
})
.collect(),
),
)]);
// Only add the `data` attribute if it's non-empty
// to maintain compatibility with third-party tools like Dynmap
if let Some(data) = &section.block_states.data {
if !data.is_empty() {
block_states.insert(
"data".to_string(),
Value::LongArray(data.to_owned()),
);
}
// Only add the `data` attribute if it's non-empty
// to maintain compatibility with third-party tools like Dynmap
if let Some(data) = &section.block_states.data {
if !data.is_empty() {
block_states
.insert("data".to_string(), Value::LongArray(data.to_owned()));
}
}
Value::Compound(HashMap::from([
("Y".to_string(), Value::Byte(section.y)),
("block_states".to_string(), Value::Compound(block_states)),
]))
})
.collect(),
),
Value::Compound(HashMap::from([
("Y".to_string(), Value::Byte(section.y)),
("block_states".to_string(), Value::Compound(block_states)),
]))
})
.collect(),
),
])),
)])
),
]);
for (key, value) in &chunk.other {
level_map.insert(key.clone(), value.clone());
}
HashMap::from([("Level".to_string(), Value::Compound(level_map))])
}
fn merge_compound_list(chunk: &mut Chunk, chunk_to_modify: &ChunkToModify, key: &str) {
if let Some(existing_entities) = chunk.other.get_mut(key) {
if let Some(new_entities) = chunk_to_modify.other.get(key) {
if let (Value::List(existing), Value::List(new)) = (existing_entities, new_entities) {
existing.retain(|e| {
if let Value::Compound(map) = e {
if let Some((x, y, z)) = get_entity_coords(map) {
return !new.iter().any(|new_e| {
if let Value::Compound(new_map) = new_e {
get_entity_coords(new_map) == Some((x, y, z))
} else {
false
}
});
}
}
true
});
existing.extend(new.clone());
}
}
} else if let Some(new_entities) = chunk_to_modify.other.get(key) {
chunk.other.insert(key.to_string(), new_entities.clone());
}
}
fn value_to_i32(value: &Value) -> Option<i32> {
match value {
Value::Byte(v) => Some(i32::from(*v)),
Value::Short(v) => Some(i32::from(*v)),
Value::Int(v) => Some(*v),
Value::Long(v) => i32::try_from(*v).ok(),
Value::Float(v) => Some(*v as i32),
Value::Double(v) => Some(*v as i32),
_ => None,
}
}

View File

@@ -27,9 +27,9 @@ use crate::coordinate_system::geographic::LLBBox;
use crate::ground::Ground;
use crate::progress::emit_gui_progress_update;
use colored::Colorize;
use fastnbt::Value;
use fastnbt::{IntArray, Value};
use serde::Serialize;
use std::collections::HashMap;
use std::collections::{hash_map::Entry, HashMap};
use std::fs::File;
use std::io::Write;
use std::path::PathBuf;
@@ -243,6 +243,212 @@ impl<'a> WorldEditor<'a> {
self.set_block(SIGN, x, y, z, None, None);
}
/// Adds an entity at the given coordinates (Y is ground-relative).
#[allow(dead_code)]
pub fn add_entity(
&mut self,
id: &str,
x: i32,
y: i32,
z: i32,
extra_data: Option<HashMap<String, Value>>,
) {
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
return;
}
let absolute_y = self.get_absolute_y(x, y, z);
let mut entity = HashMap::new();
entity.insert("id".to_string(), Value::String(id.to_string()));
entity.insert(
"Pos".to_string(),
Value::List(vec![
Value::Double(x as f64 + 0.5),
Value::Double(absolute_y as f64),
Value::Double(z as f64 + 0.5),
]),
);
entity.insert(
"Motion".to_string(),
Value::List(vec![
Value::Double(0.0),
Value::Double(0.0),
Value::Double(0.0),
]),
);
entity.insert(
"Rotation".to_string(),
Value::List(vec![Value::Float(0.0), Value::Float(0.0)]),
);
entity.insert("OnGround".to_string(), Value::Byte(1));
entity.insert("FallDistance".to_string(), Value::Float(0.0));
entity.insert("Fire".to_string(), Value::Short(-20));
entity.insert("Air".to_string(), Value::Short(300));
entity.insert("PortalCooldown".to_string(), Value::Int(0));
entity.insert(
"UUID".to_string(),
Value::IntArray(build_deterministic_uuid(id, x, absolute_y, z)),
);
if let Some(extra) = extra_data {
for (key, value) in extra {
entity.insert(key, value);
}
}
let chunk_x: i32 = x >> 4;
let chunk_z: i32 = z >> 4;
let region_x: i32 = chunk_x >> 5;
let region_z: i32 = chunk_z >> 5;
let region = self.world.get_or_create_region(region_x, region_z);
let chunk = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
match chunk.other.entry("entities".to_string()) {
Entry::Occupied(mut entry) => {
if let Value::List(list) = entry.get_mut() {
list.push(Value::Compound(entity));
}
}
Entry::Vacant(entry) => {
entry.insert(Value::List(vec![Value::Compound(entity)]));
}
}
}
/// Places a chest with the provided items at the given coordinates (ground-relative Y).
#[allow(dead_code)]
pub fn set_chest_with_items(
&mut self,
x: i32,
y: i32,
z: i32,
items: Vec<HashMap<String, Value>>,
) {
let absolute_y = self.get_absolute_y(x, y, z);
self.set_chest_with_items_absolute(x, absolute_y, z, items);
}
/// Places a chest with the provided items at the given coordinates (absolute Y).
#[allow(dead_code)]
pub fn set_chest_with_items_absolute(
&mut self,
x: i32,
absolute_y: i32,
z: i32,
items: Vec<HashMap<String, Value>>,
) {
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
return;
}
let chunk_x: i32 = x >> 4;
let chunk_z: i32 = z >> 4;
let region_x: i32 = chunk_x >> 5;
let region_z: i32 = chunk_z >> 5;
let mut chest_data = HashMap::new();
chest_data.insert(
"id".to_string(),
Value::String("minecraft:chest".to_string()),
);
chest_data.insert("x".to_string(), Value::Int(x));
chest_data.insert("y".to_string(), Value::Int(absolute_y));
chest_data.insert("z".to_string(), Value::Int(z));
chest_data.insert(
"Items".to_string(),
Value::List(items.into_iter().map(Value::Compound).collect()),
);
chest_data.insert("keepPacked".to_string(), Value::Byte(0));
let region = self.world.get_or_create_region(region_x, region_z);
let chunk = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
match chunk.other.entry("block_entities".to_string()) {
Entry::Occupied(mut entry) => {
if let Value::List(list) = entry.get_mut() {
list.push(Value::Compound(chest_data));
}
}
Entry::Vacant(entry) => {
entry.insert(Value::List(vec![Value::Compound(chest_data)]));
}
}
self.set_block_absolute(CHEST, x, absolute_y, z, None, None);
}
/// Places a block entity with items at the given coordinates (ground-relative Y).
#[allow(dead_code)]
pub fn set_block_entity_with_items(
&mut self,
block_with_props: BlockWithProperties,
x: i32,
y: i32,
z: i32,
block_entity_id: &str,
items: Vec<HashMap<String, Value>>,
) {
let absolute_y = self.get_absolute_y(x, y, z);
self.set_block_entity_with_items_absolute(
block_with_props,
x,
absolute_y,
z,
block_entity_id,
items,
);
}
/// Places a block entity with items at the given coordinates (absolute Y).
#[allow(dead_code)]
pub fn set_block_entity_with_items_absolute(
&mut self,
block_with_props: BlockWithProperties,
x: i32,
absolute_y: i32,
z: i32,
block_entity_id: &str,
items: Vec<HashMap<String, Value>>,
) {
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
return;
}
let chunk_x: i32 = x >> 4;
let chunk_z: i32 = z >> 4;
let region_x: i32 = chunk_x >> 5;
let region_z: i32 = chunk_z >> 5;
let mut block_entity = HashMap::new();
block_entity.insert("id".to_string(), Value::String(block_entity_id.to_string()));
block_entity.insert("x".to_string(), Value::Int(x));
block_entity.insert("y".to_string(), Value::Int(absolute_y));
block_entity.insert("z".to_string(), Value::Int(z));
block_entity.insert(
"Items".to_string(),
Value::List(items.into_iter().map(Value::Compound).collect()),
);
block_entity.insert("keepPacked".to_string(), Value::Byte(0));
let region = self.world.get_or_create_region(region_x, region_z);
let chunk = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
match chunk.other.entry("block_entities".to_string()) {
Entry::Occupied(mut entry) => {
if let Value::List(list) = entry.get_mut() {
list.push(Value::Compound(block_entity));
}
}
Entry::Vacant(entry) => {
entry.insert(Value::List(vec![Value::Compound(block_entity)]));
}
}
self.set_block_with_properties_absolute(block_with_props, x, absolute_y, z, None, None);
}
/// Sets a block of the specified type at the given coordinates.
///
/// Y value is interpreted as an offset from ground level.
@@ -599,3 +805,30 @@ impl<'a> WorldEditor<'a> {
Ok(())
}
}
#[allow(dead_code)]
fn build_deterministic_uuid(id: &str, x: i32, y: i32, z: i32) -> IntArray {
let mut hash: i64 = 17;
for byte in id.bytes() {
hash = hash.wrapping_mul(31).wrapping_add(byte as i64);
}
let seed_a = hash ^ (x as i64).wrapping_shl(32) ^ (y as i64).wrapping_mul(17);
let seed_b = hash.rotate_left(7) ^ (z as i64).wrapping_mul(31) ^ (x as i64).wrapping_mul(13);
IntArray::new(vec![
(seed_a >> 32) as i32,
seed_a as i32,
(seed_b >> 32) as i32,
seed_b as i32,
])
}
#[allow(dead_code)]
fn single_item(id: &str, slot: i8, count: i8) -> HashMap<String, Value> {
let mut item = HashMap::new();
item.insert("id".to_string(), Value::String(id.to_string()));
item.insert("Slot".to_string(), Value::Byte(slot));
item.insert("Count".to_string(), Value::Byte(count));
item
}