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29 Commits

Author SHA1 Message Date
Louis Erbkamm
a99dd0f907 Updated version 2024-12-30 00:28:03 +01:00
Louis Erbkamm
5b023fc9ce Updated version 2024-12-30 00:27:51 +01:00
Louis Erbkamm
ed57bf1b4e Update README.md 2024-12-30 00:16:13 +01:00
Louis Erbkamm
1f45100707 Merge pull request #100 from louis-e/groundlevel-parameter
Added groundlevel parameter to settings
2024-12-30 00:05:32 +01:00
Louis Erbkamm
aa1c8509a5 Merge branch 'main' into groundlevel-parameter 2024-12-29 23:54:04 +01:00
louis-e
6193a05be7 fmt (clippy): fixed redundant field names in struct initialization 2024-12-29 23:53:33 +01:00
louis-e
b9277e6a60 Added groundlevel parameter to settings 2024-12-29 23:48:17 +01:00
Louis Erbkamm
5ae8c27bfa Merge pull request #98 from louis-e/new-world-generation
Added support for generating new world
2024-12-29 23:28:04 +01:00
Louis Erbkamm
0f47fa1316 Update README.md 2024-12-29 23:20:23 +01:00
louis-e
04c0b5e6f8 fmt (clippy): Removed unneeded return statement required by clippy 2024-12-29 23:17:59 +01:00
louis-e
c339f02d1b fmt (clippy): Removed unneeded return statement required by clippy 2024-12-29 23:02:19 +01:00
louis-e
e2e69d119f fmt: Fixed cargo fmt required formatting 2024-12-29 22:58:05 +01:00
Louis Erbkamm
278c7a2cda Extended bug_report.md 2024-12-29 22:56:47 +01:00
louis-e
fb31cb5a21 Added LastPlayed unix timestamp modification 2024-12-29 22:52:15 +01:00
louis-e
712c7db03e Added support for generating new world 2024-12-29 22:42:53 +01:00
Louis Erbkamm
420852fcb0 Added rotate maps to TODO section 2024-12-29 15:15:23 +01:00
Louis Erbkamm
a3aae00ae0 Updated star history section 2024-12-29 01:23:01 +01:00
Louis Erbkamm
7401036675 Merge pull request #95 from louis-e/floodfill-settings
Add floodfill timeout support
2024-12-29 00:55:24 +01:00
Louis Erbkamm
46cf1bca63 FUNDING.yml 2024-12-29 00:53:10 +01:00
louis-e
ae3a91970f Add floodfill timeout support 2024-12-29 00:41:20 +01:00
Louis Erbkamm
b44b7995d1 Merge pull request #94 from louis-e/session-lock-check
Check session lock before selecting world
2024-12-28 23:55:38 +01:00
louis-e
f3ae449f02 Check session lock before selecting world 2024-12-28 23:41:45 +01:00
Louis Erbkamm
2e319d5ea0 Merge pull request #93 from louis-e/snow-mode
Added winter mode
2024-12-28 23:34:29 +01:00
louis-e
1a259d6dfc Added winter mode 2024-12-28 23:22:07 +01:00
Louis Erbkamm
036e54807e Merge pull request #92 from louis-e/force-dark-theme
Force dark theme
2024-12-28 16:24:13 +01:00
louis-e
a75cffd94b Force dark theme 2024-12-28 16:21:35 +01:00
Louis Erbkamm
135e15077a Merge pull request #91 from louis-e/settings-menu
Added settings menu including scale option and custom bbox input
2024-12-28 03:20:45 +01:00
louis-e
a284f77545 Added settings menu including scale option and custom bbox input 2024-12-28 03:07:47 +01:00
Louis Erbkamm
5cb749ba8f Added .gitattributes 2024-12-25 01:50:30 +01:00
26 changed files with 820 additions and 214 deletions

1
.gitattributes vendored Normal file
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@@ -0,0 +1 @@
gui-src/** linguist-vendored

1
.github/FUNDING.yml vendored Normal file
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@@ -0,0 +1 @@
buy_me_a_coffee: louisdev

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@@ -10,11 +10,14 @@ assignees: ''
**Describe the bug**
A clear and concise description of what the bug is and what you expected to happen.
**Used bbox parameter**
**Used bbox area**
Please provide your input parameters so we can reproduce the issue.
**Used Minecraft version**
Please provide the Minecraft version you used.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Additional context**
Add any other context about the problem here. Please also provide the --bbox input parameters you used so we can reproduce the issue.
Add any other context about the problem here. If you used any more custom parameters, please provide them here too.

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@@ -1,6 +1,6 @@
[package]
name = "arnis"
version = "2.1.0"
version = "2.1.1"
edition = "2021"
description = "Arnis - Generate real life cities in Minecraft"
homepage = "https://github.com/louis-e/arnis"
@@ -20,7 +20,9 @@ colored = "2.1.0"
dirs = "4.0.0"
fastanvil = "0.31.0"
fastnbt = "2.5.0"
flate2 = "1.0"
fnv = "1.0.7"
fs2 = "0.4"
geo = "0.28.0"
indicatif = "0.17.8"
itertools = "0.13.0"

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@@ -16,10 +16,12 @@ Arnis is designed to handle large-scale data and generate rich, immersive enviro
## :keyboard: Usage
<img width="60%" src="https://github.com/louis-e/arnis/blob/main/gitassets/gui.png?raw=true"><br>
Download the [latest release](https://github.com/louis-e/arnis/releases/) or [compile](#trophy-open-source) the project on your own.
Make sure to generate a new flat world in advance in Minecraft. Then choose your area in Arnis using the rectangle tool and select your Minecraft world - then simply click on 'Start Generation'!
Choose your area in Arnis using the rectangle tool and select your Minecraft world - then simply click on 'Start Generation'!
The world will always be generated starting from the coordinates 0 0 0.
If you choose to select an own world, make sure to generate a new flat world in advance in Minecraft.
<details>
<summary>Alternatively you can also run Arnis the old fashioned way in the command line.</summary>
@@ -31,7 +33,7 @@ The --bbox parameter specifies the bounding box coordinates in the format: min_l
<img width="60%" src="https://github.com/louis-e/arnis/blob/main/gitassets/bbox-finder.png?raw=true"><br>
Use http://bboxfinder.com/ to draw a rectangle of your wanted area. Then copy the four box coordinates as shown below and use them as the input for the --bbox parameter. Try starting with a small area since large areas take a lot of computing power and time to process.<br>
<i>Note: This might not be working right now since the console gets suppressed.</i>
<i>Note: This might not be working right now since the console gets suppressed. https://github.com/louis-e/arnis/issues/99</i>
</details>
@@ -41,16 +43,16 @@ Use http://bboxfinder.com/ to draw a rectangle of your wanted area. Then copy th
The raw data obtained from the API *[(see FAQ)](#question-faq)* includes each element (buildings, walls, fountains, farmlands, etc.) with its respective corner coordinates (nodes) and descriptive tags. When you run Arnis, the following steps are performed automatically to generate a Minecraft world:
#### Processing Pipeline
1. Fetch Data from Overpass API: The script retrieves geospatial data for the desired bounding box from the Overpass API. You can specify the bounding box coordinates using the --bbox parameter.
2. Parse Raw Data: The raw data is parsed to extract essential information like nodes, ways, and relations. Nodes are converted into Minecraft coordinates, and relations are handled similarly to ways, ensuring all relevant elements are processed correctly.
3. Prioritize and Sort Elements: The elements (nodes, ways, relations) are sorted by priority to establish a layering system, which ensures that certain types of elements (e.g., entrances and buildings) are generated in the correct order to avoid conflicts and overlapping structures.
4. Generate Minecraft World: The Minecraft world is generated using a series of element processors (generate_buildings, generate_highways, generate_landuse, etc.) that interpret the tags and nodes of each element to place the appropriate blocks in the Minecraft world. These processors handle the logic for creating 3D structures, roads, natural formations, and more, as specified by the processed data.
5. Generate Ground Layer: A ground layer is generated based on the provided scale factors to provide a base for the entire Minecraft world. This step ensures all areas have an appropriate foundation (e.g., grass and dirt layers).
6. Save the Minecraft World: All the modified chunks are saved back to the Minecraft region files.
1. **Fetching Data from the Overpass API:** The script retrieves geospatial data for the desired bounding box from the Overpass API.
2. **Parsing Raw Data:** The raw data is parsed to extract essential information like nodes, ways, and relations. Nodes are converted into Minecraft coordinates, and relations are handled similarly to ways, ensuring all relevant elements are processed correctly. Relations and ways cluster several nodes into one specific object.
3. **Prioritizing and Sorting Elements:** The elements (nodes, ways, relations) are sorted by priority to establish a layering system, which ensures that certain types of elements (e.g., entrances and buildings) are generated in the correct order to avoid conflicts and overlapping structures.
4. **Generating Minecraft World:** The Minecraft world is generated using a series of element processors (generate_buildings, generate_highways, generate_landuse, etc.) that interpret the tags and nodes of each element to place the appropriate blocks in the Minecraft world. These processors handle the logic for creating 3D structures, roads, natural formations, and more, as specified by the processed data.
5. **Generating Ground Layer:** A ground layer is generated based on the provided scale factors to provide a base for the entire Minecraft world. This step ensures all areas have an appropriate foundation (e.g., grass and dirt layers).
6. **Saving the Minecraft World:** All the modified chunks are saved back to the Minecraft region files.
## :question: FAQ
- *Wasn't this written in Python before?*<br>
Yes! Arnis was initially developed in Python, which benefited from Python's open-source friendliness and ease of readability. This is why we strive for clear, well-documented code in the Rust port of this project to find the right balance. I decided to port the project to Rust to learn more about it and push the algorithm's performance further. We were nearing the limits of optimization in Python, and Rust's capabilities allow for even better performance and efficiency. The old Python implementation is still available in the python-legacy branch.
Yes! Arnis was initially developed in Python, which benefited from Python's open-source friendliness and ease of readability. This is why we strive for clear, well-documented code in the Rust port of this project to find the right balance. I decided to port the project to Rust to learn more about the language and push the algorithm's performance further. We were nearing the limits of optimization in Python, and Rust's capabilities allow for even better performance and efficiency. The old Python implementation is still available in the python-legacy branch.
- *Where does the data come from?*<br>
The geographic data is sourced from OpenStreetMap (OSM)[^1], a free, collaborative mapping project that serves as an open-source alternative to commercial mapping services. The data is accessed via the Overpass API, which queries OSM's database.
- *How does the Minecraft world generation work?*<br>
@@ -60,30 +62,29 @@ The project is named after the smallest city in Germany, Arnis[^2]. The city's s
## :memo: ToDo and Known Bugs
Feel free to choose an item from the To-Do or Known Bugs list, or bring your own idea to the table. Bug reports shall be raised as a Github issue. Contributions are highly welcome and appreciated!
- [ ] Memory optimization
- [ ] Mapping real coordinates to Minecraft coordinates (https://github.com/louis-e/arnis/issues/29)
- [ ] Rotate maps (https://github.com/louis-e/arnis/issues/97)
- [ ] Evaluate and implement elevation (https://github.com/louis-e/arnis/issues/66)
- [ ] Fix Github Action Workflow for releasing Linux & MacOS Binary
- [ ] Evaluate and implement multithreaded region saving
- [ ] Better code documentation
- [ ] Implement house roof types
- [ ] Refactor railway implementation
- [ ] Refactor bridges implementation
- [ ] Refactor fountain structure implementation
- [ ] Evaluate and implement faster region saving
- [ ] Automatic new world creation instead of using an existing world
- [ ] Tool for mapping real coordinates to Minecraft coordinates
- [ ] Setup fork of [https://github.com/aaronr/bboxfinder.com](https://github.com/aaronr/bboxfinder.com) for easy bbox picking
- [ ] Implement house roof types
- [ ] Refactor bridges implementation
- [ ] Refactor railway implementation
- [ ] Better code documentation
- [ ] Refactor fountain structure implementation
- [ ] Add interior to buildings
- [ ] Evaluate and implement elevation
- [ ] Generate a few big cities using high performance hardware and make them available to download
- [ ] Implement memory mapped storing of chunks to reduce memory usage
- [x] Memory optimization
- [x] Design and implement a GUI
- [x] Fix faulty empty chunks ([https://github.com/owengage/fastnbt/issues/120](https://github.com/owengage/fastnbt/issues/120)) (workaround found)
- [x] Setup fork of [https://github.com/aaronr/bboxfinder.com](https://github.com/aaronr/bboxfinder.com) for easy bbox picking
## :trophy: Open Source
#### Key objectives of this project
- **Modularity**: Ensure that all components (e.g., data fetching, processing, and world generation) are cleanly separated into distinct modules for better maintainability and scalability.
- **Performance Optimization**: Utilize Rusts memory safety and concurrency features to optimize the performance of the world generation process.
- **Comprehensive Documentation**: Detailed in-code documentation for a clear structure and logic.
- **User-Friendly Experience**: Focus on making the project easy to use for end users, with the potential to develop a graphical user interface (GUI) in the future. Suggestions and discussions on UI/UX are welcome.
- **User-Friendly Experience**: Focus on making the project easy to use for end users.
- **Cross-Platform Support**: Ensure the project runs smoothly on Windows, macOS, and Linux.
#### How to contribute
@@ -103,12 +104,18 @@ This section is dedicated to recognizing and celebrating the outstanding contrib
## :star: Star History
[![Star History Chart](https://api.star-history.com/svg?repos=louis-e/arnis&type=Date)](https://star-history.com/#louis-e/arnis&Date)
<a href="https://star-history.com/#louis-e/arnis&Date">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="https://api.star-history.com/svg?repos=louis-e/arnis&Date&theme=dark" />
<source media="(prefers-color-scheme: light)" srcset="https://api.star-history.com/svg?repos=louis-e/arnis&Date&type=Date" />
<img alt="Star History Chart" src="https://api.star-history.com/svg?repos=louis-e/arnis&Date&type=Date" />
</picture>
</a>
## :copyright: License Information
This project is licensed under the GNU General Public License v3.0 (GPL-3.0).[^3]
Copyright (c) 2022-2024 louis-e
Copyright (c) 2022-2025 Louis Erbkamm (louis-e)
[^1]: https://en.wikipedia.org/wiki/OpenStreetMap

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129
gui-src/css/styles.css vendored
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@@ -55,7 +55,7 @@ a:hover {
display: flex;
gap: 20px;
justify-content: center;
align-items: stretch; /* Ensures both sections take full height */
align-items: stretch;
margin-top: 5px;
}
@@ -73,7 +73,6 @@ a:hover {
padding: 20px;
border-radius: 8px;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
/* No display: flex here, so buttons and content aren't stretched */
}
.controls-content {
@@ -83,7 +82,7 @@ a:hover {
}
.controls-box .progress-section {
margin-top: auto; /* Keeps the progress section at the bottom */
margin-top: auto;
}
.map-container {
@@ -112,11 +111,11 @@ button {
transition: border-color 0.25s;
box-shadow: 0 2px 2px rgba(0, 0, 0, 0.2);
margin-top: 10px;
width: auto; /* Ensures buttons dont stretch */
width: auto;
}
button:hover {
border-color: #396cd8;
border-color: #656565;
}
#selected-directory {
@@ -238,4 +237,122 @@ button:hover {
.controls-box button {
width: 100%;
}
}
/* Customization Settings */
.modal {
position: fixed;
z-index: 1000;
left: 0;
top: 0;
width: 100%;
height: 100%;
overflow: auto;
background-color: rgba(0, 0, 0, 0.4);
display: flex;
justify-content: center;
align-items: center;
}
.modal-content {
background-color: #797979;
padding: 20px;
border: 1px solid #797979;
border-radius: 10px;
width: 400px;
box-shadow: 0px 4px 8px rgba(0, 0, 0, 0.2);
}
.close-button {
color: #e9e9e9;
float: right;
font-size: 28px;
font-weight: bold;
cursor: pointer;
}
.close-button:hover {
color: #ffffff;
}
#winter-toggle {
accent-color: #fecc44;
}
.winter-toggle-container, .scale-slider-container {
margin: 15px 0;
}
.scale-slider-container label {
display: block;
margin-bottom: 5px;
}
#scale-value-slider {
accent-color: #fecc44;
}
#slider-value {
margin-left: 10px;
font-weight: bold;
}
.bbox-input-container {
margin-bottom: 20px;
}
.bbox-input-container label {
display: block;
margin-bottom: 5px;
}
#bbox-coords {
width: 100%;
padding: 8px;
border: 1px solid #fecc44;
border-radius: 4px;
font-size: 14px;
}
#bbox-coords:focus {
outline: none;
border-color: #fecc44;
box-shadow: 0 0 5px #fecc44;
}
.button-container {
display: flex;
align-items: center;
justify-content: flex-start;
gap: 5px;
}
.start-button {
padding: 10px 20px;
border: none;
border-radius: 5px;
font-size: 16px;
cursor: pointer;
transition: background-color 0.3s;
}
.start-button:hover {
background-color: #4caf50;
}
.settings-button {
width: 40px !important;
height: 38px;
border-radius: 5px;
display: flex;
justify-content: center;
align-items: center;
cursor: pointer;
transition: background-color 0.3s, border-color 0.3s;
}
.settings-button .gear-icon::before {
content: "⚙️";
font-size: 18px;
}

69
gui-src/index.html vendored
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@@ -34,10 +34,10 @@
<section class="section controls-box">
<div class="controls-content">
<h2>Select World</h2>
<!-- Updated Tooltip Structure -->
<div class="tooltip" style="width: 100%;">
<button type="button" onclick="pickDirectory()" style="padding: 10px; line-height: 1.2; width: 100%;">
<button type="button" onclick="openWorldPicker()" style="padding: 10px; line-height: 1.2; width: 100%;">
Choose World
<br>
<span id="selected-world" style="font-size: 0.8em; color: #fecc44; display: block; margin-top: 4px;">
@@ -48,12 +48,15 @@
Please select a Minecraft world that can be overwritten, as the generation process will replace existing structures in the chosen world!
</span>
</div>
<br>
<button type="button" onclick="startGeneration()">Start Generation</button>
<div class="button-container">
<button type="button" id="start-button" class="start-button" onclick="startGeneration()">Start Generation</button>
<button type="button" class="settings-button" onclick="openSettings()">
<i class="gear-icon"></i>
</button>
</div>
<br><br>
<div class="progress-section">
<h2>Progress</h2>
<div class="progress-bar-container">
@@ -68,6 +71,56 @@
</section>
</div>
<!-- World Picker Modal -->
<div id="world-modal" class="modal" style="display: none;">
<div class="modal-content">
<span class="close-button" onclick="closeWorldPicker()">&times;</span>
<h2>Choose World</h2>
<button type="button" id="select-world-button" class="select-world-button" onclick="selectWorld(false)">Select existing world</button>
<button type="button" id="generate-world-button" class="generate-world-button" onclick="selectWorld(true)">Generate new world</button>
</div>
</div>
<!-- Settings Modal -->
<div id="settings-modal" class="modal" style="display: none;">
<div class="modal-content">
<span class="close-button" onclick="closeSettings()">&times;</span>
<h2>Customization Settings</h2>
<!-- Winter Mode Toggle Button -->
<div class="winter-toggle-container">
<label for="winter-toggle">Winter Mode:</label>
<input type="checkbox" id="winter-toggle" name="winter-toggle">
</div>
<!-- World Scale Slider -->
<div class="scale-slider-container">
<label for="scale-value-slider">World Scale:</label>
<input type="range" id="scale-value-slider" name="scale-value-slider" min="0.50" max="2.5" step="0.25" value="1">
<span id="slider-value">1.00</span>
</div>
<!-- Bounding Box Input -->
<div class="bbox-input-container">
<label for="bbox-coords">Custom Bounding Box:</label>
<input type="text" id="bbox-coords" name="bbox-coords" maxlength="55" style="width: 280px;" autocomplete="one-time-code" placeholder="Format: lat,lng,lat,lng">
</div>
<!-- Floodfill Timeout Input -->
<div class="timeout-input-container">
<label for="floodfill-timeout">Floodfill Timeout (sec):</label>
<input type="number" id="floodfill-timeout" name="floodfill-timeout" min="0" step="1" value="20" style="width: 100px;" placeholder="Seconds">
</div><br>
<!-- Ground Level Input -->
<div class="ground-level-input-container">
<label for="ground-level">Ground Level:</label>
<input type="number" id="ground-level" name="ground-level" min="-64" max="290" value="-62" style="width: 100px;" placeholder="Ground Level">
</div>
</div>
</div>
<!-- Footer -->
<footer class="footer">
<a href="https://github.com/louis-e/arnis" target="_blank" class="footer-link">
@@ -77,4 +130,4 @@
</main>
</body>
</html>
</html>

193
gui-src/js/main.js vendored
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@@ -2,10 +2,22 @@ const { invoke } = window.__TAURI__.core;
// Initialize elements and start the demo progress
window.addEventListener("DOMContentLoaded", async () => {
initFooter();
await checkForUpdates();
registerMessageEvent();
window.selectWorld = selectWorld;
window.startGeneration = startGeneration;
setupProgressListener();
initSettings();
initWorldPicker();
handleBboxInput();
});
// Function to initialize the footer with the current year and version
async function initFooter() {
const currentYear = new Date().getFullYear();
document.getElementById("current-year").textContent = currentYear;
// Update displayed version
try {
const version = await invoke('gui_get_version');
const footerLink = document.querySelector(".footer-link");
@@ -13,8 +25,10 @@ window.addEventListener("DOMContentLoaded", async () => {
} catch (error) {
console.error("Failed to fetch version:", error);
}
}
// Check for updates
// Function to check for updates and display a notification if available
async function checkForUpdates() {
try {
const isUpdateAvailable = await invoke('gui_check_for_updates');
if (isUpdateAvailable) {
@@ -35,8 +49,10 @@ window.addEventListener("DOMContentLoaded", async () => {
} catch (error) {
console.error("Failed to check for updates: ", error);
}
}
// Register bbox update event for iframe map
// Function to register the event listener for bbox updates from iframe
function registerMessageEvent() {
window.addEventListener('message', function (event) {
const bboxText = event.data.bboxText;
@@ -45,15 +61,14 @@ window.addEventListener("DOMContentLoaded", async () => {
displayBboxInfoText(bboxText);
}
});
}
window.pickDirectory = pickDirectory;
window.startGeneration = startGeneration;
// Function to set up the progress bar listener
function setupProgressListener() {
const progressBar = document.getElementById("progress-bar");
const progressMessage = document.getElementById("progress-message");
const progressDetail = document.getElementById("progress-detail");
// Listen for progress-update events
window.__TAURI__.event.listen("progress-update", (event) => {
const { progress, message } = event.payload;
@@ -64,15 +79,122 @@ window.addEventListener("DOMContentLoaded", async () => {
if (message != "") {
progressMessage.textContent = message;
if (message.startsWith("Error!")) {
progressMessage.style.color = "#fa7878";
generationButtonEnabled = true;
} else if (message.startsWith("Done!")) {
progressMessage.style.color = "#7bd864";
generationButtonEnabled = true;
} else {
progressMessage.style.color = "";
}
}
});
});
}
function initSettings() {
// Settings
const settingsModal = document.getElementById("settings-modal");
const slider = document.getElementById("scale-value-slider");
const sliderValue = document.getElementById("slider-value");
// Open settings modal
function openSettings() {
settingsModal.style.display = "flex";
settingsModal.style.justifyContent = "center";
settingsModal.style.alignItems = "center";
}
// Close settings modal
function closeSettings() {
settingsModal.style.display = "none";
}
window.openSettings = openSettings;
window.closeSettings = closeSettings;
// Update slider value display
slider.addEventListener("input", () => {
sliderValue.textContent = parseFloat(slider.value).toFixed(2);
});
}
function initWorldPicker() {
// World Picker
const worldPickerModal = document.getElementById("world-modal");
// Open world picker modal
function openWorldPicker() {
worldPickerModal.style.display = "flex";
worldPickerModal.style.justifyContent = "center";
worldPickerModal.style.alignItems = "center";
}
// Close world picker modal
function closeWorldPicker() {
worldPickerModal.style.display = "none";
}
window.openWorldPicker = openWorldPicker;
window.closeWorldPicker = closeWorldPicker;
}
// Function to validate and handle bbox input
function handleBboxInput() {
const inputBox = document.getElementById("bbox-coords");
const bboxInfo = document.getElementById("bbox-info");
inputBox.addEventListener("input", function () {
const input = inputBox.value.trim();
if (input === "") {
bboxInfo.textContent = "";
bboxInfo.style.color = "";
selectedBBox = "";
return;
}
// Regular expression to validate bbox input (supports both comma and space-separated formats)
const bboxPattern = /^(-?\d+(\.\d+)?)[,\s](-?\d+(\.\d+)?)[,\s](-?\d+(\.\d+)?)[,\s](-?\d+(\.\d+)?)$/;
if (bboxPattern.test(input)) {
const matches = input.match(bboxPattern);
// Extract coordinates (Lat / Lng order expected)
const lat1 = parseFloat(matches[1]);
const lng1 = parseFloat(matches[3]);
const lat2 = parseFloat(matches[5]);
const lng2 = parseFloat(matches[7]);
// Validate latitude and longitude ranges in the expected Lat / Lng order
if (
lat1 >= -90 && lat1 <= 90 &&
lng1 >= -180 && lng1 <= 180 &&
lat2 >= -90 && lat2 <= 90 &&
lng2 >= -180 && lng2 <= 180
) {
// Input is valid; trigger the event
const bboxText = `${lat1} ${lng1} ${lat2} ${lng2}`;
window.dispatchEvent(new MessageEvent('message', { data: { bboxText } }));
// Update the info text
bboxInfo.textContent = "Custom selection confirmed!";
bboxInfo.style.color = "#7bd864";
} else {
// Valid numbers but invalid order or range
bboxInfo.textContent = "Error: Coordinates are out of range or incorrectly ordered (Lat before Lng required).";
bboxInfo.style.color = "#fecc44";
selectedBBox = "";
}
} else {
// Input doesn't match the required format
bboxInfo.textContent = "Invalid format. Please use 'lat,lng,lat,lng' or 'lat lng lat lng'.";
bboxInfo.style.color = "#fecc44";
selectedBBox = "";
}
});
}
// Function to calculate the bounding box "size" in square meters based on latitude and longitude
function calculateBBoxSize(lng1, lat1, lng2, lat2) {
@@ -128,10 +250,9 @@ function displayBboxInfoText(bboxText) {
}
let worldPath = "";
async function pickDirectory() {
async function selectWorld(generate_new_world) {
try {
const worldName = await invoke('gui_pick_directory');
const worldName = await invoke('gui_select_world', { generateNew: generate_new_world } );
if (worldName) {
worldPath = worldName;
const lastSegment = worldName.split(/[\\/]/).pop();
@@ -143,28 +264,58 @@ async function pickDirectory() {
document.getElementById('selected-world').textContent = error;
document.getElementById('selected-world').style.color = "#fa7878";
}
closeWorldPicker();
}
let generationButtonEnabled = true;
async function startGeneration() {
try {
if (worldPath === "No world selected" || worldPath == "Invalid Minecraft world" || worldPath === "") {
if (generationButtonEnabled === false) {
return;
}
if (!selectedBBox || selectedBBox == "0.000000 0.000000 0.000000 0.000000") {
document.getElementById('bbox-info').textContent = "Select a location first!";
document.getElementById('bbox-info').style.color = "#fa7878";
return;
}
if (
worldPath === "No world selected" ||
worldPath == "Invalid Minecraft world" ||
worldPath == "The selected world is currently in use" ||
worldPath == "Minecraft directory not found." ||
worldPath === ""
) {
document.getElementById('selected-world').textContent = "Select a Minecraft world first!";
document.getElementById('selected-world').style.color = "#fa7878";
return;
}
if (!selectedBBox || selectedBBox == "0.000000 0.000000 0.000000 0.000000") {
document.getElementById('bbox-info').textContent = "Select a location firsta using the rectangle tool!";
document.getElementById('bbox-info').style.color = "#fa7878";
return;
}
var winter_mode = document.getElementById("winter-toggle").checked;
var scale = parseFloat(document.getElementById("scale-value-slider").value);
var floodfill_timeout = parseInt(document.getElementById("floodfill-timeout").value, 10);
var ground_level = parseInt(document.getElementById("ground-level").value, 10);
// Validate floodfill_timeout and ground_level
floodfill_timeout = isNaN(floodfill_timeout) || floodfill_timeout < 0 ? 20 : floodfill_timeout;
ground_level = isNaN(ground_level) || ground_level < -62 ? 20 : ground_level;
// Pass the bounding box and selected world to the Rust backend
await invoke("gui_start_generation", { bboxText: selectedBBox, selectedWorld: worldPath });
// Update the UI or show a loading/progress message if needed
await invoke("gui_start_generation", {
bboxText: selectedBBox,
selectedWorld: worldPath,
worldScale: scale,
groundLevel: ground_level,
winterMode: winter_mode,
floodfillTimeout: floodfill_timeout,
});
console.log("Generation process started.");
generationButtonEnabled = false;
} catch (error) {
console.error("Error starting generation:", error);
generationButtonEnabled = true;
}
}

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@@ -33,11 +33,19 @@ pub struct Args {
#[arg(long, default_value = "1.0")]
pub scale: f64,
/// Ground level to use in the Minecraft world
#[arg(long, default_value_t = -62)]
pub ground_level: i32,
/// Enable winter mode (default: false)
#[arg(long, default_value_t = false)]
pub winter: bool,
/// Enable debug mode (optional)
#[arg(long, default_value_t = false, action = clap::ArgAction::SetTrue)]
pub debug: bool,
/// Set floodfill timeout (seconds) (optional) // TODO
/// Set floodfill timeout (seconds) (optional)
#[arg(long, value_parser = parse_duration)]
pub timeout: Option<Duration>,
}

View File

@@ -138,6 +138,8 @@ impl Block {
108 => "potatoes",
109 => "wheat",
110 => "bedrock",
111 => "snow_block",
112 => "snow",
_ => panic!("Invalid id"),
}
}
@@ -285,6 +287,8 @@ pub const MAGENTA_CONCRETE: Block = Block::new(101);
pub const BROWN_WOOL: Block = Block::new(102);
pub const OXIDIZED_COPPER: Block = Block::new(103);
pub const YELLOW_TERRACOTTA: Block = Block::new(104);
pub const SNOW_BLOCK: Block = Block::new(111);
pub const SNOW_LAYER: Block = Block::new(112);
pub const CARROTS: Block = Block::new(105);
pub const DARK_OAK_DOOR_LOWER: Block = Block::new(106);

View File

@@ -1,5 +1,5 @@
use crate::args::Args;
use crate::block_definitions::{DIRT, GRASS_BLOCK};
use crate::block_definitions::{DIRT, GRASS_BLOCK, SNOW_BLOCK};
use crate::element_processing::*;
use crate::osm_parser::ProcessedElement;
use crate::progress::emit_gui_progress_update;
@@ -7,8 +7,6 @@ use crate::world_editor::WorldEditor;
use colored::Colorize;
use indicatif::{ProgressBar, ProgressStyle};
const GROUND_LEVEL: i32 = -62;
pub fn generate_world(
elements: Vec<ProcessedElement>,
args: &Args,
@@ -18,6 +16,7 @@ pub fn generate_world(
println!("{} Processing data...", "[3/5]".bold());
emit_gui_progress_update(10.0, "Processing data...");
let ground_level: i32 = args.ground_level;
let region_dir: String = format!("{}/region", args.path);
let mut editor: WorldEditor =
WorldEditor::new(&region_dir, scale_factor_x, scale_factor_z, args);
@@ -54,94 +53,49 @@ pub fn generate_world(
match element {
ProcessedElement::Way(way) => {
if way.tags.contains_key("building") || way.tags.contains_key("building:part") {
buildings::generate_buildings(
&mut editor,
way,
GROUND_LEVEL,
args.timeout.as_ref(),
);
buildings::generate_buildings(&mut editor, way, ground_level, args);
} else if way.tags.contains_key("highway") {
highways::generate_highways(
&mut editor,
element,
GROUND_LEVEL,
args.timeout.as_ref(),
);
highways::generate_highways(&mut editor, element, ground_level, args);
} else if way.tags.contains_key("landuse") {
landuse::generate_landuse(
&mut editor,
way,
GROUND_LEVEL,
args.timeout.as_ref(),
);
landuse::generate_landuse(&mut editor, way, ground_level, args);
} else if way.tags.contains_key("natural") {
natural::generate_natural(
&mut editor,
element,
GROUND_LEVEL,
args.timeout.as_ref(),
);
natural::generate_natural(&mut editor, element, ground_level, args);
} else if way.tags.contains_key("amenity") {
amenities::generate_amenities(
&mut editor,
element,
GROUND_LEVEL,
args.timeout.as_ref(),
);
amenities::generate_amenities(&mut editor, element, ground_level, args);
} else if way.tags.contains_key("leisure") {
leisure::generate_leisure(
&mut editor,
way,
GROUND_LEVEL,
args.timeout.as_ref(),
);
leisure::generate_leisure(&mut editor, way, ground_level, args);
} else if way.tags.contains_key("barrier") {
barriers::generate_barriers(&mut editor, element, GROUND_LEVEL);
barriers::generate_barriers(&mut editor, element, ground_level);
} else if way.tags.contains_key("waterway") {
waterways::generate_waterways(&mut editor, way, GROUND_LEVEL);
waterways::generate_waterways(&mut editor, way, ground_level);
} else if way.tags.contains_key("bridge") {
bridges::generate_bridges(&mut editor, way, GROUND_LEVEL);
bridges::generate_bridges(&mut editor, way, ground_level);
} else if way.tags.contains_key("railway") {
railways::generate_railways(&mut editor, way, GROUND_LEVEL);
railways::generate_railways(&mut editor, way, ground_level);
} else if way.tags.get("service") == Some(&"siding".to_string()) {
highways::generate_siding(&mut editor, way, GROUND_LEVEL);
highways::generate_siding(&mut editor, way, ground_level);
}
}
ProcessedElement::Node(node) => {
if node.tags.contains_key("door") || node.tags.contains_key("entrance") {
doors::generate_doors(&mut editor, node, GROUND_LEVEL);
doors::generate_doors(&mut editor, node, ground_level);
} else if node.tags.contains_key("natural")
&& node.tags.get("natural") == Some(&"tree".to_string())
{
natural::generate_natural(
&mut editor,
element,
GROUND_LEVEL,
args.timeout.as_ref(),
);
natural::generate_natural(&mut editor, element, ground_level, args);
} else if node.tags.contains_key("amenity") {
amenities::generate_amenities(
&mut editor,
element,
GROUND_LEVEL,
args.timeout.as_ref(),
);
amenities::generate_amenities(&mut editor, element, ground_level, args);
} else if node.tags.contains_key("barrier") {
barriers::generate_barriers(&mut editor, element, GROUND_LEVEL);
barriers::generate_barriers(&mut editor, element, ground_level);
} else if node.tags.contains_key("highway") {
highways::generate_highways(
&mut editor,
element,
GROUND_LEVEL,
args.timeout.as_ref(),
);
highways::generate_highways(&mut editor, element, ground_level, args);
} else if node.tags.contains_key("tourism") {
tourisms::generate_tourisms(&mut editor, node, GROUND_LEVEL);
tourisms::generate_tourisms(&mut editor, node, ground_level);
}
}
ProcessedElement::Relation(rel) => {
if rel.tags.contains_key("water") {
water_areas::generate_water_areas(&mut editor, rel, GROUND_LEVEL);
water_areas::generate_water_areas(&mut editor, rel, ground_level);
}
}
}
@@ -172,10 +126,12 @@ pub fn generate_world(
let total_iterations_grnd: f64 = (scale_factor_x + 1.0) * (scale_factor_z + 1.0);
let progress_increment_grnd: f64 = 30.0 / total_iterations_grnd;
let groundlayer_block = if args.winter { SNOW_BLOCK } else { GRASS_BLOCK };
for x in 0..=(scale_factor_x as i32) {
for z in 0..=(scale_factor_z as i32) {
editor.set_block(GRASS_BLOCK, x, GROUND_LEVEL, z, None, None);
editor.set_block(DIRT, x, GROUND_LEVEL - 1, z, None, None);
editor.set_block(groundlayer_block, x, ground_level, z, None, None);
editor.set_block(DIRT, x, ground_level - 1, z, None, None);
block_counter += 1;
if block_counter % batch_size == 0 {

View File

@@ -1,5 +1,4 @@
use std::time::Duration;
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::floodfill::flood_fill_area;
@@ -10,7 +9,7 @@ pub fn generate_amenities(
editor: &mut WorldEditor,
element: &ProcessedElement,
ground_level: i32,
floodfill_timeout: Option<&Duration>,
args: &Args,
) {
// Skip if 'layer' or 'level' is negative in the tags
if let Some(layer) = element.tags().get("layer") {
@@ -52,7 +51,7 @@ pub fn generate_amenities(
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let floor_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, floodfill_timeout);
flood_fill_area(&polygon_coords, args.timeout.as_ref());
// Fill the floor area
for (x, z) in floor_area.iter() {
@@ -152,7 +151,7 @@ pub fn generate_amenities(
if corner_addup.2 > 0 {
let polygon_coords: Vec<(i32, i32)> = current_amenity.to_vec();
let flood_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, floodfill_timeout);
flood_fill_area(&polygon_coords, args.timeout.as_ref());
for (x, z) in flood_area {
editor.set_block(

View File

@@ -1,3 +1,4 @@
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::colors::{color_text_to_rgb_tuple, rgb_distance, RGBTuple};
@@ -12,7 +13,7 @@ pub fn generate_buildings(
editor: &mut WorldEditor,
element: &ProcessedWay,
ground_level: i32,
floodfill_timeout: Option<&Duration>,
args: &Args,
) {
let mut previous_node: Option<(i32, i32)> = None;
let mut corner_addup: (i32, i32, i32) = (0, 0, 0);
@@ -95,7 +96,7 @@ pub fn generate_buildings(
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let floor_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, floodfill_timeout);
flood_fill_area(&polygon_coords, args.timeout.as_ref());
// Fill the floor area
for (x, z) in floor_area.iter() {
@@ -152,7 +153,8 @@ pub fn generate_buildings(
.iter()
.map(|node: &crate::osm_parser::ProcessedNode| (node.x, node.z))
.collect();
let roof_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, floodfill_timeout); // Use flood-fill to determine the area
let roof_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, args.timeout.as_ref()); // Use flood-fill to determine the area
// Fill the interior of the roof with STONE_BRICK_SLAB
for (x, z) in roof_area.iter() {
@@ -172,7 +174,7 @@ pub fn generate_buildings(
building_height = 23
}
} else if building_type == "bridge" {
generate_bridge(editor, element, ground_level, floodfill_timeout);
generate_bridge(editor, element, ground_level, args.timeout.as_ref());
return;
}
}
@@ -201,6 +203,7 @@ pub fn generate_buildings(
}
}
}
// Ceiling cobblestone
editor.set_block(
COBBLESTONE,
bx,
@@ -208,7 +211,19 @@ pub fn generate_buildings(
bz,
None,
None,
); // Ceiling cobblestone
);
if args.winter {
editor.set_block(
SNOW_LAYER,
x,
ground_level + building_height + 2,
z,
None,
None,
);
}
current_building.push((bx, bz));
corner_addup = (corner_addup.0 + bx, corner_addup.1 + bz, corner_addup.2 + 1);
}
@@ -224,7 +239,7 @@ pub fn generate_buildings(
.iter()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let floor_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, floodfill_timeout);
let floor_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, args.timeout.as_ref());
for (x, z) in floor_area {
if processed_points.insert((x, z)) {
@@ -253,6 +268,17 @@ pub fn generate_buildings(
None,
None,
);
if args.winter {
editor.set_block(
SNOW_LAYER,
x,
ground_level + building_height + 2,
z,
None,
None,
);
}
}
}
}

View File

@@ -1,16 +1,15 @@
use std::time::Duration;
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::floodfill::flood_fill_area;
use crate::osm_parser::{ProcessedElement, ProcessedWay};
use crate::world_editor::WorldEditor; // Assuming you have a flood fill function for area filling
use crate::world_editor::WorldEditor;
pub fn generate_highways(
editor: &mut WorldEditor,
element: &ProcessedElement,
ground_level: i32,
floodfill_timeout: Option<&Duration>,
args: &Args,
) {
if let Some(highway_type) = element.tags().get("highway") {
if highway_type == "street_lamp" {
@@ -37,6 +36,10 @@ pub fn generate_highways(
editor.set_block(GREEN_WOOL, x, ground_level + 4, z, None, None);
editor.set_block(YELLOW_WOOL, x, ground_level + 5, z, None, None);
editor.set_block(RED_WOOL, x, ground_level + 6, z, None, None);
if args.winter {
editor.set_block(SNOW_LAYER, x, ground_level + 7, z, None, None);
}
}
}
}
@@ -72,7 +75,13 @@ pub fn generate_highways(
"wood" => OAK_PLANKS,
"asphalt" => BLACK_CONCRETE,
"gravel" | "fine_gravel" => GRAVEL,
"grass" => GRASS_BLOCK,
"grass" => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
"dirt" => DIRT,
"sand" => SAND,
"concrete" => LIGHT_GRAY_CONCRETE,
@@ -86,7 +95,8 @@ pub fn generate_highways(
.iter()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let filled_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, floodfill_timeout);
let filled_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, args.timeout.as_ref());
for (x, z) in filled_area {
editor.set_block(surface_block, x, ground_level, z, None, None);
@@ -95,7 +105,7 @@ pub fn generate_highways(
let mut previous_node: Option<(i32, i32)> = None;
let mut block_type = BLACK_CONCRETE;
let mut block_range: i32 = 2;
let mut add_stripe = false; // Flag for adding stripes
let mut add_stripe = false;
// Skip if 'layer' or 'level' is negative in the tags
if let Some(layer) = element.tags().get("layer") {

View File

@@ -1,5 +1,4 @@
use std::time::Duration;
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::element_processing::tree::create_tree;
@@ -12,7 +11,7 @@ pub fn generate_landuse(
editor: &mut WorldEditor,
element: &ProcessedWay,
ground_level: i32,
floodfill_timeout: Option<&Duration>,
args: &Args,
) {
let mut previous_node: Option<(i32, i32)> = None;
let mut corner_addup: (i32, i32, i32) = (0, 0, 0);
@@ -23,9 +22,21 @@ pub fn generate_landuse(
let landuse_tag: &String = element.tags.get("landuse").unwrap_or(&binding);
let block_type = match landuse_tag.as_str() {
"greenfield" | "meadow" | "grass" => GRASS_BLOCK,
"greenfield" | "meadow" | "grass" => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
"farmland" => FARMLAND,
"forest" => GRASS_BLOCK,
"forest" => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
"cemetery" => PODZOL,
"beach" => SAND,
"construction" => DIRT,
@@ -36,9 +47,17 @@ pub fn generate_landuse(
"industrial" => COBBLESTONE,
"military" => GRAY_CONCRETE,
"railway" => GRAVEL,
_ => GRASS_BLOCK,
_ => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
};
let bresenham_block: Block = if args.winter { SNOW_BLOCK } else { GRASS_BLOCK };
// Process landuse nodes to fill the area
for node in &element.nodes {
let x: i32 = node.x;
@@ -49,7 +68,7 @@ pub fn generate_landuse(
let bresenham_points: Vec<(i32, i32, i32)> =
bresenham_line(prev.0, ground_level, prev.1, x, ground_level, z);
for (bx, _, bz) in bresenham_points {
editor.set_block(GRASS_BLOCK, bx, ground_level, bz, None, None);
editor.set_block(bresenham_block, bx, ground_level, bz, None, None);
}
current_landuse.push((x, z));
@@ -62,7 +81,7 @@ pub fn generate_landuse(
// If there are landuse nodes, flood-fill the area
if !current_landuse.is_empty() {
let polygon_coords: Vec<(i32, i32)> = element.nodes.iter().map(|n| (n.x, n.z)).collect();
let floor_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, floodfill_timeout);
let floor_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, args.timeout.as_ref());
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
@@ -156,7 +175,14 @@ pub fn generate_landuse(
editor.set_block(RED_FLOWER, x, ground_level + 1, z, None, None);
}
} else if random_choice < 33 {
create_tree(editor, x, ground_level + 1, z, rng.gen_range(1..=3));
create_tree(
editor,
x,
ground_level + 1,
z,
rng.gen_range(1..=3),
args.winter,
);
}
}
}
@@ -164,7 +190,14 @@ pub fn generate_landuse(
if !editor.check_for_block(x, ground_level, z, None, Some(&[WATER])) {
let random_choice: i32 = rng.gen_range(0..21);
if random_choice == 20 {
create_tree(editor, x, ground_level + 1, z, rng.gen_range(1..=3));
create_tree(
editor,
x,
ground_level + 1,
z,
rng.gen_range(1..=3),
args.winter,
);
} else if random_choice == 2 {
let flower_block: Block = match rng.gen_range(1..=4) {
1 => RED_FLOWER,
@@ -206,6 +239,7 @@ pub fn generate_landuse(
ground_level + 1,
z,
rng.gen_range(1..=3),
args.winter,
);
} else if special_choice <= 6 {
editor.set_block(HAY_BALE, x, ground_level + 1, z, None, None);
@@ -319,7 +353,14 @@ pub fn generate_landuse(
if !editor.check_for_block(x, ground_level, z, None, Some(&[WATER])) {
let random_choice: i32 = rng.gen_range(0..1001);
if random_choice < 5 {
create_tree(editor, x, ground_level + 1, z, rng.gen_range(1..=3));
create_tree(
editor,
x,
ground_level + 1,
z,
rng.gen_range(1..=3),
args.winter,
);
} else if random_choice < 800 {
editor.set_block(GRASS, x, ground_level + 1, z, None, None);
}

View File

@@ -1,5 +1,4 @@
use std::time::Duration;
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::element_processing::tree::create_tree;
@@ -12,7 +11,7 @@ pub fn generate_leisure(
editor: &mut WorldEditor,
element: &ProcessedWay,
ground_level: i32,
floodfill_timeout: Option<&Duration>,
args: &Args,
) {
if let Some(leisure_type) = element.tags.get("leisure") {
let mut previous_node: Option<(i32, i32)> = None;
@@ -21,7 +20,13 @@ pub fn generate_leisure(
// Determine block type based on leisure type
let block_type: Block = match leisure_type.as_str() {
"park" => GRASS_BLOCK,
"park" => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
"playground" | "recreation_ground" | "pitch" => {
if let Some(surface) = element.tags.get("surface") {
match surface.as_str() {
@@ -34,9 +39,21 @@ pub fn generate_leisure(
GREEN_STAINED_HARDENED_CLAY
}
}
"garden" => GRASS_BLOCK,
"garden" => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
"swimming_pool" => WATER,
_ => GRASS_BLOCK,
_ => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
};
// Process leisure area nodes
@@ -78,7 +95,8 @@ pub fn generate_leisure(
.iter()
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let filled_area: Vec<(i32, i32)> = flood_fill_area(&polygon_coords, floodfill_timeout);
let filled_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, args.timeout.as_ref());
for (x, z) in filled_area {
editor.set_block(block_type, x, ground_level, z, Some(&[GRASS_BLOCK]), None);
@@ -113,7 +131,14 @@ pub fn generate_leisure(
}
71..=80 => {
// Tree
create_tree(editor, x, ground_level + 1, z, rng.gen_range(1..=3));
create_tree(
editor,
x,
ground_level + 1,
z,
rng.gen_range(1..=3),
args.winter,
);
}
_ => {}
}

View File

@@ -1,5 +1,4 @@
use std::time::Duration;
use crate::args::Args;
use crate::block_definitions::*;
use crate::bresenham::bresenham_line;
use crate::element_processing::tree::create_tree;
@@ -12,7 +11,7 @@ pub fn generate_natural(
editor: &mut WorldEditor,
element: &ProcessedElement,
ground_level: i32,
floodfill_timeout: Option<&Duration>,
args: &Args,
) {
if let Some(natural_type) = element.tags().get("natural") {
if natural_type == "tree" {
@@ -21,7 +20,14 @@ pub fn generate_natural(
let z: i32 = node.z;
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
create_tree(editor, x, ground_level + 1, z, rng.gen_range(1..=3));
create_tree(
editor,
x,
ground_level + 1,
z,
rng.gen_range(1..=3),
args.winter,
);
}
} else {
let mut previous_node: Option<(i32, i32)> = None;
@@ -30,11 +36,29 @@ pub fn generate_natural(
// Determine block type based on natural tag
let block_type: Block = match natural_type.as_str() {
"scrub" | "grassland" | "wood" => GRASS_BLOCK,
"scrub" | "grassland" | "wood" => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
"beach" | "sand" => SAND,
"tree_row" => GRASS_BLOCK,
"tree_row" => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
"wetland" | "water" => WATER,
_ => GRASS_BLOCK,
_ => {
if args.winter {
SNOW_BLOCK
} else {
GRASS_BLOCK
}
}
};
let ProcessedElement::Way(way) = element else {
@@ -69,7 +93,7 @@ pub fn generate_natural(
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
.collect();
let filled_area: Vec<(i32, i32)> =
flood_fill_area(&polygon_coords, floodfill_timeout);
flood_fill_area(&polygon_coords, args.timeout.as_ref());
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
@@ -84,7 +108,14 @@ pub fn generate_natural(
let random_choice: i32 = rng.gen_range(0..26);
if random_choice == 25 {
create_tree(editor, x, ground_level + 1, z, rng.gen_range(1..=3));
create_tree(
editor,
x,
ground_level + 1,
z,
rng.gen_range(1..=3),
args.winter,
);
} else if random_choice == 2 {
let flower_block = match rng.gen_range(1..=4) {
1 => RED_FLOWER,

View File

@@ -46,7 +46,7 @@ fn round3(editor: &mut WorldEditor, material: Block, x: i32, y: i32, z: i32) {
}
/// Function to create different types of trees.
pub fn create_tree(editor: &mut WorldEditor, x: i32, y: i32, z: i32, typetree: u8) {
pub fn create_tree(editor: &mut WorldEditor, x: i32, y: i32, z: i32, typetree: u8, snow: bool) {
let mut blacklist: Vec<Block> = Vec::new();
blacklist.extend(building_corner_variations());
blacklist.extend(building_wall_variations());
@@ -60,7 +60,6 @@ pub fn create_tree(editor: &mut WorldEditor, x: i32, y: i32, z: i32, typetree: u
match typetree {
1 => {
// Oak tree
editor.fill_blocks(OAK_LOG, x, y, z, x, y + 8, z, None, None);
editor.fill_blocks(OAK_LEAVES, x - 1, y + 3, z, x - 1, y + 9, z, None, None);
editor.fill_blocks(OAK_LEAVES, x + 1, y + 3, z, x + 1, y + 9, z, None, None);
@@ -79,6 +78,24 @@ pub fn create_tree(editor: &mut WorldEditor, x: i32, y: i32, z: i32, typetree: u
round2(editor, OAK_LEAVES, x, y + 4, z);
round3(editor, OAK_LEAVES, x, y + 6, z);
round3(editor, OAK_LEAVES, x, y + 5, z);
if snow {
editor.set_block(SNOW_LAYER, x, y + 11, z, None, None);
editor.set_block(SNOW_LAYER, x + 1, y + 10, z, None, None);
editor.set_block(SNOW_LAYER, x - 1, y + 10, z, None, None);
editor.set_block(SNOW_LAYER, x, y + 10, z - 1, None, None);
editor.set_block(SNOW_LAYER, x, y + 10, z + 1, None, None);
round1(editor, SNOW_LAYER, x, y + 9, z);
round1(editor, SNOW_LAYER, x, y + 8, z);
round1(editor, SNOW_LAYER, x, y + 7, z);
round1(editor, SNOW_LAYER, x, y + 6, z);
round2(editor, SNOW_LAYER, x, y + 8, z);
round2(editor, SNOW_LAYER, x, y + 7, z);
round2(editor, SNOW_LAYER, x, y + 6, z);
round2(editor, SNOW_LAYER, x, y + 5, z);
round3(editor, SNOW_LAYER, x, y + 7, z);
round3(editor, SNOW_LAYER, x, y + 6, z);
}
}
2 => {
// Spruce tree
@@ -95,6 +112,21 @@ pub fn create_tree(editor: &mut WorldEditor, x: i32, y: i32, z: i32, typetree: u
round1(editor, BIRCH_LEAVES, x, y + 3, z);
round2(editor, BIRCH_LEAVES, x, y + 6, z);
round2(editor, BIRCH_LEAVES, x, y + 3, z);
if snow {
editor.set_block(SNOW_LAYER, x, y + 11, z, None, None);
editor.set_block(SNOW_LAYER, x + 1, y + 11, z, None, None);
editor.set_block(SNOW_LAYER, x - 1, y + 11, z, None, None);
editor.set_block(SNOW_LAYER, x, y + 11, z - 1, None, None);
editor.set_block(SNOW_LAYER, x, y + 11, z + 1, None, None);
round1(editor, SNOW_LAYER, x, y + 10, z);
round1(editor, SNOW_LAYER, x, y + 8, z);
round1(editor, SNOW_LAYER, x, y + 7, z);
round1(editor, SNOW_LAYER, x, y + 5, z);
round1(editor, SNOW_LAYER, x, y + 4, z);
round2(editor, SNOW_LAYER, x, y + 7, z);
round2(editor, SNOW_LAYER, x, y + 4, z);
}
}
3 => {
// Birch tree
@@ -112,6 +144,22 @@ pub fn create_tree(editor: &mut WorldEditor, x: i32, y: i32, z: i32, typetree: u
round2(editor, BIRCH_LEAVES, x, y + 2, z);
round2(editor, BIRCH_LEAVES, x, y + 3, z);
round2(editor, BIRCH_LEAVES, x, y + 4, z);
if snow {
editor.set_block(SNOW_LAYER, x, y + 9, z, None, None);
editor.set_block(SNOW_LAYER, x + 1, y + 8, z, None, None);
editor.set_block(SNOW_LAYER, x - 1, y + 8, z, None, None);
editor.set_block(SNOW_LAYER, x, y + 8, z - 1, None, None);
editor.set_block(SNOW_LAYER, x, y + 8, z + 1, None, None);
round1(editor, SNOW_LAYER, x, y + 7, z);
round1(editor, SNOW_LAYER, x, y + 6, z);
round1(editor, SNOW_LAYER, x, y + 5, z);
round1(editor, SNOW_LAYER, x, y + 4, z);
round1(editor, SNOW_LAYER, x, y + 3, z);
round2(editor, SNOW_LAYER, x, y + 3, z);
round2(editor, SNOW_LAYER, x, y + 4, z);
round2(editor, SNOW_LAYER, x, y + 5, z);
}
}
_ => {} // Do nothing if typetree is not recognized
}

View File

@@ -56,7 +56,7 @@ pub fn flood_fill_area(
while let Some((start_x, start_z)) = candidate_points.pop_front() {
if let Some(timeout) = timeout {
if &start_time.elapsed() > timeout {
eprintln!("Floodfill timeout"); // TODO only print when debug arg is set?
eprintln!("Floodfill timeout");
break;
}
}
@@ -70,7 +70,7 @@ pub fn flood_fill_area(
while let Some((x, z)) = queue.pop_front() {
if let Some(timeout) = timeout {
if &start_time.elapsed() > timeout {
eprintln!("Floodfill timeout"); // TODO only print when debug arg is set?
eprintln!("Floodfill timeout");
break;
}
}

View File

@@ -16,10 +16,16 @@ mod world_editor;
use args::Args;
use clap::Parser;
use colored::*;
use fastnbt::Value;
use flate2::read::GzDecoder;
use fs2::FileExt;
use rfd::FileDialog;
use std::fs::File;
use std::io::Write;
use std::{env, path::PathBuf};
use std::{
env,
fs::{self, File},
io::{Read, Write},
path::{Path, PathBuf},
};
fn print_banner() {
let version: &str = env!("CARGO_PKG_VERSION");
@@ -116,7 +122,7 @@ fn main() {
println!("Launching UI...");
tauri::Builder::default()
.invoke_handler(tauri::generate_handler![
gui_pick_directory,
gui_select_world,
gui_start_generation,
gui_get_version,
gui_check_for_updates
@@ -134,7 +140,7 @@ fn main() {
}
#[tauri::command]
fn gui_pick_directory() -> Result<String, String> {
fn gui_select_world(generate_new: bool) -> Result<String, String> {
// Determine the default Minecraft 'saves' directory based on the OS
let default_dir: Option<PathBuf> = if cfg!(target_os = "windows") {
env::var("APPDATA")
@@ -151,32 +157,139 @@ fn gui_pick_directory() -> Result<String, String> {
None
};
// Check if the default directory exists
let starting_directory: Option<PathBuf> = default_dir.filter(|dir: &PathBuf| dir.exists());
if generate_new {
// Handle new world generation
if let Some(default_path) = &default_dir {
if default_path.exists() {
// Generate a unique world name
let mut counter = 1;
let unique_name = loop {
let candidate_name = format!("Arnis World {}", counter);
let candidate_path = default_path.join(&candidate_name);
if !candidate_path.exists() {
break candidate_name;
}
counter += 1;
};
// Open the directory picker dialog
let dialog: FileDialog = FileDialog::new();
let dialog: FileDialog = if let Some(start_dir) = starting_directory {
dialog.set_directory(start_dir)
} else {
dialog
};
let new_world_path = default_path.join(&unique_name);
if let Some(path) = dialog.pick_folder() {
// Print the full path to the console
println!("Selected world path: {}", path.display());
// Check if the "region" folder exists within the selected directory
if path.join("region").exists() {
return Ok(path.display().to_string());
// Create the new world structure
create_new_world(&new_world_path, &unique_name)?;
Ok(new_world_path.display().to_string())
} else {
Err("Minecraft directory not found.".to_string())
}
} else {
// Notify the frontend that no valid Minecraft world was found
return Err("Invalid Minecraft world".to_string());
Err("Minecraft directory not found.".to_string())
}
} else {
// Handle existing world selection
// Open the directory picker dialog
let dialog: FileDialog = FileDialog::new();
let dialog: FileDialog = if let Some(start_dir) = default_dir.filter(|dir| dir.exists()) {
dialog.set_directory(start_dir)
} else {
dialog
};
if let Some(path) = dialog.pick_folder() {
// Print the full path to the console
println!("Selected world path: {}", path.display());
// Check if the "region" folder exists within the selected directory
if path.join("region").exists() {
// Check the 'session.lock' file
let session_lock_path = path.join("session.lock");
if session_lock_path.exists() {
// Try to acquire a lock on the session.lock file
if let Ok(file) = File::open(&session_lock_path) {
if file.try_lock_shared().is_err() {
return Err("The selected world is currently in use".to_string());
} else {
// Release the lock immediately
let _ = file.unlock();
}
}
}
return Ok(path.display().to_string());
} else {
// Notify the frontend that no valid Minecraft world was found
return Err("Invalid Minecraft world".to_string());
}
}
// If no folder was selected, return an error message
Err("No world selected".to_string())
}
}
fn create_new_world(world_path: &Path, world_name: &str) -> Result<(), String> {
// Create the new world directory structure
fs::create_dir_all(world_path.join("region"))
.map_err(|e| format!("Failed to create world directory: {}", e))?;
// Copy the region template file
const REGION_TEMPLATE: &[u8] = include_bytes!("../mcassets/region.template");
let region_path = world_path.join("region").join("r.0.0.mca");
fs::write(&region_path, REGION_TEMPLATE)
.map_err(|e| format!("Failed to create region file: {}", e))?;
// Add the level.dat file
const LEVEL_TEMPLATE: &[u8] = include_bytes!("../mcassets/level.dat");
// Decompress the gzipped level.template
let mut decoder = GzDecoder::new(LEVEL_TEMPLATE);
let mut decompressed_data = Vec::new();
decoder
.read_to_end(&mut decompressed_data)
.map_err(|e| format!("Failed to decompress level.template: {}", e))?;
// Parse the decompressed NBT data
let mut level_data: Value = fastnbt::from_bytes(&decompressed_data)
.map_err(|e| format!("Failed to parse level.dat template: {}", e))?;
// Modify the LevelName and LastPlayed fields
if let Value::Compound(ref mut root) = level_data {
if let Some(Value::Compound(ref mut data)) = root.get_mut("Data") {
// Update LevelName
data.insert(
"LevelName".to_string(),
Value::String(world_name.to_string()),
);
// Update LastPlayed to the current Unix time in milliseconds
let current_time = std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.map_err(|e| format!("Failed to get current time: {}", e))?;
let current_time_millis = current_time.as_millis() as i64;
data.insert("LastPlayed".to_string(), Value::Long(current_time_millis));
}
}
// If no folder was selected, return an error message
Err("No world selected".to_string())
// Serialize the updated NBT data back to bytes
let serialized_level_data = fastnbt::to_bytes(&level_data)
.map_err(|e| format!("Failed to serialize updated level.dat: {}", e))?;
// Compress the serialized data back to gzip
let mut encoder = flate2::write::GzEncoder::new(Vec::new(), flate2::Compression::default());
encoder
.write_all(&serialized_level_data)
.map_err(|e| format!("Failed to compress updated level.dat: {}", e))?;
let compressed_level_data = encoder
.finish()
.map_err(|e| format!("Failed to finalize compression for level.dat: {}", e))?;
fs::write(world_path.join("level.dat"), compressed_level_data)
.map_err(|e| format!("Failed to create level.dat file: {}", e))?;
// Add the icon.png file
const ICON_TEMPLATE: &[u8] = include_bytes!("../mcassets/icon.png");
fs::write(world_path.join("icon.png"), ICON_TEMPLATE)
.map_err(|e| format!("Failed to create icon.png file: {}", e))?;
Ok(())
}
#[tauri::command]
@@ -193,7 +306,14 @@ fn gui_check_for_updates() -> Result<bool, String> {
}
#[tauri::command]
fn gui_start_generation(bbox_text: String, selected_world: String) -> Result<(), String> {
fn gui_start_generation(
bbox_text: String,
selected_world: String,
world_scale: f64,
ground_level: i32,
winter_mode: bool,
floodfill_timeout: u64,
) -> Result<(), String> {
tauri::async_runtime::spawn(async move {
if let Err(e) = tokio::task::spawn_blocking(move || {
// Utility function to reorder bounding box coordinates
@@ -217,9 +337,11 @@ fn gui_start_generation(bbox_text: String, selected_world: String) -> Result<(),
file: None,
path: selected_world,
downloader: "requests".to_string(),
scale: 1.0,
scale: world_scale,
ground_level,
winter: winter_mode,
debug: false,
timeout: None,
timeout: Some(std::time::Duration::from_secs(floodfill_timeout)),
};
// Reorder bounding box coordinates for further processing

View File

@@ -248,7 +248,7 @@ impl<'a> WorldEditor<'a> {
fn create_region(&self, region_x: i32, region_z: i32) -> Region<File> {
let out_path: String = format!("{}/r.{}.{}.mca", self.region_dir, region_x, region_z);
const REGION_TEMPLATE: &[u8] = include_bytes!("region.template");
const REGION_TEMPLATE: &[u8] = include_bytes!("../mcassets/region.template");
let mut region_file: File = File::options()
.read(true)
@@ -389,7 +389,7 @@ impl<'a> WorldEditor<'a> {
.progress_chars("█▓░"),
);
let total_steps: f64 = 10.0;
let total_steps: f64 = 9.0;
let progress_increment_save: f64 = total_steps / total_regions as f64;
let mut current_progress_save: f64 = 90.0;
let mut last_emitted_progress: f64 = current_progress_save;

View File

@@ -1,7 +1,7 @@
{
"$schema": "https://schema.tauri.app/config/2",
"productName": "Arnis",
"version": "2.1.0",
"version": "2.1.1",
"identifier": "com.louisdev.arnis",
"build": {
"frontendDist": "gui-src"
@@ -15,7 +15,8 @@
"height": 650,
"resizable": false,
"transparent": true,
"center": true
"center": true,
"theme": "Dark"
}
],
"security": {