mirror of
https://github.com/louis-e/arnis.git
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20
.github/workflows/release.yml
vendored
20
.github/workflows/release.yml
vendored
@@ -17,7 +17,7 @@ jobs:
|
||||
target: x86_64-unknown-linux-gnu
|
||||
binary_name: arnis
|
||||
asset_name: arnis-linux
|
||||
- os: macos-13 # Intel runner for x86_64 builds
|
||||
- os: macos-15-intel # Intel runner for x86_64 builds
|
||||
target: x86_64-apple-darwin
|
||||
binary_name: arnis
|
||||
asset_name: arnis-mac-intel
|
||||
@@ -87,7 +87,7 @@ jobs:
|
||||
shell: powershell
|
||||
|
||||
- name: Upload artifact
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: ${{ matrix.os }}-${{ matrix.target }}-build
|
||||
path: target/release/${{ matrix.asset_name }}
|
||||
@@ -97,13 +97,13 @@ jobs:
|
||||
runs-on: macos-latest
|
||||
steps:
|
||||
- name: Download macOS Intel build
|
||||
uses: actions/download-artifact@v5
|
||||
uses: actions/download-artifact@v7
|
||||
with:
|
||||
name: macos-13-x86_64-apple-darwin-build
|
||||
name: macos-15-intel-x86_64-apple-darwin-build
|
||||
path: ./intel
|
||||
|
||||
- name: Download macOS ARM64 build
|
||||
uses: actions/download-artifact@v5
|
||||
uses: actions/download-artifact@v7
|
||||
with:
|
||||
name: macos-latest-aarch64-apple-darwin-build
|
||||
path: ./arm64
|
||||
@@ -114,7 +114,7 @@ jobs:
|
||||
chmod +x arnis-mac-universal
|
||||
|
||||
- name: Upload universal binary
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: macos-universal-build
|
||||
path: arnis-mac-universal
|
||||
@@ -127,19 +127,19 @@ jobs:
|
||||
uses: actions/checkout@v6
|
||||
|
||||
- name: Download Windows build artifact
|
||||
uses: actions/download-artifact@v5
|
||||
uses: actions/download-artifact@v7
|
||||
with:
|
||||
name: windows-latest-x86_64-pc-windows-msvc-build
|
||||
path: ./builds/windows
|
||||
|
||||
- name: Download Linux build artifact
|
||||
uses: actions/download-artifact@v5
|
||||
uses: actions/download-artifact@v7
|
||||
with:
|
||||
name: ubuntu-latest-x86_64-unknown-linux-gnu-build
|
||||
path: ./builds/linux
|
||||
|
||||
- name: Download macOS universal build artifact
|
||||
uses: actions/download-artifact@v5
|
||||
uses: actions/download-artifact@v7
|
||||
with:
|
||||
name: macos-universal-build
|
||||
path: ./builds/macos
|
||||
@@ -157,4 +157,4 @@ jobs:
|
||||
builds/linux/arnis-linux
|
||||
builds/macos/arnis-mac-universal
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.RELEASE_TOKEN }}
|
||||
GITHUB_TOKEN: ${{ secrets.RELEASE_TOKEN }}
|
||||
|
||||
3155
Cargo.lock
generated
3155
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
21
Cargo.toml
21
Cargo.toml
@@ -1,6 +1,6 @@
|
||||
[package]
|
||||
name = "arnis"
|
||||
version = "2.4.0"
|
||||
version = "2.5.0"
|
||||
edition = "2021"
|
||||
description = "Arnis - Generate real life cities in Minecraft"
|
||||
homepage = "https://github.com/louis-e/arnis"
|
||||
@@ -14,8 +14,8 @@ 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"]
|
||||
gui = ["tauri", "tauri-plugin-log", "tauri-plugin-shell", "tokio", "rfd", "tauri-build", "bedrock"]
|
||||
bedrock = ["bedrockrs_level", "bedrockrs_shared", "nbtx", "zip", "byteorder", "vek", "rusty-leveldb"]
|
||||
|
||||
[build-dependencies]
|
||||
tauri-build = {version = "2", optional = true}
|
||||
@@ -23,9 +23,9 @@ tauri-build = {version = "2", optional = true}
|
||||
[dependencies]
|
||||
base64 = "0.22.1"
|
||||
byteorder = { version = "1.5", optional = true }
|
||||
clap = { version = "4.5", features = ["derive", "env"] }
|
||||
clap = { version = "4.5.53", features = ["derive", "env"] }
|
||||
colored = "3.0.0"
|
||||
dirs = {version = "6.0.0", optional = true }
|
||||
dirs = "6.0.0"
|
||||
fastanvil = "0.32.0"
|
||||
fastnbt = "2.6.0"
|
||||
flate2 = "1.1"
|
||||
@@ -35,12 +35,14 @@ geo = "0.31.0"
|
||||
image = "0.25"
|
||||
indicatif = "0.17.11"
|
||||
itertools = "0.14.0"
|
||||
jsonwebtoken = "10.3.0"
|
||||
log = "0.4.27"
|
||||
once_cell = "1.21.3"
|
||||
rand = "0.8.5"
|
||||
rand = { version = "0.9.1", features = ["std", "std_rng"] }
|
||||
rand_chacha = "0.9"
|
||||
rayon = "1.10.0"
|
||||
reqwest = { version = "0.12.15", features = ["blocking", "json"] }
|
||||
rfd = { version = "0.15.4", optional = true }
|
||||
reqwest = { version = "0.13.1", features = ["blocking", "json", "query"] }
|
||||
rfd = { version = "0.16.0", optional = true }
|
||||
semver = "1.0.27"
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1.0"
|
||||
@@ -53,9 +55,10 @@ 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"] }
|
||||
windows = { version = "0.62.0", features = ["Win32_System_Console"] }
|
||||
|
||||
[dev-dependencies]
|
||||
tempfile = "3.23.0"
|
||||
|
||||
@@ -39,6 +39,8 @@ GUI Build: ```cargo run```<br>
|
||||
|
||||
After your pull request was merged, I will take care of regularly creating update releases which will include your changes.
|
||||
|
||||
If you are using Nix, you can run the program directly with `nix run github:louis-e/arnis -- --terrain --path=YOUR_PATH/.minecraft/saves/worldname --bbox="min_lat,min_lng,max_lat,max_lng"`
|
||||
|
||||
## :star: Star History
|
||||
|
||||
<a href="https://star-history.com/#louis-e/arnis&Date">
|
||||
@@ -63,6 +65,8 @@ Arnis has been recognized in various academic and press publications after gaini
|
||||
|
||||
[XDA Developers: Hometown Minecraft Map: Arnis](https://www.xda-developers.com/hometown-minecraft-map-arnis/)
|
||||
|
||||
Free to use assets, including screenshots and logos, can be found [here](https://drive.google.com/file/d/1T1IsZSyT8oa6qAO_40hVF5KR8eEVCJjo/view?usp=sharing).
|
||||
|
||||
## :copyright: License Information
|
||||
Copyright (c) 2022-2025 Louis Erbkamm (louis-e)
|
||||
|
||||
|
||||
Binary file not shown.
34
flake.lock
generated
34
flake.lock
generated
@@ -1,23 +1,5 @@
|
||||
{
|
||||
"nodes": {
|
||||
"flake-utils": {
|
||||
"inputs": {
|
||||
"systems": "systems"
|
||||
},
|
||||
"locked": {
|
||||
"lastModified": 1731533236,
|
||||
"narHash": "sha256-l0KFg5HjrsfsO/JpG+r7fRrqm12kzFHyUHqHCVpMMbI=",
|
||||
"owner": "numtide",
|
||||
"repo": "flake-utils",
|
||||
"rev": "11707dc2f618dd54ca8739b309ec4fc024de578b",
|
||||
"type": "github"
|
||||
},
|
||||
"original": {
|
||||
"owner": "numtide",
|
||||
"repo": "flake-utils",
|
||||
"type": "github"
|
||||
}
|
||||
},
|
||||
"nixpkgs": {
|
||||
"locked": {
|
||||
"lastModified": 1755615617,
|
||||
@@ -35,24 +17,8 @@
|
||||
},
|
||||
"root": {
|
||||
"inputs": {
|
||||
"flake-utils": "flake-utils",
|
||||
"nixpkgs": "nixpkgs"
|
||||
}
|
||||
},
|
||||
"systems": {
|
||||
"locked": {
|
||||
"lastModified": 1681028828,
|
||||
"narHash": "sha256-Vy1rq5AaRuLzOxct8nz4T6wlgyUR7zLU309k9mBC768=",
|
||||
"owner": "nix-systems",
|
||||
"repo": "default",
|
||||
"rev": "da67096a3b9bf56a91d16901293e51ba5b49a27e",
|
||||
"type": "github"
|
||||
},
|
||||
"original": {
|
||||
"owner": "nix-systems",
|
||||
"repo": "default",
|
||||
"type": "github"
|
||||
}
|
||||
}
|
||||
},
|
||||
"root": "root",
|
||||
|
||||
70
flake.nix
70
flake.nix
@@ -1,36 +1,64 @@
|
||||
{
|
||||
inputs = {
|
||||
flake-utils.url = "github:numtide/flake-utils";
|
||||
nixpkgs.url = "nixpkgs/nixos-unstable";
|
||||
};
|
||||
|
||||
outputs =
|
||||
{
|
||||
flake-utils,
|
||||
nixpkgs,
|
||||
...
|
||||
}:
|
||||
flake-utils.lib.eachDefaultSystem (
|
||||
system:
|
||||
let
|
||||
pkgs = nixpkgs.legacyPackages.${system};
|
||||
outputs = { self, nixpkgs }: {
|
||||
|
||||
stdenv = if pkgs.stdenv.isLinux then pkgs.stdenvAdapters.useMoldLinker pkgs.stdenv else pkgs.stdenv;
|
||||
packages = nixpkgs.lib.genAttrs nixpkgs.lib.systems.flakeExposed (system:
|
||||
let
|
||||
pkgs = import nixpkgs { inherit system; };
|
||||
lib = pkgs.lib;
|
||||
toml = lib.importTOML ./Cargo.toml;
|
||||
in
|
||||
{
|
||||
devShell = pkgs.mkShell.override { inherit stdenv; } {
|
||||
default = self.packages.${system}.arnis;
|
||||
arnis = pkgs.rustPlatform.buildRustPackage {
|
||||
pname = "arnis";
|
||||
version = toml.package.version;
|
||||
|
||||
src = ./.;
|
||||
|
||||
cargoLock = {
|
||||
lockFile = ./Cargo.lock;
|
||||
outputHashes = {
|
||||
"bedrockrs_core-0.1.0" = "sha256-0HP6p2x6sulZ2u8FzEfAiNAeyaUjQQWgGyK/kPo0PuQ=";
|
||||
"nbtx-0.1.0" = "sha256-JoNSL1vrUbxX6hKWB4i/DX02+hsQemANJhQaEELlT2o=";
|
||||
};
|
||||
};
|
||||
|
||||
# Checks use internet connection, so we disable them in nix sandboxed environment
|
||||
doCheck = false;
|
||||
|
||||
buildInputs = with pkgs; [
|
||||
openssl.dev
|
||||
pkg-config
|
||||
wayland
|
||||
glib
|
||||
gdk-pixbuf
|
||||
pango
|
||||
gtk3
|
||||
libsoup_3.dev
|
||||
webkitgtk_4_1.dev
|
||||
];
|
||||
nativeBuildInputs = with pkgs; [
|
||||
gtk3
|
||||
pango
|
||||
gdk-pixbuf
|
||||
glib
|
||||
wayland
|
||||
pkg-config
|
||||
];
|
||||
|
||||
meta = {
|
||||
description = "Generate any location from the real world in Minecraft Java Edition with a high level of detail.";
|
||||
homepage = toml.package.homepage;
|
||||
license = lib.licenses.asl20;
|
||||
maintainers = [ ];
|
||||
mainProgram = "arnis";
|
||||
};
|
||||
};
|
||||
}
|
||||
);
|
||||
});
|
||||
apps = nixpkgs.lib.genAttrs nixpkgs.lib.systems.flakeExposed (system: {
|
||||
default = self.apps.${system}.arnis;
|
||||
arnis = {
|
||||
type = "app";
|
||||
program = "${self.packages.${system}.arnis}/bin/arnis";
|
||||
};
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
151
src/args.rs
151
src/args.rs
@@ -19,9 +19,14 @@ pub struct Args {
|
||||
#[arg(long, group = "location")]
|
||||
pub save_json_file: Option<String>,
|
||||
|
||||
/// Path to the Minecraft world (required)
|
||||
#[arg(long, value_parser = validate_minecraft_world_path)]
|
||||
pub path: PathBuf,
|
||||
/// Output directory for the generated world (required for Java, optional for Bedrock).
|
||||
/// Use --output-dir (or the deprecated --path alias) to specify where the world is created.
|
||||
#[arg(long = "output-dir", alias = "path")]
|
||||
pub path: Option<PathBuf>,
|
||||
|
||||
/// Generate a Bedrock Edition world (.mcworld) instead of Java Edition
|
||||
#[arg(long)]
|
||||
pub bedrock: bool,
|
||||
|
||||
/// Downloader method (requests/curl/wget) (optional)
|
||||
#[arg(long, default_value = "requests")]
|
||||
@@ -40,17 +45,23 @@ pub struct Args {
|
||||
pub terrain: bool,
|
||||
|
||||
/// Enable interior generation (optional)
|
||||
#[arg(long, default_value_t = true, action = clap::ArgAction::SetTrue)]
|
||||
#[arg(long, default_value_t = true)]
|
||||
pub interior: bool,
|
||||
|
||||
/// Enable roof generation (optional)
|
||||
#[arg(long, default_value_t = true, action = clap::ArgAction::SetTrue)]
|
||||
#[arg(long, default_value_t = true)]
|
||||
pub roof: bool,
|
||||
|
||||
/// Enable filling ground (optional)
|
||||
#[arg(long, default_value_t = false, action = clap::ArgAction::SetFalse)]
|
||||
#[arg(long, default_value_t = false)]
|
||||
pub fillground: bool,
|
||||
|
||||
/// Enable city ground generation (optional)
|
||||
/// When enabled, detects building clusters and places stone ground in urban areas.
|
||||
/// Isolated buildings in rural areas will keep grass around them.
|
||||
#[arg(long, default_value_t = true)]
|
||||
pub city_boundaries: bool,
|
||||
|
||||
/// Enable debug mode (optional)
|
||||
#[arg(long)]
|
||||
pub debug: bool,
|
||||
@@ -58,25 +69,43 @@ pub struct Args {
|
||||
/// Set floodfill timeout (seconds) (optional)
|
||||
#[arg(long, value_parser = parse_duration)]
|
||||
pub timeout: Option<Duration>,
|
||||
|
||||
/// Spawn point coordinates (lat, lng)
|
||||
#[arg(skip)]
|
||||
pub spawn_point: Option<(f64, f64)>,
|
||||
}
|
||||
|
||||
fn validate_minecraft_world_path(path: &str) -> Result<PathBuf, String> {
|
||||
let mc_world_path = PathBuf::from(path);
|
||||
if !mc_world_path.exists() {
|
||||
return Err(format!("Path does not exist: {path}"));
|
||||
/// Validates CLI arguments after parsing.
|
||||
/// For Java Edition: `--path` is required and must point to an existing directory
|
||||
/// where a new world will be created automatically.
|
||||
/// For Bedrock Edition (`--bedrock`): `--path` is optional (defaults to Desktop output).
|
||||
pub fn validate_args(args: &Args) -> Result<(), String> {
|
||||
if args.bedrock {
|
||||
// Bedrock: path is optional; if provided, it must be an existing directory
|
||||
if let Some(ref path) = args.path {
|
||||
if !path.exists() {
|
||||
return Err(format!("Path does not exist: {}", path.display()));
|
||||
}
|
||||
if !path.is_dir() {
|
||||
return Err(format!("Path is not a directory: {}", path.display()));
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Java: path is required and must be an existing directory
|
||||
match &args.path {
|
||||
None => {
|
||||
return Err(
|
||||
"The --output-dir argument is required for Java Edition. Provide the directory where the world should be created. Use --bedrock for Bedrock Edition output."
|
||||
.to_string(),
|
||||
);
|
||||
}
|
||||
Some(ref path) => {
|
||||
if !path.exists() {
|
||||
return Err(format!("Path does not exist: {}", path.display()));
|
||||
}
|
||||
if !path.is_dir() {
|
||||
return Err(format!("Path is not a directory: {}", path.display()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if !mc_world_path.is_dir() {
|
||||
return Err(format!("Path is not a directory: {path}"));
|
||||
}
|
||||
let region = mc_world_path.join("region");
|
||||
if !region.is_dir() {
|
||||
return Err(format!("No Minecraft world found at {region:?}"));
|
||||
}
|
||||
Ok(mc_world_path)
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn parse_duration(arg: &str) -> Result<std::time::Duration, std::num::ParseIntError> {
|
||||
@@ -88,22 +117,15 @@ fn parse_duration(arg: &str) -> Result<std::time::Duration, std::num::ParseIntEr
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn minecraft_tmpdir() -> tempfile::TempDir {
|
||||
let tmpdir = tempfile::tempdir().unwrap();
|
||||
// create a `region` directory in the tempdir
|
||||
let region_path = tmpdir.path().join("region");
|
||||
std::fs::create_dir(®ion_path).unwrap();
|
||||
tmpdir
|
||||
}
|
||||
#[test]
|
||||
fn test_flags() {
|
||||
let tmpdir = minecraft_tmpdir();
|
||||
let tmpdir = tempfile::tempdir().unwrap();
|
||||
let tmp_path = tmpdir.path().to_str().unwrap();
|
||||
|
||||
// Test that terrain/debug are SetTrue
|
||||
let cmd = [
|
||||
"arnis",
|
||||
"--path",
|
||||
"--output-dir",
|
||||
tmp_path,
|
||||
"--bbox",
|
||||
"1,2,3,4",
|
||||
@@ -114,24 +136,81 @@ mod tests {
|
||||
assert!(args.debug);
|
||||
assert!(args.terrain);
|
||||
|
||||
let cmd = ["arnis", "--path", tmp_path, "--bbox", "1,2,3,4"];
|
||||
let cmd = ["arnis", "--output-dir", tmp_path, "--bbox", "1,2,3,4"];
|
||||
let args = Args::parse_from(cmd.iter());
|
||||
assert!(!args.debug);
|
||||
assert!(!args.terrain);
|
||||
assert!(!args.bedrock);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_bedrock_flag() {
|
||||
// Bedrock mode doesn't require --output-dir
|
||||
let cmd = ["arnis", "--bedrock", "--bbox", "1,2,3,4"];
|
||||
let args = Args::parse_from(cmd.iter());
|
||||
assert!(args.bedrock);
|
||||
assert!(args.path.is_none());
|
||||
assert!(validate_args(&args).is_ok());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_java_requires_path() {
|
||||
let cmd = ["arnis", "--bbox", "1,2,3,4"];
|
||||
let args = Args::parse_from(cmd.iter());
|
||||
assert!(!args.bedrock);
|
||||
assert!(args.path.is_none());
|
||||
assert!(validate_args(&args).is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_java_path_must_exist() {
|
||||
let cmd = [
|
||||
"arnis",
|
||||
"--output-dir",
|
||||
"/nonexistent/path",
|
||||
"--bbox",
|
||||
"1,2,3,4",
|
||||
];
|
||||
let args = Args::parse_from(cmd.iter());
|
||||
let result = validate_args(&args);
|
||||
assert!(result.is_err());
|
||||
assert!(result.unwrap_err().contains("does not exist"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_bedrock_path_must_exist() {
|
||||
let cmd = [
|
||||
"arnis",
|
||||
"--bedrock",
|
||||
"--output-dir",
|
||||
"/nonexistent/path",
|
||||
"--bbox",
|
||||
"1,2,3,4",
|
||||
];
|
||||
let args = Args::parse_from(cmd.iter());
|
||||
let result = validate_args(&args);
|
||||
assert!(result.is_err());
|
||||
assert!(result.unwrap_err().contains("does not exist"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_required_options() {
|
||||
let tmpdir = minecraft_tmpdir();
|
||||
let tmpdir = tempfile::tempdir().unwrap();
|
||||
let tmp_path = tmpdir.path().to_str().unwrap();
|
||||
|
||||
let cmd = ["arnis"];
|
||||
assert!(Args::try_parse_from(cmd.iter()).is_err());
|
||||
|
||||
let cmd = ["arnis", "--path", tmp_path, "--bbox", "1,2,3,4"];
|
||||
assert!(Args::try_parse_from(cmd.iter()).is_ok());
|
||||
let cmd = ["arnis", "--output-dir", tmp_path, "--bbox", "1,2,3,4"];
|
||||
let args = Args::try_parse_from(cmd.iter()).unwrap();
|
||||
assert!(validate_args(&args).is_ok());
|
||||
|
||||
let cmd = ["arnis", "--path", tmp_path, "--file", ""];
|
||||
// Verify --path still works as a deprecated alias
|
||||
let cmd = ["arnis", "--path", tmp_path, "--bbox", "1,2,3,4"];
|
||||
let args = Args::try_parse_from(cmd.iter()).unwrap();
|
||||
assert!(validate_args(&args).is_ok());
|
||||
|
||||
let cmd = ["arnis", "--output-dir", tmp_path, "--file", ""];
|
||||
assert!(Args::try_parse_from(cmd.iter()).is_err());
|
||||
|
||||
// The --gui flag isn't used here, ugh. TODO clean up main.rs and its argparse usage.
|
||||
|
||||
@@ -129,6 +129,81 @@ pub fn to_bedrock_block(block: Block) -> BedrockBlock {
|
||||
)],
|
||||
),
|
||||
|
||||
// Dark oak log with axis
|
||||
"dark_oak_log" => BedrockBlock::with_states(
|
||||
"dark_oak_log",
|
||||
vec![(
|
||||
"pillar_axis",
|
||||
BedrockBlockStateValue::String("y".to_string()),
|
||||
)],
|
||||
),
|
||||
|
||||
// Jungle log with axis
|
||||
"jungle_log" => BedrockBlock::with_states(
|
||||
"jungle_log",
|
||||
vec![(
|
||||
"pillar_axis",
|
||||
BedrockBlockStateValue::String("y".to_string()),
|
||||
)],
|
||||
),
|
||||
|
||||
// Acacia log with axis
|
||||
"acacia_log" => BedrockBlock::with_states(
|
||||
"acacia_log",
|
||||
vec![(
|
||||
"pillar_axis",
|
||||
BedrockBlockStateValue::String("y".to_string()),
|
||||
)],
|
||||
),
|
||||
|
||||
// Spruce leaves with persistence
|
||||
"spruce_leaves" => BedrockBlock::with_states(
|
||||
"leaves",
|
||||
vec![
|
||||
(
|
||||
"old_leaf_type",
|
||||
BedrockBlockStateValue::String("spruce".to_string()),
|
||||
),
|
||||
("persistent_bit", BedrockBlockStateValue::Bool(true)),
|
||||
],
|
||||
),
|
||||
|
||||
// Dark oak leaves with persistence
|
||||
"dark_oak_leaves" => BedrockBlock::with_states(
|
||||
"leaves2",
|
||||
vec![
|
||||
(
|
||||
"new_leaf_type",
|
||||
BedrockBlockStateValue::String("dark_oak".to_string()),
|
||||
),
|
||||
("persistent_bit", BedrockBlockStateValue::Bool(true)),
|
||||
],
|
||||
),
|
||||
|
||||
// Jungle leaves with persistence
|
||||
"jungle_leaves" => BedrockBlock::with_states(
|
||||
"leaves",
|
||||
vec![
|
||||
(
|
||||
"old_leaf_type",
|
||||
BedrockBlockStateValue::String("jungle".to_string()),
|
||||
),
|
||||
("persistent_bit", BedrockBlockStateValue::Bool(true)),
|
||||
],
|
||||
),
|
||||
|
||||
// Acacia leaves with persistence
|
||||
"acacia_leaves" => BedrockBlock::with_states(
|
||||
"leaves2",
|
||||
vec![
|
||||
(
|
||||
"new_leaf_type",
|
||||
BedrockBlockStateValue::String("acacia".to_string()),
|
||||
),
|
||||
("persistent_bit", BedrockBlockStateValue::Bool(true)),
|
||||
],
|
||||
),
|
||||
|
||||
// Stone slab (bottom half by default)
|
||||
"stone_slab" => BedrockBlock::with_states(
|
||||
"stone_block_slab",
|
||||
@@ -215,6 +290,13 @@ pub fn to_bedrock_block(block: Block) -> BedrockBlock {
|
||||
BedrockBlockStateValue::String("stone_brick".to_string()),
|
||||
)],
|
||||
),
|
||||
"brick_wall" => BedrockBlock::with_states(
|
||||
"cobblestone_wall",
|
||||
vec![(
|
||||
"wall_block_type",
|
||||
BedrockBlockStateValue::String("brick".to_string()),
|
||||
)],
|
||||
),
|
||||
|
||||
// Flowers - poppy is just "red_flower" in Bedrock
|
||||
"poppy" => BedrockBlock::with_states(
|
||||
@@ -321,6 +403,10 @@ pub fn to_bedrock_block(block: Block) -> BedrockBlock {
|
||||
"concrete",
|
||||
vec![("color", BedrockBlockStateValue::String("brown".to_string()))],
|
||||
),
|
||||
"green_concrete" => BedrockBlock::with_states(
|
||||
"concrete",
|
||||
vec![("color", BedrockBlockStateValue::String("green".to_string()))],
|
||||
),
|
||||
|
||||
// Terracotta colors
|
||||
"white_terracotta" => BedrockBlock::with_states(
|
||||
@@ -372,6 +458,13 @@ pub fn to_bedrock_block(block: Block) -> BedrockBlock {
|
||||
"stained_hardened_clay",
|
||||
vec![("color", BedrockBlockStateValue::String("black".to_string()))],
|
||||
),
|
||||
"light_gray_terracotta" => BedrockBlock::with_states(
|
||||
"stained_hardened_clay",
|
||||
vec![(
|
||||
"color",
|
||||
BedrockBlockStateValue::String("silver".to_string()),
|
||||
)],
|
||||
),
|
||||
// Plain terracotta
|
||||
"terracotta" => BedrockBlock::simple("hardened_clay"),
|
||||
|
||||
@@ -403,6 +496,17 @@ pub fn to_bedrock_block(block: Block) -> BedrockBlock {
|
||||
BedrockBlockStateValue::String("yellow".to_string()),
|
||||
)],
|
||||
),
|
||||
"orange_wool" => BedrockBlock::with_states(
|
||||
"wool",
|
||||
vec![(
|
||||
"color",
|
||||
BedrockBlockStateValue::String("orange".to_string()),
|
||||
)],
|
||||
),
|
||||
"blue_wool" => BedrockBlock::with_states(
|
||||
"wool",
|
||||
vec![("color", BedrockBlockStateValue::String("blue".to_string()))],
|
||||
),
|
||||
|
||||
// Carpets
|
||||
"white_carpet" => BedrockBlock::with_states(
|
||||
@@ -434,6 +538,54 @@ pub fn to_bedrock_block(block: Block) -> BedrockBlock {
|
||||
"stained_glass",
|
||||
vec![("color", BedrockBlockStateValue::String("brown".to_string()))],
|
||||
),
|
||||
"cyan_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![("color", BedrockBlockStateValue::String("cyan".to_string()))],
|
||||
),
|
||||
"blue_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![("color", BedrockBlockStateValue::String("blue".to_string()))],
|
||||
),
|
||||
"light_blue_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![(
|
||||
"color",
|
||||
BedrockBlockStateValue::String("light_blue".to_string()),
|
||||
)],
|
||||
),
|
||||
"red_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![("color", BedrockBlockStateValue::String("red".to_string()))],
|
||||
),
|
||||
"yellow_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![(
|
||||
"color",
|
||||
BedrockBlockStateValue::String("yellow".to_string()),
|
||||
)],
|
||||
),
|
||||
"purple_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![(
|
||||
"color",
|
||||
BedrockBlockStateValue::String("purple".to_string()),
|
||||
)],
|
||||
),
|
||||
"orange_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![(
|
||||
"color",
|
||||
BedrockBlockStateValue::String("orange".to_string()),
|
||||
)],
|
||||
),
|
||||
"magenta_stained_glass" => BedrockBlock::with_states(
|
||||
"stained_glass",
|
||||
vec![(
|
||||
"color",
|
||||
BedrockBlockStateValue::String("magenta".to_string()),
|
||||
)],
|
||||
),
|
||||
"daylight_detector" => BedrockBlock::simple("daylight_detector"),
|
||||
|
||||
// Planks - Bedrock uses single "planks" block with wood_type state
|
||||
"oak_planks" => BedrockBlock::with_states(
|
||||
@@ -539,8 +691,34 @@ pub fn to_bedrock_block(block: Block) -> BedrockBlock {
|
||||
// Oak items mapped to dark_oak in Bedrock (or generic equivalents)
|
||||
"oak_pressure_plate" => BedrockBlock::simple("wooden_pressure_plate"),
|
||||
"oak_door" => BedrockBlock::simple("wooden_door"),
|
||||
"spruce_door" => BedrockBlock::simple("spruce_door"),
|
||||
"dark_oak_door" => BedrockBlock::simple("dark_oak_door"),
|
||||
"oak_trapdoor" => BedrockBlock::simple("trapdoor"),
|
||||
|
||||
// Vegetation with different Bedrock names
|
||||
"fern" => BedrockBlock::with_states(
|
||||
"tallgrass",
|
||||
vec![(
|
||||
"tall_grass_type",
|
||||
BedrockBlockStateValue::String("fern".to_string()),
|
||||
)],
|
||||
),
|
||||
"large_fern" => BedrockBlock::with_states(
|
||||
"double_plant",
|
||||
vec![(
|
||||
"double_plant_type",
|
||||
BedrockBlockStateValue::String("fern".to_string()),
|
||||
)],
|
||||
),
|
||||
"cobweb" => BedrockBlock::simple("web"),
|
||||
|
||||
// Potted plants (Bedrock uses "flower_pot" for all variants;
|
||||
// the contained plant is a block entity, not a block state)
|
||||
"potted_poppy" => BedrockBlock::simple("flower_pot"),
|
||||
"potted_red_tulip" => BedrockBlock::simple("flower_pot"),
|
||||
"potted_dandelion" => BedrockBlock::simple("flower_pot"),
|
||||
"potted_blue_orchid" => BedrockBlock::simple("flower_pot"),
|
||||
|
||||
// Bed (Bedrock uses single "bed" block with color state)
|
||||
"red_bed" => BedrockBlock::with_states(
|
||||
"bed",
|
||||
@@ -564,8 +742,14 @@ pub fn to_bedrock_block_with_properties(
|
||||
) -> BedrockBlock {
|
||||
let java_name = block.name();
|
||||
|
||||
// If no stored properties were passed, fall back to block.properties()
|
||||
// so that blocks placed via set_block_absolute (e.g. doors with half=upper/lower)
|
||||
// still get their default properties forwarded to the Bedrock converter.
|
||||
let fallback_props = block.properties();
|
||||
let effective_properties = java_properties.or(fallback_props.as_ref());
|
||||
|
||||
// Extract Java properties as a map if present
|
||||
let props_map = java_properties.and_then(|v| {
|
||||
let props_map = effective_properties.and_then(|v| {
|
||||
if let fastnbt::Value::Compound(map) = v {
|
||||
Some(map)
|
||||
} else {
|
||||
@@ -578,6 +762,11 @@ 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);
|
||||
@@ -588,6 +777,16 @@ pub fn to_bedrock_block_with_properties(
|
||||
return convert_log(java_name, props_map);
|
||||
}
|
||||
|
||||
// Handle doors with half property (upper/lower → upper_block_bit)
|
||||
if java_name.ends_with("_door") && java_name != "iron_door" {
|
||||
return convert_door(java_name, props_map);
|
||||
}
|
||||
|
||||
// Handle trapdoors with facing/open/half properties
|
||||
if java_name.ends_with("_trapdoor") {
|
||||
return convert_trapdoor(java_name, props_map);
|
||||
}
|
||||
|
||||
// Fall back to basic conversion without properties
|
||||
to_bedrock_block(block)
|
||||
}
|
||||
@@ -650,6 +849,46 @@ 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,
|
||||
@@ -750,6 +989,152 @@ fn convert_log(
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert Java door block to Bedrock format with upper_block_bit.
|
||||
///
|
||||
/// Java doors use `half=upper/lower`, Bedrock uses `upper_block_bit` (bool).
|
||||
/// Also maps door names: `oak_door` → `wooden_door`, others keep their names.
|
||||
fn convert_door(
|
||||
java_name: &str,
|
||||
props: Option<&std::collections::HashMap<String, fastnbt::Value>>,
|
||||
) -> BedrockBlock {
|
||||
let bedrock_name = match java_name {
|
||||
"oak_door" => "wooden_door",
|
||||
_ => java_name, // spruce_door, dark_oak_door, etc. keep their name
|
||||
};
|
||||
|
||||
let mut states = HashMap::new();
|
||||
|
||||
if let Some(props) = props {
|
||||
// Convert half: Java "upper"/"lower" → Bedrock upper_block_bit true/false
|
||||
if let Some(fastnbt::Value::String(half)) = props.get("half") {
|
||||
let is_upper = half == "upper";
|
||||
states.insert(
|
||||
"upper_block_bit".to_string(),
|
||||
BedrockBlockStateValue::Bool(is_upper),
|
||||
);
|
||||
}
|
||||
|
||||
// Convert facing if present
|
||||
if let Some(fastnbt::Value::String(facing)) = props.get("facing") {
|
||||
let direction = match facing.as_str() {
|
||||
"east" => 0,
|
||||
"south" => 1,
|
||||
"west" => 2,
|
||||
"north" => 3,
|
||||
_ => 0,
|
||||
};
|
||||
states.insert(
|
||||
"direction".to_string(),
|
||||
BedrockBlockStateValue::Int(direction),
|
||||
);
|
||||
}
|
||||
|
||||
// Convert hinge if present
|
||||
if let Some(fastnbt::Value::String(hinge)) = props.get("hinge") {
|
||||
let door_hinge = hinge == "right";
|
||||
states.insert(
|
||||
"door_hinge_bit".to_string(),
|
||||
BedrockBlockStateValue::Bool(door_hinge),
|
||||
);
|
||||
}
|
||||
|
||||
// Convert open if present
|
||||
if let Some(fastnbt::Value::String(open)) = props.get("open") {
|
||||
let is_open = open == "true";
|
||||
states.insert(
|
||||
"open_bit".to_string(),
|
||||
BedrockBlockStateValue::Bool(is_open),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Defaults if no properties were set
|
||||
if !states.contains_key("upper_block_bit") {
|
||||
states.insert(
|
||||
"upper_block_bit".to_string(),
|
||||
BedrockBlockStateValue::Bool(false),
|
||||
);
|
||||
}
|
||||
if !states.contains_key("direction") {
|
||||
states.insert("direction".to_string(), BedrockBlockStateValue::Int(0));
|
||||
}
|
||||
|
||||
BedrockBlock {
|
||||
name: format!("minecraft:{bedrock_name}"),
|
||||
states,
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert Java trapdoor block to Bedrock format with facing/open/half states.
|
||||
fn convert_trapdoor(
|
||||
java_name: &str,
|
||||
props: Option<&std::collections::HashMap<String, fastnbt::Value>>,
|
||||
) -> BedrockBlock {
|
||||
// Map Java trapdoor names to Bedrock equivalents
|
||||
let bedrock_name = match java_name {
|
||||
"oak_trapdoor" => "trapdoor",
|
||||
"iron_trapdoor" => "iron_trapdoor",
|
||||
_ => java_name, // spruce_trapdoor, dark_oak_trapdoor, birch_trapdoor, etc.
|
||||
};
|
||||
|
||||
let mut states = HashMap::new();
|
||||
|
||||
if let Some(props) = props {
|
||||
// Convert facing: Java "north/south/east/west" → Bedrock "direction" (0-3)
|
||||
// Bedrock trapdoor: 0=south, 1=north, 2=east, 3=west
|
||||
if let Some(fastnbt::Value::String(facing)) = props.get("facing") {
|
||||
let direction = match facing.as_str() {
|
||||
"south" => 0,
|
||||
"north" => 1,
|
||||
"east" => 2,
|
||||
"west" => 3,
|
||||
_ => 0,
|
||||
};
|
||||
states.insert(
|
||||
"direction".to_string(),
|
||||
BedrockBlockStateValue::Int(direction),
|
||||
);
|
||||
}
|
||||
|
||||
// Convert open: Java "true"/"false" → Bedrock open_bit
|
||||
if let Some(fastnbt::Value::String(open)) = props.get("open") {
|
||||
let is_open = open == "true";
|
||||
states.insert(
|
||||
"open_bit".to_string(),
|
||||
BedrockBlockStateValue::Bool(is_open),
|
||||
);
|
||||
}
|
||||
|
||||
// Convert half: Java "top"/"bottom" → Bedrock upside_down_bit
|
||||
if let Some(fastnbt::Value::String(half)) = props.get("half") {
|
||||
let upside_down = half == "top";
|
||||
states.insert(
|
||||
"upside_down_bit".to_string(),
|
||||
BedrockBlockStateValue::Bool(upside_down),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Defaults if no properties were set
|
||||
if !states.contains_key("direction") {
|
||||
states.insert("direction".to_string(), BedrockBlockStateValue::Int(0));
|
||||
}
|
||||
if !states.contains_key("open_bit") {
|
||||
states.insert("open_bit".to_string(), BedrockBlockStateValue::Bool(false));
|
||||
}
|
||||
if !states.contains_key("upside_down_bit") {
|
||||
states.insert(
|
||||
"upside_down_bit".to_string(),
|
||||
BedrockBlockStateValue::Bool(false),
|
||||
);
|
||||
}
|
||||
|
||||
BedrockBlock {
|
||||
name: format!("minecraft:{bedrock_name}"),
|
||||
states,
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
@@ -266,6 +266,67 @@ impl Block {
|
||||
185 => "quartz_stairs",
|
||||
186 => "polished_andesite_stairs",
|
||||
187 => "nether_brick_stairs",
|
||||
188 => "barrel",
|
||||
189 => "fern",
|
||||
190 => "cobweb",
|
||||
191 => "chiseled_bookshelf",
|
||||
192 => "chiseled_bookshelf",
|
||||
193 => "chiseled_bookshelf",
|
||||
194 => "chiseled_bookshelf",
|
||||
195 => "chipped_anvil",
|
||||
196 => "damaged_anvil",
|
||||
197 => "large_fern",
|
||||
198 => "large_fern",
|
||||
199 => "chain",
|
||||
200 => "end_rod",
|
||||
201 => "lightning_rod",
|
||||
202 => "gold_block",
|
||||
203 => "sea_lantern",
|
||||
204 => "orange_concrete",
|
||||
205 => "orange_wool",
|
||||
206 => "blue_wool",
|
||||
207 => "green_concrete",
|
||||
208 => "brick_wall",
|
||||
209 => "redstone_block",
|
||||
210 => "chain",
|
||||
211 => "chain",
|
||||
212 => "spruce_door",
|
||||
213 => "spruce_door",
|
||||
214 => "smooth_stone_slab",
|
||||
215 => "glass_pane",
|
||||
216 => "light_gray_terracotta",
|
||||
217 => "oak_slab",
|
||||
218 => "oak_door",
|
||||
219 => "dark_oak_log",
|
||||
220 => "dark_oak_leaves",
|
||||
221 => "jungle_log",
|
||||
222 => "jungle_leaves",
|
||||
223 => "acacia_log",
|
||||
224 => "acacia_leaves",
|
||||
225 => "spruce_leaves",
|
||||
226 => "cyan_stained_glass",
|
||||
227 => "blue_stained_glass",
|
||||
228 => "light_blue_stained_glass",
|
||||
229 => "daylight_detector",
|
||||
230 => "red_stained_glass",
|
||||
231 => "yellow_stained_glass",
|
||||
232 => "purple_stained_glass",
|
||||
233 => "orange_stained_glass",
|
||||
234 => "magenta_stained_glass",
|
||||
235 => "potted_poppy",
|
||||
236 => "oak_trapdoor",
|
||||
237 => "oak_trapdoor",
|
||||
238 => "oak_trapdoor",
|
||||
239 => "oak_trapdoor",
|
||||
240 => "quartz_slab",
|
||||
241 => "dark_oak_trapdoor",
|
||||
242 => "spruce_trapdoor",
|
||||
243 => "birch_trapdoor",
|
||||
244 => "mud_brick_slab",
|
||||
245 => "brick_slab",
|
||||
246 => "potted_red_tulip",
|
||||
247 => "potted_dandelion",
|
||||
248 => "potted_blue_orchid",
|
||||
_ => panic!("Invalid id"),
|
||||
}
|
||||
}
|
||||
@@ -324,6 +385,13 @@ impl Block {
|
||||
map
|
||||
})),
|
||||
|
||||
// Oak door lower
|
||||
159 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("half".to_string(), Value::String("lower".to_string()));
|
||||
map
|
||||
})),
|
||||
|
||||
116 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert(
|
||||
@@ -463,6 +531,140 @@ 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
|
||||
})),
|
||||
|
||||
197 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("half".to_string(), Value::String("lower".to_string()));
|
||||
map
|
||||
})),
|
||||
198 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("half".to_string(), Value::String("upper".to_string()));
|
||||
map
|
||||
})),
|
||||
|
||||
210 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("axis".to_string(), Value::String("x".to_string()));
|
||||
map
|
||||
})),
|
||||
211 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("axis".to_string(), Value::String("z".to_string()));
|
||||
map
|
||||
})),
|
||||
// Spruce door lower
|
||||
212 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("half".to_string(), Value::String("lower".to_string()));
|
||||
map
|
||||
})),
|
||||
// Spruce door upper
|
||||
213 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("half".to_string(), Value::String("upper".to_string()));
|
||||
map
|
||||
})),
|
||||
// Smooth stone slab (bottom by default)
|
||||
214 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("type".to_string(), Value::String("bottom".to_string()));
|
||||
map
|
||||
})),
|
||||
// Oak slab top
|
||||
217 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("type".to_string(), Value::String("top".to_string()));
|
||||
map
|
||||
})),
|
||||
// Oak door upper
|
||||
218 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("half".to_string(), Value::String("upper".to_string()));
|
||||
map
|
||||
})),
|
||||
// Dark oak leaves
|
||||
220 => Some(Value::Compound({
|
||||
let mut map: HashMap<String, Value> = HashMap::new();
|
||||
map.insert("persistent".to_string(), Value::String("true".to_string()));
|
||||
map
|
||||
})),
|
||||
// Jungle leaves
|
||||
222 => Some(Value::Compound({
|
||||
let mut map: HashMap<String, Value> = HashMap::new();
|
||||
map.insert("persistent".to_string(), Value::String("true".to_string()));
|
||||
map
|
||||
})),
|
||||
// Acacia leaves
|
||||
224 => Some(Value::Compound({
|
||||
let mut map: HashMap<String, Value> = HashMap::new();
|
||||
map.insert("persistent".to_string(), Value::String("true".to_string()));
|
||||
map
|
||||
})),
|
||||
// Spruce leaves
|
||||
225 => Some(Value::Compound({
|
||||
let mut map: HashMap<String, Value> = HashMap::new();
|
||||
map.insert("persistent".to_string(), Value::String("true".to_string()));
|
||||
map
|
||||
})),
|
||||
// Quartz slab (top half) used as window sill
|
||||
240 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("type".to_string(), Value::String("top".to_string()));
|
||||
map
|
||||
})),
|
||||
// Open oak trapdoor facing north (hangs flat against wall, looks like shutter)
|
||||
236 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("facing".to_string(), Value::String("north".to_string()));
|
||||
map.insert("open".to_string(), Value::String("true".to_string()));
|
||||
map.insert("half".to_string(), Value::String("top".to_string()));
|
||||
map
|
||||
})),
|
||||
// Open oak trapdoor facing south
|
||||
237 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("facing".to_string(), Value::String("south".to_string()));
|
||||
map.insert("open".to_string(), Value::String("true".to_string()));
|
||||
map.insert("half".to_string(), Value::String("top".to_string()));
|
||||
map
|
||||
})),
|
||||
// Open oak trapdoor facing east
|
||||
238 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("facing".to_string(), Value::String("east".to_string()));
|
||||
map.insert("open".to_string(), Value::String("true".to_string()));
|
||||
map.insert("half".to_string(), Value::String("top".to_string()));
|
||||
map
|
||||
})),
|
||||
// Open oak trapdoor facing west
|
||||
239 => Some(Value::Compound({
|
||||
let mut map = HashMap::new();
|
||||
map.insert("facing".to_string(), Value::String("west".to_string()));
|
||||
map.insert("open".to_string(), Value::String("true".to_string()));
|
||||
map.insert("half".to_string(), Value::String("top".to_string()));
|
||||
map
|
||||
})),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
@@ -697,6 +899,69 @@ 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 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);
|
||||
pub const LARGE_FERN_LOWER: Block = Block::new(197);
|
||||
pub const LARGE_FERN_UPPER: Block = Block::new(198);
|
||||
pub const CHAIN: Block = Block::new(199);
|
||||
pub const END_ROD: Block = Block::new(200);
|
||||
pub const LIGHTNING_ROD: Block = Block::new(201);
|
||||
pub const GOLD_BLOCK: Block = Block::new(202);
|
||||
pub const SEA_LANTERN: Block = Block::new(203);
|
||||
pub const ORANGE_CONCRETE: Block = Block::new(204);
|
||||
pub const ORANGE_WOOL: Block = Block::new(205);
|
||||
pub const BLUE_WOOL: Block = Block::new(206);
|
||||
pub const GREEN_CONCRETE: Block = Block::new(207);
|
||||
pub const BRICK_WALL: Block = Block::new(208);
|
||||
pub const REDSTONE_BLOCK: Block = Block::new(209);
|
||||
pub const CHAIN_X: Block = Block::new(210);
|
||||
pub const CHAIN_Z: Block = Block::new(211);
|
||||
pub const SPRUCE_DOOR_LOWER: Block = Block::new(212);
|
||||
pub const SPRUCE_DOOR_UPPER: Block = Block::new(213);
|
||||
pub const SMOOTH_STONE_SLAB: Block = Block::new(214);
|
||||
pub const GLASS_PANE: Block = Block::new(215);
|
||||
pub const LIGHT_GRAY_TERRACOTTA: Block = Block::new(216);
|
||||
pub const OAK_SLAB_TOP: Block = Block::new(217);
|
||||
pub const OAK_DOOR_UPPER: Block = Block::new(218);
|
||||
pub const DARK_OAK_LOG: Block = Block::new(219);
|
||||
pub const DARK_OAK_LEAVES: Block = Block::new(220);
|
||||
pub const JUNGLE_LOG: Block = Block::new(221);
|
||||
pub const JUNGLE_LEAVES: Block = Block::new(222);
|
||||
pub const ACACIA_LOG: Block = Block::new(223);
|
||||
pub const ACACIA_LEAVES: Block = Block::new(224);
|
||||
pub const SPRUCE_LEAVES: Block = Block::new(225);
|
||||
pub const CYAN_STAINED_GLASS: Block = Block::new(226);
|
||||
pub const BLUE_STAINED_GLASS: Block = Block::new(227);
|
||||
pub const LIGHT_BLUE_STAINED_GLASS: Block = Block::new(228);
|
||||
pub const DAYLIGHT_DETECTOR: Block = Block::new(229);
|
||||
pub const RED_STAINED_GLASS: Block = Block::new(230);
|
||||
pub const YELLOW_STAINED_GLASS: Block = Block::new(231);
|
||||
pub const PURPLE_STAINED_GLASS: Block = Block::new(232);
|
||||
pub const ORANGE_STAINED_GLASS: Block = Block::new(233);
|
||||
pub const MAGENTA_STAINED_GLASS: Block = Block::new(234);
|
||||
pub const FLOWER_POT: Block = Block::new(235);
|
||||
pub const OAK_TRAPDOOR_OPEN_NORTH: Block = Block::new(236);
|
||||
pub const OAK_TRAPDOOR_OPEN_SOUTH: Block = Block::new(237);
|
||||
pub const OAK_TRAPDOOR_OPEN_EAST: Block = Block::new(238);
|
||||
pub const OAK_TRAPDOOR_OPEN_WEST: Block = Block::new(239);
|
||||
pub const QUARTZ_SLAB_TOP: Block = Block::new(240);
|
||||
pub const DARK_OAK_TRAPDOOR: Block = Block::new(241);
|
||||
pub const SPRUCE_TRAPDOOR: Block = Block::new(242);
|
||||
pub const BIRCH_TRAPDOOR: Block = Block::new(243);
|
||||
pub const MUD_BRICK_SLAB: Block = Block::new(244);
|
||||
pub const BRICK_SLAB: Block = Block::new(245);
|
||||
pub const POTTED_RED_TULIP: Block = Block::new(246);
|
||||
pub const POTTED_DANDELION: Block = Block::new(247);
|
||||
pub const POTTED_BLUE_ORCHID: Block = Block::new(248);
|
||||
|
||||
/// Maps a block to its corresponding stair variant
|
||||
#[inline]
|
||||
@@ -748,58 +1013,80 @@ pub static WINDOW_VARIATIONS: [Block; 7] = [
|
||||
TINTED_GLASS,
|
||||
];
|
||||
|
||||
// Window types for different building styles
|
||||
// Residential window options
|
||||
pub static RESIDENTIAL_WINDOW_OPTIONS: [Block; 4] = [
|
||||
GLASS,
|
||||
WHITE_STAINED_GLASS,
|
||||
LIGHT_GRAY_STAINED_GLASS,
|
||||
BROWN_STAINED_GLASS,
|
||||
];
|
||||
|
||||
// Institutional window options (hospital, school, etc.)
|
||||
pub static INSTITUTIONAL_WINDOW_OPTIONS: [Block; 3] =
|
||||
[GLASS, WHITE_STAINED_GLASS, LIGHT_GRAY_STAINED_GLASS];
|
||||
|
||||
// Hospitality window options (hotel, restaurant)
|
||||
pub static HOSPITALITY_WINDOW_OPTIONS: [Block; 2] = [GLASS, WHITE_STAINED_GLASS];
|
||||
|
||||
// Industrial window options
|
||||
pub static INDUSTRIAL_WINDOW_OPTIONS: [Block; 4] = [
|
||||
GLASS,
|
||||
GRAY_STAINED_GLASS,
|
||||
LIGHT_GRAY_STAINED_GLASS,
|
||||
BROWN_STAINED_GLASS,
|
||||
];
|
||||
|
||||
// Window types for different building styles (non-deterministic, for backwards compatibility)
|
||||
pub fn get_window_block_for_building_type(building_type: &str) -> Block {
|
||||
use rand::Rng;
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut rng = rand::rng();
|
||||
get_window_block_for_building_type_with_rng(building_type, &mut rng)
|
||||
}
|
||||
|
||||
/// Deterministic window block selection using provided RNG
|
||||
pub fn get_window_block_for_building_type_with_rng(
|
||||
building_type: &str,
|
||||
rng: &mut impl rand::Rng,
|
||||
) -> Block {
|
||||
match building_type {
|
||||
"residential" | "house" | "apartment" => {
|
||||
let residential_windows = [
|
||||
GLASS,
|
||||
WHITE_STAINED_GLASS,
|
||||
LIGHT_GRAY_STAINED_GLASS,
|
||||
BROWN_STAINED_GLASS,
|
||||
];
|
||||
residential_windows[rng.gen_range(0..residential_windows.len())]
|
||||
"residential" | "house" | "apartment" | "apartments" => {
|
||||
RESIDENTIAL_WINDOW_OPTIONS[rng.random_range(0..RESIDENTIAL_WINDOW_OPTIONS.len())]
|
||||
}
|
||||
"hospital" | "school" | "university" => {
|
||||
let institutional_windows = [GLASS, WHITE_STAINED_GLASS, LIGHT_GRAY_STAINED_GLASS];
|
||||
institutional_windows[rng.gen_range(0..institutional_windows.len())]
|
||||
INSTITUTIONAL_WINDOW_OPTIONS[rng.random_range(0..INSTITUTIONAL_WINDOW_OPTIONS.len())]
|
||||
}
|
||||
"hotel" | "restaurant" => {
|
||||
let hospitality_windows = [GLASS, WHITE_STAINED_GLASS];
|
||||
hospitality_windows[rng.gen_range(0..hospitality_windows.len())]
|
||||
HOSPITALITY_WINDOW_OPTIONS[rng.random_range(0..HOSPITALITY_WINDOW_OPTIONS.len())]
|
||||
}
|
||||
"industrial" | "warehouse" => {
|
||||
let industrial_windows = [
|
||||
GLASS,
|
||||
GRAY_STAINED_GLASS,
|
||||
LIGHT_GRAY_STAINED_GLASS,
|
||||
BROWN_STAINED_GLASS,
|
||||
];
|
||||
industrial_windows[rng.gen_range(0..industrial_windows.len())]
|
||||
INDUSTRIAL_WINDOW_OPTIONS[rng.random_range(0..INDUSTRIAL_WINDOW_OPTIONS.len())]
|
||||
}
|
||||
_ => WINDOW_VARIATIONS[rng.gen_range(0..WINDOW_VARIATIONS.len())],
|
||||
_ => WINDOW_VARIATIONS[rng.random_range(0..WINDOW_VARIATIONS.len())],
|
||||
}
|
||||
}
|
||||
|
||||
// Random floor block selection
|
||||
// Floor block options for buildings
|
||||
pub static FLOOR_BLOCK_OPTIONS: [Block; 8] = [
|
||||
WHITE_CONCRETE,
|
||||
GRAY_CONCRETE,
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
POLISHED_ANDESITE,
|
||||
SMOOTH_STONE,
|
||||
STONE_BRICKS,
|
||||
MUD_BRICKS,
|
||||
OAK_PLANKS,
|
||||
];
|
||||
|
||||
// Random floor block selection (non-deterministic, for backwards compatibility)
|
||||
pub fn get_random_floor_block() -> Block {
|
||||
use rand::Rng;
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut rng = rand::rng();
|
||||
FLOOR_BLOCK_OPTIONS[rng.random_range(0..FLOOR_BLOCK_OPTIONS.len())]
|
||||
}
|
||||
|
||||
let floor_options = [
|
||||
WHITE_CONCRETE,
|
||||
GRAY_CONCRETE,
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
POLISHED_ANDESITE,
|
||||
SMOOTH_STONE,
|
||||
STONE_BRICKS,
|
||||
MUD_BRICKS,
|
||||
OAK_PLANKS,
|
||||
];
|
||||
floor_options[rng.gen_range(0..floor_options.len())]
|
||||
/// Deterministic floor block selection using provided RNG
|
||||
pub fn get_floor_block_with_rng(rng: &mut impl rand::Rng) -> Block {
|
||||
FLOOR_BLOCK_OPTIONS[rng.random_range(0..FLOOR_BLOCK_OPTIONS.len())]
|
||||
}
|
||||
|
||||
// Define all predefined colors with their blocks
|
||||
@@ -934,7 +1221,7 @@ static DEFINED_COLORS: &[ColorBlockMapping] = &[
|
||||
// Function to randomly select building wall block with alternatives
|
||||
pub fn get_building_wall_block_for_color(color: RGBTuple) -> Block {
|
||||
use rand::Rng;
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut rng = rand::rng();
|
||||
|
||||
// Find the closest color match
|
||||
let closest_color = DEFINED_COLORS
|
||||
@@ -942,7 +1229,7 @@ pub fn get_building_wall_block_for_color(color: RGBTuple) -> Block {
|
||||
.min_by_key(|(defined_color, _)| crate::colors::rgb_distance(&color, defined_color));
|
||||
|
||||
if let Some((_, options)) = closest_color {
|
||||
options[rng.gen_range(0..options.len())]
|
||||
options[rng.random_range(0..options.len())]
|
||||
} else {
|
||||
// This should never happen, but fallback just in case
|
||||
get_fallback_building_block()
|
||||
@@ -952,7 +1239,7 @@ pub fn get_building_wall_block_for_color(color: RGBTuple) -> Block {
|
||||
// Function to get a random fallback building block when no color attribute is specified
|
||||
pub fn get_fallback_building_block() -> Block {
|
||||
use rand::Rng;
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut rng = rand::rng();
|
||||
|
||||
let fallback_options = [
|
||||
BLACKSTONE,
|
||||
@@ -981,15 +1268,14 @@ pub fn get_fallback_building_block() -> Block {
|
||||
STONE_BRICKS,
|
||||
WHITE_CONCRETE,
|
||||
WHITE_TERRACOTTA,
|
||||
OAK_PLANKS,
|
||||
];
|
||||
fallback_options[rng.gen_range(0..fallback_options.len())]
|
||||
fallback_options[rng.random_range(0..fallback_options.len())]
|
||||
}
|
||||
|
||||
// Function to get a random castle wall block
|
||||
pub fn get_castle_wall_block() -> Block {
|
||||
use rand::Rng;
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut rng = rand::rng();
|
||||
|
||||
let castle_wall_options = [
|
||||
STONE_BRICKS,
|
||||
@@ -1003,5 +1289,5 @@ pub fn get_castle_wall_block() -> Block {
|
||||
SMOOTH_STONE,
|
||||
BRICK,
|
||||
];
|
||||
castle_wall_options[rng.gen_range(0..castle_wall_options.len())]
|
||||
castle_wall_options[rng.random_range(0..castle_wall_options.len())]
|
||||
}
|
||||
|
||||
@@ -14,6 +14,9 @@ pub fn clip_way_to_bbox(nodes: &[ProcessedNode], xzbbox: &XZBBox) -> Vec<Process
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Get way ID for ID generation
|
||||
let way_id = nodes.first().map(|n| n.id).unwrap_or(0);
|
||||
|
||||
let is_closed = is_closed_polygon(nodes);
|
||||
|
||||
if !is_closed {
|
||||
@@ -54,12 +57,13 @@ pub fn clip_way_to_bbox(nodes: &[ProcessedNode], xzbbox: &XZBBox) -> Vec<Process
|
||||
}
|
||||
|
||||
let polygon = insert_bbox_corners(polygon, min_x, min_z, max_x, max_z);
|
||||
|
||||
let polygon = remove_consecutive_duplicates(polygon);
|
||||
|
||||
if polygon.len() < 3 {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
let way_id = nodes.first().map(|n| n.id).unwrap_or(0);
|
||||
assign_node_ids_preserving_endpoints(nodes, polygon, way_id)
|
||||
}
|
||||
|
||||
@@ -496,12 +500,15 @@ fn find_bbox_intersections(
|
||||
|
||||
/// Returns which bbox edge a point lies on: 0=bottom, 1=right, 2=top, 3=left, -1=interior.
|
||||
fn get_bbox_edge(point: (f64, f64), min_x: f64, min_z: f64, max_x: f64, max_z: f64) -> i32 {
|
||||
let eps = 0.5;
|
||||
// Use a slightly larger epsilon to handle floating-point errors from Sutherland-Hodgman.
|
||||
// Points should be clamped to bbox before this function is called, so any point
|
||||
// at or very near the boundary should be considered ON that edge.
|
||||
let eps = 1.0;
|
||||
|
||||
let on_left = (point.0 - min_x).abs() < eps;
|
||||
let on_right = (point.0 - max_x).abs() < eps;
|
||||
let on_bottom = (point.1 - min_z).abs() < eps;
|
||||
let on_top = (point.1 - max_z).abs() < eps;
|
||||
let on_left = (point.0 - min_x).abs() <= eps;
|
||||
let on_right = (point.0 - max_x).abs() <= eps;
|
||||
let on_bottom = (point.1 - min_z).abs() <= eps;
|
||||
let on_top = (point.1 - max_z).abs() <= eps;
|
||||
|
||||
// Handle corners (assign to edge in counter-clockwise order)
|
||||
if on_bottom && on_left {
|
||||
@@ -556,20 +563,21 @@ fn get_corners_between_edges(
|
||||
let ccw_dist = ((edge2 - edge1 + 4) % 4) as usize;
|
||||
let cw_dist = ((edge1 - edge2 + 4) % 4) as usize;
|
||||
|
||||
// Opposite edges: don't insert corners
|
||||
if ccw_dist == 2 && cw_dist == 2 {
|
||||
return Vec::new();
|
||||
}
|
||||
// For opposite edges (distance = 2), we need to pick a direction.
|
||||
// Use counter-clockwise by default to ensure corners are inserted.
|
||||
// This prevents diagonal lines when polygon spans opposite bbox edges.
|
||||
|
||||
let mut result = Vec::new();
|
||||
|
||||
if ccw_dist <= cw_dist {
|
||||
// Go counter-clockwise
|
||||
let mut current = edge1;
|
||||
for _ in 0..ccw_dist {
|
||||
result.push(corners[current as usize]);
|
||||
current = (current + 1) % 4;
|
||||
}
|
||||
} else {
|
||||
// Go clockwise
|
||||
let mut current = edge1;
|
||||
for _ in 0..cw_dist {
|
||||
current = (current + 4 - 1) % 4;
|
||||
@@ -580,6 +588,12 @@ fn get_corners_between_edges(
|
||||
result
|
||||
}
|
||||
|
||||
/// Checks if two points are approximately equal (within epsilon tolerance).
|
||||
fn points_approx_equal(p1: (f64, f64), p2: (f64, f64)) -> bool {
|
||||
let eps = 1.0;
|
||||
(p1.0 - p2.0).abs() <= eps && (p1.1 - p2.1).abs() <= eps
|
||||
}
|
||||
|
||||
/// Inserts bbox corners where polygon transitions between different bbox edges.
|
||||
fn insert_bbox_corners(
|
||||
polygon: Vec<(f64, f64)>,
|
||||
@@ -604,8 +618,13 @@ fn insert_bbox_corners(
|
||||
let edge2 = get_bbox_edge(next, min_x, min_z, max_x, max_z);
|
||||
|
||||
if edge1 >= 0 && edge2 >= 0 && edge1 != edge2 {
|
||||
for corner in get_corners_between_edges(edge1, edge2, min_x, min_z, max_x, max_z) {
|
||||
result.push(corner);
|
||||
let corners = get_corners_between_edges(edge1, edge2, min_x, min_z, max_x, max_z);
|
||||
|
||||
// Filter out corners that match the current point or the next point
|
||||
for corner in corners {
|
||||
if !points_approx_equal(corner, current) && !points_approx_equal(corner, next) {
|
||||
result.push(corner);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,18 +1,22 @@
|
||||
use crate::args::Args;
|
||||
use crate::block_definitions::{BEDROCK, DIRT, GRASS_BLOCK, STONE};
|
||||
use crate::block_definitions::{BEDROCK, DIRT, GRASS_BLOCK, SMOOTH_STONE, STONE};
|
||||
use crate::coordinate_system::cartesian::XZBBox;
|
||||
use crate::coordinate_system::geographic::LLBBox;
|
||||
use crate::element_processing::*;
|
||||
use crate::floodfill_cache::FloodFillCache;
|
||||
use crate::ground::Ground;
|
||||
use crate::map_renderer;
|
||||
use crate::osm_parser::ProcessedElement;
|
||||
use crate::osm_parser::{ProcessedElement, ProcessedMemberRole};
|
||||
use crate::progress::{emit_gui_progress_update, emit_map_preview_ready, emit_open_mcworld_file};
|
||||
#[cfg(feature = "gui")]
|
||||
use crate::telemetry::{send_log, LogLevel};
|
||||
use crate::urban_ground;
|
||||
use crate::world_editor::{WorldEditor, WorldFormat};
|
||||
use colored::Colorize;
|
||||
use indicatif::{ProgressBar, ProgressStyle};
|
||||
use std::collections::HashSet;
|
||||
use std::path::PathBuf;
|
||||
use std::sync::Arc;
|
||||
|
||||
pub const MIN_Y: i32 = -64;
|
||||
|
||||
@@ -25,23 +29,6 @@ pub struct GenerationOptions {
|
||||
pub spawn_point: Option<(i32, i32)>,
|
||||
}
|
||||
|
||||
pub fn generate_world(
|
||||
elements: Vec<ProcessedElement>,
|
||||
xzbbox: XZBBox,
|
||||
llbbox: LLBBox,
|
||||
ground: Ground,
|
||||
args: &Args,
|
||||
) -> Result<(), String> {
|
||||
// Default to Java format when called from CLI
|
||||
let options = GenerationOptions {
|
||||
path: args.path.clone(),
|
||||
format: WorldFormat::JavaAnvil,
|
||||
level_name: None,
|
||||
spawn_point: None,
|
||||
};
|
||||
generate_world_with_options(elements, xzbbox, llbbox, ground, args, options).map(|_| ())
|
||||
}
|
||||
|
||||
/// Generate world with explicit format options (used by GUI for Bedrock support)
|
||||
pub fn generate_world_with_options(
|
||||
elements: Vec<ProcessedElement>,
|
||||
@@ -53,14 +40,17 @@ pub fn generate_world_with_options(
|
||||
) -> Result<PathBuf, String> {
|
||||
let output_path = options.path.clone();
|
||||
let world_format = options.format;
|
||||
|
||||
// Create editor with appropriate format
|
||||
let mut editor: WorldEditor = WorldEditor::new_with_format_and_name(
|
||||
options.path,
|
||||
&xzbbox,
|
||||
llbbox,
|
||||
options.format,
|
||||
options.level_name,
|
||||
options.level_name.clone(),
|
||||
options.spawn_point,
|
||||
);
|
||||
let ground = Arc::new(ground);
|
||||
|
||||
println!("{} Processing data...", "[4/7]".bold());
|
||||
|
||||
@@ -68,12 +58,27 @@ pub fn generate_world_with_options(
|
||||
let highway_connectivity = highways::build_highway_connectivity_map(&elements);
|
||||
|
||||
// Set ground reference in the editor to enable elevation-aware block placement
|
||||
editor.set_ground(&ground);
|
||||
editor.set_ground(Arc::clone(&ground));
|
||||
|
||||
println!("{} Processing terrain...", "[5/7]".bold());
|
||||
emit_gui_progress_update(25.0, "Processing terrain...");
|
||||
|
||||
// Process data
|
||||
// Pre-compute all flood fills in parallel for better CPU utilization
|
||||
let mut flood_fill_cache = FloodFillCache::precompute(&elements, args.timeout.as_ref());
|
||||
|
||||
// Collect building footprints to prevent trees from spawning inside buildings
|
||||
// Uses a memory-efficient bitmap (~1 bit per coordinate) instead of a HashSet (~24 bytes per coordinate)
|
||||
let building_footprints = flood_fill_cache.collect_building_footprints(&elements, &xzbbox);
|
||||
|
||||
// Collect building centroids for urban ground generation (only if enabled)
|
||||
// This must be done before the processing loop clears the flood fill cache
|
||||
let building_centroids = if args.city_boundaries {
|
||||
flood_fill_cache.collect_building_centroids(&elements)
|
||||
} else {
|
||||
Vec::new()
|
||||
};
|
||||
|
||||
// Process all elements (no longer need to partition boundaries)
|
||||
let elements_count: usize = elements.len();
|
||||
let process_pb: ProgressBar = ProgressBar::new(elements_count as u64);
|
||||
process_pb.set_style(ProgressStyle::default_bar()
|
||||
@@ -85,7 +90,35 @@ pub fn generate_world_with_options(
|
||||
let mut current_progress_prcs: f64 = 25.0;
|
||||
let mut last_emitted_progress: f64 = current_progress_prcs;
|
||||
|
||||
for element in &elements {
|
||||
// Pre-scan: detect building relation outlines that should be suppressed.
|
||||
// Only applies to type=building relations (NOT type=multipolygon).
|
||||
// When a type=building relation has "part" members, the outline way should not
|
||||
// render as a standalone building, the individual parts render instead.
|
||||
let suppressed_building_outlines: HashSet<u64> = {
|
||||
let mut outlines = HashSet::new();
|
||||
for element in &elements {
|
||||
if let ProcessedElement::Relation(rel) = element {
|
||||
let is_building_type = rel.tags.get("type").map(|t| t.as_str()) == Some("building");
|
||||
if is_building_type {
|
||||
let has_parts = rel
|
||||
.members
|
||||
.iter()
|
||||
.any(|m| m.role == ProcessedMemberRole::Part);
|
||||
if has_parts {
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
outlines.insert(member.way.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
outlines
|
||||
};
|
||||
|
||||
// Process all elements
|
||||
for element in elements.into_iter() {
|
||||
process_pb.inc(1);
|
||||
current_progress_prcs += progress_increment_prcs;
|
||||
if (current_progress_prcs - last_emitted_progress).abs() > 0.25 {
|
||||
@@ -103,22 +136,57 @@ pub fn generate_world_with_options(
|
||||
process_pb.set_message("");
|
||||
}
|
||||
|
||||
match element {
|
||||
match &element {
|
||||
ProcessedElement::Way(way) => {
|
||||
if way.tags.contains_key("building") || way.tags.contains_key("building:part") {
|
||||
buildings::generate_buildings(&mut editor, way, args, None);
|
||||
// Skip building outlines that are suppressed by building relations with parts.
|
||||
// The individual building:part ways will render instead.
|
||||
if !suppressed_building_outlines.contains(&way.id) {
|
||||
buildings::generate_buildings(
|
||||
&mut editor,
|
||||
way,
|
||||
args,
|
||||
None,
|
||||
None,
|
||||
&flood_fill_cache,
|
||||
);
|
||||
}
|
||||
} else if way.tags.contains_key("highway") {
|
||||
highways::generate_highways(&mut editor, element, args, &highway_connectivity);
|
||||
highways::generate_highways(
|
||||
&mut editor,
|
||||
&element,
|
||||
args,
|
||||
&highway_connectivity,
|
||||
&flood_fill_cache,
|
||||
);
|
||||
} else if way.tags.contains_key("landuse") {
|
||||
landuse::generate_landuse(&mut editor, way, args);
|
||||
landuse::generate_landuse(
|
||||
&mut editor,
|
||||
way,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&building_footprints,
|
||||
);
|
||||
} else if way.tags.contains_key("natural") {
|
||||
natural::generate_natural(&mut editor, element, args);
|
||||
natural::generate_natural(
|
||||
&mut editor,
|
||||
&element,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&building_footprints,
|
||||
);
|
||||
} else if way.tags.contains_key("amenity") {
|
||||
amenities::generate_amenities(&mut editor, element, args);
|
||||
amenities::generate_amenities(&mut editor, &element, args, &flood_fill_cache);
|
||||
} else if way.tags.contains_key("leisure") {
|
||||
leisure::generate_leisure(&mut editor, way, args);
|
||||
leisure::generate_leisure(
|
||||
&mut editor,
|
||||
way,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&building_footprints,
|
||||
);
|
||||
} else if way.tags.contains_key("barrier") {
|
||||
barriers::generate_barriers(&mut editor, element);
|
||||
barriers::generate_barriers(&mut editor, &element);
|
||||
} else if let Some(val) = way.tags.get("waterway") {
|
||||
if val == "dock" {
|
||||
// docks count as water areas
|
||||
@@ -137,9 +205,17 @@ pub fn generate_world_with_options(
|
||||
highways::generate_aeroway(&mut editor, way, args);
|
||||
} else if way.tags.get("service") == Some(&"siding".to_string()) {
|
||||
highways::generate_siding(&mut editor, way);
|
||||
} else if way.tags.get("tomb") == Some(&"pyramid".to_string()) {
|
||||
historic::generate_pyramid(&mut editor, way, args, &flood_fill_cache);
|
||||
} else if way.tags.contains_key("man_made") {
|
||||
man_made::generate_man_made(&mut editor, element, args);
|
||||
man_made::generate_man_made(&mut editor, &element, args);
|
||||
} else if way.tags.contains_key("power") {
|
||||
power::generate_power(&mut editor, &element);
|
||||
} else if way.tags.contains_key("place") {
|
||||
landuse::generate_place(&mut editor, way, args, &flood_fill_cache);
|
||||
}
|
||||
// Release flood fill cache entry for this way
|
||||
flood_fill_cache.remove_way(way.id);
|
||||
}
|
||||
ProcessedElement::Node(node) => {
|
||||
if node.tags.contains_key("door") || node.tags.contains_key("entrance") {
|
||||
@@ -147,22 +223,51 @@ pub fn generate_world_with_options(
|
||||
} else if node.tags.contains_key("natural")
|
||||
&& node.tags.get("natural") == Some(&"tree".to_string())
|
||||
{
|
||||
natural::generate_natural(&mut editor, element, args);
|
||||
natural::generate_natural(
|
||||
&mut editor,
|
||||
&element,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&building_footprints,
|
||||
);
|
||||
} else if node.tags.contains_key("amenity") {
|
||||
amenities::generate_amenities(&mut editor, element, args);
|
||||
amenities::generate_amenities(&mut editor, &element, args, &flood_fill_cache);
|
||||
} else if node.tags.contains_key("barrier") {
|
||||
barriers::generate_barrier_nodes(&mut editor, node);
|
||||
} else if node.tags.contains_key("highway") {
|
||||
highways::generate_highways(&mut editor, element, args, &highway_connectivity);
|
||||
highways::generate_highways(
|
||||
&mut editor,
|
||||
&element,
|
||||
args,
|
||||
&highway_connectivity,
|
||||
&flood_fill_cache,
|
||||
);
|
||||
} else if node.tags.contains_key("tourism") {
|
||||
tourisms::generate_tourisms(&mut editor, node);
|
||||
} else if node.tags.contains_key("man_made") {
|
||||
man_made::generate_man_made_nodes(&mut editor, node);
|
||||
} else if node.tags.contains_key("power") {
|
||||
power::generate_power_nodes(&mut editor, node);
|
||||
} else if node.tags.contains_key("historic") {
|
||||
historic::generate_historic(&mut editor, node);
|
||||
} else if node.tags.contains_key("emergency") {
|
||||
emergency::generate_emergency(&mut editor, node);
|
||||
} else if node.tags.contains_key("advertising") {
|
||||
advertising::generate_advertising(&mut editor, node);
|
||||
}
|
||||
}
|
||||
ProcessedElement::Relation(rel) => {
|
||||
if rel.tags.contains_key("building") || rel.tags.contains_key("building:part") {
|
||||
buildings::generate_building_from_relation(&mut editor, rel, args);
|
||||
let is_building_relation = rel.tags.contains_key("building")
|
||||
|| rel.tags.contains_key("building:part")
|
||||
|| rel.tags.get("type").map(|t| t.as_str()) == Some("building");
|
||||
if is_building_relation {
|
||||
buildings::generate_building_from_relation(
|
||||
&mut editor,
|
||||
rel,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&xzbbox,
|
||||
);
|
||||
} else if rel.tags.contains_key("water")
|
||||
|| rel
|
||||
.tags
|
||||
@@ -172,24 +277,56 @@ pub fn generate_world_with_options(
|
||||
{
|
||||
water_areas::generate_water_areas_from_relation(&mut editor, rel, &xzbbox);
|
||||
} else if rel.tags.contains_key("natural") {
|
||||
natural::generate_natural_from_relation(&mut editor, rel, args);
|
||||
} else if rel.tags.contains_key("landuse") {
|
||||
landuse::generate_landuse_from_relation(&mut editor, rel, args);
|
||||
} else if rel.tags.get("leisure") == Some(&"park".to_string()) {
|
||||
leisure::generate_leisure_from_relation(&mut editor, rel, args);
|
||||
} else if rel.tags.contains_key("man_made") {
|
||||
man_made::generate_man_made(
|
||||
natural::generate_natural_from_relation(
|
||||
&mut editor,
|
||||
&ProcessedElement::Relation(rel.clone()),
|
||||
rel,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&building_footprints,
|
||||
);
|
||||
} else if rel.tags.contains_key("landuse") {
|
||||
landuse::generate_landuse_from_relation(
|
||||
&mut editor,
|
||||
rel,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&building_footprints,
|
||||
);
|
||||
} else if rel.tags.get("leisure") == Some(&"park".to_string()) {
|
||||
leisure::generate_leisure_from_relation(
|
||||
&mut editor,
|
||||
rel,
|
||||
args,
|
||||
&flood_fill_cache,
|
||||
&building_footprints,
|
||||
);
|
||||
} else if rel.tags.contains_key("man_made") {
|
||||
man_made::generate_man_made(&mut editor, &element, args);
|
||||
}
|
||||
// Release flood fill cache entries for all ways in this relation
|
||||
let way_ids: Vec<u64> = rel.members.iter().map(|m| m.way.id).collect();
|
||||
flood_fill_cache.remove_relation_ways(&way_ids);
|
||||
}
|
||||
}
|
||||
// Element is dropped here, freeing its memory immediately
|
||||
}
|
||||
|
||||
process_pb.finish();
|
||||
|
||||
// Compute urban ground lookup (if enabled)
|
||||
// Uses a compact cell-based representation instead of storing all coordinates.
|
||||
// Memory usage: ~270 KB vs ~560 MB for coordinate-based approach.
|
||||
let urban_lookup = if args.city_boundaries && !building_centroids.is_empty() {
|
||||
urban_ground::compute_urban_ground_lookup(building_centroids, &xzbbox)
|
||||
} else {
|
||||
urban_ground::UrbanGroundLookup::empty()
|
||||
};
|
||||
let has_urban_ground = !urban_lookup.is_empty();
|
||||
|
||||
// Drop remaining caches
|
||||
drop(highway_connectivity);
|
||||
drop(flood_fill_cache);
|
||||
|
||||
// Generate ground layer
|
||||
let total_blocks: u64 = xzbbox.bounding_rect().total_blocks();
|
||||
let desired_updates: u64 = 1500;
|
||||
@@ -213,46 +350,77 @@ pub fn generate_world_with_options(
|
||||
let total_iterations_grnd: f64 = total_blocks as f64;
|
||||
let progress_increment_grnd: f64 = 20.0 / total_iterations_grnd;
|
||||
|
||||
let groundlayer_block = GRASS_BLOCK;
|
||||
// Check if terrain elevation is enabled; when disabled, we can skip ground level lookups entirely
|
||||
let terrain_enabled = ground.elevation_enabled;
|
||||
|
||||
for x in xzbbox.min_x()..=xzbbox.max_x() {
|
||||
for z in xzbbox.min_z()..=xzbbox.max_z() {
|
||||
// Add default dirt and grass layer if there isn't a stone layer already
|
||||
if !editor.check_for_block(x, 0, z, Some(&[STONE])) {
|
||||
editor.set_block(groundlayer_block, x, 0, z, None, None);
|
||||
editor.set_block(DIRT, x, -1, z, None, None);
|
||||
editor.set_block(DIRT, x, -2, z, None, None);
|
||||
}
|
||||
// Process ground generation chunk-by-chunk for better cache locality.
|
||||
// This keeps the same region/chunk HashMap entries hot in CPU cache,
|
||||
// rather than jumping between regions on every Z iteration.
|
||||
let min_chunk_x = xzbbox.min_x() >> 4;
|
||||
let max_chunk_x = xzbbox.max_x() >> 4;
|
||||
let min_chunk_z = xzbbox.min_z() >> 4;
|
||||
let max_chunk_z = xzbbox.max_z() >> 4;
|
||||
|
||||
// Fill underground with stone
|
||||
if args.fillground {
|
||||
// Fill from bedrock+1 to 3 blocks below ground with stone
|
||||
editor.fill_blocks_absolute(
|
||||
STONE,
|
||||
x,
|
||||
MIN_Y + 1,
|
||||
z,
|
||||
x,
|
||||
editor.get_absolute_y(x, -3, z),
|
||||
z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
}
|
||||
// Generate a bedrock level at MIN_Y
|
||||
editor.set_block_absolute(BEDROCK, x, MIN_Y, z, None, Some(&[BEDROCK]));
|
||||
for chunk_x in min_chunk_x..=max_chunk_x {
|
||||
for chunk_z in min_chunk_z..=max_chunk_z {
|
||||
// Calculate the block range for this chunk, clamped to bbox
|
||||
let chunk_min_x = (chunk_x << 4).max(xzbbox.min_x());
|
||||
let chunk_max_x = ((chunk_x << 4) + 15).min(xzbbox.max_x());
|
||||
let chunk_min_z = (chunk_z << 4).max(xzbbox.min_z());
|
||||
let chunk_max_z = ((chunk_z << 4) + 15).min(xzbbox.max_z());
|
||||
|
||||
block_counter += 1;
|
||||
// Use manual % check since is_multiple_of() is unstable on stable Rust
|
||||
#[allow(clippy::manual_is_multiple_of)]
|
||||
if block_counter % batch_size == 0 {
|
||||
ground_pb.inc(batch_size);
|
||||
}
|
||||
for x in chunk_min_x..=chunk_max_x {
|
||||
for z in chunk_min_z..=chunk_max_z {
|
||||
// Get ground level, when terrain is enabled, look it up once per block
|
||||
// When disabled, use constant ground_level (no function call overhead)
|
||||
let ground_y = if terrain_enabled {
|
||||
editor.get_ground_level(x, z)
|
||||
} else {
|
||||
args.ground_level
|
||||
};
|
||||
|
||||
gui_progress_grnd += progress_increment_grnd;
|
||||
if (gui_progress_grnd - last_emitted_progress).abs() > 0.25 {
|
||||
emit_gui_progress_update(gui_progress_grnd, "");
|
||||
last_emitted_progress = gui_progress_grnd;
|
||||
// Check if this coordinate is in an urban area (O(1) lookup)
|
||||
let is_urban = has_urban_ground && urban_lookup.is_urban(x, z);
|
||||
|
||||
// Add default dirt and grass layer if there isn't a stone layer already
|
||||
if !editor.check_for_block_absolute(x, ground_y, z, Some(&[STONE]), None) {
|
||||
if is_urban {
|
||||
// Urban area: smooth stone ground
|
||||
editor.set_block_if_absent_absolute(SMOOTH_STONE, x, ground_y, z);
|
||||
} else {
|
||||
// Rural/natural area: grass and dirt
|
||||
editor.set_block_if_absent_absolute(GRASS_BLOCK, x, ground_y, z);
|
||||
}
|
||||
editor.set_block_if_absent_absolute(DIRT, x, ground_y - 1, z);
|
||||
editor.set_block_if_absent_absolute(DIRT, x, ground_y - 2, z);
|
||||
}
|
||||
|
||||
// Fill underground with stone
|
||||
if args.fillground {
|
||||
editor.fill_column_absolute(
|
||||
STONE,
|
||||
x,
|
||||
z,
|
||||
MIN_Y + 1,
|
||||
ground_y - 3,
|
||||
true, // skip_existing: don't overwrite blocks placed by element processing
|
||||
);
|
||||
}
|
||||
// Generate a bedrock level at MIN_Y
|
||||
editor.set_block_absolute(BEDROCK, x, MIN_Y, z, None, Some(&[BEDROCK]));
|
||||
|
||||
block_counter += 1;
|
||||
#[allow(clippy::manual_is_multiple_of)]
|
||||
if block_counter % batch_size == 0 {
|
||||
ground_pb.inc(batch_size);
|
||||
}
|
||||
|
||||
gui_progress_grnd += progress_increment_grnd;
|
||||
if (gui_progress_grnd - last_emitted_progress).abs() > 0.25 {
|
||||
emit_gui_progress_update(gui_progress_grnd, "");
|
||||
last_emitted_progress = gui_progress_grnd;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -275,25 +443,29 @@ pub fn generate_world_with_options(
|
||||
// Save world
|
||||
editor.save();
|
||||
|
||||
emit_gui_progress_update(99.0, "Finalizing world...");
|
||||
|
||||
// Update player spawn Y coordinate based on terrain height after generation
|
||||
#[cfg(feature = "gui")]
|
||||
if world_format == WorldFormat::JavaAnvil {
|
||||
if let Some(spawn_coords) = &args.spawn_point {
|
||||
use crate::gui::update_player_spawn_y_after_generation;
|
||||
let bbox_string = format!(
|
||||
"{},{},{},{}",
|
||||
args.bbox.min().lng(),
|
||||
args.bbox.min().lat(),
|
||||
args.bbox.max().lng(),
|
||||
args.bbox.max().lat()
|
||||
);
|
||||
use crate::gui::update_player_spawn_y_after_generation;
|
||||
// Reconstruct bbox string to match the format that GUI originally provided.
|
||||
// This ensures LLBBox::from_str() can parse it correctly.
|
||||
let bbox_string = format!(
|
||||
"{},{},{},{}",
|
||||
args.bbox.min().lat(),
|
||||
args.bbox.min().lng(),
|
||||
args.bbox.max().lat(),
|
||||
args.bbox.max().lng()
|
||||
);
|
||||
|
||||
// Always update spawn Y since we now always set a spawn point (user-selected or default)
|
||||
if let Some(ref world_path) = args.path {
|
||||
if let Err(e) = update_player_spawn_y_after_generation(
|
||||
&args.path,
|
||||
Some(*spawn_coords),
|
||||
world_path,
|
||||
bbox_string,
|
||||
args.scale,
|
||||
&ground,
|
||||
ground.as_ref(),
|
||||
) {
|
||||
let warning_msg = format!("Failed to update spawn point Y coordinate: {}", e);
|
||||
eprintln!("Warning: {}", warning_msg);
|
||||
@@ -303,8 +475,6 @@ pub fn generate_world_with_options(
|
||||
}
|
||||
}
|
||||
|
||||
emit_gui_progress_update(99.0, "Finalizing world...");
|
||||
|
||||
// For Bedrock format, emit event to open the mcworld file
|
||||
if world_format == WorldFormat::BedrockMcWorld {
|
||||
if let Some(path_str) = output_path.to_str() {
|
||||
@@ -312,41 +482,72 @@ pub fn generate_world_with_options(
|
||||
}
|
||||
}
|
||||
|
||||
// Generate top-down map preview silently in background after completion (Java only)
|
||||
// Skip map preview for very large areas to avoid memory issues
|
||||
const MAX_MAP_PREVIEW_AREA: i64 = 6400 * 6900;
|
||||
let world_width = (xzbbox.max_x() - xzbbox.min_x()) as i64;
|
||||
let world_height = (xzbbox.max_z() - xzbbox.min_z()) as i64;
|
||||
let world_area = world_width * world_height;
|
||||
|
||||
if world_format == WorldFormat::JavaAnvil && world_area <= MAX_MAP_PREVIEW_AREA {
|
||||
let world_path = args.path.clone();
|
||||
let bounds = (
|
||||
xzbbox.min_x(),
|
||||
xzbbox.max_x(),
|
||||
xzbbox.min_z(),
|
||||
xzbbox.max_z(),
|
||||
);
|
||||
std::thread::spawn(move || {
|
||||
// Use catch_unwind to prevent any panic from affecting the application
|
||||
let result = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
|
||||
map_renderer::render_world_map(&world_path, bounds.0, bounds.1, bounds.2, bounds.3)
|
||||
}));
|
||||
|
||||
match result {
|
||||
Ok(Ok(_path)) => {
|
||||
// Notify the GUI that the map preview is ready
|
||||
emit_map_preview_ready();
|
||||
}
|
||||
Ok(Err(e)) => {
|
||||
eprintln!("Warning: Failed to generate map preview: {}", e);
|
||||
}
|
||||
Err(_) => {
|
||||
eprintln!("Warning: Map preview generation panicked unexpectedly");
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
Ok(output_path)
|
||||
}
|
||||
|
||||
/// Information needed to generate a map preview after world generation is complete
|
||||
#[derive(Clone)]
|
||||
pub struct MapPreviewInfo {
|
||||
pub world_path: PathBuf,
|
||||
pub min_x: i32,
|
||||
pub max_x: i32,
|
||||
pub min_z: i32,
|
||||
pub max_z: i32,
|
||||
pub world_area: i64,
|
||||
}
|
||||
|
||||
impl MapPreviewInfo {
|
||||
/// Create MapPreviewInfo from world bounds
|
||||
pub fn new(world_path: PathBuf, xzbbox: &XZBBox) -> Self {
|
||||
let world_width = (xzbbox.max_x() - xzbbox.min_x()) as i64;
|
||||
let world_height = (xzbbox.max_z() - xzbbox.min_z()) as i64;
|
||||
Self {
|
||||
world_path,
|
||||
min_x: xzbbox.min_x(),
|
||||
max_x: xzbbox.max_x(),
|
||||
min_z: xzbbox.min_z(),
|
||||
max_z: xzbbox.max_z(),
|
||||
world_area: world_width * world_height,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Maximum area for which map preview generation is allowed (to avoid memory issues)
|
||||
pub const MAX_MAP_PREVIEW_AREA: i64 = 6400 * 6900;
|
||||
|
||||
/// Start map preview generation in a background thread.
|
||||
/// This should be called AFTER the world generation is complete, the session lock is released,
|
||||
/// and the GUI has been notified of 100% completion.
|
||||
///
|
||||
/// For Java worlds only, and only if the world area is within limits.
|
||||
pub fn start_map_preview_generation(info: MapPreviewInfo) {
|
||||
if info.world_area > MAX_MAP_PREVIEW_AREA {
|
||||
return;
|
||||
}
|
||||
|
||||
std::thread::spawn(move || {
|
||||
// Use catch_unwind to prevent any panic from affecting the application
|
||||
let result = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
|
||||
map_renderer::render_world_map(
|
||||
&info.world_path,
|
||||
info.min_x,
|
||||
info.max_x,
|
||||
info.min_z,
|
||||
info.max_z,
|
||||
)
|
||||
}));
|
||||
|
||||
match result {
|
||||
Ok(Ok(_path)) => {
|
||||
// Notify the GUI that the map preview is ready
|
||||
emit_map_preview_ready();
|
||||
}
|
||||
Ok(Err(e)) => {
|
||||
eprintln!("Warning: Failed to generate map preview: {}", e);
|
||||
}
|
||||
Err(_) => {
|
||||
eprintln!("Warning: Map preview generation panicked unexpectedly");
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
127
src/deterministic_rng.rs
Normal file
127
src/deterministic_rng.rs
Normal file
@@ -0,0 +1,127 @@
|
||||
//! Deterministic random number generation for consistent element processing.
|
||||
//!
|
||||
//! This module provides seeded RNG that ensures the same element always produces
|
||||
//! the same random values, regardless of processing order. This is essential for
|
||||
//! region-by-region streaming where the same element may be processed multiple times
|
||||
//! (once for each region it touches).
|
||||
//!
|
||||
//! # Example
|
||||
//! ```ignore
|
||||
//! let mut rng = element_rng(element_id);
|
||||
//! let color = rng.random_bool(0.5); // Always same result for same element_id
|
||||
//! ```
|
||||
|
||||
use rand::SeedableRng;
|
||||
use rand_chacha::ChaCha8Rng;
|
||||
|
||||
/// Creates a deterministic RNG seeded from an element ID.
|
||||
///
|
||||
/// The same element ID will always produce the same sequence of random values,
|
||||
/// ensuring consistent results when an element is processed multiple times
|
||||
/// (e.g., once per region it touches during streaming).
|
||||
///
|
||||
/// # Arguments
|
||||
/// * `element_id` - The unique OSM element ID (way ID, node ID, or relation ID)
|
||||
///
|
||||
/// # Returns
|
||||
/// A seeded ChaCha8Rng that will produce deterministic random values
|
||||
#[inline]
|
||||
pub fn element_rng(element_id: u64) -> ChaCha8Rng {
|
||||
ChaCha8Rng::seed_from_u64(element_id)
|
||||
}
|
||||
|
||||
/// Creates a deterministic RNG seeded from an element ID with an additional salt.
|
||||
///
|
||||
/// Use this when you need multiple independent random sequences for the same element.
|
||||
/// For example, one sequence for wall colors and another for roof style.
|
||||
///
|
||||
/// # Arguments
|
||||
/// * `element_id` - The unique OSM element ID
|
||||
/// * `salt` - Additional value to create a different sequence (e.g., use different
|
||||
/// salt values for different purposes within the same element)
|
||||
#[inline]
|
||||
#[allow(dead_code)]
|
||||
pub fn element_rng_salted(element_id: u64, salt: u64) -> ChaCha8Rng {
|
||||
// Combine element_id and salt using XOR and bit rotation to avoid collisions
|
||||
let combined = element_id ^ salt.rotate_left(32);
|
||||
ChaCha8Rng::seed_from_u64(combined)
|
||||
}
|
||||
|
||||
/// Creates a deterministic RNG seeded from coordinates.
|
||||
///
|
||||
/// Use this for per-block randomness that needs to be consistent regardless
|
||||
/// of processing order (e.g., random flower placement within a natural area).
|
||||
///
|
||||
/// # Arguments
|
||||
/// * `x` - X coordinate
|
||||
/// * `z` - Z coordinate
|
||||
/// * `element_id` - The element ID for additional uniqueness
|
||||
#[inline]
|
||||
pub fn coord_rng(x: i32, z: i32, element_id: u64) -> ChaCha8Rng {
|
||||
// Combine coordinates and element_id into a seed.
|
||||
// Cast through u32 to handle negative coordinates consistently.
|
||||
let coord_part = ((x as u32 as i64) << 32) | (z as u32 as i64);
|
||||
let seed = (coord_part as u64) ^ element_id;
|
||||
ChaCha8Rng::seed_from_u64(seed)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use rand::Rng;
|
||||
|
||||
#[test]
|
||||
fn test_element_rng_deterministic() {
|
||||
let mut rng1 = element_rng(12345);
|
||||
let mut rng2 = element_rng(12345);
|
||||
|
||||
// Same seed should produce same sequence
|
||||
for _ in 0..100 {
|
||||
assert_eq!(rng1.random::<u64>(), rng2.random::<u64>());
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_different_elements_different_values() {
|
||||
let mut rng1 = element_rng(12345);
|
||||
let mut rng2 = element_rng(12346);
|
||||
|
||||
// Different seeds should (almost certainly) produce different values
|
||||
let v1: u64 = rng1.random();
|
||||
let v2: u64 = rng2.random();
|
||||
assert_ne!(v1, v2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_salted_rng_different_from_base() {
|
||||
let mut rng1 = element_rng(12345);
|
||||
let mut rng2 = element_rng_salted(12345, 1);
|
||||
|
||||
let v1: u64 = rng1.random();
|
||||
let v2: u64 = rng2.random();
|
||||
assert_ne!(v1, v2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_coord_rng_deterministic() {
|
||||
let mut rng1 = coord_rng(100, 200, 12345);
|
||||
let mut rng2 = coord_rng(100, 200, 12345);
|
||||
|
||||
assert_eq!(rng1.random::<u64>(), rng2.random::<u64>());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_coord_rng_negative_coordinates() {
|
||||
// Negative coordinates are common in Minecraft worlds
|
||||
let mut rng1 = coord_rng(-100, -200, 12345);
|
||||
let mut rng2 = coord_rng(-100, -200, 12345);
|
||||
|
||||
assert_eq!(rng1.random::<u64>(), rng2.random::<u64>());
|
||||
|
||||
// Ensure different negative coords produce different seeds
|
||||
let mut rng3 = coord_rng(-100, -200, 12345);
|
||||
let mut rng4 = coord_rng(-101, -200, 12345);
|
||||
|
||||
assert_ne!(rng3.random::<u64>(), rng4.random::<u64>());
|
||||
}
|
||||
}
|
||||
120
src/element_processing/advertising.rs
Normal file
120
src/element_processing/advertising.rs
Normal file
@@ -0,0 +1,120 @@
|
||||
//! Processing of advertising elements.
|
||||
//!
|
||||
//! This module handles advertising-related OSM elements including:
|
||||
//! - `advertising=column` - Cylindrical advertising columns (Litfaßsäule)
|
||||
//! - `advertising=flag` - Advertising flags on poles
|
||||
//! - `advertising=poster_box` - Illuminated poster display boxes
|
||||
|
||||
use crate::block_definitions::*;
|
||||
use crate::deterministic_rng::element_rng;
|
||||
use crate::osm_parser::ProcessedNode;
|
||||
use crate::world_editor::WorldEditor;
|
||||
use rand::Rng;
|
||||
|
||||
/// Generate advertising structures from node elements
|
||||
pub fn generate_advertising(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
// Skip if 'layer' or 'level' is negative in the tags
|
||||
if let Some(layer) = node.tags.get("layer") {
|
||||
if layer.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(level) = node.tags.get("level") {
|
||||
if level.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(advertising_type) = node.tags.get("advertising") {
|
||||
match advertising_type.as_str() {
|
||||
"column" => generate_advertising_column(editor, node),
|
||||
"flag" => generate_advertising_flag(editor, node),
|
||||
"poster_box" => generate_poster_box(editor, node),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate an advertising column (Litfaßsäule)
|
||||
///
|
||||
/// Creates a simple advertising column.
|
||||
fn generate_advertising_column(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let x = node.x;
|
||||
let z = node.z;
|
||||
|
||||
// Two green concrete blocks stacked
|
||||
editor.set_block(GREEN_CONCRETE, x, 1, z, None, None);
|
||||
editor.set_block(GREEN_CONCRETE, x, 2, z, None, None);
|
||||
|
||||
// Stone brick slab on top
|
||||
editor.set_block(STONE_BRICK_SLAB, x, 3, z, None, None);
|
||||
}
|
||||
|
||||
/// Generate an advertising flag
|
||||
///
|
||||
/// Creates a flagpole with a banner/flag for advertising.
|
||||
fn generate_advertising_flag(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let x = node.x;
|
||||
let z = node.z;
|
||||
|
||||
// Use deterministic RNG for flag color
|
||||
let mut rng = element_rng(node.id);
|
||||
|
||||
// Get height from tags or default
|
||||
let height = node
|
||||
.tags
|
||||
.get("height")
|
||||
.and_then(|h| h.parse::<i32>().ok())
|
||||
.unwrap_or(6)
|
||||
.clamp(4, 12);
|
||||
|
||||
// Flagpole
|
||||
for y in 1..=height {
|
||||
editor.set_block(IRON_BARS, x, y, z, None, None);
|
||||
}
|
||||
|
||||
// Flag/banner at top (using colored wool)
|
||||
// Random bright advertising colors
|
||||
let flag_colors = [
|
||||
RED_WOOL,
|
||||
YELLOW_WOOL,
|
||||
BLUE_WOOL,
|
||||
GREEN_WOOL,
|
||||
ORANGE_WOOL,
|
||||
WHITE_WOOL,
|
||||
];
|
||||
let flag_block = flag_colors[rng.random_range(0..flag_colors.len())];
|
||||
|
||||
// Flag extends to one side (2-3 blocks)
|
||||
let flag_length = 3;
|
||||
for dx in 1..=flag_length {
|
||||
editor.set_block(flag_block, x + dx, height, z, None, None);
|
||||
editor.set_block(flag_block, x + dx, height - 1, z, None, None);
|
||||
}
|
||||
|
||||
// Finial at top
|
||||
editor.set_block(IRON_BLOCK, x, height + 1, z, None, None);
|
||||
}
|
||||
|
||||
/// Generate a poster box (city light / lollipop display)
|
||||
///
|
||||
/// Creates an illuminated poster display box on a pole.
|
||||
fn generate_poster_box(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let x = node.x;
|
||||
let z = node.z;
|
||||
|
||||
// Y=1: Two iron bars next to each other
|
||||
editor.set_block(IRON_BARS, x, 1, z, None, None);
|
||||
editor.set_block(IRON_BARS, x + 1, 1, z, None, None);
|
||||
|
||||
// Y=2 and Y=3: Two sea lanterns
|
||||
editor.set_block(SEA_LANTERN, x, 2, z, None, None);
|
||||
editor.set_block(SEA_LANTERN, x + 1, 2, z, None, None);
|
||||
editor.set_block(SEA_LANTERN, x, 3, z, None, None);
|
||||
editor.set_block(SEA_LANTERN, x + 1, 3, z, None, None);
|
||||
|
||||
// Y=4: Two polished stone brick slabs
|
||||
editor.set_block(STONE_BRICK_SLAB, x, 4, z, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x + 1, 4, z, None, None);
|
||||
}
|
||||
@@ -2,11 +2,24 @@ use crate::args::Args;
|
||||
use crate::block_definitions::*;
|
||||
use crate::bresenham::bresenham_line;
|
||||
use crate::coordinate_system::cartesian::XZPoint;
|
||||
use crate::floodfill::flood_fill_area;
|
||||
use crate::deterministic_rng::element_rng;
|
||||
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 fastnbt::Value;
|
||||
use rand::{
|
||||
prelude::{IndexedRandom, SliceRandom},
|
||||
Rng,
|
||||
};
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
pub fn generate_amenities(editor: &mut WorldEditor, element: &ProcessedElement, args: &Args) {
|
||||
pub fn generate_amenities(
|
||||
editor: &mut WorldEditor,
|
||||
element: &ProcessedElement,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
) {
|
||||
// Skip if 'layer' or 'level' is negative in the tags
|
||||
if let Some(layer) = element.tags().get("layer") {
|
||||
if layer.parse::<i32>().unwrap_or(0) < 0 {
|
||||
@@ -26,6 +39,49 @@ pub fn generate_amenities(editor: &mut WorldEditor, element: &ProcessedElement,
|
||||
.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::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 {
|
||||
@@ -42,18 +98,14 @@ pub fn generate_amenities(editor: &mut WorldEditor, element: &ProcessedElement,
|
||||
let ground_block: Block = OAK_PLANKS;
|
||||
let roof_block: Block = STONE_BLOCK_SLAB;
|
||||
|
||||
let polygon_coords: Vec<(i32, i32)> = element
|
||||
.nodes()
|
||||
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
|
||||
.collect();
|
||||
// Use pre-computed flood fill from cache
|
||||
let floor_area: Vec<(i32, i32)> =
|
||||
flood_fill_cache.get_or_compute_element(element, args.timeout.as_ref());
|
||||
|
||||
if polygon_coords.is_empty() {
|
||||
if floor_area.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
let floor_area: Vec<(i32, i32)> =
|
||||
flood_fill_area(&polygon_coords, args.timeout.as_ref());
|
||||
|
||||
// Fill the floor area
|
||||
for (x, z) in floor_area.iter() {
|
||||
editor.set_block(ground_block, *x, 0, *z, None, None);
|
||||
@@ -80,8 +132,10 @@ pub fn generate_amenities(editor: &mut WorldEditor, element: &ProcessedElement,
|
||||
"bench" => {
|
||||
// Place a bench
|
||||
if let Some(pt) = first_node {
|
||||
// 50% chance to 90 degrees rotate the bench using if
|
||||
if rand::random::<bool>() {
|
||||
// Use deterministic RNG for consistent bench orientation across region boundaries
|
||||
let mut rng = element_rng(element.id());
|
||||
// 50% chance to 90 degrees rotate the bench
|
||||
if rng.random_bool(0.5) {
|
||||
editor.set_block(SMOOTH_STONE, pt.x, 1, pt.z, None, None);
|
||||
editor.set_block(OAK_LOG, pt.x + 1, 1, pt.z, None, None);
|
||||
editor.set_block(OAK_LOG, pt.x - 1, 1, pt.z, None, None);
|
||||
@@ -95,12 +149,9 @@ pub fn generate_amenities(editor: &mut WorldEditor, element: &ProcessedElement,
|
||||
"shelter" => {
|
||||
let roof_block: Block = STONE_BRICK_SLAB;
|
||||
|
||||
let polygon_coords: Vec<(i32, i32)> = element
|
||||
.nodes()
|
||||
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
|
||||
.collect();
|
||||
// Use pre-computed flood fill from cache
|
||||
let roof_area: Vec<(i32, i32)> =
|
||||
flood_fill_area(&polygon_coords, args.timeout.as_ref());
|
||||
flood_fill_cache.get_or_compute_element(element, args.timeout.as_ref());
|
||||
|
||||
// Place fences and roof slabs at each corner node directly
|
||||
for node in element.nodes() {
|
||||
@@ -260,3 +311,423 @@ pub fn generate_amenities(editor: &mut WorldEditor, element: &ProcessedElement,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[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.random_bool(0.2) {
|
||||
let kind = loot_pool[rng.random_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.random_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.random_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.random_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::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.random_range(1..=4),
|
||||
)),
|
||||
RecyclingLootKind::Paper => Some(make_basic_item(
|
||||
"minecraft:paper",
|
||||
slot,
|
||||
rng.random_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.random_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.random_range(0..8) {
|
||||
0 => ("minecraft:tall_grass", rng.random_range(1..=4)),
|
||||
1 => ("minecraft:sweet_berries", rng.random_range(2..=6)),
|
||||
2 => ("minecraft:oak_sapling", rng.random_range(1..=2)),
|
||||
3 => ("minecraft:birch_sapling", rng.random_range(1..=2)),
|
||||
4 => ("minecraft:spruce_sapling", rng.random_range(1..=2)),
|
||||
5 => ("minecraft:jungle_sapling", rng.random_range(1..=2)),
|
||||
6 => ("minecraft:acacia_sapling", rng.random_range(1..=2)),
|
||||
_ => ("minecraft:dark_oak_sapling", rng.random_range(1..=2)),
|
||||
};
|
||||
|
||||
// 25% chance to replace with seeds instead
|
||||
let id = if rng.random_bool(0.25) {
|
||||
match rng.random_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.random_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.random_range(4..=16)
|
||||
} else {
|
||||
rng.random_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.random_range(lower..=upper);
|
||||
let random_wear = rng.random_range(0..=upper);
|
||||
heavy_wear.max(random_wear)
|
||||
}
|
||||
|
||||
fn maybe_leather_color(rng: &mut impl Rng) -> Option<i32> {
|
||||
if rng.random_bool(0.3) {
|
||||
Some(rng.random_range(0..=0x00FF_FFFF))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
fn random_leather_piece(rng: &mut impl Rng) -> LeatherPiece {
|
||||
match rng.random_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")
|
||||
}
|
||||
|
||||
@@ -69,7 +69,7 @@ pub fn generate_barriers(editor: &mut WorldEditor, element: &ProcessedElement) {
|
||||
barrier_material = LIGHT_GRAY_CONCRETE;
|
||||
}
|
||||
if barrier_mat == "metal" {
|
||||
barrier_material = STONE_BRICK_WALL; // IRON_BARS
|
||||
barrier_material = STONE_BRICK_WALL;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -80,7 +80,8 @@ pub fn generate_barriers(editor: &mut WorldEditor, element: &ProcessedElement) {
|
||||
.get("height")
|
||||
.and_then(|height: &String| height.parse::<f32>().ok())
|
||||
.map(|height: f32| height.round() as i32)
|
||||
.unwrap_or(barrier_height);
|
||||
.unwrap_or(barrier_height)
|
||||
.max(2); // Minimum height of 2
|
||||
|
||||
// Process nodes to create the barrier wall
|
||||
for i in 1..way.nodes.len() {
|
||||
|
||||
@@ -3,37 +3,97 @@ use crate::bresenham::bresenham_line;
|
||||
use crate::osm_parser::ProcessedWay;
|
||||
use crate::world_editor::WorldEditor;
|
||||
|
||||
// TODO FIX
|
||||
// TODO FIX - This handles ways with bridge=yes tag (e.g., highway bridges)
|
||||
#[allow(dead_code)]
|
||||
pub fn generate_bridges(editor: &mut WorldEditor, element: &ProcessedWay) {
|
||||
if let Some(_bridge_type) = element.tags.get("bridge") {
|
||||
let bridge_height = 3; // Fixed height
|
||||
let bridge_height = 3; // Height above the ground level
|
||||
|
||||
// Get start and end node elevations and use MAX for level bridge deck
|
||||
// Using MAX ensures bridges don't dip when multiple bridge ways meet in a valley
|
||||
let bridge_deck_ground_y = if element.nodes.len() >= 2 {
|
||||
let start_node = &element.nodes[0];
|
||||
let end_node = &element.nodes[element.nodes.len() - 1];
|
||||
let start_y = editor.get_ground_level(start_node.x, start_node.z);
|
||||
let end_y = editor.get_ground_level(end_node.x, end_node.z);
|
||||
start_y.max(end_y)
|
||||
} else {
|
||||
return; // Need at least 2 nodes for a bridge
|
||||
};
|
||||
|
||||
// Calculate total bridge length for ramp positioning
|
||||
let total_length: f64 = element
|
||||
.nodes
|
||||
.windows(2)
|
||||
.map(|pair| {
|
||||
let dx = (pair[1].x - pair[0].x) as f64;
|
||||
let dz = (pair[1].z - pair[0].z) as f64;
|
||||
(dx * dx + dz * dz).sqrt()
|
||||
})
|
||||
.sum();
|
||||
|
||||
if total_length == 0.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let mut accumulated_length: f64 = 0.0;
|
||||
|
||||
for i in 1..element.nodes.len() {
|
||||
let prev = &element.nodes[i - 1];
|
||||
let cur = &element.nodes[i];
|
||||
|
||||
let segment_dx = (cur.x - prev.x) as f64;
|
||||
let segment_dz = (cur.z - prev.z) as f64;
|
||||
let segment_length = (segment_dx * segment_dx + segment_dz * segment_dz).sqrt();
|
||||
|
||||
let points = bresenham_line(prev.x, 0, prev.z, cur.x, 0, cur.z);
|
||||
|
||||
let total_length = points.len();
|
||||
let ramp_length = 6; // Length of ramp at each end
|
||||
let ramp_length = (total_length * 0.15).clamp(6.0, 20.0) as usize; // 15% of bridge, min 6, max 20 blocks
|
||||
|
||||
for (idx, (x, _, z)) in points.iter().enumerate() {
|
||||
let height = if idx < ramp_length {
|
||||
// Calculate progress along this segment
|
||||
let segment_progress = if points.len() > 1 {
|
||||
idx as f64 / (points.len() - 1) as f64
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
// Calculate overall progress along the entire bridge
|
||||
let point_distance = accumulated_length + segment_progress * segment_length;
|
||||
let overall_progress = (point_distance / total_length).clamp(0.0, 1.0);
|
||||
let total_len_usize = total_length as usize;
|
||||
let overall_idx = (overall_progress * total_len_usize as f64) as usize;
|
||||
|
||||
// Calculate ramp height offset
|
||||
let ramp_offset = if overall_idx < ramp_length {
|
||||
// Start ramp (rising)
|
||||
(idx * bridge_height) / ramp_length
|
||||
} else if idx >= total_length - ramp_length {
|
||||
(overall_idx as f64 * bridge_height as f64 / ramp_length as f64) as i32
|
||||
} else if overall_idx >= total_len_usize.saturating_sub(ramp_length) {
|
||||
// End ramp (descending)
|
||||
((total_length - idx) * bridge_height) / ramp_length
|
||||
let dist_from_end = total_len_usize - overall_idx;
|
||||
(dist_from_end as f64 * bridge_height as f64 / ramp_length as f64) as i32
|
||||
} else {
|
||||
// Middle section (constant height)
|
||||
bridge_height
|
||||
};
|
||||
|
||||
// Use fixed bridge deck height (max of endpoints) plus ramp offset
|
||||
let bridge_y = bridge_deck_ground_y + ramp_offset;
|
||||
|
||||
// Place bridge blocks
|
||||
for dx in -2..=2 {
|
||||
editor.set_block(LIGHT_GRAY_CONCRETE, *x + dx, height as i32, *z, None, None);
|
||||
editor.set_block_absolute(
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
*x + dx,
|
||||
bridge_y,
|
||||
*z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
accumulated_length += segment_length;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
55
src/element_processing/emergency.rs
Normal file
55
src/element_processing/emergency.rs
Normal file
@@ -0,0 +1,55 @@
|
||||
//! Processing of emergency infrastructure elements.
|
||||
//!
|
||||
//! This module handles emergency-related OSM elements including:
|
||||
//! - `emergency=fire_hydrant` - Fire hydrants
|
||||
|
||||
use crate::block_definitions::*;
|
||||
use crate::osm_parser::ProcessedNode;
|
||||
use crate::world_editor::WorldEditor;
|
||||
|
||||
/// Generate emergency infrastructure from node elements
|
||||
pub fn generate_emergency(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
// Skip if 'layer' or 'level' is negative in the tags
|
||||
if let Some(layer) = node.tags.get("layer") {
|
||||
if layer.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(level) = node.tags.get("level") {
|
||||
if level.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(emergency_type) = node.tags.get("emergency") {
|
||||
if emergency_type.as_str() == "fire_hydrant" {
|
||||
generate_fire_hydrant(editor, node)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate a fire hydrant
|
||||
///
|
||||
/// Creates a simple fire hydrant structure using brick wall with redstone block on top.
|
||||
/// Skips underground, wall-mounted, and pond hydrant types.
|
||||
fn generate_fire_hydrant(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let x = node.x;
|
||||
let z = node.z;
|
||||
|
||||
// Get hydrant type - skip underground, wall, and pond types
|
||||
let hydrant_type = node
|
||||
.tags
|
||||
.get("fire_hydrant:type")
|
||||
.map(|s| s.as_str())
|
||||
.unwrap_or("pillar");
|
||||
|
||||
// Skip non-visible hydrant types
|
||||
if matches!(hydrant_type, "underground" | "wall" | "pond") {
|
||||
return;
|
||||
}
|
||||
|
||||
// Simple hydrant: brick wall with redstone block on top
|
||||
editor.set_block(BRICK_WALL, x, 1, z, None, None);
|
||||
editor.set_block(REDSTONE_BLOCK, x, 2, z, None, None);
|
||||
}
|
||||
@@ -2,7 +2,7 @@ use crate::args::Args;
|
||||
use crate::block_definitions::*;
|
||||
use crate::bresenham::bresenham_line;
|
||||
use crate::coordinate_system::cartesian::XZPoint;
|
||||
use crate::floodfill::flood_fill_area;
|
||||
use crate::floodfill_cache::FloodFillCache;
|
||||
use crate::osm_parser::{ProcessedElement, ProcessedWay};
|
||||
use crate::world_editor::WorldEditor;
|
||||
use std::collections::HashMap;
|
||||
@@ -10,14 +10,24 @@ use std::collections::HashMap;
|
||||
/// Type alias for highway connectivity map
|
||||
pub type HighwayConnectivityMap = HashMap<(i32, i32), Vec<i32>>;
|
||||
|
||||
/// Minimum terrain dip (in blocks) below max endpoint elevation to classify a bridge as valley-spanning
|
||||
const VALLEY_BRIDGE_THRESHOLD: i32 = 7;
|
||||
|
||||
/// Generates highways with elevation support based on layer tags and connectivity analysis
|
||||
pub fn generate_highways(
|
||||
editor: &mut WorldEditor,
|
||||
element: &ProcessedElement,
|
||||
args: &Args,
|
||||
highway_connectivity: &HighwayConnectivityMap,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
) {
|
||||
generate_highways_internal(editor, element, args, highway_connectivity);
|
||||
generate_highways_internal(
|
||||
editor,
|
||||
element,
|
||||
args,
|
||||
highway_connectivity,
|
||||
flood_fill_cache,
|
||||
);
|
||||
}
|
||||
|
||||
/// Build a connectivity map for highway endpoints to determine where slopes are needed.
|
||||
@@ -66,6 +76,7 @@ fn generate_highways_internal(
|
||||
element: &ProcessedElement,
|
||||
args: &Args,
|
||||
highway_connectivity: &HashMap<(i32, i32), Vec<i32>>, // Maps node coordinates to list of layers that connect to this node
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
) {
|
||||
if let Some(highway_type) = element.tags().get("highway") {
|
||||
if highway_type == "street_lamp" {
|
||||
@@ -137,14 +148,9 @@ fn generate_highways_internal(
|
||||
};
|
||||
}
|
||||
|
||||
// Fill the area using flood fill or by iterating through the nodes
|
||||
let polygon_coords: Vec<(i32, i32)> = way
|
||||
.nodes
|
||||
.iter()
|
||||
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
|
||||
.collect();
|
||||
// Fill the area using flood fill cache
|
||||
let filled_area: Vec<(i32, i32)> =
|
||||
flood_fill_area(&polygon_coords, args.timeout.as_ref());
|
||||
flood_fill_cache.get_or_compute(way, args.timeout.as_ref());
|
||||
|
||||
for (x, z) in filled_area {
|
||||
editor.set_block(surface_block, x, 0, z, None, None);
|
||||
@@ -157,15 +163,31 @@ fn generate_highways_internal(
|
||||
let mut add_outline = false;
|
||||
let scale_factor = args.scale;
|
||||
|
||||
// Check if this is a bridge - bridges need special elevation handling
|
||||
// to span across valleys instead of following terrain
|
||||
// Accept any bridge tag value except "no" (e.g., "yes", "viaduct", "aqueduct", etc.)
|
||||
// Indoor highways are never treated as bridges (indoor corridors should not
|
||||
// generate elevated decks or support pillars).
|
||||
let is_indoor = element.tags().get("indoor").is_some_and(|v| v == "yes");
|
||||
let is_bridge = !is_indoor && element.tags().get("bridge").is_some_and(|v| v != "no");
|
||||
|
||||
// Parse the layer value for elevation calculation
|
||||
let layer_value = element
|
||||
let mut layer_value = element
|
||||
.tags()
|
||||
.get("layer")
|
||||
.and_then(|layer| layer.parse::<i32>().ok())
|
||||
.unwrap_or(0);
|
||||
|
||||
// Treat negative layers as ground level (0)
|
||||
let layer_value = if layer_value < 0 { 0 } else { layer_value };
|
||||
if layer_value < 0 {
|
||||
layer_value = 0;
|
||||
}
|
||||
|
||||
// If the way is indoor, treat it as ground level to avoid creating
|
||||
// bridges/supports inside buildings (indoor=yes should not produce bridges)
|
||||
if is_indoor {
|
||||
layer_value = 0;
|
||||
}
|
||||
|
||||
// Skip if 'level' is negative in the tags (indoor mapping)
|
||||
if let Some(level) = element.tags().get("level") {
|
||||
@@ -246,6 +268,7 @@ fn generate_highways_internal(
|
||||
let base_elevation = layer_value * LAYER_HEIGHT_STEP;
|
||||
|
||||
// Check if we need slopes at start and end
|
||||
// This is used for overpasses that need ramps to ground-level roads
|
||||
let needs_start_slope =
|
||||
should_add_slope_at_node(&way.nodes[0], layer_value, highway_connectivity);
|
||||
let needs_end_slope = should_add_slope_at_node(
|
||||
@@ -254,10 +277,67 @@ fn generate_highways_internal(
|
||||
highway_connectivity,
|
||||
);
|
||||
|
||||
// Calculate total way length for slope distribution
|
||||
// Calculate total way length for slope distribution (needed before valley bridge check)
|
||||
let total_way_length = calculate_way_length(way);
|
||||
|
||||
// Check if this is a short isolated elevated segment - if so, treat as ground level
|
||||
// For bridges: detect if this spans a valley by checking terrain profile
|
||||
// A valley bridge has terrain that dips significantly below the endpoints
|
||||
// Skip valley detection entirely if terrain is disabled (no valleys in flat terrain)
|
||||
// Skip very short bridges (< 25 blocks) as they're unlikely to span significant valleys
|
||||
let terrain_enabled = editor
|
||||
.get_ground()
|
||||
.map(|g| g.elevation_enabled)
|
||||
.unwrap_or(false);
|
||||
|
||||
let (is_valley_bridge, bridge_deck_y) =
|
||||
if is_bridge && terrain_enabled && way.nodes.len() >= 2 && total_way_length >= 25 {
|
||||
let start_node = &way.nodes[0];
|
||||
let end_node = &way.nodes[way.nodes.len() - 1];
|
||||
let start_y = editor.get_ground_level(start_node.x, start_node.z);
|
||||
let end_y = editor.get_ground_level(end_node.x, end_node.z);
|
||||
let max_endpoint_y = start_y.max(end_y);
|
||||
|
||||
// Sample terrain at middle nodes only (excluding endpoints we already have)
|
||||
// This avoids redundant get_ground_level() calls
|
||||
let middle_nodes = &way.nodes[1..way.nodes.len().saturating_sub(1)];
|
||||
let sampled_min = if middle_nodes.is_empty() {
|
||||
// No middle nodes, just use endpoints
|
||||
start_y.min(end_y)
|
||||
} else {
|
||||
// Sample up to 3 middle points (5 total with endpoints) for performance
|
||||
// Valleys are wide terrain features, so sparse sampling is sufficient
|
||||
let sample_count = middle_nodes.len().min(3);
|
||||
let step = if sample_count > 1 {
|
||||
(middle_nodes.len() - 1) / (sample_count - 1)
|
||||
} else {
|
||||
1
|
||||
};
|
||||
|
||||
middle_nodes
|
||||
.iter()
|
||||
.step_by(step.max(1))
|
||||
.map(|node| editor.get_ground_level(node.x, node.z))
|
||||
.min()
|
||||
.unwrap_or(max_endpoint_y)
|
||||
};
|
||||
|
||||
// Include endpoint elevations in the minimum calculation
|
||||
let min_terrain_y = sampled_min.min(start_y).min(end_y);
|
||||
|
||||
// If ANY sampled point along the bridge is significantly lower than the max endpoint,
|
||||
// treat as valley bridge
|
||||
let is_valley = min_terrain_y < max_endpoint_y - VALLEY_BRIDGE_THRESHOLD;
|
||||
|
||||
if is_valley {
|
||||
(true, max_endpoint_y)
|
||||
} else {
|
||||
(false, 0)
|
||||
}
|
||||
} else {
|
||||
(false, 0)
|
||||
};
|
||||
|
||||
// Check if this is a short isolated elevated segment (layer > 0), if so, treat as ground level
|
||||
let is_short_isolated_elevated =
|
||||
needs_start_slope && needs_end_slope && layer_value > 0 && total_way_length <= 35;
|
||||
|
||||
@@ -294,17 +374,28 @@ fn generate_highways_internal(
|
||||
let gap_length: i32 = (5.0 * scale_factor).ceil() as i32;
|
||||
|
||||
for (point_index, (x, _, z)) in bresenham_points.iter().enumerate() {
|
||||
// Calculate Y elevation for this point based on slopes and layer
|
||||
let current_y = calculate_point_elevation(
|
||||
segment_index,
|
||||
point_index,
|
||||
segment_length,
|
||||
total_segments,
|
||||
effective_elevation,
|
||||
effective_start_slope,
|
||||
effective_end_slope,
|
||||
slope_length,
|
||||
);
|
||||
// Calculate Y elevation for this point
|
||||
// For valley bridges: use fixed deck height (max of endpoints) to stay level
|
||||
// For overpasses and regular roads: use terrain-relative elevation with slopes
|
||||
let (current_y, use_absolute_y) = if is_valley_bridge {
|
||||
// Valley bridge deck is level at the maximum endpoint elevation
|
||||
// Don't add base_elevation - the layer tag indicates it's above water/road,
|
||||
// not that it should be higher than the terrain endpoints
|
||||
(bridge_deck_y, true)
|
||||
} else {
|
||||
// Regular road or overpass: use terrain-relative calculation with ramps
|
||||
let y = calculate_point_elevation(
|
||||
segment_index,
|
||||
point_index,
|
||||
segment_length,
|
||||
total_segments,
|
||||
effective_elevation,
|
||||
effective_start_slope,
|
||||
effective_end_slope,
|
||||
slope_length,
|
||||
);
|
||||
(y, false)
|
||||
};
|
||||
|
||||
// Draw the road surface for the entire width
|
||||
for dx in -block_range..=block_range {
|
||||
@@ -320,12 +411,32 @@ fn generate_highways_internal(
|
||||
let is_horizontal: bool = (x2 - x1).abs() >= (z2 - z1).abs();
|
||||
if is_horizontal {
|
||||
if set_x % 2 < 1 {
|
||||
editor.set_block(
|
||||
WHITE_CONCRETE,
|
||||
if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
WHITE_CONCRETE,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
editor.set_block(
|
||||
WHITE_CONCRETE,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
);
|
||||
}
|
||||
} else if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
BLACK_CONCRETE,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
@@ -339,12 +450,32 @@ fn generate_highways_internal(
|
||||
);
|
||||
}
|
||||
} else if set_z % 2 < 1 {
|
||||
editor.set_block(
|
||||
WHITE_CONCRETE,
|
||||
if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
WHITE_CONCRETE,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
editor.set_block(
|
||||
WHITE_CONCRETE,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
);
|
||||
}
|
||||
} else if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
BLACK_CONCRETE,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
@@ -357,6 +488,15 @@ fn generate_highways_internal(
|
||||
None,
|
||||
);
|
||||
}
|
||||
} else if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
block_type,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
None,
|
||||
Some(&[BLACK_CONCRETE, WHITE_CONCRETE]),
|
||||
);
|
||||
} else {
|
||||
editor.set_block(
|
||||
block_type,
|
||||
@@ -368,30 +508,53 @@ fn generate_highways_internal(
|
||||
);
|
||||
}
|
||||
|
||||
// Add stone brick foundation underneath elevated highways for thickness
|
||||
if effective_elevation > 0 && current_y > 0 {
|
||||
// Add stone brick foundation underneath elevated highways/bridges for thickness
|
||||
if (effective_elevation > 0 || use_absolute_y) && current_y > 0 {
|
||||
// Add 1 layer of stone bricks underneath the highway surface
|
||||
editor.set_block(
|
||||
STONE_BRICKS,
|
||||
set_x,
|
||||
current_y - 1,
|
||||
set_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
STONE_BRICKS,
|
||||
set_x,
|
||||
current_y - 1,
|
||||
set_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
editor.set_block(
|
||||
STONE_BRICKS,
|
||||
set_x,
|
||||
current_y - 1,
|
||||
set_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Add support pillars for elevated highways
|
||||
if effective_elevation != 0 && current_y > 0 {
|
||||
add_highway_support_pillar(
|
||||
editor,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
dx,
|
||||
dz,
|
||||
block_range,
|
||||
);
|
||||
// Add support pillars for elevated highways/bridges
|
||||
if (effective_elevation != 0 || use_absolute_y) && current_y > 0 {
|
||||
if use_absolute_y {
|
||||
add_highway_support_pillar_absolute(
|
||||
editor,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
dx,
|
||||
dz,
|
||||
block_range,
|
||||
);
|
||||
} else {
|
||||
add_highway_support_pillar(
|
||||
editor,
|
||||
set_x,
|
||||
current_y,
|
||||
set_z,
|
||||
dx,
|
||||
dz,
|
||||
block_range,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -402,27 +565,49 @@ fn generate_highways_internal(
|
||||
for dz in -block_range..=block_range {
|
||||
let outline_x = x - block_range - 1;
|
||||
let outline_z = z + dz;
|
||||
editor.set_block(
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
outline_x,
|
||||
current_y,
|
||||
outline_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
outline_x,
|
||||
current_y,
|
||||
outline_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
editor.set_block(
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
outline_x,
|
||||
current_y,
|
||||
outline_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
||||
// Right outline
|
||||
for dz in -block_range..=block_range {
|
||||
let outline_x = x + block_range + 1;
|
||||
let outline_z = z + dz;
|
||||
editor.set_block(
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
outline_x,
|
||||
current_y,
|
||||
outline_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
outline_x,
|
||||
current_y,
|
||||
outline_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
editor.set_block(
|
||||
LIGHT_GRAY_CONCRETE,
|
||||
outline_x,
|
||||
current_y,
|
||||
outline_z,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -431,14 +616,25 @@ fn generate_highways_internal(
|
||||
if stripe_length < dash_length {
|
||||
let stripe_x: i32 = *x;
|
||||
let stripe_z: i32 = *z;
|
||||
editor.set_block(
|
||||
WHITE_CONCRETE,
|
||||
stripe_x,
|
||||
current_y,
|
||||
stripe_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
);
|
||||
if use_absolute_y {
|
||||
editor.set_block_absolute(
|
||||
WHITE_CONCRETE,
|
||||
stripe_x,
|
||||
current_y,
|
||||
stripe_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
);
|
||||
} else {
|
||||
editor.set_block(
|
||||
WHITE_CONCRETE,
|
||||
stripe_x,
|
||||
current_y,
|
||||
stripe_z,
|
||||
Some(&[BLACK_CONCRETE]),
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Increment stripe_length and reset after completing a dash and gap
|
||||
@@ -582,6 +778,46 @@ fn add_highway_support_pillar(
|
||||
}
|
||||
}
|
||||
|
||||
/// Add support pillars for bridges using absolute Y coordinates
|
||||
/// Pillars extend from ground level up to the bridge deck
|
||||
fn add_highway_support_pillar_absolute(
|
||||
editor: &mut WorldEditor,
|
||||
x: i32,
|
||||
bridge_deck_y: i32,
|
||||
z: i32,
|
||||
dx: i32,
|
||||
dz: i32,
|
||||
_block_range: i32, // Keep for future use
|
||||
) {
|
||||
// Only add pillars at specific intervals and positions
|
||||
if dx == 0 && dz == 0 && (x + z) % 8 == 0 {
|
||||
// Get the actual ground level at this position
|
||||
let ground_y = editor.get_ground_level(x, z);
|
||||
|
||||
// Add pillar from ground up to bridge deck
|
||||
// Only if the bridge is actually above the ground
|
||||
if bridge_deck_y > ground_y {
|
||||
for y in (ground_y + 1)..bridge_deck_y {
|
||||
editor.set_block_absolute(STONE_BRICKS, x, y, z, None, None);
|
||||
}
|
||||
|
||||
// Add pillar base at ground level
|
||||
for base_dx in -1..=1 {
|
||||
for base_dz in -1..=1 {
|
||||
editor.set_block_absolute(
|
||||
STONE_BRICKS,
|
||||
x + base_dx,
|
||||
ground_y,
|
||||
z + base_dz,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generates a siding using stone brick slabs
|
||||
pub fn generate_siding(editor: &mut WorldEditor, element: &ProcessedWay) {
|
||||
let mut previous_node: Option<XZPoint> = None;
|
||||
|
||||
340
src/element_processing/historic.rs
Normal file
340
src/element_processing/historic.rs
Normal file
@@ -0,0 +1,340 @@
|
||||
//! Processing of historic elements.
|
||||
//!
|
||||
//! This module handles historic OSM elements including:
|
||||
//! - `historic=memorial` - Memorials, monuments, and commemorative structures
|
||||
|
||||
use crate::args::Args;
|
||||
use crate::block_definitions::*;
|
||||
use crate::deterministic_rng::element_rng;
|
||||
use crate::floodfill_cache::FloodFillCache;
|
||||
use crate::osm_parser::{ProcessedNode, ProcessedWay};
|
||||
use crate::world_editor::WorldEditor;
|
||||
use rand::Rng;
|
||||
|
||||
/// Generate historic structures from node elements
|
||||
pub fn generate_historic(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
// Skip if 'layer' or 'level' is negative in the tags
|
||||
if let Some(layer) = node.tags.get("layer") {
|
||||
if layer.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(level) = node.tags.get("level") {
|
||||
if level.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(historic_type) = node.tags.get("historic") {
|
||||
match historic_type.as_str() {
|
||||
"memorial" => generate_memorial(editor, node),
|
||||
"monument" => generate_monument(editor, node),
|
||||
"wayside_cross" => generate_wayside_cross(editor, node),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate a memorial structure
|
||||
///
|
||||
/// Memorials come in many forms. We determine the type from the `memorial` tag:
|
||||
/// - plaque: Simple wall-mounted or standing plaque
|
||||
/// - statue: A statue on a pedestal
|
||||
/// - sculpture: Artistic sculpture
|
||||
/// - stone/stolperstein: Memorial stone
|
||||
/// - bench: Memorial bench (already handled by amenity=bench typically)
|
||||
/// - cross: Memorial cross
|
||||
/// - obelisk: Tall pointed pillar
|
||||
/// - stele: Upright stone slab
|
||||
/// - bust: Bust on a pedestal
|
||||
/// - Default: A general monument/pillar
|
||||
fn generate_memorial(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let x = node.x;
|
||||
let z = node.z;
|
||||
|
||||
// Use deterministic RNG for consistent results
|
||||
let mut rng = element_rng(node.id);
|
||||
|
||||
// Get memorial subtype
|
||||
let memorial_type = node
|
||||
.tags
|
||||
.get("memorial")
|
||||
.map(|s| s.as_str())
|
||||
.unwrap_or("yes");
|
||||
|
||||
match memorial_type {
|
||||
"plaque" => {
|
||||
// Simple plaque on a small stand
|
||||
editor.set_block(STONE_BRICKS, x, 1, z, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x, 2, z, None, None);
|
||||
}
|
||||
"statue" | "sculpture" | "bust" => {
|
||||
// Statue on a pedestal
|
||||
editor.set_block(STONE_BRICKS, x, 1, z, None, None);
|
||||
editor.set_block(CHISELED_STONE_BRICKS, x, 2, z, None, None);
|
||||
|
||||
// Use polished andesite for bronze/metal statue appearance
|
||||
let statue_block = if rng.random_bool(0.5) {
|
||||
POLISHED_ANDESITE
|
||||
} else {
|
||||
POLISHED_DIORITE
|
||||
};
|
||||
editor.set_block(statue_block, x, 3, z, None, None);
|
||||
editor.set_block(statue_block, x, 4, z, None, None);
|
||||
editor.set_block(STONE_BRICK_WALL, x, 5, z, None, None);
|
||||
}
|
||||
"stone" | "stolperstein" => {
|
||||
// Simple memorial stone embedded in ground
|
||||
let stone_block = if memorial_type == "stolperstein" {
|
||||
GOLD_BLOCK // Stolpersteine are brass/gold colored
|
||||
} else {
|
||||
STONE
|
||||
};
|
||||
editor.set_block(stone_block, x, 0, z, None, None);
|
||||
}
|
||||
"cross" | "war_memorial" => {
|
||||
// Memorial cross
|
||||
generate_cross(editor, x, z, 5);
|
||||
}
|
||||
"obelisk" => {
|
||||
// Tall pointed pillar with fixed height
|
||||
// Base layer at Y=1
|
||||
for dx in -1..=1 {
|
||||
for dz in -1..=1 {
|
||||
editor.set_block(STONE_BRICKS, x + dx, 1, z + dz, None, None);
|
||||
}
|
||||
}
|
||||
|
||||
// Second base layer at Y=2
|
||||
for dx in -1..=1 {
|
||||
for dz in -1..=1 {
|
||||
editor.set_block(STONE_BRICKS, x + dx, 2, z + dz, None, None);
|
||||
}
|
||||
}
|
||||
// Stone brick slabs on the 4 corners at Y=3 (on top of corner blocks)
|
||||
editor.set_block(STONE_BRICK_SLAB, x - 1, 3, z - 1, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x + 1, 3, z - 1, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x - 1, 3, z + 1, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x + 1, 3, z + 1, None, None);
|
||||
|
||||
// Main shaft, fixed height of 4 blocks (Y=3 to Y=6)
|
||||
for y in 3..=6 {
|
||||
editor.set_block(SMOOTH_QUARTZ, x, y, z, None, None);
|
||||
}
|
||||
|
||||
editor.set_block(STONE_BRICK_SLAB, x, 7, z, None, None);
|
||||
}
|
||||
"stele" => {
|
||||
// Upright stone slab
|
||||
// Base
|
||||
editor.set_block(STONE_BRICKS, x, 1, z, None, None);
|
||||
|
||||
// Upright slab (using wall blocks for thin appearance)
|
||||
for y in 2..=4 {
|
||||
editor.set_block(STONE_BRICK_WALL, x, y, z, None, None);
|
||||
}
|
||||
editor.set_block(STONE_BRICK_SLAB, x, 5, z, None, None);
|
||||
}
|
||||
_ => {
|
||||
// Default: simple stone pillar monument
|
||||
editor.set_block(STONE_BRICKS, x, 1, z, None, None);
|
||||
editor.set_block(STONE_BRICKS, x, 2, z, None, None);
|
||||
editor.set_block(CHISELED_STONE_BRICKS, x, 3, z, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x, 4, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate a monument (larger than memorial)
|
||||
fn generate_monument(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let x = node.x;
|
||||
let z = node.z;
|
||||
|
||||
// Monuments are typically larger structures
|
||||
let height = node
|
||||
.tags
|
||||
.get("height")
|
||||
.and_then(|h| h.parse::<i32>().ok())
|
||||
.unwrap_or(10)
|
||||
.clamp(5, 20);
|
||||
|
||||
// Large base platform
|
||||
for dx in -2..=2 {
|
||||
for dz in -2..=2 {
|
||||
editor.set_block(STONE_BRICKS, x + dx, 1, z + dz, None, None);
|
||||
}
|
||||
}
|
||||
for dx in -1..=1 {
|
||||
for dz in -1..=1 {
|
||||
editor.set_block(STONE_BRICKS, x + dx, 2, z + dz, None, None);
|
||||
}
|
||||
}
|
||||
|
||||
// Main structure
|
||||
for y in 3..height {
|
||||
editor.set_block(POLISHED_ANDESITE, x, y, z, None, None);
|
||||
}
|
||||
|
||||
// Decorative top
|
||||
editor.set_block(CHISELED_STONE_BRICKS, x, height, z, None, None);
|
||||
}
|
||||
|
||||
/// Generate a wayside cross
|
||||
fn generate_wayside_cross(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let x = node.x;
|
||||
let z = node.z;
|
||||
|
||||
// Simple roadside cross
|
||||
generate_cross(editor, x, z, 4);
|
||||
}
|
||||
|
||||
/// Helper function to generate a cross structure
|
||||
fn generate_cross(editor: &mut WorldEditor, x: i32, z: i32, height: i32) {
|
||||
// Base
|
||||
editor.set_block(STONE_BRICKS, x, 1, z, None, None);
|
||||
|
||||
// Vertical beam
|
||||
for y in 2..=height {
|
||||
editor.set_block(STONE_BRICK_WALL, x, y, z, None, None);
|
||||
}
|
||||
|
||||
// Horizontal beam (cross arm) at approximately 2/3 height, but at least 2 and at most height-1
|
||||
let arm_y = ((height * 2 + 2) / 3).clamp(2, height - 1);
|
||||
// Only place horizontal arms if height allows for them (height >= 3)
|
||||
if height >= 3 {
|
||||
editor.set_block(STONE_BRICK_WALL, x - 1, arm_y, z, None, None);
|
||||
editor.set_block(STONE_BRICK_WALL, x + 1, arm_y, z, None, None);
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Pyramid Generation (tomb=pyramid)
|
||||
// ============================================================================
|
||||
|
||||
/// Generates a solid sandstone pyramid from a way outline.
|
||||
///
|
||||
/// The pyramid is built by flood-filling the footprint at ground level,
|
||||
/// then shrinking the filled area inward by one block per layer until
|
||||
/// only a single apex block (or nothing) remains.
|
||||
pub fn generate_pyramid(
|
||||
editor: &mut WorldEditor,
|
||||
element: &ProcessedWay,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
) {
|
||||
if element.nodes.len() < 3 {
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the footprint via flood fill
|
||||
let footprint: Vec<(i32, i32)> =
|
||||
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
|
||||
if footprint.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine base Y from terrain or ground level
|
||||
// Use the MINIMUM ground level so the pyramid sits on the lowest point
|
||||
// and doesn't float in areas with elevation differences
|
||||
let base_y = if args.terrain {
|
||||
footprint
|
||||
.iter()
|
||||
.map(|&(x, z)| editor.get_ground_level(x, z))
|
||||
.min()
|
||||
.unwrap_or(args.ground_level)
|
||||
} else {
|
||||
args.ground_level
|
||||
};
|
||||
|
||||
// Bounding box of the footprint
|
||||
let min_x = footprint.iter().map(|&(x, _)| x).min().unwrap();
|
||||
let max_x = footprint.iter().map(|&(x, _)| x).max().unwrap();
|
||||
let min_z = footprint.iter().map(|&(_, z)| z).min().unwrap();
|
||||
let max_z = footprint.iter().map(|&(_, z)| z).max().unwrap();
|
||||
|
||||
let center_x = (min_x + max_x) as f64 / 2.0;
|
||||
let center_z = (min_z + max_z) as f64 / 2.0;
|
||||
|
||||
// The pyramid height is half the shorter side of the bounding box (classic proportions)
|
||||
let width = (max_x - min_x + 1) as f64;
|
||||
let length = (max_z - min_z + 1) as f64;
|
||||
let half_base = width.min(length) / 2.0;
|
||||
// Height = half the shorter side (classic pyramid proportions).
|
||||
// Footprint is already in scaled Minecraft coordinates, so no extra scale factor needed.
|
||||
let pyramid_height = half_base.max(3.0) as i32;
|
||||
|
||||
// Build the pyramid layer by layer.
|
||||
// For each layer, only place blocks whose Chebyshev distance from the
|
||||
// footprint centre is within the shrinking radius AND that were in the
|
||||
// original footprint.
|
||||
let mut last_placed_layer: Option<i32> = None;
|
||||
for layer in 0..pyramid_height {
|
||||
// The allowed radius shrinks linearly from half_base at layer 0 to 0
|
||||
let radius = half_base * (1.0 - layer as f64 / pyramid_height as f64);
|
||||
if radius < 0.0 {
|
||||
break;
|
||||
}
|
||||
|
||||
let y = base_y + 1 + layer;
|
||||
let mut placed = false;
|
||||
|
||||
for &(x, z) in &footprint {
|
||||
let dx = (x as f64 - center_x).abs();
|
||||
let dz = (z as f64 - center_z).abs();
|
||||
|
||||
// Use Chebyshev distance (max of dx, dz) for a square-footprint pyramid
|
||||
if dx <= radius && dz <= radius {
|
||||
// Allow overwriting common terrain blocks so the pyramid is
|
||||
// solid even when it intersects higher ground.
|
||||
editor.set_block_absolute(
|
||||
SANDSTONE,
|
||||
x,
|
||||
y,
|
||||
z,
|
||||
Some(&[
|
||||
GRASS_BLOCK,
|
||||
DIRT,
|
||||
STONE,
|
||||
SAND,
|
||||
GRAVEL,
|
||||
COARSE_DIRT,
|
||||
PODZOL,
|
||||
DIRT_PATH,
|
||||
SANDSTONE,
|
||||
]),
|
||||
None,
|
||||
);
|
||||
placed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if placed {
|
||||
last_placed_layer = Some(y);
|
||||
} else {
|
||||
break; // Nothing placed, we've reached the apex
|
||||
}
|
||||
}
|
||||
|
||||
// Cap with smooth sandstone one block above the last placed layer
|
||||
if let Some(top_y) = last_placed_layer {
|
||||
editor.set_block_absolute(
|
||||
SMOOTH_SANDSTONE,
|
||||
center_x.round() as i32,
|
||||
top_y + 1,
|
||||
center_z.round() as i32,
|
||||
Some(&[
|
||||
GRASS_BLOCK,
|
||||
DIRT,
|
||||
STONE,
|
||||
SAND,
|
||||
GRAVEL,
|
||||
COARSE_DIRT,
|
||||
PODZOL,
|
||||
DIRT_PATH,
|
||||
SANDSTONE,
|
||||
]),
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,16 +1,28 @@
|
||||
use crate::args::Args;
|
||||
use crate::block_definitions::*;
|
||||
use crate::element_processing::tree::Tree;
|
||||
use crate::floodfill::flood_fill_area;
|
||||
use crate::bresenham::bresenham_line;
|
||||
use crate::deterministic_rng::element_rng;
|
||||
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::IndexedRandom;
|
||||
use rand::Rng;
|
||||
|
||||
pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args: &Args) {
|
||||
pub fn generate_landuse(
|
||||
editor: &mut WorldEditor,
|
||||
element: &ProcessedWay,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
building_footprints: &BuildingFootprintBitmap,
|
||||
) {
|
||||
// Determine block type based on landuse tag
|
||||
let binding: String = "".to_string();
|
||||
let landuse_tag: &String = element.tags.get("landuse").unwrap_or(&binding);
|
||||
|
||||
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
|
||||
let mut rng = element_rng(element.id);
|
||||
|
||||
let block_type = match landuse_tag.as_str() {
|
||||
"greenfield" | "meadow" | "grass" | "orchard" | "forest" => GRASS_BLOCK,
|
||||
"farmland" => FARMLAND,
|
||||
@@ -22,13 +34,13 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
if residential_tag == "rural" {
|
||||
GRASS_BLOCK
|
||||
} else {
|
||||
STONE_BRICKS
|
||||
STONE_BRICKS // Placeholder, will be randomized per-block
|
||||
}
|
||||
}
|
||||
"commercial" => SMOOTH_STONE,
|
||||
"commercial" => SMOOTH_STONE, // Placeholder, will be randomized per-block
|
||||
"education" => POLISHED_ANDESITE,
|
||||
"religious" => POLISHED_ANDESITE,
|
||||
"industrial" => COBBLESTONE,
|
||||
"industrial" => STONE, // Placeholder, will be randomized per-block
|
||||
"military" => GRAY_CONCRETE,
|
||||
"railway" => GRAVEL,
|
||||
"landfill" => {
|
||||
@@ -44,30 +56,90 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
_ => GRASS_BLOCK,
|
||||
};
|
||||
|
||||
// Get the area of the landuse element
|
||||
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, args.timeout.as_ref());
|
||||
// Get the area of the landuse element using cache
|
||||
let floor_area: Vec<(i32, i32)> =
|
||||
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
|
||||
|
||||
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
|
||||
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 {
|
||||
if landuse_tag == "traffic_island" {
|
||||
editor.set_block(block_type, x, 1, z, None, None);
|
||||
} else if landuse_tag == "construction" || landuse_tag == "railway" {
|
||||
editor.set_block(block_type, x, 0, z, None, Some(&[SPONGE]));
|
||||
// Apply per-block randomness for certain landuse types
|
||||
let actual_block = if landuse_tag == "residential" && block_type == STONE_BRICKS {
|
||||
// Urban residential: mix of stone bricks, cracked stone bricks, stone, cobblestone
|
||||
let random_value = rng.random_range(0..100);
|
||||
if random_value < 72 {
|
||||
STONE_BRICKS
|
||||
} else if random_value < 87 {
|
||||
CRACKED_STONE_BRICKS
|
||||
} else if random_value < 92 {
|
||||
STONE
|
||||
} else {
|
||||
COBBLESTONE
|
||||
}
|
||||
} else if landuse_tag == "commercial" {
|
||||
// Commercial: mix of smooth stone, stone, cobblestone, stone bricks
|
||||
let random_value = rng.random_range(0..100);
|
||||
if random_value < 40 {
|
||||
SMOOTH_STONE
|
||||
} else if random_value < 70 {
|
||||
STONE_BRICKS
|
||||
} else if random_value < 90 {
|
||||
STONE
|
||||
} else {
|
||||
COBBLESTONE
|
||||
}
|
||||
} else if landuse_tag == "industrial" {
|
||||
// Industrial: primarily stone, with some stone bricks and smooth stone
|
||||
let random_value = rng.random_range(0..100);
|
||||
if random_value < 70 {
|
||||
STONE
|
||||
} else if random_value < 90 {
|
||||
STONE_BRICKS
|
||||
} else {
|
||||
SMOOTH_STONE
|
||||
}
|
||||
} else {
|
||||
editor.set_block(block_type, x, 0, z, None, None);
|
||||
block_type
|
||||
};
|
||||
|
||||
if landuse_tag == "traffic_island" {
|
||||
editor.set_block(actual_block, x, 1, z, None, None);
|
||||
} else if landuse_tag == "construction" || landuse_tag == "railway" {
|
||||
editor.set_block(actual_block, x, 0, z, None, Some(&[SPONGE]));
|
||||
} else {
|
||||
editor.set_block(actual_block, x, 0, z, None, None);
|
||||
}
|
||||
|
||||
// Add specific features for different landuse types
|
||||
match landuse_tag.as_str() {
|
||||
"cemetery" => {
|
||||
if (x % 3 == 0) && (z % 3 == 0) {
|
||||
let random_choice: i32 = rng.gen_range(0..100);
|
||||
let random_choice: i32 = rng.random_range(0..100);
|
||||
if random_choice < 15 {
|
||||
// Place graves
|
||||
if editor.check_for_block(x, 0, z, Some(&[PODZOL])) {
|
||||
if rng.gen_bool(0.5) {
|
||||
if rng.random_bool(0.5) {
|
||||
editor.set_block(COBBLESTONE, x - 1, 1, z, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x - 1, 2, z, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, x, 1, z, None, None);
|
||||
@@ -84,28 +156,46 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
editor.set_block(RED_FLOWER, x, 1, z, None, None);
|
||||
}
|
||||
} else if random_choice < 33 {
|
||||
Tree::create(editor, (x, 1, z));
|
||||
Tree::create(editor, (x, 1, z), Some(building_footprints));
|
||||
} else if random_choice < 35 {
|
||||
editor.set_block(OAK_LEAVES, x, 1, z, None, None);
|
||||
} else if random_choice < 37 {
|
||||
editor.set_block(FERN, x, 1, z, None, None);
|
||||
} else if random_choice < 41 {
|
||||
editor.set_block(LARGE_FERN_LOWER, x, 1, z, None, None);
|
||||
editor.set_block(LARGE_FERN_UPPER, x, 2, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
"forest" => {
|
||||
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
let random_choice: i32 = rng.gen_range(0..30);
|
||||
let random_choice: i32 = rng.random_range(0..30);
|
||||
if random_choice == 20 {
|
||||
Tree::create(editor, (x, 1, z));
|
||||
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) {
|
||||
let flower_block: Block = match rng.random_range(1..=6) {
|
||||
1 => OAK_LEAVES,
|
||||
2 => RED_FLOWER,
|
||||
3 => BLUE_FLOWER,
|
||||
4 => YELLOW_FLOWER,
|
||||
5 => FERN,
|
||||
_ => WHITE_FLOWER,
|
||||
};
|
||||
editor.set_block(flower_block, x, 1, z, None, None);
|
||||
} else if random_choice <= 12 {
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
if rng.random_range(0..100) < 12 {
|
||||
editor.set_block(FERN, x, 1, z, None, None);
|
||||
} else {
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -115,8 +205,8 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
if x % 9 == 0 && z % 9 == 0 {
|
||||
// Place water in dot pattern
|
||||
editor.set_block(WATER, x, 0, z, Some(&[FARMLAND]), None);
|
||||
} else if rng.gen_range(0..76) == 0 {
|
||||
let special_choice: i32 = rng.gen_range(1..=10);
|
||||
} else if rng.random_range(0..76) == 0 {
|
||||
let special_choice: i32 = rng.random_range(1..=10);
|
||||
if special_choice <= 4 {
|
||||
editor.set_block(HAY_BALE, x, 1, z, None, Some(&[SPONGE]));
|
||||
} else {
|
||||
@@ -125,14 +215,14 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
} else {
|
||||
// Set crops only if the block below is farmland
|
||||
if editor.check_for_block(x, 0, z, Some(&[FARMLAND])) {
|
||||
let crop_choice = [WHEAT, CARROTS, POTATOES][rng.gen_range(0..3)];
|
||||
let crop_choice = [WHEAT, CARROTS, POTATOES][rng.random_range(0..3)];
|
||||
editor.set_block(crop_choice, x, 1, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"construction" => {
|
||||
let random_choice: i32 = rng.gen_range(0..1501);
|
||||
let random_choice: i32 = rng.random_range(0..1501);
|
||||
if random_choice < 15 {
|
||||
editor.set_block(SCAFFOLDING, x, 1, z, None, None);
|
||||
if random_choice < 2 {
|
||||
@@ -168,7 +258,7 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
FURNACE,
|
||||
];
|
||||
editor.set_block(
|
||||
construction_items[rng.gen_range(0..construction_items.len())],
|
||||
construction_items[rng.random_range(0..construction_items.len())],
|
||||
x,
|
||||
1,
|
||||
z,
|
||||
@@ -205,43 +295,51 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
}
|
||||
"grass" => {
|
||||
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
match rng.gen_range(0..200) {
|
||||
match rng.random_range(0..200) {
|
||||
0 => editor.set_block(OAK_LEAVES, x, 1, z, None, None),
|
||||
1..=170 => editor.set_block(GRASS, x, 1, z, None, None),
|
||||
1..=8 => editor.set_block(FERN, x, 1, z, None, None),
|
||||
9..=170 => editor.set_block(GRASS, x, 1, z, None, None),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
"greenfield" => {
|
||||
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
match rng.gen_range(0..200) {
|
||||
match rng.random_range(0..200) {
|
||||
0 => editor.set_block(OAK_LEAVES, x, 1, z, None, None),
|
||||
1..=17 => editor.set_block(GRASS, x, 1, z, None, None),
|
||||
1..=2 => editor.set_block(FERN, x, 1, z, None, None),
|
||||
3..=16 => editor.set_block(GRASS, x, 1, z, None, None),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
"meadow" => {
|
||||
if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
let random_choice: i32 = rng.gen_range(0..1001);
|
||||
let random_choice: i32 = rng.random_range(0..1001);
|
||||
if random_choice < 5 {
|
||||
Tree::create(editor, (x, 1, z));
|
||||
Tree::create(editor, (x, 1, z), Some(building_footprints));
|
||||
} else if random_choice < 6 {
|
||||
editor.set_block(RED_FLOWER, x, 1, z, None, None);
|
||||
} else if random_choice < 9 {
|
||||
editor.set_block(OAK_LEAVES, x, 1, z, None, None);
|
||||
} else if random_choice < 800 {
|
||||
} else if random_choice < 40 {
|
||||
editor.set_block(FERN, x, 1, z, None, None);
|
||||
} else if random_choice < 65 {
|
||||
editor.set_block(LARGE_FERN_LOWER, x, 1, z, None, None);
|
||||
editor.set_block(LARGE_FERN_UPPER, x, 2, z, None, None);
|
||||
} else if random_choice < 825 {
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
"orchard" => {
|
||||
if x % 18 == 0 && z % 10 == 0 {
|
||||
Tree::create(editor, (x, 1, z));
|
||||
Tree::create(editor, (x, 1, z), Some(building_footprints));
|
||||
} else if editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
match rng.gen_range(0..100) {
|
||||
match rng.random_range(0..100) {
|
||||
0 => editor.set_block(OAK_LEAVES, x, 1, z, None, None),
|
||||
1..=20 => editor.set_block(GRASS, x, 1, z, None, None),
|
||||
1..=2 => editor.set_block(FERN, x, 1, z, None, None),
|
||||
3..=20 => editor.set_block(GRASS, x, 1, z, None, None),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
@@ -260,7 +358,8 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
"clay" | "kaolinite" => CLAY,
|
||||
_ => STONE,
|
||||
};
|
||||
let random_choice: i32 = rng.gen_range(0..100 + editor.get_absolute_y(x, 0, z)); // The deeper it is the more resources are there
|
||||
let random_choice: i32 =
|
||||
rng.random_range(0..100 + editor.get_absolute_y(x, 0, z)); // The deeper it is the more resources are there
|
||||
if random_choice < 5 {
|
||||
editor.set_block(ore_block, x, 0, z, Some(&[STONE]), None);
|
||||
}
|
||||
@@ -269,40 +368,83 @@ pub fn generate_landuse(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Generate a stone brick wall fence around cemeteries
|
||||
if landuse_tag == "cemetery" {
|
||||
generate_cemetery_fence(editor, element);
|
||||
}
|
||||
}
|
||||
|
||||
/// Draws a stone-brick wall fence (with slab cap) along the outline of a
|
||||
/// cemetery way.
|
||||
fn generate_cemetery_fence(editor: &mut WorldEditor, element: &ProcessedWay) {
|
||||
for i in 1..element.nodes.len() {
|
||||
let prev = &element.nodes[i - 1];
|
||||
let cur = &element.nodes[i];
|
||||
|
||||
let points = bresenham_line(prev.x, 0, prev.z, cur.x, 0, cur.z);
|
||||
for (bx, _, bz) in points {
|
||||
editor.set_block(STONE_BRICK_WALL, bx, 1, bz, None, None);
|
||||
editor.set_block(STONE_BRICK_SLAB, bx, 2, bz, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_landuse_from_relation(
|
||||
editor: &mut WorldEditor,
|
||||
rel: &ProcessedRelation,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
building_footprints: &BuildingFootprintBitmap,
|
||||
) {
|
||||
if rel.tags.contains_key("landuse") {
|
||||
// Generate individual ways with their original tags
|
||||
// Process each outer member way individually using cached flood fill.
|
||||
// We intentionally do not combine all outer nodes into one mega-way,
|
||||
// because that creates a nonsensical polygon spanning the whole relation
|
||||
// extent, misses the flood fill cache, and can cause multi-GB allocations.
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
generate_landuse(editor, &member.way.clone(), args);
|
||||
// Use relation tags so the member inherits the relation's landuse=* type
|
||||
let way_with_rel_tags = ProcessedWay {
|
||||
id: member.way.id,
|
||||
nodes: member.way.nodes.clone(),
|
||||
tags: rel.tags.clone(),
|
||||
};
|
||||
generate_landuse(
|
||||
editor,
|
||||
&way_with_rel_tags,
|
||||
args,
|
||||
flood_fill_cache,
|
||||
building_footprints,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Combine all outer ways into one with relation tags
|
||||
let mut combined_nodes = Vec::new();
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
combined_nodes.extend(member.way.nodes.clone());
|
||||
}
|
||||
}
|
||||
|
||||
// Only process if we have nodes
|
||||
if !combined_nodes.is_empty() {
|
||||
// Create combined way with relation tags
|
||||
let combined_way = ProcessedWay {
|
||||
id: rel.id,
|
||||
nodes: combined_nodes,
|
||||
tags: rel.tags.clone(),
|
||||
};
|
||||
|
||||
// Generate landuse area from combined way
|
||||
generate_landuse(editor, &combined_way, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generates ground blocks for place=* areas (squares, neighbourhoods, etc.)
|
||||
pub fn generate_place(
|
||||
editor: &mut WorldEditor,
|
||||
element: &ProcessedWay,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
) {
|
||||
let binding = String::new();
|
||||
let place_tag = element.tags.get("place").unwrap_or(&binding);
|
||||
|
||||
// Determine block type based on place tag
|
||||
let block_type = match place_tag.as_str() {
|
||||
"square" => STONE_BRICKS,
|
||||
"neighbourhood" | "city_block" | "quarter" | "suburb" => SMOOTH_STONE,
|
||||
_ => return,
|
||||
};
|
||||
|
||||
// Get the area using flood fill cache
|
||||
let floor_area: Vec<(i32, i32)> =
|
||||
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
|
||||
|
||||
// Place ground blocks
|
||||
for (x, z) in floor_area {
|
||||
editor.set_block(block_type, x, 0, z, None, None);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,20 @@
|
||||
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::floodfill::flood_fill_area;
|
||||
use crate::floodfill_cache::{BuildingFootprintBitmap, FloodFillCache};
|
||||
use crate::osm_parser::{ProcessedMemberRole, ProcessedRelation, ProcessedWay};
|
||||
use crate::world_editor::WorldEditor;
|
||||
use rand::Rng;
|
||||
|
||||
pub fn generate_leisure(editor: &mut WorldEditor, element: &ProcessedWay, args: &Args) {
|
||||
pub fn generate_leisure(
|
||||
editor: &mut WorldEditor,
|
||||
element: &ProcessedWay,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
building_footprints: &BuildingFootprintBitmap,
|
||||
) {
|
||||
if let Some(leisure_type) = element.tags.get("leisure") {
|
||||
let mut previous_node: Option<(i32, i32)> = None;
|
||||
let mut corner_addup: (i32, i32, i32) = (0, 0, 0);
|
||||
@@ -74,15 +81,13 @@ pub fn generate_leisure(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
previous_node = Some((node.x, node.z));
|
||||
}
|
||||
|
||||
// Flood-fill the interior of the leisure area
|
||||
// Flood-fill the interior of the leisure area using cache
|
||||
if corner_addup != (0, 0, 0) {
|
||||
let polygon_coords: Vec<(i32, i32)> = element
|
||||
.nodes
|
||||
.iter()
|
||||
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
|
||||
.collect();
|
||||
let filled_area: Vec<(i32, i32)> =
|
||||
flood_fill_area(&polygon_coords, args.timeout.as_ref());
|
||||
flood_fill_cache.get_or_compute(element, args.timeout.as_ref());
|
||||
|
||||
// Use deterministic RNG seeded by element ID for consistent results across region boundaries
|
||||
let mut rng = element_rng(element.id);
|
||||
|
||||
for (x, z) in filled_area {
|
||||
editor.set_block(block_type, x, 0, z, Some(&[GRASS_BLOCK]), None);
|
||||
@@ -91,19 +96,20 @@ pub fn generate_leisure(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
if matches!(leisure_type.as_str(), "park" | "garden" | "nature_reserve")
|
||||
&& editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK]))
|
||||
{
|
||||
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
|
||||
let random_choice: i32 = rng.gen_range(0..1000);
|
||||
let random_choice: i32 = rng.random_range(0..1000);
|
||||
|
||||
match random_choice {
|
||||
0..30 => {
|
||||
// Flowers
|
||||
let flower_choice = match random_choice {
|
||||
0..10 => RED_FLOWER,
|
||||
10..20 => YELLOW_FLOWER,
|
||||
20..30 => BLUE_FLOWER,
|
||||
_ => WHITE_FLOWER,
|
||||
// Plants
|
||||
let plant_choice = match random_choice {
|
||||
0..5 => RED_FLOWER,
|
||||
5..10 => YELLOW_FLOWER,
|
||||
10..16 => BLUE_FLOWER,
|
||||
16..22 => WHITE_FLOWER,
|
||||
22..30 => FERN,
|
||||
_ => unreachable!(),
|
||||
};
|
||||
editor.set_block(flower_choice, x, 1, z, None, None);
|
||||
editor.set_block(plant_choice, x, 1, z, None, None);
|
||||
}
|
||||
30..90 => {
|
||||
// Grass
|
||||
@@ -115,7 +121,7 @@ pub fn generate_leisure(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
}
|
||||
105..120 => {
|
||||
// Tree
|
||||
Tree::create(editor, (x, 1, z));
|
||||
Tree::create(editor, (x, 1, z), Some(building_footprints));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
@@ -123,8 +129,7 @@ pub fn generate_leisure(editor: &mut WorldEditor, element: &ProcessedWay, args:
|
||||
|
||||
// Add playground or recreation ground features
|
||||
if matches!(leisure_type.as_str(), "playground" | "recreation_ground") {
|
||||
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
|
||||
let random_choice: i32 = rng.gen_range(0..5000);
|
||||
let random_choice: i32 = rng.random_range(0..5000);
|
||||
|
||||
match random_choice {
|
||||
0..10 => {
|
||||
@@ -176,31 +181,30 @@ pub fn generate_leisure_from_relation(
|
||||
editor: &mut WorldEditor,
|
||||
rel: &ProcessedRelation,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
building_footprints: &BuildingFootprintBitmap,
|
||||
) {
|
||||
if rel.tags.get("leisure") == Some(&"park".to_string()) {
|
||||
// First generate individual ways with their original tags
|
||||
// Process each outer member way individually using cached flood fill.
|
||||
// We intentionally do not combine all outer nodes into one mega-way,
|
||||
// because that creates a nonsensical polygon spanning the whole relation
|
||||
// extent, misses the flood fill cache, and can cause multi-GB allocations.
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
generate_leisure(editor, &member.way, args);
|
||||
// Use relation tags so the member inherits the relation's leisure=* type
|
||||
let way_with_rel_tags = ProcessedWay {
|
||||
id: member.way.id,
|
||||
nodes: member.way.nodes.clone(),
|
||||
tags: rel.tags.clone(),
|
||||
};
|
||||
generate_leisure(
|
||||
editor,
|
||||
&way_with_rel_tags,
|
||||
args,
|
||||
flood_fill_cache,
|
||||
building_footprints,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Then combine all outer ways into one
|
||||
let mut combined_nodes = Vec::new();
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
combined_nodes.extend(member.way.nodes.clone());
|
||||
}
|
||||
}
|
||||
|
||||
// Create combined way with relation tags
|
||||
let combined_way = ProcessedWay {
|
||||
id: rel.id,
|
||||
nodes: combined_nodes,
|
||||
tags: rel.tags.clone(),
|
||||
};
|
||||
|
||||
// Generate leisure area from combined way
|
||||
generate_leisure(editor, &combined_way, args);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,122 @@
|
||||
pub mod advertising;
|
||||
pub mod amenities;
|
||||
pub mod barriers;
|
||||
pub mod bridges;
|
||||
pub mod buildings;
|
||||
pub mod doors;
|
||||
pub mod emergency;
|
||||
pub mod highways;
|
||||
pub mod historic;
|
||||
pub mod landuse;
|
||||
pub mod leisure;
|
||||
pub mod man_made;
|
||||
pub mod natural;
|
||||
pub mod power;
|
||||
pub mod railways;
|
||||
pub mod subprocessor;
|
||||
pub mod tourisms;
|
||||
pub mod tree;
|
||||
pub mod water_areas;
|
||||
pub mod waterways;
|
||||
|
||||
use crate::osm_parser::ProcessedNode;
|
||||
|
||||
/// Merges way segments that share endpoints into closed rings.
|
||||
/// Used by water_areas.rs and boundaries.rs for assembling relation members.
|
||||
pub fn merge_way_segments(rings: &mut Vec<Vec<ProcessedNode>>) {
|
||||
let mut removed: Vec<usize> = vec![];
|
||||
let mut merged: Vec<Vec<ProcessedNode>> = vec![];
|
||||
|
||||
// Match nodes by ID or proximity (handles synthetic nodes from bbox clipping)
|
||||
let nodes_match = |a: &ProcessedNode, b: &ProcessedNode| -> bool {
|
||||
if a.id == b.id {
|
||||
return true;
|
||||
}
|
||||
let dx = (a.x - b.x).abs();
|
||||
let dz = (a.z - b.z).abs();
|
||||
dx <= 1 && dz <= 1
|
||||
};
|
||||
|
||||
for i in 0..rings.len() {
|
||||
for j in 0..rings.len() {
|
||||
if i == j {
|
||||
continue;
|
||||
}
|
||||
|
||||
if removed.contains(&i) || removed.contains(&j) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let x: &Vec<ProcessedNode> = &rings[i];
|
||||
let y: &Vec<ProcessedNode> = &rings[j];
|
||||
|
||||
// Skip empty rings (can happen after clipping)
|
||||
if x.is_empty() || y.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let x_first = &x[0];
|
||||
let x_last = x.last().unwrap();
|
||||
let y_first = &y[0];
|
||||
let y_last = y.last().unwrap();
|
||||
|
||||
// Skip already-closed rings
|
||||
if nodes_match(x_first, x_last) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if nodes_match(y_first, y_last) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if nodes_match(x_first, y_first) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut x: Vec<ProcessedNode> = x.clone();
|
||||
x.reverse();
|
||||
x.extend(y.iter().skip(1).cloned());
|
||||
merged.push(x);
|
||||
} else if nodes_match(x_last, y_last) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut x: Vec<ProcessedNode> = x.clone();
|
||||
x.extend(y.iter().rev().skip(1).cloned());
|
||||
|
||||
merged.push(x);
|
||||
} else if nodes_match(x_first, y_last) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut y: Vec<ProcessedNode> = y.clone();
|
||||
y.extend(x.iter().skip(1).cloned());
|
||||
|
||||
merged.push(y);
|
||||
} else if nodes_match(x_last, y_first) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut x: Vec<ProcessedNode> = x.clone();
|
||||
x.extend(y.iter().skip(1).cloned());
|
||||
|
||||
merged.push(x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
removed.sort();
|
||||
|
||||
for r in removed.iter().rev() {
|
||||
rings.remove(*r);
|
||||
}
|
||||
|
||||
let merged_len: usize = merged.len();
|
||||
for m in merged {
|
||||
rings.push(m);
|
||||
}
|
||||
|
||||
if merged_len > 0 {
|
||||
merge_way_segments(rings);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,20 +1,86 @@
|
||||
use crate::args::Args;
|
||||
use crate::block_definitions::*;
|
||||
use crate::bresenham::bresenham_line;
|
||||
use crate::element_processing::tree::Tree;
|
||||
use crate::floodfill::flood_fill_area;
|
||||
use crate::deterministic_rng::element_rng;
|
||||
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::Rng;
|
||||
use rand::{prelude::IndexedRandom, Rng};
|
||||
|
||||
pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, args: &Args) {
|
||||
pub fn generate_natural(
|
||||
editor: &mut WorldEditor,
|
||||
element: &ProcessedElement,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
building_footprints: &BuildingFootprintBitmap,
|
||||
) {
|
||||
if let Some(natural_type) = element.tags().get("natural") {
|
||||
if natural_type == "tree" {
|
||||
if let ProcessedElement::Node(node) = element {
|
||||
let x: i32 = node.x;
|
||||
let z: i32 = node.z;
|
||||
|
||||
Tree::create(editor, (x, 1, z));
|
||||
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;
|
||||
@@ -69,17 +135,36 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
previous_node = Some((x, z));
|
||||
}
|
||||
|
||||
// If there are natural nodes, flood-fill the area
|
||||
// If there are natural nodes, flood-fill the area using cache
|
||||
if corner_addup != (0, 0, 0) {
|
||||
let polygon_coords: Vec<(i32, i32)> = way
|
||||
.nodes
|
||||
.iter()
|
||||
.map(|n: &crate::osm_parser::ProcessedNode| (n.x, n.z))
|
||||
.collect();
|
||||
let filled_area: Vec<(i32, i32)> =
|
||||
flood_fill_area(&polygon_coords, args.timeout.as_ref());
|
||||
flood_fill_cache.get_or_compute(way, args.timeout.as_ref());
|
||||
|
||||
let mut rng: rand::prelude::ThreadRng = rand::thread_rng();
|
||||
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);
|
||||
|
||||
for (x, z) in filled_area {
|
||||
editor.set_block(block_type, x, 0, z, None, None);
|
||||
@@ -107,7 +192,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if !editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
continue;
|
||||
}
|
||||
if rng.gen_bool(0.6) {
|
||||
if rng.random_bool(0.6) {
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
}
|
||||
}
|
||||
@@ -115,7 +200,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if !editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
continue;
|
||||
}
|
||||
let random_choice = rng.gen_range(0..500);
|
||||
let random_choice = rng.random_range(0..500);
|
||||
if random_choice < 33 {
|
||||
if random_choice <= 2 {
|
||||
editor.set_block(COBBLESTONE, x, 0, z, None, None);
|
||||
@@ -130,11 +215,11 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if !editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
continue;
|
||||
}
|
||||
let random_choice = rng.gen_range(0..500);
|
||||
let random_choice = rng.random_range(0..500);
|
||||
if random_choice == 0 {
|
||||
Tree::create(editor, (x, 1, z));
|
||||
Tree::create(editor, (x, 1, z), Some(building_footprints));
|
||||
} else if random_choice == 1 {
|
||||
let flower_block = match rng.gen_range(1..=4) {
|
||||
let flower_block = match rng.random_range(1..=4) {
|
||||
1 => RED_FLOWER,
|
||||
2 => BLUE_FLOWER,
|
||||
3 => YELLOW_FLOWER,
|
||||
@@ -159,11 +244,19 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if !editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
continue;
|
||||
}
|
||||
let random_choice: i32 = rng.gen_range(0..30);
|
||||
let random_choice: i32 = rng.random_range(0..30);
|
||||
if random_choice == 0 {
|
||||
Tree::create(editor, (x, 1, z));
|
||||
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) {
|
||||
let flower_block = match rng.random_range(1..=4) {
|
||||
1 => RED_FLOWER,
|
||||
2 => BLUE_FLOWER,
|
||||
3 => YELLOW_FLOWER,
|
||||
@@ -176,13 +269,13 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
}
|
||||
"sand" => {
|
||||
if editor.check_for_block(x, 0, z, Some(&[SAND]))
|
||||
&& rng.gen_range(0..100) == 1
|
||||
&& rng.random_range(0..100) == 1
|
||||
{
|
||||
editor.set_block(DEAD_BUSH, x, 1, z, None, None);
|
||||
}
|
||||
}
|
||||
"shoal" => {
|
||||
if rng.gen_bool(0.05) {
|
||||
if rng.random_bool(0.05) {
|
||||
editor.set_block(WATER, x, 0, z, Some(&[SAND, GRAVEL]), None);
|
||||
}
|
||||
}
|
||||
@@ -190,14 +283,14 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if let Some(wetland_type) = element.tags().get("wetland") {
|
||||
// Wetland without water blocks
|
||||
if matches!(wetland_type.as_str(), "wet_meadow" | "fen") {
|
||||
if rng.gen_bool(0.3) {
|
||||
if rng.random_bool(0.3) {
|
||||
editor.set_block(GRASS_BLOCK, x, 0, z, Some(&[MUD]), None);
|
||||
}
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
continue;
|
||||
}
|
||||
// All the other types of wetland
|
||||
if rng.gen_bool(0.3) {
|
||||
if rng.random_bool(0.3) {
|
||||
editor.set_block(
|
||||
WATER,
|
||||
x,
|
||||
@@ -218,15 +311,19 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
}
|
||||
"swamp" | "mangrove" => {
|
||||
// TODO implement mangrove
|
||||
let random_choice: i32 = rng.gen_range(0..40);
|
||||
let random_choice: i32 = rng.random_range(0..40);
|
||||
if random_choice == 0 {
|
||||
Tree::create(editor, (x, 1, z));
|
||||
Tree::create(
|
||||
editor,
|
||||
(x, 1, z),
|
||||
Some(building_footprints),
|
||||
);
|
||||
} else if random_choice < 35 {
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
}
|
||||
}
|
||||
"bog" => {
|
||||
if rng.gen_bool(0.2) {
|
||||
if rng.random_bool(0.2) {
|
||||
editor.set_block(
|
||||
MOSS_BLOCK,
|
||||
x,
|
||||
@@ -236,7 +333,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
None,
|
||||
);
|
||||
}
|
||||
if rng.gen_bool(0.15) {
|
||||
if rng.random_bool(0.15) {
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
}
|
||||
}
|
||||
@@ -249,7 +346,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
}
|
||||
} else {
|
||||
// Generic natural=wetland without wetland=... tag
|
||||
if rng.gen_bool(0.3) {
|
||||
if rng.random_bool(0.3) {
|
||||
editor.set_block(WATER, x, 0, z, Some(&[MUD]), None);
|
||||
continue;
|
||||
}
|
||||
@@ -258,11 +355,11 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
}
|
||||
"mountain_range" => {
|
||||
// Create block clusters instead of random placement
|
||||
let cluster_chance = rng.gen_range(0..1000);
|
||||
let cluster_chance = rng.random_range(0..1000);
|
||||
|
||||
if cluster_chance < 50 {
|
||||
// 5% chance to start a new cluster
|
||||
let cluster_block = match rng.gen_range(0..7) {
|
||||
let cluster_block = match rng.random_range(0..7) {
|
||||
0 => DIRT,
|
||||
1 => STONE,
|
||||
2 => GRAVEL,
|
||||
@@ -273,7 +370,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
};
|
||||
|
||||
// Generate cluster size (5-10 blocks radius)
|
||||
let cluster_size = rng.gen_range(5..=10);
|
||||
let cluster_size = rng.random_range(5..=10);
|
||||
|
||||
// Create cluster around current position
|
||||
for dx in -(cluster_size as i32)..=(cluster_size as i32) {
|
||||
@@ -286,7 +383,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if distance <= cluster_size as f32 {
|
||||
// Probability decreases with distance from center
|
||||
let place_prob = 1.0 - (distance / cluster_size as f32);
|
||||
if rng.gen::<f32>() < place_prob {
|
||||
if rng.random::<f32>() < place_prob {
|
||||
editor.set_block(
|
||||
cluster_block,
|
||||
cluster_x,
|
||||
@@ -298,12 +395,14 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
|
||||
// Add vegetation on grass blocks
|
||||
if cluster_block == GRASS_BLOCK {
|
||||
let vegetation_chance = rng.gen_range(0..100);
|
||||
let vegetation_chance =
|
||||
rng.random_range(0..100);
|
||||
if vegetation_chance == 0 {
|
||||
// 1% chance for rare trees
|
||||
Tree::create(
|
||||
editor,
|
||||
(cluster_x, 1, cluster_z),
|
||||
Some(building_footprints),
|
||||
);
|
||||
} else if vegetation_chance < 15 {
|
||||
// 15% chance for grass
|
||||
@@ -327,7 +426,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
}
|
||||
"saddle" => {
|
||||
// Saddle areas - lowest point between peaks, mix of stone and grass
|
||||
let terrain_chance = rng.gen_range(0..100);
|
||||
let terrain_chance = rng.random_range(0..100);
|
||||
if terrain_chance < 30 {
|
||||
// 30% chance for exposed stone
|
||||
editor.set_block(STONE, x, 0, z, None, None);
|
||||
@@ -337,7 +436,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
} else {
|
||||
// 50% chance for grass
|
||||
editor.set_block(GRASS_BLOCK, x, 0, z, None, None);
|
||||
if rng.gen_bool(0.4) {
|
||||
if rng.random_bool(0.4) {
|
||||
// 40% chance for grass on top
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
}
|
||||
@@ -345,10 +444,10 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
}
|
||||
"ridge" => {
|
||||
// Ridge areas - elevated crest, mostly rocky with some vegetation
|
||||
let ridge_chance = rng.gen_range(0..100);
|
||||
let ridge_chance = rng.random_range(0..100);
|
||||
if ridge_chance < 60 {
|
||||
// 60% chance for stone/rocky terrain
|
||||
let rock_type = match rng.gen_range(0..4) {
|
||||
let rock_type = match rng.random_range(0..4) {
|
||||
0 => STONE,
|
||||
1 => COBBLESTONE,
|
||||
2 => GRANITE,
|
||||
@@ -358,7 +457,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
} else {
|
||||
// 40% chance for grass with sparse vegetation
|
||||
editor.set_block(GRASS_BLOCK, x, 0, z, None, None);
|
||||
let vegetation_chance = rng.gen_range(0..100);
|
||||
let vegetation_chance = rng.random_range(0..100);
|
||||
if vegetation_chance < 20 {
|
||||
// 20% chance for grass
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
@@ -378,7 +477,7 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if !editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
continue;
|
||||
}
|
||||
let tundra_chance = rng.gen_range(0..100);
|
||||
let tundra_chance = rng.random_range(0..100);
|
||||
if tundra_chance < 40 {
|
||||
// 40% chance for grass (sedges, grasses)
|
||||
editor.set_block(GRASS, x, 1, z, None, None);
|
||||
@@ -393,10 +492,10 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
}
|
||||
"cliff" => {
|
||||
// Cliff areas - predominantly stone with minimal vegetation
|
||||
let cliff_chance = rng.gen_range(0..100);
|
||||
let cliff_chance = rng.random_range(0..100);
|
||||
if cliff_chance < 90 {
|
||||
// 90% chance for stone variants
|
||||
let stone_type = match rng.gen_range(0..4) {
|
||||
let stone_type = match rng.random_range(0..4) {
|
||||
0 => STONE,
|
||||
1 => COBBLESTONE,
|
||||
2 => ANDESITE,
|
||||
@@ -413,13 +512,13 @@ pub fn generate_natural(editor: &mut WorldEditor, element: &ProcessedElement, ar
|
||||
if !editor.check_for_block(x, 0, z, Some(&[GRASS_BLOCK])) {
|
||||
continue;
|
||||
}
|
||||
let hill_chance = rng.gen_range(0..1000);
|
||||
let hill_chance = rng.random_range(0..1000);
|
||||
if hill_chance == 0 {
|
||||
// 0.1% chance for rare trees
|
||||
Tree::create(editor, (x, 1, z));
|
||||
Tree::create(editor, (x, 1, z), Some(building_footprints));
|
||||
} else if hill_chance < 50 {
|
||||
// 5% chance for flowers
|
||||
let flower_block = match rng.gen_range(1..=4) {
|
||||
let flower_block = match rng.random_range(1..=4) {
|
||||
1 => RED_FLOWER,
|
||||
2 => BLUE_FLOWER,
|
||||
3 => YELLOW_FLOWER,
|
||||
@@ -448,34 +547,30 @@ pub fn generate_natural_from_relation(
|
||||
editor: &mut WorldEditor,
|
||||
rel: &ProcessedRelation,
|
||||
args: &Args,
|
||||
flood_fill_cache: &FloodFillCache,
|
||||
building_footprints: &BuildingFootprintBitmap,
|
||||
) {
|
||||
if rel.tags.contains_key("natural") {
|
||||
// Generate individual ways with their original tags
|
||||
// Process each outer member way individually using cached flood fill.
|
||||
// We intentionally do not combine all outer nodes into one mega-way,
|
||||
// because that creates a nonsensical polygon spanning the whole relation
|
||||
// extent, misses the flood fill cache, and can cause multi-GB allocations.
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
generate_natural(editor, &ProcessedElement::Way(member.way.clone()), args);
|
||||
// Use relation tags so the member inherits the relation's natural=* type
|
||||
let way_with_rel_tags = ProcessedWay {
|
||||
id: member.way.id,
|
||||
nodes: member.way.nodes.clone(),
|
||||
tags: rel.tags.clone(),
|
||||
};
|
||||
generate_natural(
|
||||
editor,
|
||||
&ProcessedElement::Way(way_with_rel_tags),
|
||||
args,
|
||||
flood_fill_cache,
|
||||
building_footprints,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Combine all outer ways into one with relation tags
|
||||
let mut combined_nodes = Vec::new();
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
combined_nodes.extend(member.way.nodes.clone());
|
||||
}
|
||||
}
|
||||
|
||||
// Only process if we have nodes
|
||||
if !combined_nodes.is_empty() {
|
||||
// Create combined way with relation tags
|
||||
let combined_way = ProcessedWay {
|
||||
id: rel.id,
|
||||
nodes: combined_nodes,
|
||||
tags: rel.tags.clone(),
|
||||
};
|
||||
|
||||
// Generate natural area from combined way
|
||||
generate_natural(editor, &ProcessedElement::Way(combined_way), args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
385
src/element_processing/power.rs
Normal file
385
src/element_processing/power.rs
Normal file
@@ -0,0 +1,385 @@
|
||||
//! Processing of power infrastructure elements.
|
||||
//!
|
||||
//! This module handles power-related OSM elements including:
|
||||
//! - `power=tower` - Large electricity pylons
|
||||
//! - `power=pole` - Smaller wooden/concrete poles
|
||||
//! - `power=line` - Power lines connecting towers/poles
|
||||
|
||||
use crate::block_definitions::*;
|
||||
use crate::bresenham::bresenham_line;
|
||||
use crate::osm_parser::{ProcessedElement, ProcessedNode, ProcessedWay};
|
||||
use crate::world_editor::WorldEditor;
|
||||
|
||||
/// Generate power infrastructure from way elements (power lines)
|
||||
pub fn generate_power(editor: &mut WorldEditor, element: &ProcessedElement) {
|
||||
// Skip if 'layer' or 'level' is negative in the tags
|
||||
if let Some(layer) = element.tags().get("layer") {
|
||||
if layer.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(level) = element.tags().get("level") {
|
||||
if level.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Skip underground power infrastructure
|
||||
if element
|
||||
.tags()
|
||||
.get("location")
|
||||
.map(|v| v == "underground" || v == "underwater")
|
||||
.unwrap_or(false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if element
|
||||
.tags()
|
||||
.get("tunnel")
|
||||
.map(|v| v == "yes")
|
||||
.unwrap_or(false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if let Some(power_type) = element.tags().get("power") {
|
||||
match power_type.as_str() {
|
||||
"line" | "minor_line" => {
|
||||
if let ProcessedElement::Way(way) = element {
|
||||
generate_power_line(editor, way);
|
||||
}
|
||||
}
|
||||
"tower" => generate_power_tower(editor, element),
|
||||
"pole" => generate_power_pole(editor, element),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate power infrastructure from node elements
|
||||
pub fn generate_power_nodes(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
// Skip if 'layer' or 'level' is negative in the tags
|
||||
if let Some(layer) = node.tags.get("layer") {
|
||||
if layer.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(level) = node.tags.get("level") {
|
||||
if level.parse::<i32>().unwrap_or(0) < 0 {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Skip underground power infrastructure
|
||||
if node
|
||||
.tags
|
||||
.get("location")
|
||||
.map(|v| v == "underground" || v == "underwater")
|
||||
.unwrap_or(false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if node.tags.get("tunnel").map(|v| v == "yes").unwrap_or(false) {
|
||||
return;
|
||||
}
|
||||
|
||||
if let Some(power_type) = node.tags.get("power") {
|
||||
match power_type.as_str() {
|
||||
"tower" => generate_power_tower_from_node(editor, node),
|
||||
"pole" => generate_power_pole_from_node(editor, node),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate a high-voltage transmission tower (pylon) from a ProcessedElement
|
||||
fn generate_power_tower(editor: &mut WorldEditor, element: &ProcessedElement) {
|
||||
let Some(first_node) = element.nodes().next() else {
|
||||
return;
|
||||
};
|
||||
let height = element
|
||||
.tags()
|
||||
.get("height")
|
||||
.and_then(|h| h.parse::<i32>().ok())
|
||||
.unwrap_or(25)
|
||||
.clamp(15, 40);
|
||||
generate_power_tower_impl(editor, first_node.x, first_node.z, height);
|
||||
}
|
||||
|
||||
/// Generate a high-voltage transmission tower (pylon) from a ProcessedNode
|
||||
fn generate_power_tower_from_node(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let height = node
|
||||
.tags
|
||||
.get("height")
|
||||
.and_then(|h| h.parse::<i32>().ok())
|
||||
.unwrap_or(25)
|
||||
.clamp(15, 40);
|
||||
generate_power_tower_impl(editor, node.x, node.z, height);
|
||||
}
|
||||
|
||||
/// Generate a high-voltage transmission tower (pylon)
|
||||
///
|
||||
/// Creates a realistic lattice tower structure using iron bars and iron blocks.
|
||||
/// The design is a tapered lattice tower with cross-bracing and insulators.
|
||||
fn generate_power_tower_impl(editor: &mut WorldEditor, x: i32, z: i32, height: i32) {
|
||||
// Tower design constants
|
||||
let base_width = 3; // Half-width at base (so 7x7 footprint)
|
||||
let top_width = 1; // Half-width at top (so 3x3)
|
||||
let arm_height = height - 4; // Height where arms extend
|
||||
let arm_length = 5; // How far arms extend horizontally
|
||||
|
||||
// Build the four corner legs with tapering
|
||||
for y in 1..=height {
|
||||
// Calculate taper: legs get closer together as we go up
|
||||
let progress = y as f32 / height as f32;
|
||||
let current_width = base_width - ((base_width - top_width) as f32 * progress) as i32;
|
||||
|
||||
// Four corner positions
|
||||
let corners = [
|
||||
(x - current_width, z - current_width),
|
||||
(x + current_width, z - current_width),
|
||||
(x - current_width, z + current_width),
|
||||
(x + current_width, z + current_width),
|
||||
];
|
||||
|
||||
for (cx, cz) in corners {
|
||||
editor.set_block(IRON_BLOCK, cx, y, cz, None, None);
|
||||
}
|
||||
|
||||
// Add horizontal cross-bracing every 5 blocks
|
||||
if y % 5 == 0 && y < height - 2 {
|
||||
// Connect corners horizontally
|
||||
for dx in -current_width..=current_width {
|
||||
editor.set_block(IRON_BLOCK, x + dx, y, z - current_width, None, None);
|
||||
editor.set_block(IRON_BLOCK, x + dx, y, z + current_width, None, None);
|
||||
}
|
||||
for dz in -current_width..=current_width {
|
||||
editor.set_block(IRON_BLOCK, x - current_width, y, z + dz, None, None);
|
||||
editor.set_block(IRON_BLOCK, x + current_width, y, z + dz, None, None);
|
||||
}
|
||||
}
|
||||
|
||||
// Add diagonal bracing between cross-brace levels
|
||||
if y % 5 >= 1 && y % 5 <= 4 && y > 1 && y < height - 2 {
|
||||
let prev_width = base_width
|
||||
- ((base_width - top_width) as f32 * ((y - 1) as f32 / height as f32)) as i32;
|
||||
|
||||
// Only add center vertical support if the width changed
|
||||
if current_width != prev_width || y % 5 == 2 {
|
||||
editor.set_block(IRON_BARS, x, y, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create the cross-arms at arm_height for holding power lines
|
||||
// These extend outward in two directions (perpendicular to typical line direction)
|
||||
for arm_offset in [-arm_length, arm_length] {
|
||||
// Main arm beam (iron blocks for strength)
|
||||
for dx in 0..=arm_length {
|
||||
let arm_x = if arm_offset < 0 { x - dx } else { x + dx };
|
||||
editor.set_block(IRON_BLOCK, arm_x, arm_height, z, None, None);
|
||||
// Add second arm perpendicular
|
||||
editor.set_block(
|
||||
IRON_BLOCK,
|
||||
x,
|
||||
arm_height,
|
||||
z + if arm_offset < 0 { -dx } else { dx },
|
||||
None,
|
||||
None,
|
||||
);
|
||||
}
|
||||
|
||||
// Insulators hanging from arm ends (end rods to simulate ceramic insulators)
|
||||
let end_x = if arm_offset < 0 {
|
||||
x - arm_length
|
||||
} else {
|
||||
x + arm_length
|
||||
};
|
||||
editor.set_block(END_ROD, end_x, arm_height - 1, z, None, None);
|
||||
editor.set_block(END_ROD, x, arm_height - 1, z + arm_offset, None, None);
|
||||
}
|
||||
|
||||
// Add a second, smaller arm set lower for additional circuits
|
||||
let lower_arm_height = arm_height - 6;
|
||||
if lower_arm_height > 5 {
|
||||
let lower_arm_length = arm_length - 1;
|
||||
for arm_offset in [-lower_arm_length, lower_arm_length] {
|
||||
for dx in 0..=lower_arm_length {
|
||||
let arm_x = if arm_offset < 0 { x - dx } else { x + dx };
|
||||
editor.set_block(IRON_BLOCK, arm_x, lower_arm_height, z, None, None);
|
||||
}
|
||||
let end_x = if arm_offset < 0 {
|
||||
x - lower_arm_length
|
||||
} else {
|
||||
x + lower_arm_length
|
||||
};
|
||||
editor.set_block(END_ROD, end_x, lower_arm_height - 1, z, None, None);
|
||||
}
|
||||
}
|
||||
|
||||
// Top finial/lightning rod
|
||||
editor.set_block(IRON_BLOCK, x, height, z, None, None);
|
||||
editor.set_block(LIGHTNING_ROD, x, height + 1, z, None, None);
|
||||
|
||||
// Concrete foundation at base
|
||||
for dx in -3..=3 {
|
||||
for dz in -3..=3 {
|
||||
editor.set_block(GRAY_CONCRETE, x + dx, 0, z + dz, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate a wooden/concrete power pole from a ProcessedElement
|
||||
fn generate_power_pole(editor: &mut WorldEditor, element: &ProcessedElement) {
|
||||
let Some(first_node) = element.nodes().next() else {
|
||||
return;
|
||||
};
|
||||
let height = element
|
||||
.tags()
|
||||
.get("height")
|
||||
.and_then(|h| h.parse::<i32>().ok())
|
||||
.unwrap_or(10)
|
||||
.clamp(6, 15);
|
||||
let pole_material = element
|
||||
.tags()
|
||||
.get("material")
|
||||
.map(|m| m.as_str())
|
||||
.unwrap_or("wood");
|
||||
generate_power_pole_impl(editor, first_node.x, first_node.z, height, pole_material);
|
||||
}
|
||||
|
||||
/// Generate a wooden/concrete power pole from a ProcessedNode
|
||||
fn generate_power_pole_from_node(editor: &mut WorldEditor, node: &ProcessedNode) {
|
||||
let height = node
|
||||
.tags
|
||||
.get("height")
|
||||
.and_then(|h| h.parse::<i32>().ok())
|
||||
.unwrap_or(10)
|
||||
.clamp(6, 15);
|
||||
let pole_material = node
|
||||
.tags
|
||||
.get("material")
|
||||
.map(|m| m.as_str())
|
||||
.unwrap_or("wood");
|
||||
generate_power_pole_impl(editor, node.x, node.z, height, pole_material);
|
||||
}
|
||||
|
||||
/// Generate a wooden/concrete power pole
|
||||
///
|
||||
/// Creates a simpler single-pole structure for lower voltage distribution lines.
|
||||
fn generate_power_pole_impl(
|
||||
editor: &mut WorldEditor,
|
||||
x: i32,
|
||||
z: i32,
|
||||
height: i32,
|
||||
pole_material: &str,
|
||||
) {
|
||||
let pole_block = match pole_material {
|
||||
"concrete" => LIGHT_GRAY_CONCRETE,
|
||||
"steel" | "metal" => IRON_BLOCK,
|
||||
_ => OAK_LOG, // Default to wood
|
||||
};
|
||||
|
||||
// Build the main pole
|
||||
for y in 1..=height {
|
||||
editor.set_block(pole_block, x, y, z, None, None);
|
||||
}
|
||||
|
||||
// Cross-arm at top (perpendicular beam for wires)
|
||||
let arm_length = 2;
|
||||
for dx in -arm_length..=arm_length {
|
||||
editor.set_block(OAK_FENCE, x + dx, height, z, None, None);
|
||||
}
|
||||
|
||||
// Insulators at arm ends
|
||||
editor.set_block(END_ROD, x - arm_length, height + 1, z, None, None);
|
||||
editor.set_block(END_ROD, x + arm_length, height + 1, z, None, None);
|
||||
editor.set_block(END_ROD, x, height + 1, z, None, None); // Center insulator
|
||||
}
|
||||
|
||||
/// Generate power lines connecting towers/poles
|
||||
///
|
||||
/// Creates a catenary-like curve (simplified) between nodes to simulate
|
||||
/// the natural sag of power cables.
|
||||
fn generate_power_line(editor: &mut WorldEditor, way: &ProcessedWay) {
|
||||
if way.nodes.len() < 2 {
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine line height based on voltage (higher voltage = taller structures)
|
||||
let base_height = way
|
||||
.tags
|
||||
.get("voltage")
|
||||
.and_then(|v| v.parse::<i32>().ok())
|
||||
.map(|voltage| {
|
||||
if voltage >= 220000 {
|
||||
22 // High voltage transmission
|
||||
} else if voltage >= 110000 {
|
||||
18
|
||||
} else if voltage >= 33000 {
|
||||
14
|
||||
} else {
|
||||
10 // Distribution lines
|
||||
}
|
||||
})
|
||||
.unwrap_or(15);
|
||||
|
||||
// Process consecutive node pairs
|
||||
for i in 1..way.nodes.len() {
|
||||
let start = &way.nodes[i - 1];
|
||||
let end = &way.nodes[i];
|
||||
|
||||
// Calculate distance between nodes
|
||||
let dx = (end.x - start.x) as f64;
|
||||
let dz = (end.z - start.z) as f64;
|
||||
let distance = (dx * dx + dz * dz).sqrt();
|
||||
|
||||
// Calculate sag based on span length (longer spans = more sag)
|
||||
let max_sag = (distance / 15.0).clamp(1.0, 6.0) as i32;
|
||||
|
||||
// Determine chain orientation based on line direction
|
||||
// If the line runs more along X-axis, use CHAIN_X; if more along Z-axis, use CHAIN_Z
|
||||
let chain_block = if dx.abs() >= dz.abs() {
|
||||
CHAIN_X // Line runs primarily along X-axis
|
||||
} else {
|
||||
CHAIN_Z // Line runs primarily along Z-axis
|
||||
};
|
||||
|
||||
// Generate points along the line using Bresenham
|
||||
let line_points = bresenham_line(start.x, 0, start.z, end.x, 0, end.z);
|
||||
|
||||
for (idx, (lx, _, lz)) in line_points.iter().enumerate() {
|
||||
// Calculate position along the span (0.0 to 1.0)
|
||||
// Use len-1 as denominator so last point reaches t=1.0
|
||||
let denom = (line_points.len().saturating_sub(1)).max(1) as f64;
|
||||
let t = idx as f64 / denom;
|
||||
|
||||
// Catenary approximation: sag is maximum at center, zero at ends
|
||||
// Using parabola: sag = 4 * max_sag * t * (1 - t)
|
||||
let sag = (4.0 * max_sag as f64 * t * (1.0 - t)) as i32;
|
||||
|
||||
// Ensure wire doesn't go underground (minimum height of 3 blocks above ground)
|
||||
let wire_y = (base_height - sag).max(3);
|
||||
|
||||
// Place the wire block (chain aligned with line direction)
|
||||
editor.set_block(chain_block, *lx, wire_y, *lz, None, None);
|
||||
|
||||
// For high voltage lines, add parallel wires offset to sides
|
||||
if base_height >= 18 {
|
||||
// Three-phase power: 3 parallel lines
|
||||
// Offset perpendicular to the line direction
|
||||
if dx.abs() >= dz.abs() {
|
||||
// Line runs along X, offset in Z
|
||||
editor.set_block(chain_block, *lx, wire_y, *lz + 1, None, None);
|
||||
editor.set_block(chain_block, *lx, wire_y, *lz - 1, None, None);
|
||||
} else {
|
||||
// Line runs along Z, offset in X
|
||||
editor.set_block(chain_block, *lx + 1, wire_y, *lz, None, None);
|
||||
editor.set_block(chain_block, *lx - 1, wire_y, *lz, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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 {
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
use crate::block_definitions::*;
|
||||
use crate::deterministic_rng::coord_rng;
|
||||
use crate::floodfill_cache::BuildingFootprintBitmap;
|
||||
use crate::world_editor::WorldEditor;
|
||||
use rand::Rng;
|
||||
|
||||
@@ -81,6 +83,33 @@ const BIRCH_LEAVES_FILL: [(Coord, Coord); 5] = [
|
||||
((0, 7, 0), (0, 8, 0)),
|
||||
];
|
||||
|
||||
/// Dark oak: short but wide canopy, leaves start at y=3 up to y=6 with a cap
|
||||
const DARK_OAK_LEAVES_FILL: [(Coord, Coord); 5] = [
|
||||
((-1, 3, 0), (-1, 6, 0)),
|
||||
((1, 3, 0), (1, 6, 0)),
|
||||
((0, 3, -1), (0, 6, -1)),
|
||||
((0, 3, 1), (0, 6, 1)),
|
||||
((0, 6, 0), (0, 7, 0)),
|
||||
];
|
||||
|
||||
/// Jungle: tall tree with canopy only near the top, leaves from y=7 to y=11
|
||||
const JUNGLE_LEAVES_FILL: [(Coord, Coord); 5] = [
|
||||
((-1, 7, 0), (-1, 11, 0)),
|
||||
((1, 7, 0), (1, 11, 0)),
|
||||
((0, 7, -1), (0, 11, -1)),
|
||||
((0, 7, 1), (0, 11, 1)),
|
||||
((0, 11, 0), (0, 12, 0)),
|
||||
];
|
||||
|
||||
/// Acacia: umbrella-shaped canopy with a gentle dome, leaves from y=5 to y=8
|
||||
const ACACIA_LEAVES_FILL: [(Coord, Coord); 5] = [
|
||||
((-1, 5, 0), (-1, 8, 0)),
|
||||
((1, 5, 0), (1, 8, 0)),
|
||||
((0, 5, -1), (0, 8, -1)),
|
||||
((0, 5, 1), (0, 8, 1)),
|
||||
((0, 8, 0), (0, 9, 0)),
|
||||
];
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
/// Helper function to set blocks in various patterns.
|
||||
@@ -90,10 +119,14 @@ fn round(editor: &mut WorldEditor, material: Block, (x, y, z): Coord, block_patt
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub enum TreeType {
|
||||
Oak,
|
||||
Spruce,
|
||||
Birch,
|
||||
DarkOak,
|
||||
Jungle,
|
||||
Acacia,
|
||||
}
|
||||
|
||||
// TODO what should be moved in, and what should be referenced?
|
||||
@@ -107,7 +140,49 @@ pub struct Tree<'a> {
|
||||
}
|
||||
|
||||
impl Tree<'_> {
|
||||
pub fn create(editor: &mut WorldEditor, (x, y, z): Coord) {
|
||||
/// Creates a tree at the specified coordinates.
|
||||
///
|
||||
/// # Arguments
|
||||
/// * `editor` - The world editor to place blocks
|
||||
/// * `(x, y, z)` - The base coordinates for the tree
|
||||
/// * `building_footprints` - Optional bitmap of (x, z) coordinates that are inside buildings.
|
||||
/// If provided, trees will not be placed at coordinates within this bitmap.
|
||||
pub fn create(
|
||||
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.random_range(1..=10) {
|
||||
1..=3 => TreeType::Oak,
|
||||
4..=5 => TreeType::Spruce,
|
||||
6..=7 => TreeType::Birch,
|
||||
8 => TreeType::DarkOak,
|
||||
9 => TreeType::Jungle,
|
||||
10 => TreeType::Acacia,
|
||||
_ => 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 {
|
||||
if footprints.contains(x, z) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
let mut blacklist: Vec<Block> = Vec::new();
|
||||
blacklist.extend(Self::get_building_wall_blocks());
|
||||
blacklist.extend(Self::get_building_floor_blocks());
|
||||
@@ -115,14 +190,7 @@ impl Tree<'_> {
|
||||
blacklist.extend(Self::get_functional_blocks());
|
||||
blacklist.push(WATER);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
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(
|
||||
@@ -179,9 +247,9 @@ impl Tree<'_> {
|
||||
// kind,
|
||||
log_block: SPRUCE_LOG,
|
||||
log_height: 9,
|
||||
leaves_block: BIRCH_LEAVES, // TODO Is this correct?
|
||||
leaves_block: SPRUCE_LEAVES,
|
||||
leaves_fill: &SPRUCE_LEAVES_FILL,
|
||||
// TODO can I omit the third empty vec? May cause issues with iter zip
|
||||
// Conical shape: wide at bottom, narrow at top
|
||||
round_ranges: [vec![9, 7, 6, 4, 3], vec![6, 3], vec![]],
|
||||
},
|
||||
|
||||
@@ -193,6 +261,44 @@ impl Tree<'_> {
|
||||
leaves_fill: &BIRCH_LEAVES_FILL,
|
||||
round_ranges: [(2..=6).rev().collect(), (2..=4).collect(), vec![]],
|
||||
},
|
||||
|
||||
TreeType::DarkOak => Self {
|
||||
// Short trunk with a very wide, bushy canopy
|
||||
log_block: DARK_OAK_LOG,
|
||||
log_height: 5,
|
||||
leaves_block: DARK_OAK_LEAVES,
|
||||
leaves_fill: &DARK_OAK_LEAVES_FILL,
|
||||
// All 3 round patterns used for maximum width
|
||||
round_ranges: [
|
||||
(3..=6).rev().collect(),
|
||||
(3..=5).rev().collect(),
|
||||
(4..=5).rev().collect(),
|
||||
],
|
||||
},
|
||||
|
||||
TreeType::Jungle => Self {
|
||||
// Tall trunk, canopy clustered at the top
|
||||
log_block: JUNGLE_LOG,
|
||||
log_height: 10,
|
||||
leaves_block: JUNGLE_LEAVES,
|
||||
leaves_fill: &JUNGLE_LEAVES_FILL,
|
||||
// Canopy only near the top of the tree
|
||||
round_ranges: [(7..=11).rev().collect(), (8..=10).rev().collect(), vec![]],
|
||||
},
|
||||
|
||||
TreeType::Acacia => Self {
|
||||
// Medium trunk with umbrella-shaped canopy, domed center
|
||||
log_block: ACACIA_LOG,
|
||||
log_height: 6,
|
||||
leaves_block: ACACIA_LEAVES,
|
||||
leaves_fill: &ACACIA_LEAVES_FILL,
|
||||
// Inner rounds reach higher → gentle dome, outer stays low → wide brim
|
||||
round_ranges: [
|
||||
(5..=8).rev().collect(),
|
||||
(5..=7).rev().collect(),
|
||||
(6..=7).rev().collect(),
|
||||
],
|
||||
},
|
||||
} // match
|
||||
} // fn get_tree
|
||||
|
||||
@@ -328,6 +434,9 @@ impl Tree<'_> {
|
||||
GRAY_STAINED_GLASS,
|
||||
LIGHT_GRAY_STAINED_GLASS,
|
||||
BROWN_STAINED_GLASS,
|
||||
CYAN_STAINED_GLASS,
|
||||
BLUE_STAINED_GLASS,
|
||||
LIGHT_BLUE_STAINED_GLASS,
|
||||
TINTED_GLASS,
|
||||
// Carpets
|
||||
WHITE_CARPET,
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
use geo::orient::{Direction, Orient};
|
||||
use geo::{Contains, Intersects, LineString, Point, Polygon, Rect};
|
||||
use std::time::Instant;
|
||||
|
||||
use crate::clipping::clip_water_ring_to_bbox;
|
||||
use crate::{
|
||||
block_definitions::WATER,
|
||||
@@ -15,15 +11,13 @@ pub fn generate_water_area_from_way(
|
||||
element: &ProcessedWay,
|
||||
_xzbbox: &XZBBox,
|
||||
) {
|
||||
let start_time = Instant::now();
|
||||
|
||||
let outers = [element.nodes.clone()];
|
||||
if !verify_closed_rings(&outers) {
|
||||
println!("Skipping way {} due to invalid polygon", element.id);
|
||||
return;
|
||||
}
|
||||
|
||||
generate_water_areas(editor, &outers, &[], start_time);
|
||||
generate_water_areas(editor, &outers, &[]);
|
||||
}
|
||||
|
||||
pub fn generate_water_areas_from_relation(
|
||||
@@ -31,8 +25,6 @@ pub fn generate_water_areas_from_relation(
|
||||
element: &ProcessedRelation,
|
||||
xzbbox: &XZBBox,
|
||||
) {
|
||||
let start_time = Instant::now();
|
||||
|
||||
// Check if this is a water relation (either with water tag or natural=water)
|
||||
let is_water = element.tags.contains_key("water")
|
||||
|| element
|
||||
@@ -59,18 +51,19 @@ pub fn generate_water_areas_from_relation(
|
||||
match mem.role {
|
||||
ProcessedMemberRole::Outer => outers.push(mem.way.nodes.clone()),
|
||||
ProcessedMemberRole::Inner => inners.push(mem.way.nodes.clone()),
|
||||
ProcessedMemberRole::Part => {} // Not applicable to water areas
|
||||
}
|
||||
}
|
||||
|
||||
// Preserve OSM-defined outer/inner roles without modification
|
||||
merge_way_segments(&mut outers);
|
||||
super::merge_way_segments(&mut outers);
|
||||
|
||||
// Clip assembled rings to bbox (must happen after merging to preserve ring connectivity)
|
||||
outers = outers
|
||||
.into_iter()
|
||||
.filter_map(|ring| clip_water_ring_to_bbox(&ring, xzbbox))
|
||||
.collect();
|
||||
merge_way_segments(&mut inners);
|
||||
super::merge_way_segments(&mut inners);
|
||||
inners = inners
|
||||
.into_iter()
|
||||
.filter_map(|ring| clip_water_ring_to_bbox(&ring, xzbbox))
|
||||
@@ -117,20 +110,19 @@ pub fn generate_water_areas_from_relation(
|
||||
}
|
||||
}
|
||||
|
||||
merge_way_segments(&mut inners);
|
||||
super::merge_way_segments(&mut inners);
|
||||
if !verify_closed_rings(&inners) {
|
||||
println!("Skipping relation {} due to invalid polygon", element.id);
|
||||
return;
|
||||
}
|
||||
|
||||
generate_water_areas(editor, &outers, &inners, start_time);
|
||||
generate_water_areas(editor, &outers, &inners);
|
||||
}
|
||||
|
||||
fn generate_water_areas(
|
||||
editor: &mut WorldEditor,
|
||||
outers: &[Vec<ProcessedNode>],
|
||||
inners: &[Vec<ProcessedNode>],
|
||||
start_time: Instant,
|
||||
) {
|
||||
// Calculate polygon bounding box to limit fill area
|
||||
let mut poly_min_x = i32::MAX;
|
||||
@@ -169,108 +161,7 @@ fn generate_water_areas(
|
||||
.map(|x| x.iter().map(|y| y.xz()).collect::<Vec<_>>())
|
||||
.collect();
|
||||
|
||||
inverse_floodfill(
|
||||
min_x, min_z, max_x, max_z, outers_xz, inners_xz, editor, start_time,
|
||||
);
|
||||
}
|
||||
|
||||
/// Merges way segments that share endpoints into closed rings.
|
||||
fn merge_way_segments(rings: &mut Vec<Vec<ProcessedNode>>) {
|
||||
let mut removed: Vec<usize> = vec![];
|
||||
let mut merged: Vec<Vec<ProcessedNode>> = vec![];
|
||||
|
||||
// Match nodes by ID or proximity (handles synthetic nodes from bbox clipping)
|
||||
let nodes_match = |a: &ProcessedNode, b: &ProcessedNode| -> bool {
|
||||
if a.id == b.id {
|
||||
return true;
|
||||
}
|
||||
let dx = (a.x - b.x).abs();
|
||||
let dz = (a.z - b.z).abs();
|
||||
dx <= 1 && dz <= 1
|
||||
};
|
||||
|
||||
for i in 0..rings.len() {
|
||||
for j in 0..rings.len() {
|
||||
if i == j {
|
||||
continue;
|
||||
}
|
||||
|
||||
if removed.contains(&i) || removed.contains(&j) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let x: &Vec<ProcessedNode> = &rings[i];
|
||||
let y: &Vec<ProcessedNode> = &rings[j];
|
||||
|
||||
// Skip empty rings (can happen after clipping)
|
||||
if x.is_empty() || y.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let x_first = &x[0];
|
||||
let x_last = x.last().unwrap();
|
||||
let y_first = &y[0];
|
||||
let y_last = y.last().unwrap();
|
||||
|
||||
// Skip already-closed rings
|
||||
if nodes_match(x_first, x_last) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if nodes_match(y_first, y_last) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if nodes_match(x_first, y_first) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut x: Vec<ProcessedNode> = x.clone();
|
||||
x.reverse();
|
||||
x.extend(y.iter().skip(1).cloned());
|
||||
merged.push(x);
|
||||
} else if nodes_match(x_last, y_last) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut x: Vec<ProcessedNode> = x.clone();
|
||||
x.extend(y.iter().rev().skip(1).cloned());
|
||||
|
||||
merged.push(x);
|
||||
} else if nodes_match(x_first, y_last) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut y: Vec<ProcessedNode> = y.clone();
|
||||
y.extend(x.iter().skip(1).cloned());
|
||||
|
||||
merged.push(y);
|
||||
} else if nodes_match(x_last, y_first) {
|
||||
removed.push(i);
|
||||
removed.push(j);
|
||||
|
||||
let mut x: Vec<ProcessedNode> = x.clone();
|
||||
x.extend(y.iter().skip(1).cloned());
|
||||
|
||||
merged.push(x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
removed.sort();
|
||||
|
||||
for r in removed.iter().rev() {
|
||||
rings.remove(*r);
|
||||
}
|
||||
|
||||
let merged_len: usize = merged.len();
|
||||
for m in merged {
|
||||
rings.push(m);
|
||||
}
|
||||
|
||||
if merged_len > 0 {
|
||||
merge_way_segments(rings);
|
||||
}
|
||||
scanline_fill_water(min_x, min_z, max_x, max_z, &outers_xz, &inners_xz, editor);
|
||||
}
|
||||
|
||||
/// Verifies all rings are properly closed (first node matches last).
|
||||
@@ -296,166 +187,248 @@ fn verify_closed_rings(rings: &[Vec<ProcessedNode>]) -> bool {
|
||||
valid
|
||||
}
|
||||
|
||||
// Water areas are absolutely huge. We can't easily flood fill the entire thing.
|
||||
// Instead, we'll iterate over all the blocks in our MC world, and check if each
|
||||
// one is in the river or not
|
||||
// ============================================================================
|
||||
// Scanline rasterization for water area filling
|
||||
// ============================================================================
|
||||
//
|
||||
// For each row (z coordinate) in the fill area, computes polygon edge
|
||||
// crossings to determine which x-ranges are inside the outer polygons but
|
||||
// outside the inner polygons, then fills those ranges with water blocks.
|
||||
//
|
||||
// Complexity: O(E * H + A) where E = total edges, H = height of fill area,
|
||||
// A = total filled area. This is dramatically faster than the previous
|
||||
// quadtree + per-block point-in-polygon approach O(A * V * P) for large or
|
||||
// complex water bodies (e.g. the Venetian Lagoon with dozens of inner island
|
||||
// rings).
|
||||
|
||||
/// A polygon edge segment for scanline intersection testing.
|
||||
struct ScanlineEdge {
|
||||
x1: f64,
|
||||
z1: f64,
|
||||
x2: f64,
|
||||
z2: f64,
|
||||
}
|
||||
|
||||
/// Collects all non-horizontal edges from a single polygon ring.
|
||||
///
|
||||
/// If the ring is not perfectly closed (last point != first point),
|
||||
/// the closing edge is added explicitly.
|
||||
fn collect_ring_edges(ring: &[XZPoint]) -> Vec<ScanlineEdge> {
|
||||
let mut edges = Vec::new();
|
||||
if ring.len() < 2 {
|
||||
return edges;
|
||||
}
|
||||
for i in 0..ring.len() - 1 {
|
||||
let a = &ring[i];
|
||||
let b = &ring[i + 1];
|
||||
// Skip horizontal edges, they produce no scanline crossings
|
||||
if a.z != b.z {
|
||||
edges.push(ScanlineEdge {
|
||||
x1: a.x as f64,
|
||||
z1: a.z as f64,
|
||||
x2: b.x as f64,
|
||||
z2: b.z as f64,
|
||||
});
|
||||
}
|
||||
}
|
||||
// Add closing edge if the ring isn't perfectly closed by coordinates
|
||||
let first = ring.first().unwrap();
|
||||
let last = ring.last().unwrap();
|
||||
if first.z != last.z {
|
||||
edges.push(ScanlineEdge {
|
||||
x1: last.x as f64,
|
||||
z1: last.z as f64,
|
||||
x2: first.x as f64,
|
||||
z2: first.z as f64,
|
||||
});
|
||||
}
|
||||
edges
|
||||
}
|
||||
|
||||
/// Collects edges from multiple rings into a single list.
|
||||
/// Used for inner rings where even-odd on combined edges is correct
|
||||
/// (inner rings of a valid multipolygon do not overlap).
|
||||
fn collect_all_ring_edges(rings: &[Vec<XZPoint>]) -> Vec<ScanlineEdge> {
|
||||
let mut edges = Vec::new();
|
||||
for ring in rings {
|
||||
edges.extend(collect_ring_edges(ring));
|
||||
}
|
||||
edges
|
||||
}
|
||||
|
||||
/// Computes the integer x-spans that are "inside" the polygon rings at
|
||||
/// scanline `z`, using the even-odd (parity) rule.
|
||||
///
|
||||
/// The crossing test uses the same convention as `geo::Contains`:
|
||||
/// an edge crosses the scanline when one endpoint is strictly above `z`
|
||||
/// and the other is at or below.
|
||||
fn compute_scanline_spans(
|
||||
edges: &[ScanlineEdge],
|
||||
z: f64,
|
||||
min_x: i32,
|
||||
max_x: i32,
|
||||
) -> Vec<(i32, i32)> {
|
||||
let mut xs: Vec<f64> = Vec::new();
|
||||
for edge in edges {
|
||||
// Crossing test: (z1 > z) != (z2 > z)
|
||||
// Matches geo's convention (bottom-inclusive, top-exclusive).
|
||||
if (edge.z1 > z) != (edge.z2 > z) {
|
||||
let t = (z - edge.z1) / (edge.z2 - edge.z1);
|
||||
xs.push(edge.x1 + t * (edge.x2 - edge.x1));
|
||||
}
|
||||
}
|
||||
|
||||
if xs.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
xs.sort_unstable_by(|a, b| {
|
||||
a.partial_cmp(b)
|
||||
.expect("NaN encountered while sorting scanline intersections")
|
||||
});
|
||||
|
||||
debug_assert!(
|
||||
xs.len().is_multiple_of(2),
|
||||
"Odd number of scanline crossings ({}) at z={}, possible malformed polygon",
|
||||
xs.len(),
|
||||
z
|
||||
);
|
||||
|
||||
// Pair consecutive crossings into fill spans (even-odd rule)
|
||||
let mut spans = Vec::with_capacity(xs.len() / 2);
|
||||
let mut i = 0;
|
||||
while i + 1 < xs.len() {
|
||||
let start = (xs[i].ceil() as i32).max(min_x);
|
||||
let end = (xs[i + 1].floor() as i32).min(max_x);
|
||||
if start <= end {
|
||||
spans.push((start, end));
|
||||
}
|
||||
i += 2;
|
||||
}
|
||||
|
||||
spans
|
||||
}
|
||||
|
||||
/// Merges two sorted, non-overlapping span lists into their union.
|
||||
fn union_spans(a: &[(i32, i32)], b: &[(i32, i32)]) -> Vec<(i32, i32)> {
|
||||
if a.is_empty() {
|
||||
return b.to_vec();
|
||||
}
|
||||
if b.is_empty() {
|
||||
return a.to_vec();
|
||||
}
|
||||
|
||||
// Merge both sorted lists and combine overlapping/adjacent spans
|
||||
let mut all: Vec<(i32, i32)> = Vec::with_capacity(a.len() + b.len());
|
||||
all.extend_from_slice(a);
|
||||
all.extend_from_slice(b);
|
||||
all.sort_unstable_by_key(|&(start, _)| start);
|
||||
|
||||
let mut result: Vec<(i32, i32)> = Vec::new();
|
||||
let mut current = all[0];
|
||||
for &(start, end) in &all[1..] {
|
||||
if start <= current.1 + 1 {
|
||||
// Overlapping or adjacent, extend
|
||||
current.1 = current.1.max(end);
|
||||
} else {
|
||||
result.push(current);
|
||||
current = (start, end);
|
||||
}
|
||||
}
|
||||
result.push(current);
|
||||
result
|
||||
}
|
||||
|
||||
/// Subtracts spans in `b` from spans in `a`.
|
||||
///
|
||||
/// Both inputs must be sorted and non-overlapping.
|
||||
/// Returns sorted, non-overlapping spans representing `a \ b`.
|
||||
fn subtract_spans(a: &[(i32, i32)], b: &[(i32, i32)]) -> Vec<(i32, i32)> {
|
||||
if b.is_empty() {
|
||||
return a.to_vec();
|
||||
}
|
||||
|
||||
let mut result = Vec::new();
|
||||
let mut bi = 0;
|
||||
|
||||
for &(a_start, a_end) in a {
|
||||
let mut pos = a_start;
|
||||
|
||||
// Skip B spans that end before this A span starts
|
||||
while bi < b.len() && b[bi].1 < a_start {
|
||||
bi += 1;
|
||||
}
|
||||
|
||||
// Walk through B spans that overlap with [pos .. a_end]
|
||||
let mut j = bi;
|
||||
while j < b.len() && b[j].0 <= a_end {
|
||||
if b[j].0 > pos {
|
||||
result.push((pos, (b[j].0 - 1).min(a_end)));
|
||||
}
|
||||
pos = pos.max(b[j].1 + 1);
|
||||
j += 1;
|
||||
}
|
||||
|
||||
if pos <= a_end {
|
||||
result.push((pos, a_end));
|
||||
}
|
||||
}
|
||||
|
||||
result
|
||||
}
|
||||
|
||||
/// Fills water blocks using scanline rasterization.
|
||||
///
|
||||
/// For each row z in [min_z, max_z], computes which x positions are inside
|
||||
/// any outer polygon ring but outside all inner polygon rings, and places
|
||||
/// water blocks at those positions.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn inverse_floodfill(
|
||||
fn scanline_fill_water(
|
||||
min_x: i32,
|
||||
min_z: i32,
|
||||
max_x: i32,
|
||||
max_z: i32,
|
||||
outers: Vec<Vec<XZPoint>>,
|
||||
inners: Vec<Vec<XZPoint>>,
|
||||
outers: &[Vec<XZPoint>],
|
||||
inners: &[Vec<XZPoint>],
|
||||
editor: &mut WorldEditor,
|
||||
start_time: Instant,
|
||||
) {
|
||||
// Convert to geo Polygons with normalized winding order
|
||||
let inners: Vec<_> = inners
|
||||
.into_iter()
|
||||
.map(|x| {
|
||||
Polygon::new(
|
||||
LineString::from(
|
||||
x.iter()
|
||||
.map(|pt| (pt.x as f64, pt.z as f64))
|
||||
.collect::<Vec<_>>(),
|
||||
),
|
||||
vec![],
|
||||
)
|
||||
.orient(Direction::Default)
|
||||
})
|
||||
.collect();
|
||||
// Collect edges per outer ring so we can union their spans correctly,
|
||||
// even if multiple outer rings happen to overlap (invalid OSM, but
|
||||
// we handle it gracefully).
|
||||
let outer_edge_groups: Vec<Vec<ScanlineEdge>> =
|
||||
outers.iter().map(|ring| collect_ring_edges(ring)).collect();
|
||||
let inner_edges = collect_all_ring_edges(inners);
|
||||
|
||||
let outers: Vec<_> = outers
|
||||
.into_iter()
|
||||
.map(|x| {
|
||||
Polygon::new(
|
||||
LineString::from(
|
||||
x.iter()
|
||||
.map(|pt| (pt.x as f64, pt.z as f64))
|
||||
.collect::<Vec<_>>(),
|
||||
),
|
||||
vec![],
|
||||
)
|
||||
.orient(Direction::Default)
|
||||
})
|
||||
.collect();
|
||||
for z in min_z..=max_z {
|
||||
let z_f = z as f64;
|
||||
|
||||
inverse_floodfill_recursive(
|
||||
(min_x, min_z),
|
||||
(max_x, max_z),
|
||||
&outers,
|
||||
&inners,
|
||||
editor,
|
||||
start_time,
|
||||
);
|
||||
}
|
||||
|
||||
fn inverse_floodfill_recursive(
|
||||
min: (i32, i32),
|
||||
max: (i32, i32),
|
||||
outers: &[Polygon],
|
||||
inners: &[Polygon],
|
||||
editor: &mut WorldEditor,
|
||||
start_time: Instant,
|
||||
) {
|
||||
// Check if we've exceeded 25 seconds
|
||||
if start_time.elapsed().as_secs() > 25 {
|
||||
println!("Water area generation exceeded 25 seconds, continuing anyway");
|
||||
}
|
||||
|
||||
const ITERATIVE_THRES: i64 = 10_000;
|
||||
|
||||
if min.0 > max.0 || min.1 > max.1 {
|
||||
return;
|
||||
}
|
||||
|
||||
// Multiply as i64 to avoid overflow; in release builds where unchecked math is
|
||||
// enabled, this could cause the rest of this code to end up in an infinite loop.
|
||||
if ((max.0 - min.0) as i64) * ((max.1 - min.1) as i64) < ITERATIVE_THRES {
|
||||
inverse_floodfill_iterative(min, max, 0, outers, inners, editor);
|
||||
return;
|
||||
}
|
||||
|
||||
let center_x: i32 = (min.0 + max.0) / 2;
|
||||
let center_z: i32 = (min.1 + max.1) / 2;
|
||||
let quadrants: [(i32, i32, i32, i32); 4] = [
|
||||
(min.0, center_x, min.1, center_z),
|
||||
(center_x, max.0, min.1, center_z),
|
||||
(min.0, center_x, center_z, max.1),
|
||||
(center_x, max.0, center_z, max.1),
|
||||
];
|
||||
|
||||
for (min_x, max_x, min_z, max_z) in quadrants {
|
||||
let rect: Rect = Rect::new(
|
||||
Point::new(min_x as f64, min_z as f64),
|
||||
Point::new(max_x as f64, max_z as f64),
|
||||
);
|
||||
|
||||
if outers.iter().any(|outer: &Polygon| outer.contains(&rect))
|
||||
&& !inners.iter().any(|inner: &Polygon| inner.intersects(&rect))
|
||||
{
|
||||
rect_fill(min_x, max_x, min_z, max_z, 0, editor);
|
||||
// Compute spans for each outer ring and union them together
|
||||
let mut outer_spans: Vec<(i32, i32)> = Vec::new();
|
||||
for ring_edges in &outer_edge_groups {
|
||||
let ring_spans = compute_scanline_spans(ring_edges, z_f, min_x, max_x);
|
||||
if !ring_spans.is_empty() {
|
||||
outer_spans = union_spans(&outer_spans, &ring_spans);
|
||||
}
|
||||
}
|
||||
if outer_spans.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let outers_intersects: Vec<_> = outers
|
||||
.iter()
|
||||
.filter(|poly| poly.intersects(&rect))
|
||||
.cloned()
|
||||
.collect();
|
||||
let inners_intersects: Vec<_> = inners
|
||||
.iter()
|
||||
.filter(|poly| poly.intersects(&rect))
|
||||
.cloned()
|
||||
.collect();
|
||||
let fill_spans = if inner_edges.is_empty() {
|
||||
outer_spans
|
||||
} else {
|
||||
let inner_spans = compute_scanline_spans(&inner_edges, z_f, min_x, max_x);
|
||||
if inner_spans.is_empty() {
|
||||
outer_spans
|
||||
} else {
|
||||
subtract_spans(&outer_spans, &inner_spans)
|
||||
}
|
||||
};
|
||||
|
||||
if !outers_intersects.is_empty() {
|
||||
inverse_floodfill_recursive(
|
||||
(min_x, min_z),
|
||||
(max_x, max_z),
|
||||
&outers_intersects,
|
||||
&inners_intersects,
|
||||
editor,
|
||||
start_time,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// once we "zoom in" enough, it's more efficient to switch to iteration
|
||||
fn inverse_floodfill_iterative(
|
||||
min: (i32, i32),
|
||||
max: (i32, i32),
|
||||
ground_level: i32,
|
||||
outers: &[Polygon],
|
||||
inners: &[Polygon],
|
||||
editor: &mut WorldEditor,
|
||||
) {
|
||||
for x in min.0..max.0 {
|
||||
for z in min.1..max.1 {
|
||||
let p: Point = Point::new(x as f64, z as f64);
|
||||
|
||||
if outers.iter().any(|poly: &Polygon| poly.contains(&p))
|
||||
&& inners.iter().all(|poly: &Polygon| !poly.contains(&p))
|
||||
{
|
||||
editor.set_block(WATER, x, ground_level, z, None, None);
|
||||
for (start, end) in fill_spans {
|
||||
for x in start..=end {
|
||||
editor.set_block(WATER, x, 0, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn rect_fill(
|
||||
min_x: i32,
|
||||
max_x: i32,
|
||||
min_z: i32,
|
||||
max_z: i32,
|
||||
ground_level: i32,
|
||||
editor: &mut WorldEditor,
|
||||
) {
|
||||
for x in min_x..max_x {
|
||||
for z in min_z..max_z {
|
||||
editor.set_block(WATER, x, ground_level, z, None, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
use crate::coordinate_system::{geographic::LLBBox, transformation::geo_distance};
|
||||
#[cfg(feature = "gui")]
|
||||
use crate::telemetry::{send_log, LogLevel};
|
||||
use crate::{
|
||||
coordinate_system::{geographic::LLBBox, transformation::geo_distance},
|
||||
progress::emit_gui_progress_update,
|
||||
};
|
||||
use image::Rgb;
|
||||
use std::path::Path;
|
||||
use rayon::prelude::*;
|
||||
use std::path::{Path, PathBuf};
|
||||
|
||||
/// Maximum Y coordinate in Minecraft (build height limit)
|
||||
const MAX_Y: i32 = 319;
|
||||
/// Scale factor for converting real elevation to Minecraft heights
|
||||
const BASE_HEIGHT_SCALE: f64 = 0.7;
|
||||
/// AWS S3 Terrarium tiles endpoint (no API key required)
|
||||
const AWS_TERRARIUM_URL: &str =
|
||||
"https://s3.amazonaws.com/elevation-tiles-prod/terrarium/{z}/{x}/{y}.png";
|
||||
@@ -17,6 +19,10 @@ const TERRARIUM_OFFSET: f64 = 32768.0;
|
||||
const MIN_ZOOM: u8 = 10;
|
||||
/// Maximum zoom level for terrain tiles
|
||||
const MAX_ZOOM: u8 = 15;
|
||||
/// Maximum concurrent tile downloads to be respectful to AWS
|
||||
const MAX_CONCURRENT_DOWNLOADS: usize = 8;
|
||||
/// Maximum age for cached tiles in days before they are cleaned up
|
||||
const TILE_CACHE_MAX_AGE_DAYS: u64 = 7;
|
||||
|
||||
/// Holds processed elevation data and metadata
|
||||
#[derive(Clone)]
|
||||
@@ -29,6 +35,93 @@ pub struct ElevationData {
|
||||
pub(crate) height: usize,
|
||||
}
|
||||
|
||||
/// RGB image buffer type for elevation tiles
|
||||
type TileImage = image::ImageBuffer<Rgb<u8>, Vec<u8>>;
|
||||
/// Result type for tile download operations: ((tile_x, tile_y), image) or error
|
||||
type TileDownloadResult = Result<((u32, u32), TileImage), String>;
|
||||
|
||||
/// Cleans up old cached tiles from the tile cache directory.
|
||||
/// Only deletes .png files within the arnis-tile-cache directory that are older than TILE_CACHE_MAX_AGE_DAYS.
|
||||
/// This function is safe and will not delete files outside the cache directory or fail on errors.
|
||||
pub fn cleanup_old_cached_tiles() {
|
||||
let tile_cache_dir = PathBuf::from("./arnis-tile-cache");
|
||||
|
||||
if !tile_cache_dir.exists() || !tile_cache_dir.is_dir() {
|
||||
return; // Nothing to clean up
|
||||
}
|
||||
|
||||
let max_age = std::time::Duration::from_secs(TILE_CACHE_MAX_AGE_DAYS * 24 * 60 * 60);
|
||||
let now = std::time::SystemTime::now();
|
||||
let mut deleted_count = 0;
|
||||
let mut error_count = 0;
|
||||
|
||||
// Read directory entries
|
||||
let entries = match std::fs::read_dir(&tile_cache_dir) {
|
||||
Ok(entries) => entries,
|
||||
Err(_) => {
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
for entry in entries.flatten() {
|
||||
let path = entry.path();
|
||||
|
||||
// Safety check: only process .png files within the cache directory
|
||||
if !path.is_file() {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Verify the file is a .png and follows our naming pattern (z{zoom}_x{x}_y{y}.png)
|
||||
let file_name = match path.file_name().and_then(|n| n.to_str()) {
|
||||
Some(name) => name,
|
||||
None => continue,
|
||||
};
|
||||
|
||||
if !file_name.ends_with(".png") || !file_name.starts_with('z') {
|
||||
continue; // Skip files that don't match our tile naming pattern
|
||||
}
|
||||
|
||||
// Check file age
|
||||
let metadata = match std::fs::metadata(&path) {
|
||||
Ok(m) => m,
|
||||
Err(_) => continue,
|
||||
};
|
||||
|
||||
let modified = match metadata.modified() {
|
||||
Ok(time) => time,
|
||||
Err(_) => continue,
|
||||
};
|
||||
|
||||
let age = match now.duration_since(modified) {
|
||||
Ok(duration) => duration,
|
||||
Err(_) => continue, // File modified in the future? Skip it.
|
||||
};
|
||||
|
||||
if age > max_age {
|
||||
match std::fs::remove_file(&path) {
|
||||
Ok(()) => deleted_count += 1,
|
||||
Err(e) => {
|
||||
// Log but don't fail, this is a best-effort cleanup
|
||||
if error_count == 0 {
|
||||
eprintln!(
|
||||
"Warning: Failed to delete old cached tile {}: {e}",
|
||||
path.display()
|
||||
);
|
||||
}
|
||||
error_count += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if deleted_count > 0 {
|
||||
println!("Cleaned up {deleted_count} old cached elevation tiles (older than {TILE_CACHE_MAX_AGE_DAYS} days)");
|
||||
}
|
||||
if error_count > 1 {
|
||||
eprintln!("Warning: Failed to delete {error_count} old cached tiles");
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates appropriate zoom level for the given bounding box
|
||||
fn calculate_zoom_level(bbox: &LLBBox) -> u8 {
|
||||
let lat_diff: f64 = (bbox.max().lat() - bbox.min().lat()).abs();
|
||||
@@ -46,28 +139,131 @@ fn lat_lng_to_tile(lat: f64, lng: f64, zoom: u8) -> (u32, u32) {
|
||||
(x, y)
|
||||
}
|
||||
|
||||
/// Downloads a tile from AWS Terrain Tiles service
|
||||
/// Maximum number of retry attempts for tile downloads
|
||||
const TILE_DOWNLOAD_MAX_RETRIES: u32 = 3;
|
||||
|
||||
/// Base delay in milliseconds for exponential backoff between retries
|
||||
const TILE_DOWNLOAD_RETRY_BASE_DELAY_MS: u64 = 500;
|
||||
|
||||
/// Downloads a tile from AWS Terrain Tiles service with retry logic
|
||||
fn download_tile(
|
||||
client: &reqwest::blocking::Client,
|
||||
tile_x: u32,
|
||||
tile_y: u32,
|
||||
zoom: u8,
|
||||
tile_path: &Path,
|
||||
) -> Result<image::ImageBuffer<Rgb<u8>, Vec<u8>>, Box<dyn std::error::Error>> {
|
||||
) -> Result<image::ImageBuffer<Rgb<u8>, Vec<u8>>, String> {
|
||||
println!("Fetching tile x={tile_x},y={tile_y},z={zoom} from AWS Terrain Tiles");
|
||||
let url: String = AWS_TERRARIUM_URL
|
||||
.replace("{z}", &zoom.to_string())
|
||||
.replace("{x}", &tile_x.to_string())
|
||||
.replace("{y}", &tile_y.to_string());
|
||||
|
||||
let response: reqwest::blocking::Response = client.get(&url).send()?;
|
||||
response.error_for_status_ref()?;
|
||||
let bytes = response.bytes()?;
|
||||
std::fs::write(tile_path, &bytes)?;
|
||||
let img: image::DynamicImage = image::load_from_memory(&bytes)?;
|
||||
let mut last_error: String = String::new();
|
||||
|
||||
for attempt in 0..TILE_DOWNLOAD_MAX_RETRIES {
|
||||
if attempt > 0 {
|
||||
// Exponential backoff: 500ms, 1000ms, 2000ms...
|
||||
let delay_ms = TILE_DOWNLOAD_RETRY_BASE_DELAY_MS * (1 << (attempt - 1));
|
||||
eprintln!(
|
||||
"Retry attempt {}/{} for tile x={},y={},z={} after {}ms delay",
|
||||
attempt,
|
||||
TILE_DOWNLOAD_MAX_RETRIES - 1,
|
||||
tile_x,
|
||||
tile_y,
|
||||
zoom,
|
||||
delay_ms
|
||||
);
|
||||
std::thread::sleep(std::time::Duration::from_millis(delay_ms));
|
||||
}
|
||||
|
||||
match download_tile_once(client, &url, tile_path) {
|
||||
Ok(img) => return Ok(img),
|
||||
Err(e) => {
|
||||
last_error = e;
|
||||
if attempt < TILE_DOWNLOAD_MAX_RETRIES - 1 {
|
||||
eprintln!(
|
||||
"Tile download failed for x={},y={},z={}: {}",
|
||||
tile_x, tile_y, zoom, last_error
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Err(format!(
|
||||
"Failed to download tile x={},y={},z={} after {} attempts: {}",
|
||||
tile_x, tile_y, zoom, TILE_DOWNLOAD_MAX_RETRIES, last_error
|
||||
))
|
||||
}
|
||||
|
||||
/// Single download attempt for a tile (no retries)
|
||||
fn download_tile_once(
|
||||
client: &reqwest::blocking::Client,
|
||||
url: &str,
|
||||
tile_path: &Path,
|
||||
) -> Result<image::ImageBuffer<Rgb<u8>, Vec<u8>>, String> {
|
||||
let response = client.get(url).send().map_err(|e| e.to_string())?;
|
||||
response.error_for_status_ref().map_err(|e| e.to_string())?;
|
||||
let bytes = response.bytes().map_err(|e| e.to_string())?;
|
||||
std::fs::write(tile_path, &bytes).map_err(|e| e.to_string())?;
|
||||
let img = image::load_from_memory(&bytes).map_err(|e| e.to_string())?;
|
||||
Ok(img.to_rgb8())
|
||||
}
|
||||
|
||||
/// Fetches a tile from cache or downloads it if not available
|
||||
/// Note: In parallel execution, multiple threads may attempt to download the same tile
|
||||
/// if it's missing or corrupted. This is harmless (just wastes some bandwidth) as
|
||||
/// file writes are atomic at the OS level.
|
||||
fn fetch_or_load_tile(
|
||||
client: &reqwest::blocking::Client,
|
||||
tile_x: u32,
|
||||
tile_y: u32,
|
||||
zoom: u8,
|
||||
tile_path: &Path,
|
||||
) -> Result<image::ImageBuffer<Rgb<u8>, Vec<u8>>, String> {
|
||||
if tile_path.exists() {
|
||||
// Try to load cached tile, but handle corruption gracefully
|
||||
match image::open(tile_path) {
|
||||
Ok(img) => {
|
||||
println!(
|
||||
"Loading cached tile x={tile_x},y={tile_y},z={zoom} from {}",
|
||||
tile_path.display()
|
||||
);
|
||||
Ok(img.to_rgb8())
|
||||
}
|
||||
Err(e) => {
|
||||
eprintln!(
|
||||
"Cached tile at {} is corrupted or invalid: {}. Re-downloading...",
|
||||
tile_path.display(),
|
||||
e
|
||||
);
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Warning,
|
||||
"Cached tile is corrupted or invalid. Re-downloading...",
|
||||
);
|
||||
|
||||
// Remove the corrupted file
|
||||
if let Err(e) = std::fs::remove_file(tile_path) {
|
||||
eprintln!("Warning: Failed to remove corrupted tile file: {e}");
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Warning,
|
||||
"Failed to remove corrupted tile file during re-download.",
|
||||
);
|
||||
}
|
||||
|
||||
// Re-download the tile
|
||||
download_tile(client, tile_x, tile_y, zoom, tile_path)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Download the tile for the first time
|
||||
download_tile(client, tile_x, tile_y, zoom, tile_path)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn fetch_elevation_data(
|
||||
bbox: &LLBBox,
|
||||
scale: f64,
|
||||
@@ -91,101 +287,64 @@ pub fn fetch_elevation_data(
|
||||
let mut height_grid: Vec<Vec<f64>> = vec![vec![f64::NAN; grid_width]; grid_height];
|
||||
let mut extreme_values_found = Vec::new(); // Track extreme values for debugging
|
||||
|
||||
let client: reqwest::blocking::Client = reqwest::blocking::Client::new();
|
||||
|
||||
let tile_cache_dir = Path::new("./arnis-tile-cache");
|
||||
let tile_cache_dir = PathBuf::from("./arnis-tile-cache");
|
||||
if !tile_cache_dir.exists() {
|
||||
std::fs::create_dir_all(tile_cache_dir)?;
|
||||
std::fs::create_dir_all(&tile_cache_dir)?;
|
||||
}
|
||||
|
||||
// Fetch and process each tile
|
||||
for (tile_x, tile_y) in &tiles {
|
||||
// Check if tile is already cached
|
||||
let tile_path = tile_cache_dir.join(format!("z{zoom}_x{tile_x}_y{tile_y}.png"));
|
||||
// Create a shared HTTP client for connection pooling
|
||||
let client = reqwest::blocking::Client::new();
|
||||
|
||||
let rgb_img: image::ImageBuffer<Rgb<u8>, Vec<u8>> = if tile_path.exists() {
|
||||
// Check if the cached file has a reasonable size (PNG files should be at least a few KB)
|
||||
let file_size = match std::fs::metadata(&tile_path) {
|
||||
Ok(metadata) => metadata.len(),
|
||||
Err(_) => 0,
|
||||
};
|
||||
// Download tiles in parallel with limited concurrency to be respectful to AWS
|
||||
let num_tiles = tiles.len();
|
||||
println!(
|
||||
"Downloading {num_tiles} elevation tiles (up to {MAX_CONCURRENT_DOWNLOADS} concurrent)..."
|
||||
);
|
||||
|
||||
if file_size < 1000 {
|
||||
eprintln!(
|
||||
"Warning: Cached tile at {} appears to be too small ({} bytes). Refetching tile.",
|
||||
tile_path.display(),
|
||||
file_size
|
||||
);
|
||||
// Use a custom thread pool to limit concurrent downloads
|
||||
let thread_pool = rayon::ThreadPoolBuilder::new()
|
||||
.num_threads(MAX_CONCURRENT_DOWNLOADS)
|
||||
.build()
|
||||
.map_err(|e| format!("Failed to create thread pool: {e}"))?;
|
||||
|
||||
// Remove the potentially corrupted file
|
||||
if let Err(remove_err) = std::fs::remove_file(&tile_path) {
|
||||
eprintln!(
|
||||
"Warning: Failed to remove corrupted tile file: {}",
|
||||
remove_err
|
||||
);
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Warning,
|
||||
"Failed to remove corrupted tile file during refetching.",
|
||||
);
|
||||
}
|
||||
let downloaded_tiles: Vec<TileDownloadResult> = thread_pool.install(|| {
|
||||
tiles
|
||||
.par_iter()
|
||||
.map(|(tile_x, tile_y)| {
|
||||
let tile_path = tile_cache_dir.join(format!("z{zoom}_x{tile_x}_y{tile_y}.png"));
|
||||
|
||||
// Re-download the tile
|
||||
download_tile(&client, *tile_x, *tile_y, zoom, &tile_path)?
|
||||
} else {
|
||||
println!(
|
||||
"Loading cached tile x={tile_x},y={tile_y},z={zoom} from {}",
|
||||
tile_path.display()
|
||||
);
|
||||
let rgb_img = fetch_or_load_tile(&client, *tile_x, *tile_y, zoom, &tile_path)?;
|
||||
Ok(((*tile_x, *tile_y), rgb_img))
|
||||
})
|
||||
.collect()
|
||||
});
|
||||
|
||||
// Try to load cached tile, but handle corruption gracefully
|
||||
match image::open(&tile_path) {
|
||||
Ok(img) => img.to_rgb8(),
|
||||
Err(e) => {
|
||||
eprintln!(
|
||||
"Cached tile at {} is corrupted or invalid: {}. Re-downloading...",
|
||||
tile_path.display(),
|
||||
e
|
||||
);
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Warning,
|
||||
"Cached tile is corrupted or invalid. Re-downloading...",
|
||||
);
|
||||
|
||||
// Remove the corrupted file
|
||||
if let Err(remove_err) = std::fs::remove_file(&tile_path) {
|
||||
eprintln!(
|
||||
"Warning: Failed to remove corrupted tile file: {}",
|
||||
remove_err
|
||||
);
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Warning,
|
||||
"Failed to remove corrupted tile file during re-download.",
|
||||
);
|
||||
}
|
||||
|
||||
// Re-download the tile
|
||||
download_tile(&client, *tile_x, *tile_y, zoom, &tile_path)?
|
||||
}
|
||||
}
|
||||
// Check for any download errors
|
||||
let mut successful_tiles = Vec::new();
|
||||
for result in downloaded_tiles {
|
||||
match result {
|
||||
Ok(tile_data) => successful_tiles.push(tile_data),
|
||||
Err(e) => {
|
||||
eprintln!("Warning: Failed to download tile: {e}");
|
||||
}
|
||||
} else {
|
||||
// Download the tile for the first time
|
||||
download_tile(&client, *tile_x, *tile_y, zoom, &tile_path)?
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
println!("Processing {} elevation tiles...", successful_tiles.len());
|
||||
emit_gui_progress_update(15.0, "Processing elevation...");
|
||||
|
||||
// Process tiles sequentially (writes to shared height_grid)
|
||||
for ((tile_x, tile_y), rgb_img) in successful_tiles {
|
||||
// Only process pixels that fall within the requested bbox
|
||||
for (y, row) in rgb_img.rows().enumerate() {
|
||||
for (x, pixel) in row.enumerate() {
|
||||
// Convert tile pixel coordinates back to geographic coordinates
|
||||
let pixel_lng = ((*tile_x as f64 + x as f64 / 256.0) / (2.0_f64.powi(zoom as i32)))
|
||||
let pixel_lng = ((tile_x as f64 + x as f64 / 256.0) / (2.0_f64.powi(zoom as i32)))
|
||||
* 360.0
|
||||
- 180.0;
|
||||
let pixel_lat_rad = std::f64::consts::PI
|
||||
* (1.0
|
||||
- 2.0 * (*tile_y as f64 + y as f64 / 256.0) / (2.0_f64.powi(zoom as i32)));
|
||||
- 2.0 * (tile_y as f64 + y as f64 / 256.0) / (2.0_f64.powi(zoom as i32)));
|
||||
let pixel_lat = pixel_lat_rad.sinh().atan().to_degrees();
|
||||
|
||||
// Skip pixels outside the requested bounding box
|
||||
@@ -261,44 +420,46 @@ pub fn fetch_elevation_data(
|
||||
// This smooths terrain proportionally while preserving more detail.
|
||||
let sigma: f64 = BASE_SIGMA_REF * (grid_size / BASE_GRID_REF).sqrt();
|
||||
|
||||
let blur_percentage: f64 = (sigma / grid_size) * 100.0;
|
||||
eprintln!(
|
||||
//let blur_percentage: f64 = (sigma / grid_size) * 100.0;
|
||||
/*eprintln!(
|
||||
"Elevation blur: grid={}x{}, sigma={:.2}, blur_percentage={:.2}%",
|
||||
grid_width, grid_height, sigma, blur_percentage
|
||||
);
|
||||
|
||||
/* eprintln!(
|
||||
"Grid: {}x{}, Blur sigma: {:.2}",
|
||||
grid_width, grid_height, sigma
|
||||
); */
|
||||
);*/
|
||||
|
||||
// Continue with the existing blur and conversion to Minecraft heights...
|
||||
let blurred_heights: Vec<Vec<f64>> = apply_gaussian_blur(&height_grid, sigma);
|
||||
|
||||
let mut mc_heights: Vec<Vec<i32>> = Vec::with_capacity(blurred_heights.len());
|
||||
// Release raw height grid
|
||||
drop(height_grid);
|
||||
|
||||
// Find min/max in raw data
|
||||
let mut min_height: f64 = f64::MAX;
|
||||
let mut max_height: f64 = f64::MIN;
|
||||
let mut extreme_low_count = 0;
|
||||
let mut extreme_high_count = 0;
|
||||
|
||||
for row in &blurred_heights {
|
||||
for &height in row {
|
||||
min_height = min_height.min(height);
|
||||
max_height = max_height.max(height);
|
||||
|
||||
// Count extreme values that might indicate data issues
|
||||
if height < -1000.0 {
|
||||
extreme_low_count += 1;
|
||||
// Find min/max in raw data using parallel reduction
|
||||
let (min_height, max_height, extreme_low_count, extreme_high_count) = blurred_heights
|
||||
.par_iter()
|
||||
.map(|row| {
|
||||
let mut local_min = f64::MAX;
|
||||
let mut local_max = f64::MIN;
|
||||
let mut local_low = 0usize;
|
||||
let mut local_high = 0usize;
|
||||
for &height in row {
|
||||
local_min = local_min.min(height);
|
||||
local_max = local_max.max(height);
|
||||
if height < -1000.0 {
|
||||
local_low += 1;
|
||||
}
|
||||
if height > 10000.0 {
|
||||
local_high += 1;
|
||||
}
|
||||
}
|
||||
if height > 10000.0 {
|
||||
extreme_high_count += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
(local_min, local_max, local_low, local_high)
|
||||
})
|
||||
.reduce(
|
||||
|| (f64::MAX, f64::MIN, 0usize, 0usize),
|
||||
|(min1, max1, low1, high1), (min2, max2, low2, high2)| {
|
||||
(min1.min(min2), max1.max(max2), low1 + low2, high1 + high2)
|
||||
},
|
||||
);
|
||||
|
||||
eprintln!("Height data range: {min_height} to {max_height} m");
|
||||
//eprintln!("Height data range: {min_height} to {max_height} m");
|
||||
if extreme_low_count > 0 {
|
||||
eprintln!(
|
||||
"WARNING: Found {extreme_low_count} pixels with extremely low elevations (< -1000m)"
|
||||
@@ -311,39 +472,63 @@ pub fn fetch_elevation_data(
|
||||
}
|
||||
|
||||
let height_range: f64 = max_height - min_height;
|
||||
// Apply scale factor to height scaling
|
||||
let mut height_scale: f64 = BASE_HEIGHT_SCALE * scale.sqrt(); // sqrt to make height scaling less extreme
|
||||
let mut scaled_range: f64 = height_range * height_scale;
|
||||
|
||||
// Adaptive scaling: ensure we don't exceed reasonable Y range
|
||||
let available_y_range = (MAX_Y - ground_level) as f64;
|
||||
let safety_margin = 0.9; // Use 90% of available range
|
||||
let max_allowed_range = available_y_range * safety_margin;
|
||||
// Realistic height scaling: 1 meter of real elevation = scale blocks in Minecraft
|
||||
// At scale=1.0, 1 meter = 1 block (realistic 1:1 mapping)
|
||||
// At scale=2.0, 1 meter = 2 blocks (exaggerated for larger worlds)
|
||||
let ideal_scaled_range: f64 = height_range * scale;
|
||||
|
||||
if scaled_range > max_allowed_range {
|
||||
let adjustment_factor = max_allowed_range / scaled_range;
|
||||
height_scale *= adjustment_factor;
|
||||
scaled_range = height_range * height_scale;
|
||||
// Calculate available Y range in Minecraft (from ground_level to MAX_Y)
|
||||
// Leave a buffer at the top for buildings, trees, and other structures
|
||||
const TERRAIN_HEIGHT_BUFFER: i32 = 15;
|
||||
let available_y_range: f64 = (MAX_Y - TERRAIN_HEIGHT_BUFFER - ground_level) as f64;
|
||||
|
||||
// Determine final height scale:
|
||||
// - Use realistic 1:1 (times scale) if terrain fits within Minecraft limits
|
||||
// - Only compress if the terrain would exceed the build height
|
||||
let scaled_range: f64 = if ideal_scaled_range <= available_y_range {
|
||||
// Terrain fits! Use realistic scaling
|
||||
eprintln!(
|
||||
"Height range too large, applying scaling adjustment factor: {adjustment_factor:.3}"
|
||||
"Realistic elevation: {:.1}m range fits in {} available blocks",
|
||||
height_range, available_y_range as i32
|
||||
);
|
||||
eprintln!("Adjusted scaled range: {scaled_range:.1} blocks");
|
||||
}
|
||||
ideal_scaled_range
|
||||
} else {
|
||||
// Terrain too tall, compress to fit within Minecraft limits
|
||||
let compression_factor: f64 = available_y_range / height_range;
|
||||
let compressed_range: f64 = height_range * compression_factor;
|
||||
eprintln!(
|
||||
"Elevation compressed: {:.1}m range -> {:.0} blocks ({:.2}:1 ratio, 1 block = {:.2}m)",
|
||||
height_range,
|
||||
compressed_range,
|
||||
height_range / compressed_range,
|
||||
compressed_range / height_range
|
||||
);
|
||||
compressed_range
|
||||
};
|
||||
|
||||
// Convert to scaled Minecraft Y coordinates
|
||||
for row in blurred_heights {
|
||||
let mc_row: Vec<i32> = row
|
||||
.iter()
|
||||
.map(|&h| {
|
||||
// Scale the height differences
|
||||
let relative_height: f64 = (h - min_height) / height_range;
|
||||
let scaled_height: f64 = relative_height * scaled_range;
|
||||
// With terrain enabled, ground_level is used as the MIN_Y for terrain
|
||||
((ground_level as f64 + scaled_height).round() as i32).clamp(ground_level, MAX_Y)
|
||||
})
|
||||
.collect();
|
||||
mc_heights.push(mc_row);
|
||||
}
|
||||
// Convert to scaled Minecraft Y coordinates (parallelized across rows)
|
||||
// Lowest real elevation maps to ground_level, highest maps to ground_level + scaled_range
|
||||
let mc_heights: Vec<Vec<i32>> = blurred_heights
|
||||
.par_iter()
|
||||
.map(|row| {
|
||||
row.iter()
|
||||
.map(|&h| {
|
||||
// Calculate relative position within the elevation range (0.0 to 1.0)
|
||||
let relative_height: f64 = if height_range > 0.0 {
|
||||
(h - min_height) / height_range
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
// Scale to Minecraft blocks and add to ground level
|
||||
let scaled_height: f64 = relative_height * scaled_range;
|
||||
// Clamp to valid Minecraft Y range (leave buffer at top for structures)
|
||||
((ground_level as f64 + scaled_height).round() as i32)
|
||||
.clamp(ground_level, MAX_Y - TERRAIN_HEIGHT_BUFFER)
|
||||
})
|
||||
.collect()
|
||||
})
|
||||
.collect();
|
||||
|
||||
let mut min_block_height: i32 = i32::MAX;
|
||||
let mut max_block_height: i32 = i32::MIN;
|
||||
@@ -353,7 +538,7 @@ pub fn fetch_elevation_data(
|
||||
max_block_height = max_block_height.max(height);
|
||||
}
|
||||
}
|
||||
eprintln!("Minecraft height data range: {min_block_height} to {max_block_height} blocks");
|
||||
//eprintln!("Minecraft height data range: {min_block_height} to {max_block_height} blocks");
|
||||
|
||||
Ok(ElevationData {
|
||||
heights: mc_heights,
|
||||
@@ -380,48 +565,61 @@ fn apply_gaussian_blur(heights: &[Vec<f64>], sigma: f64) -> Vec<Vec<f64>> {
|
||||
let kernel_size: usize = (sigma * 3.0).ceil() as usize * 2 + 1;
|
||||
let kernel: Vec<f64> = create_gaussian_kernel(kernel_size, sigma);
|
||||
|
||||
// Apply blur
|
||||
let mut blurred: Vec<Vec<f64>> = heights.to_owned();
|
||||
let height_len = heights.len();
|
||||
let width = heights[0].len();
|
||||
|
||||
// Horizontal pass
|
||||
for row in blurred.iter_mut() {
|
||||
let mut temp: Vec<f64> = row.clone();
|
||||
for (i, val) in temp.iter_mut().enumerate() {
|
||||
let mut sum: f64 = 0.0;
|
||||
let mut weight_sum: f64 = 0.0;
|
||||
for (j, k) in kernel.iter().enumerate() {
|
||||
let idx: i32 = i as i32 + j as i32 - kernel_size as i32 / 2;
|
||||
if idx >= 0 && idx < row.len() as i32 {
|
||||
sum += row[idx as usize] * k;
|
||||
weight_sum += k;
|
||||
// Horizontal pass - parallelize across rows (each row is independent)
|
||||
let after_horizontal: Vec<Vec<f64>> = heights
|
||||
.par_iter()
|
||||
.map(|row| {
|
||||
let mut temp: Vec<f64> = vec![0.0; row.len()];
|
||||
for (i, val) in temp.iter_mut().enumerate() {
|
||||
let mut sum: f64 = 0.0;
|
||||
let mut weight_sum: f64 = 0.0;
|
||||
for (j, k) in kernel.iter().enumerate() {
|
||||
let idx: i32 = i as i32 + j as i32 - kernel_size as i32 / 2;
|
||||
if idx >= 0 && idx < row.len() as i32 {
|
||||
sum += row[idx as usize] * k;
|
||||
weight_sum += k;
|
||||
}
|
||||
}
|
||||
*val = sum / weight_sum;
|
||||
}
|
||||
*val = sum / weight_sum;
|
||||
}
|
||||
*row = temp;
|
||||
}
|
||||
temp
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Vertical pass
|
||||
let height: usize = blurred.len();
|
||||
let width: usize = blurred[0].len();
|
||||
for x in 0..width {
|
||||
let temp: Vec<_> = blurred
|
||||
.iter()
|
||||
.take(height)
|
||||
.map(|row: &Vec<f64>| row[x])
|
||||
.collect();
|
||||
// Vertical pass - parallelize across columns (each column is independent)
|
||||
// Process each column in parallel and collect results as column vectors
|
||||
let blurred_columns: Vec<Vec<f64>> = (0..width)
|
||||
.into_par_iter()
|
||||
.map(|x| {
|
||||
// Extract column from after_horizontal
|
||||
let column: Vec<f64> = after_horizontal.iter().map(|row| row[x]).collect();
|
||||
|
||||
for (y, row) in blurred.iter_mut().enumerate().take(height) {
|
||||
let mut sum: f64 = 0.0;
|
||||
let mut weight_sum: f64 = 0.0;
|
||||
for (j, k) in kernel.iter().enumerate() {
|
||||
let idx: i32 = y as i32 + j as i32 - kernel_size as i32 / 2;
|
||||
if idx >= 0 && idx < height as i32 {
|
||||
sum += temp[idx as usize] * k;
|
||||
weight_sum += k;
|
||||
// Apply vertical blur to this column
|
||||
let mut blurred_column: Vec<f64> = vec![0.0; height_len];
|
||||
for (y, val) in blurred_column.iter_mut().enumerate() {
|
||||
let mut sum: f64 = 0.0;
|
||||
let mut weight_sum: f64 = 0.0;
|
||||
for (j, k) in kernel.iter().enumerate() {
|
||||
let idx: i32 = y as i32 + j as i32 - kernel_size as i32 / 2;
|
||||
if idx >= 0 && idx < height_len as i32 {
|
||||
sum += column[idx as usize] * k;
|
||||
weight_sum += k;
|
||||
}
|
||||
}
|
||||
*val = sum / weight_sum;
|
||||
}
|
||||
row[x] = sum / weight_sum;
|
||||
blurred_column
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Transpose columns back to row-major format
|
||||
let mut blurred: Vec<Vec<f64>> = vec![vec![0.0; width]; height_len];
|
||||
for (x, column) in blurred_columns.into_iter().enumerate() {
|
||||
for (y, val) in column.into_iter().enumerate() {
|
||||
blurred[y][x] = val;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -503,17 +701,24 @@ fn filter_elevation_outliers(height_grid: &mut [Vec<f64>]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Sort to find percentiles
|
||||
all_heights.sort_by(|a, b| a.partial_cmp(b).unwrap());
|
||||
let len = all_heights.len();
|
||||
|
||||
// Use 1st and 99th percentiles to define reasonable bounds
|
||||
// Using quickselect (select_nth_unstable) instead of full sort: O(n) vs O(n log n)
|
||||
let p1_idx = (len as f64 * 0.01) as usize;
|
||||
let p99_idx = (len as f64 * 0.99) as usize;
|
||||
let min_reasonable = all_heights[p1_idx];
|
||||
let max_reasonable = all_heights[p99_idx];
|
||||
let p99_idx = ((len as f64 * 0.99) as usize).min(len - 1);
|
||||
|
||||
eprintln!("Filtering outliers outside range: {min_reasonable:.1}m to {max_reasonable:.1}m");
|
||||
// Find p1 (1st percentile) - all elements before p1_idx will be <= p1
|
||||
let (_, p1_val, _) =
|
||||
all_heights.select_nth_unstable_by(p1_idx, |a, b| a.partial_cmp(b).unwrap());
|
||||
let min_reasonable = *p1_val;
|
||||
|
||||
// Find p99 (99th percentile) - need to search in remaining slice or use separate call
|
||||
let (_, p99_val, _) =
|
||||
all_heights.select_nth_unstable_by(p99_idx, |a, b| a.partial_cmp(b).unwrap());
|
||||
let max_reasonable = *p99_val;
|
||||
|
||||
//eprintln!("Filtering outliers outside range: {min_reasonable:.1}m to {max_reasonable:.1}m");
|
||||
|
||||
let mut outliers_filtered = 0;
|
||||
|
||||
@@ -528,7 +733,7 @@ fn filter_elevation_outliers(height_grid: &mut [Vec<f64>]) {
|
||||
}
|
||||
|
||||
if outliers_filtered > 0 {
|
||||
eprintln!("Filtered {outliers_filtered} elevation outliers, interpolating replacements...");
|
||||
//eprintln!("Filtered {outliers_filtered} elevation outliers, interpolating replacements...");
|
||||
// Re-run the NaN filling to interpolate the filtered values
|
||||
fill_nan_values(height_grid);
|
||||
}
|
||||
|
||||
123
src/floodfill.rs
123
src/floodfill.rs
@@ -1,8 +1,64 @@
|
||||
use geo::orient::{Direction, Orient};
|
||||
use geo::{Contains, LineString, Point, Polygon};
|
||||
use itertools::Itertools;
|
||||
use std::collections::{HashSet, VecDeque};
|
||||
use std::collections::VecDeque;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
/// Maximum bounding box area (in blocks) for flood fill.
|
||||
/// Polygons exceeding this are skipped to prevent excessive memory allocations.
|
||||
/// 25 million blocks ≈ 5000×5000; bitmap uses only ~3 MB at this size.
|
||||
const MAX_FLOOD_FILL_AREA: i64 = 25_000_000;
|
||||
|
||||
/// A compact bitmap for visited-coordinate tracking during flood fill.
|
||||
///
|
||||
/// Uses 1 bit per coordinate instead of ~48 bytes per entry in a `HashSet`.
|
||||
/// For a 5000×5000 bounding box this is ~3 MB instead of ~1.2 GB.
|
||||
struct FloodBitmap {
|
||||
bits: Vec<u8>,
|
||||
min_x: i32,
|
||||
min_z: i32,
|
||||
width: usize,
|
||||
}
|
||||
|
||||
impl FloodBitmap {
|
||||
#[inline]
|
||||
fn new(min_x: i32, max_x: i32, min_z: i32, max_z: i32) -> Self {
|
||||
let width = (max_x - min_x + 1) as usize;
|
||||
let height = (max_z - min_z + 1) as usize;
|
||||
let num_bytes = (width * height).div_ceil(8);
|
||||
Self {
|
||||
bits: vec![0u8; num_bytes],
|
||||
min_x,
|
||||
min_z,
|
||||
width,
|
||||
}
|
||||
}
|
||||
|
||||
/// Mark (x, z) as visited. Returns `true` if it was NOT already visited
|
||||
/// (i.e. this is the first visit).
|
||||
#[inline]
|
||||
fn insert(&mut self, x: i32, z: i32) -> bool {
|
||||
let idx = (z - self.min_z) as usize * self.width + (x - self.min_x) as usize;
|
||||
let byte = idx / 8;
|
||||
let bit = idx % 8;
|
||||
let mask = 1u8 << bit;
|
||||
if self.bits[byte] & mask != 0 {
|
||||
false // already visited
|
||||
} else {
|
||||
self.bits[byte] |= mask;
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn contains(&self, x: i32, z: i32) -> bool {
|
||||
let idx = (z - self.min_z) as usize * self.width + (x - self.min_x) as usize;
|
||||
let byte = idx / 8;
|
||||
let bit = idx % 8;
|
||||
(self.bits[byte] >> bit) & 1 == 1
|
||||
}
|
||||
}
|
||||
|
||||
/// Main flood fill function with automatic algorithm selection
|
||||
/// Chooses the best algorithm based on polygon size and complexity
|
||||
pub fn flood_fill_area(
|
||||
@@ -29,6 +85,13 @@ pub fn flood_fill_area(
|
||||
|
||||
let area = (max_x - min_x + 1) as i64 * (max_z - min_z + 1) as i64;
|
||||
|
||||
// Safety cap: reject polygons whose bounding box is too large.
|
||||
// This prevents multi-GB memory allocations when ocean-adjacent elements
|
||||
// (e.g. natural=water, large landuse) produce huge clipped polygons.
|
||||
if area > MAX_FLOOD_FILL_AREA {
|
||||
return vec![];
|
||||
}
|
||||
|
||||
// For small and medium areas, use optimized flood fill with span filling
|
||||
if area < 50000 {
|
||||
optimized_flood_fill_area(polygon_coords, timeout, min_x, max_x, min_z, max_z)
|
||||
@@ -50,15 +113,16 @@ fn optimized_flood_fill_area(
|
||||
let start_time = Instant::now();
|
||||
|
||||
let mut filled_area = Vec::new();
|
||||
let mut global_visited = HashSet::new();
|
||||
let mut visited = FloodBitmap::new(min_x, max_x, min_z, max_z);
|
||||
|
||||
// Create polygon for containment testing
|
||||
// Create polygon for containment testing, with normalized winding order
|
||||
// to avoid "polygon had no winding order" warnings from geo::Contains
|
||||
let exterior_coords: Vec<(f64, f64)> = polygon_coords
|
||||
.iter()
|
||||
.map(|&(x, z)| (x as f64, z as f64))
|
||||
.collect();
|
||||
let exterior = LineString::from(exterior_coords);
|
||||
let polygon = Polygon::new(exterior, vec![]);
|
||||
let polygon = Polygon::new(exterior, vec![]).orient(Direction::Default);
|
||||
|
||||
// Optimized step sizes: larger steps for efficiency, but still catch U-shapes
|
||||
let width = max_x - min_x + 1;
|
||||
@@ -81,16 +145,14 @@ fn optimized_flood_fill_area(
|
||||
}
|
||||
|
||||
// Skip if already visited or not inside polygon
|
||||
if global_visited.contains(&(x, z))
|
||||
|| !polygon.contains(&Point::new(x as f64, z as f64))
|
||||
{
|
||||
if visited.contains(x, z) || !polygon.contains(&Point::new(x as f64, z as f64)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start flood fill from this seed point
|
||||
queue.clear(); // Reuse queue instead of creating new one
|
||||
queue.push_back((x, z));
|
||||
global_visited.insert((x, z));
|
||||
visited.insert(x, z);
|
||||
|
||||
while let Some((curr_x, curr_z)) = queue.pop_front() {
|
||||
// Add current point to filled area
|
||||
@@ -104,17 +166,16 @@ fn optimized_flood_fill_area(
|
||||
(curr_x, curr_z + 1),
|
||||
];
|
||||
|
||||
for (nx, nz) in neighbors.iter() {
|
||||
if *nx >= min_x
|
||||
&& *nx <= max_x
|
||||
&& *nz >= min_z
|
||||
&& *nz <= max_z
|
||||
&& !global_visited.contains(&(*nx, *nz))
|
||||
for &(nx, nz) in &neighbors {
|
||||
if nx >= min_x
|
||||
&& nx <= max_x
|
||||
&& nz >= min_z
|
||||
&& nz <= max_z
|
||||
&& visited.insert(nx, nz)
|
||||
{
|
||||
// Only check polygon containment for unvisited points
|
||||
if polygon.contains(&Point::new(*nx as f64, *nz as f64)) {
|
||||
global_visited.insert((*nx, *nz));
|
||||
queue.push_back((*nx, *nz));
|
||||
if polygon.contains(&Point::new(nx as f64, nz as f64)) {
|
||||
queue.push_back((nx, nz));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -136,15 +197,16 @@ fn original_flood_fill_area(
|
||||
) -> Vec<(i32, i32)> {
|
||||
let start_time = Instant::now();
|
||||
let mut filled_area: Vec<(i32, i32)> = Vec::new();
|
||||
let mut global_visited: HashSet<(i32, i32)> = HashSet::new();
|
||||
let mut visited = FloodBitmap::new(min_x, max_x, min_z, max_z);
|
||||
|
||||
// Convert input to a geo::Polygon for efficient point-in-polygon testing
|
||||
// Convert input to a geo::Polygon for efficient point-in-polygon testing,
|
||||
// with normalized winding order to avoid undefined Contains results
|
||||
let exterior_coords: Vec<(f64, f64)> = polygon_coords
|
||||
.iter()
|
||||
.map(|&(x, z)| (x as f64, z as f64))
|
||||
.collect::<Vec<_>>();
|
||||
let exterior: LineString = LineString::from(exterior_coords);
|
||||
let polygon: Polygon<f64> = Polygon::new(exterior, vec![]);
|
||||
let polygon: Polygon<f64> = Polygon::new(exterior, vec![]).orient(Direction::Default);
|
||||
|
||||
// Optimized step sizes for large polygons - coarser sampling for speed
|
||||
let width = max_x - min_x + 1;
|
||||
@@ -168,16 +230,14 @@ fn original_flood_fill_area(
|
||||
}
|
||||
|
||||
// Skip if already processed or not inside polygon
|
||||
if global_visited.contains(&(x, z))
|
||||
|| !polygon.contains(&Point::new(x as f64, z as f64))
|
||||
{
|
||||
if visited.contains(x, z) || !polygon.contains(&Point::new(x as f64, z as f64)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start flood-fill from this seed point
|
||||
queue.clear(); // Reuse queue
|
||||
queue.push_back((x, z));
|
||||
global_visited.insert((x, z));
|
||||
visited.insert(x, z);
|
||||
|
||||
while let Some((curr_x, curr_z)) = queue.pop_front() {
|
||||
// Only check polygon containment once per point when adding to filled_area
|
||||
@@ -192,15 +252,14 @@ fn original_flood_fill_area(
|
||||
(curr_x, curr_z + 1),
|
||||
];
|
||||
|
||||
for (nx, nz) in neighbors.iter() {
|
||||
if *nx >= min_x
|
||||
&& *nx <= max_x
|
||||
&& *nz >= min_z
|
||||
&& *nz <= max_z
|
||||
&& !global_visited.contains(&(*nx, *nz))
|
||||
for &(nx, nz) in &neighbors {
|
||||
if nx >= min_x
|
||||
&& nx <= max_x
|
||||
&& nz >= min_z
|
||||
&& nz <= max_z
|
||||
&& visited.insert(nx, nz)
|
||||
{
|
||||
global_visited.insert((*nx, *nz));
|
||||
queue.push_back((*nx, *nz));
|
||||
queue.push_back((nx, nz));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
509
src/floodfill_cache.rs
Normal file
509
src/floodfill_cache.rs
Normal file
@@ -0,0 +1,509 @@
|
||||
//! Pre-computed flood fill cache for parallel polygon filling.
|
||||
//!
|
||||
//! This module provides a way to pre-compute all flood fill operations in parallel
|
||||
//! before the main element processing loop, then retrieve cached results during
|
||||
//! sequential processing.
|
||||
|
||||
use crate::coordinate_system::cartesian::XZBBox;
|
||||
use crate::floodfill::flood_fill_area;
|
||||
use crate::osm_parser::{ProcessedElement, ProcessedMemberRole, ProcessedWay};
|
||||
use fnv::FnvHashMap;
|
||||
use rayon::prelude::*;
|
||||
use std::time::Duration;
|
||||
|
||||
/// A memory-efficient bitmap for storing coordinates.
|
||||
///
|
||||
/// Instead of storing each coordinate individually (~24 bytes per entry in a HashSet),
|
||||
/// this uses 1 bit per coordinate in the world bounds, reducing memory usage by ~200x.
|
||||
///
|
||||
/// For a world of size W x H blocks, the bitmap uses only (W * H) / 8 bytes.
|
||||
pub struct CoordinateBitmap {
|
||||
/// The bitmap data, where each bit represents one (x, z) coordinate
|
||||
bits: Vec<u8>,
|
||||
/// Minimum x coordinate (offset for indexing)
|
||||
min_x: i32,
|
||||
/// Minimum z coordinate (offset for indexing)
|
||||
min_z: i32,
|
||||
/// Width of the world (max_x - min_x + 1)
|
||||
width: usize,
|
||||
/// Height of the world (max_z - min_z + 1)
|
||||
#[allow(dead_code)]
|
||||
height: usize,
|
||||
/// Number of coordinates marked
|
||||
count: usize,
|
||||
}
|
||||
|
||||
impl CoordinateBitmap {
|
||||
/// Creates a new empty bitmap covering the given world bounds.
|
||||
pub fn new(xzbbox: &XZBBox) -> Self {
|
||||
let min_x = xzbbox.min_x();
|
||||
let min_z = xzbbox.min_z();
|
||||
// Use i64 to avoid overflow when world spans more than i32::MAX in either dimension
|
||||
let width = (i64::from(xzbbox.max_x()) - i64::from(min_x) + 1) as usize;
|
||||
let height = (i64::from(xzbbox.max_z()) - i64::from(min_z) + 1) as usize;
|
||||
|
||||
// Calculate number of bytes needed (round up to nearest byte)
|
||||
let total_bits = width
|
||||
.checked_mul(height)
|
||||
.expect("CoordinateBitmap: world size too large (width * height overflowed)");
|
||||
let num_bytes = total_bits.div_ceil(8);
|
||||
|
||||
Self {
|
||||
bits: vec![0u8; num_bytes],
|
||||
min_x,
|
||||
min_z,
|
||||
width,
|
||||
height,
|
||||
count: 0,
|
||||
}
|
||||
}
|
||||
|
||||
/// Converts (x, z) coordinate to bit index, returning None if out of bounds.
|
||||
#[inline]
|
||||
fn coord_to_index(&self, x: i32, z: i32) -> Option<usize> {
|
||||
// Use i64 arithmetic to avoid overflow when coordinates span large ranges
|
||||
let local_x = i64::from(x) - i64::from(self.min_x);
|
||||
let local_z = i64::from(z) - i64::from(self.min_z);
|
||||
|
||||
if local_x < 0 || local_z < 0 {
|
||||
return None;
|
||||
}
|
||||
|
||||
let local_x = local_x as usize;
|
||||
let local_z = local_z as usize;
|
||||
|
||||
if local_x >= self.width || local_z >= self.height {
|
||||
return None;
|
||||
}
|
||||
|
||||
// Safe: bounds checks above ensure this won't overflow (max = total_bits - 1)
|
||||
Some(local_z * self.width + local_x)
|
||||
}
|
||||
|
||||
/// Sets a coordinate.
|
||||
#[inline]
|
||||
pub fn set(&mut self, x: i32, z: i32) {
|
||||
if let Some(bit_index) = self.coord_to_index(x, z) {
|
||||
let byte_index = bit_index / 8;
|
||||
let bit_offset = bit_index % 8;
|
||||
|
||||
// Safety: coord_to_index already validates bounds, so byte_index is always valid
|
||||
let mask = 1u8 << bit_offset;
|
||||
// Only increment count if bit wasn't already set
|
||||
if self.bits[byte_index] & mask == 0 {
|
||||
self.bits[byte_index] |= mask;
|
||||
self.count += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Checks if a coordinate is set.
|
||||
#[inline]
|
||||
pub fn contains(&self, x: i32, z: i32) -> bool {
|
||||
if let Some(bit_index) = self.coord_to_index(x, z) {
|
||||
let byte_index = bit_index / 8;
|
||||
let bit_offset = bit_index % 8;
|
||||
|
||||
// Safety: coord_to_index already validates bounds, so byte_index is always valid
|
||||
return (self.bits[byte_index] >> bit_offset) & 1 == 1;
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
/// Returns true if no coordinates are marked.
|
||||
#[must_use]
|
||||
#[allow(dead_code)]
|
||||
pub fn is_empty(&self) -> bool {
|
||||
self.count == 0
|
||||
}
|
||||
|
||||
/// Returns the number of coordinates that are set.
|
||||
#[inline]
|
||||
#[allow(dead_code)]
|
||||
pub fn count(&self) -> usize {
|
||||
self.count
|
||||
}
|
||||
|
||||
/// Counts how many coordinates from the given iterator are set in this bitmap.
|
||||
#[inline]
|
||||
#[allow(dead_code)]
|
||||
pub fn count_contained<'a, I>(&self, coords: I) -> usize
|
||||
where
|
||||
I: Iterator<Item = &'a (i32, i32)>,
|
||||
{
|
||||
coords.filter(|(x, z)| self.contains(*x, *z)).count()
|
||||
}
|
||||
|
||||
/// Counts the number of set bits in a rectangular range.
|
||||
///
|
||||
/// This is optimized to iterate row-by-row and use `count_ones()` on bytes
|
||||
/// where possible, which is much faster than checking individual coordinates.
|
||||
///
|
||||
/// Returns `(urban_count, total_count)` for the given range.
|
||||
#[inline]
|
||||
#[allow(dead_code)]
|
||||
pub fn count_in_range(&self, min_x: i32, min_z: i32, max_x: i32, max_z: i32) -> (usize, usize) {
|
||||
let mut urban_count = 0usize;
|
||||
let mut total_count = 0usize;
|
||||
|
||||
for z in min_z..=max_z {
|
||||
// Calculate local z coordinate
|
||||
let local_z = i64::from(z) - i64::from(self.min_z);
|
||||
if local_z < 0 || local_z >= self.height as i64 {
|
||||
// Row is out of bounds, still counts toward total
|
||||
total_count += (i64::from(max_x) - i64::from(min_x) + 1) as usize;
|
||||
continue;
|
||||
}
|
||||
let local_z = local_z as usize;
|
||||
|
||||
// Calculate x range in local coordinates
|
||||
let local_min_x = (i64::from(min_x) - i64::from(self.min_x)).max(0) as usize;
|
||||
let local_max_x =
|
||||
((i64::from(max_x) - i64::from(self.min_x)) as usize).min(self.width - 1);
|
||||
|
||||
// Count out-of-bounds x coordinates toward total
|
||||
let x_start_offset = (i64::from(self.min_x) - i64::from(min_x)).max(0) as usize;
|
||||
let x_end_offset = (i64::from(max_x) - i64::from(self.min_x) - (self.width as i64 - 1))
|
||||
.max(0) as usize;
|
||||
total_count += x_start_offset + x_end_offset;
|
||||
|
||||
if local_min_x > local_max_x {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Process this row
|
||||
let row_start_bit = local_z * self.width + local_min_x;
|
||||
let row_end_bit = local_z * self.width + local_max_x;
|
||||
let num_bits = row_end_bit - row_start_bit + 1;
|
||||
total_count += num_bits;
|
||||
|
||||
// Count set bits using byte-wise popcount where possible
|
||||
let start_byte = row_start_bit / 8;
|
||||
let end_byte = row_end_bit / 8;
|
||||
let start_bit_in_byte = row_start_bit % 8;
|
||||
let end_bit_in_byte = row_end_bit % 8;
|
||||
|
||||
if start_byte == end_byte {
|
||||
// All bits are in the same byte
|
||||
let byte = self.bits[start_byte];
|
||||
// Create mask for bits from start_bit to end_bit (inclusive)
|
||||
let num_bits_in_mask = end_bit_in_byte - start_bit_in_byte + 1;
|
||||
let mask = if num_bits_in_mask >= 8 {
|
||||
0xFFu8
|
||||
} else {
|
||||
((1u16 << num_bits_in_mask) - 1) as u8
|
||||
};
|
||||
let masked = (byte >> start_bit_in_byte) & mask;
|
||||
urban_count += masked.count_ones() as usize;
|
||||
} else {
|
||||
// First partial byte
|
||||
let first_byte = self.bits[start_byte];
|
||||
let first_mask = !((1u8 << start_bit_in_byte) - 1); // bits from start_bit to 7
|
||||
urban_count += (first_byte & first_mask).count_ones() as usize;
|
||||
|
||||
// Full bytes in between
|
||||
for byte_idx in (start_byte + 1)..end_byte {
|
||||
urban_count += self.bits[byte_idx].count_ones() as usize;
|
||||
}
|
||||
|
||||
// Last partial byte
|
||||
let last_byte = self.bits[end_byte];
|
||||
// Handle case where end_bit_in_byte is 7 (would overflow 1u8 << 8)
|
||||
let last_mask = if end_bit_in_byte >= 7 {
|
||||
0xFFu8
|
||||
} else {
|
||||
(1u8 << (end_bit_in_byte + 1)) - 1
|
||||
};
|
||||
urban_count += (last_byte & last_mask).count_ones() as usize;
|
||||
}
|
||||
}
|
||||
|
||||
(urban_count, total_count)
|
||||
}
|
||||
}
|
||||
|
||||
/// Type alias for building footprint bitmap (for backwards compatibility).
|
||||
pub type BuildingFootprintBitmap = CoordinateBitmap;
|
||||
|
||||
/// A cache of pre-computed flood fill results, keyed by element ID.
|
||||
pub struct FloodFillCache {
|
||||
/// Cached results: element_id -> filled coordinates
|
||||
way_cache: FnvHashMap<u64, Vec<(i32, i32)>>,
|
||||
}
|
||||
|
||||
impl FloodFillCache {
|
||||
/// Creates an empty cache.
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
way_cache: FnvHashMap::default(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Pre-computes flood fills for all elements that need them.
|
||||
///
|
||||
/// This runs in parallel using Rayon, taking advantage of multiple CPU cores.
|
||||
pub fn precompute(elements: &[ProcessedElement], timeout: Option<&Duration>) -> Self {
|
||||
// Collect all ways that need flood fill
|
||||
let ways_needing_fill: Vec<&ProcessedWay> = elements
|
||||
.iter()
|
||||
.filter_map(|el| match el {
|
||||
ProcessedElement::Way(way) => {
|
||||
if Self::way_needs_flood_fill(way) {
|
||||
Some(way)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
_ => None,
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Compute all way flood fills in parallel
|
||||
let way_results: Vec<(u64, Vec<(i32, i32)>)> = ways_needing_fill
|
||||
.par_iter()
|
||||
.map(|way| {
|
||||
let polygon_coords: Vec<(i32, i32)> =
|
||||
way.nodes.iter().map(|n| (n.x, n.z)).collect();
|
||||
let filled = flood_fill_area(&polygon_coords, timeout);
|
||||
(way.id, filled)
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Build the cache
|
||||
let mut cache = Self::new();
|
||||
for (id, filled) in way_results {
|
||||
cache.way_cache.insert(id, filled);
|
||||
}
|
||||
|
||||
cache
|
||||
}
|
||||
|
||||
/// Gets cached flood fill result for a way, or computes it if not cached.
|
||||
///
|
||||
/// Note: Combined ways created from relations (e.g., in `generate_natural_from_relation`)
|
||||
/// will miss the cache and fall back to on-demand computation. This is by design,
|
||||
/// these synthetic ways don't exist in the original element list and have relation IDs
|
||||
/// rather than way IDs. The individual member ways are still cached.
|
||||
pub fn get_or_compute(
|
||||
&self,
|
||||
way: &ProcessedWay,
|
||||
timeout: Option<&Duration>,
|
||||
) -> Vec<(i32, i32)> {
|
||||
if let Some(cached) = self.way_cache.get(&way.id) {
|
||||
// Clone is intentional: each result is typically accessed once during
|
||||
// sequential processing, so the cost is acceptable vs Arc complexity
|
||||
cached.clone()
|
||||
} else {
|
||||
// Fallback: compute on demand for synthetic/combined ways from relations
|
||||
let polygon_coords: Vec<(i32, i32)> = way.nodes.iter().map(|n| (n.x, n.z)).collect();
|
||||
flood_fill_area(&polygon_coords, timeout)
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets cached flood fill result for a ProcessedElement (Way only).
|
||||
/// For Nodes/Relations, returns empty vec.
|
||||
pub fn get_or_compute_element(
|
||||
&self,
|
||||
element: &ProcessedElement,
|
||||
timeout: Option<&Duration>,
|
||||
) -> Vec<(i32, i32)> {
|
||||
match element {
|
||||
ProcessedElement::Way(way) => self.get_or_compute(way, timeout),
|
||||
_ => Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Determines if a way element needs flood fill based on its tags.
|
||||
///
|
||||
/// This checks for tag presence (not specific values) because:
|
||||
/// - Only some values within each tag type actually use flood fill
|
||||
/// - But caching extra results is harmless (small memory overhead)
|
||||
/// - And avoids duplicating value-checking logic from processors
|
||||
///
|
||||
/// Covered cases:
|
||||
/// - building/building:part -> buildings::generate_buildings (includes bridge)
|
||||
/// - landuse -> landuse::generate_landuse
|
||||
/// - leisure -> leisure::generate_leisure
|
||||
/// - amenity -> amenities::generate_amenities
|
||||
/// - natural (except tree) -> natural::generate_natural
|
||||
/// - highway with area=yes -> highways::generate_highways (area fill)
|
||||
fn way_needs_flood_fill(way: &ProcessedWay) -> bool {
|
||||
way.tags.contains_key("building")
|
||||
|| way.tags.contains_key("building:part")
|
||||
|| way.tags.contains_key("landuse")
|
||||
|| way.tags.contains_key("leisure")
|
||||
|| way.tags.contains_key("amenity")
|
||||
|| way
|
||||
.tags
|
||||
.get("natural")
|
||||
.map(|v| v != "tree")
|
||||
.unwrap_or(false)
|
||||
// Highway areas (like pedestrian plazas) use flood fill when area=yes
|
||||
|| (way.tags.contains_key("highway")
|
||||
&& way.tags.get("area").map(|v| v == "yes").unwrap_or(false))
|
||||
// Historic tomb polygons (e.g. tomb=pyramid)
|
||||
|| way.tags.get("tomb").map(|v| v == "pyramid").unwrap_or(false)
|
||||
}
|
||||
|
||||
/// Collects all building footprint coordinates from the pre-computed cache.
|
||||
///
|
||||
/// This should be called after precompute() and before elements are processed.
|
||||
/// Returns a memory-efficient bitmap of all (x, z) coordinates that are part of buildings.
|
||||
///
|
||||
/// The bitmap uses only 1 bit per coordinate in the world bounds, compared to ~24 bytes
|
||||
/// per entry in a HashSet, reducing memory usage by ~200x for large worlds.
|
||||
pub fn collect_building_footprints(
|
||||
&self,
|
||||
elements: &[ProcessedElement],
|
||||
xzbbox: &XZBBox,
|
||||
) -> BuildingFootprintBitmap {
|
||||
let mut footprints = BuildingFootprintBitmap::new(xzbbox);
|
||||
|
||||
for element in elements {
|
||||
match element {
|
||||
ProcessedElement::Way(way) => {
|
||||
if way.tags.contains_key("building") || way.tags.contains_key("building:part") {
|
||||
if let Some(cached) = self.way_cache.get(&way.id) {
|
||||
for &(x, z) in cached {
|
||||
footprints.set(x, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ProcessedElement::Relation(rel) => {
|
||||
let is_building = rel.tags.contains_key("building")
|
||||
|| rel.tags.contains_key("building:part")
|
||||
|| rel.tags.get("type").map(|t| t.as_str()) == Some("building");
|
||||
if is_building {
|
||||
for member in &rel.members {
|
||||
// Only treat outer members as building footprints.
|
||||
// Inner members represent courtyards/holes where trees can spawn.
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
if let Some(cached) = self.way_cache.get(&member.way.id) {
|
||||
for &(x, z) in cached {
|
||||
footprints.set(x, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
footprints
|
||||
}
|
||||
|
||||
/// Collects centroids of all buildings from the pre-computed cache.
|
||||
///
|
||||
/// This is used for urban ground detection - building clusters are identified
|
||||
/// using their centroids, and a concave hull is computed around dense clusters
|
||||
/// to determine where city ground (smooth stone) should be placed.
|
||||
///
|
||||
/// Returns a vector of (x, z) centroid coordinates for all buildings.
|
||||
pub fn collect_building_centroids(&self, elements: &[ProcessedElement]) -> Vec<(i32, i32)> {
|
||||
let mut centroids = Vec::new();
|
||||
|
||||
for element in elements {
|
||||
match element {
|
||||
ProcessedElement::Way(way) => {
|
||||
if way.tags.contains_key("building") || way.tags.contains_key("building:part") {
|
||||
if let Some(cached) = self.way_cache.get(&way.id) {
|
||||
if let Some(centroid) = Self::compute_centroid(cached) {
|
||||
centroids.push(centroid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ProcessedElement::Relation(rel) => {
|
||||
let is_building = rel.tags.contains_key("building")
|
||||
|| rel.tags.contains_key("building:part")
|
||||
|| rel.tags.get("type").map(|t| t.as_str()) == Some("building");
|
||||
if is_building {
|
||||
// For building relations, compute centroid from outer ways
|
||||
let mut all_coords = Vec::new();
|
||||
for member in &rel.members {
|
||||
if member.role == ProcessedMemberRole::Outer {
|
||||
if let Some(cached) = self.way_cache.get(&member.way.id) {
|
||||
all_coords.extend(cached.iter().copied());
|
||||
}
|
||||
}
|
||||
}
|
||||
if let Some(centroid) = Self::compute_centroid(&all_coords) {
|
||||
centroids.push(centroid);
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
centroids
|
||||
}
|
||||
|
||||
/// Computes the centroid of a set of coordinates.
|
||||
fn compute_centroid(coords: &[(i32, i32)]) -> Option<(i32, i32)> {
|
||||
if coords.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let sum_x: i64 = coords.iter().map(|(x, _)| i64::from(*x)).sum();
|
||||
let sum_z: i64 = coords.iter().map(|(_, z)| i64::from(*z)).sum();
|
||||
let len = coords.len() as i64;
|
||||
Some(((sum_x / len) as i32, (sum_z / len) as i32))
|
||||
}
|
||||
|
||||
/// Removes a way's cached flood fill result, freeing memory.
|
||||
///
|
||||
/// Call this after processing an element to release its cached data.
|
||||
pub fn remove_way(&mut self, way_id: u64) {
|
||||
self.way_cache.remove(&way_id);
|
||||
}
|
||||
|
||||
/// Removes all cached flood fill results for ways in a relation.
|
||||
///
|
||||
/// Relations contain multiple ways, so we need to remove all of them.
|
||||
pub fn remove_relation_ways(&mut self, way_ids: &[u64]) {
|
||||
for &id in way_ids {
|
||||
self.way_cache.remove(&id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for FloodFillCache {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
/// Configures the global Rayon thread pool with a CPU usage cap.
|
||||
///
|
||||
/// Call this once at startup before any parallel operations.
|
||||
///
|
||||
/// # Arguments
|
||||
/// * `cpu_fraction` - Fraction of available cores to use (e.g., 0.9 for 90%).
|
||||
/// Values are clamped to the range [0.1, 1.0].
|
||||
pub fn configure_rayon_thread_pool(cpu_fraction: f64) {
|
||||
// Clamp cpu_fraction to valid range
|
||||
let cpu_fraction = cpu_fraction.clamp(0.1, 1.0);
|
||||
|
||||
let available_cores = std::thread::available_parallelism()
|
||||
.map(|n| n.get())
|
||||
.unwrap_or(4);
|
||||
|
||||
let target_threads = ((available_cores as f64) * cpu_fraction).floor() as usize;
|
||||
let target_threads = target_threads.max(1); // At least 1 thread
|
||||
|
||||
// Only configure if we haven't already (this can only be called once)
|
||||
match rayon::ThreadPoolBuilder::new()
|
||||
.num_threads(target_threads)
|
||||
.build_global()
|
||||
{
|
||||
Ok(()) => {
|
||||
// Successfully configured (silent to avoid cluttering output)
|
||||
}
|
||||
Err(_) => {
|
||||
// Thread pool already configured
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,8 @@ use crate::args::Args;
|
||||
use crate::coordinate_system::{cartesian::XZPoint, geographic::LLBBox};
|
||||
use crate::elevation_data::{fetch_elevation_data, ElevationData};
|
||||
use crate::progress::emit_gui_progress_update;
|
||||
#[cfg(feature = "gui")]
|
||||
use crate::telemetry::{send_log, LogLevel};
|
||||
use colored::Colorize;
|
||||
use image::{Rgb, RgbImage};
|
||||
|
||||
@@ -31,7 +33,11 @@ impl Ground {
|
||||
},
|
||||
Err(e) => {
|
||||
eprintln!("Failed to fetch elevation data: {}", e);
|
||||
emit_gui_progress_update(15.0, "Elevation unavailable, using flat ground");
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Warning,
|
||||
"Elevation unavailable, using flat ground",
|
||||
);
|
||||
// Graceful fallback: disable elevation and keep provided ground_level
|
||||
Self {
|
||||
elevation_enabled: false,
|
||||
@@ -141,7 +147,7 @@ impl Ground {
|
||||
pub fn generate_ground_data(args: &Args) -> Ground {
|
||||
if args.terrain {
|
||||
println!("{} Fetching elevation...", "[3/7]".bold());
|
||||
emit_gui_progress_update(15.0, "Fetching elevation...");
|
||||
emit_gui_progress_update(14.0, "Fetching elevation...");
|
||||
let ground = Ground::new_enabled(&args.bbox, args.scale, args.ground_level);
|
||||
if args.debug {
|
||||
ground.save_debug_image("elevation_debug");
|
||||
|
||||
519
src/gui.rs
519
src/gui.rs
@@ -1,5 +1,5 @@
|
||||
use crate::args::Args;
|
||||
use crate::coordinate_system::cartesian::XZPoint;
|
||||
use crate::coordinate_system::cartesian::{XZBBox, XZPoint};
|
||||
use crate::coordinate_system::geographic::{LLBBox, LLPoint};
|
||||
use crate::coordinate_system::transformation::CoordTransformer;
|
||||
use crate::data_processing::{self, GenerationOptions};
|
||||
@@ -62,18 +62,13 @@ impl Drop for SessionLock {
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the area name for a given bounding box using the center point
|
||||
fn get_area_name_for_bedrock(bbox: &LLBBox) -> String {
|
||||
let center_lat = (bbox.min().lat() + bbox.max().lat()) / 2.0;
|
||||
let center_lon = (bbox.min().lng() + bbox.max().lng()) / 2.0;
|
||||
|
||||
match retrieve_data::fetch_area_name(center_lat, center_lon) {
|
||||
Ok(Some(name)) => name,
|
||||
_ => "Unknown Location".to_string(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run_gui() {
|
||||
// Configure thread pool with 90% CPU cap to keep system responsive
|
||||
crate::floodfill_cache::configure_rayon_thread_pool(0.9);
|
||||
|
||||
// Clean up old cached elevation tiles on startup
|
||||
crate::elevation_data::cleanup_old_cached_tiles();
|
||||
|
||||
// Launch the UI
|
||||
println!("Launching UI...");
|
||||
|
||||
@@ -99,7 +94,7 @@ pub fn run_gui() {
|
||||
tauri::Builder::default()
|
||||
.plugin(
|
||||
LogBuilder::default()
|
||||
.level(LevelFilter::Warn)
|
||||
.level(LevelFilter::Info)
|
||||
.targets([
|
||||
Target::new(TargetKind::LogDir {
|
||||
file_name: Some("arnis".into()),
|
||||
@@ -110,7 +105,10 @@ pub fn run_gui() {
|
||||
)
|
||||
.plugin(tauri_plugin_shell::init())
|
||||
.invoke_handler(tauri::generate_handler![
|
||||
gui_select_world,
|
||||
gui_create_world,
|
||||
gui_get_default_save_path,
|
||||
gui_set_save_path,
|
||||
gui_pick_save_directory,
|
||||
gui_start_generation,
|
||||
gui_get_version,
|
||||
gui_check_for_updates,
|
||||
@@ -128,15 +126,17 @@ pub fn run_gui() {
|
||||
.expect("Error while starting the application UI (Tauri)");
|
||||
}
|
||||
|
||||
#[tauri::command]
|
||||
fn gui_select_world(generate_new: bool) -> Result<String, i32> {
|
||||
// Determine the default Minecraft 'saves' directory based on the OS
|
||||
let default_dir: Option<PathBuf> = if cfg!(target_os = "windows") {
|
||||
/// Detects the default Minecraft Java Edition saves directory for the current OS.
|
||||
/// Checks standard install paths including Flatpak on Linux.
|
||||
/// Falls back to Desktop, then current directory.
|
||||
fn detect_minecraft_saves_directory() -> PathBuf {
|
||||
// Try standard Minecraft saves directories per OS
|
||||
let mc_saves: Option<PathBuf> = if cfg!(target_os = "windows") {
|
||||
env::var("APPDATA")
|
||||
.ok()
|
||||
.map(|appdata: String| PathBuf::from(appdata).join(".minecraft").join("saves"))
|
||||
.map(|appdata| PathBuf::from(appdata).join(".minecraft").join("saves"))
|
||||
} else if cfg!(target_os = "macos") {
|
||||
dirs::home_dir().map(|home: PathBuf| {
|
||||
dirs::home_dir().map(|home| {
|
||||
home.join("Library/Application Support/minecraft")
|
||||
.join("saves")
|
||||
})
|
||||
@@ -153,170 +153,75 @@ fn gui_select_world(generate_new: bool) -> Result<String, i32> {
|
||||
None
|
||||
};
|
||||
|
||||
if generate_new {
|
||||
// Handle new world generation
|
||||
if let Some(default_path) = &default_dir {
|
||||
if default_path.exists() {
|
||||
// Call create_new_world and return the result
|
||||
create_new_world(default_path).map_err(|_| 1) // Error code 1: Minecraft directory not found
|
||||
} else {
|
||||
Err(1) // Error code 1: Minecraft directory not found
|
||||
}
|
||||
} else {
|
||||
Err(1) // Error code 1: Minecraft directory not found
|
||||
if let Some(saves_dir) = mc_saves {
|
||||
if saves_dir.exists() {
|
||||
return saves_dir;
|
||||
}
|
||||
} 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() {
|
||||
// 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) = fs::File::open(&session_lock_path) {
|
||||
if fs2::FileExt::try_lock_shared(&file).is_err() {
|
||||
return Err(2); // Error code 2: The selected world is currently in use
|
||||
} else {
|
||||
// Release the lock immediately
|
||||
let _ = fs2::FileExt::unlock(&file);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return Ok(path.display().to_string());
|
||||
} else {
|
||||
// No Minecraft directory found, generating new world in custom user selected directory
|
||||
return create_new_world(&path).map_err(|_| 3); // Error code 3: Failed to create new world
|
||||
}
|
||||
// Fallback to Desktop
|
||||
if let Some(desktop) = dirs::desktop_dir() {
|
||||
if desktop.exists() {
|
||||
return desktop;
|
||||
}
|
||||
}
|
||||
|
||||
// If no folder was selected, return an error message
|
||||
Err(4) // Error code 4: No world selected
|
||||
// Last resort: current directory
|
||||
env::current_dir().unwrap_or_else(|_| PathBuf::from("."))
|
||||
}
|
||||
|
||||
/// Returns the default save path (auto-detected on first run).
|
||||
/// The frontend stores/retrieves this via localStorage and passes it here for validation.
|
||||
#[tauri::command]
|
||||
fn gui_get_default_save_path() -> String {
|
||||
detect_minecraft_saves_directory().display().to_string()
|
||||
}
|
||||
|
||||
/// Validates and returns a user-provided save path.
|
||||
/// Returns the path string if valid, or an error message.
|
||||
#[tauri::command]
|
||||
fn gui_set_save_path(path: String) -> Result<String, String> {
|
||||
let p = PathBuf::from(&path);
|
||||
if !p.exists() {
|
||||
return Err("Path does not exist.".to_string());
|
||||
}
|
||||
if !p.is_dir() {
|
||||
return Err("Path is not a directory.".to_string());
|
||||
}
|
||||
Ok(path)
|
||||
}
|
||||
|
||||
/// Opens a native folder-picker dialog and returns the chosen path.
|
||||
#[tauri::command]
|
||||
fn gui_pick_save_directory(start_path: String) -> Result<String, String> {
|
||||
let start = PathBuf::from(&start_path);
|
||||
let mut dialog = FileDialog::new();
|
||||
if start.is_dir() {
|
||||
dialog = dialog.set_directory(&start);
|
||||
}
|
||||
match dialog.pick_folder() {
|
||||
Some(folder) => Ok(folder.display().to_string()),
|
||||
None => Ok(start_path),
|
||||
}
|
||||
}
|
||||
|
||||
fn create_new_world(base_path: &Path) -> Result<String, String> {
|
||||
// Generate a unique world name with proper counter
|
||||
// Check for both "Arnis World X" and "Arnis World X: Location" patterns
|
||||
let mut counter: i32 = 1;
|
||||
let unique_name: String = loop {
|
||||
let candidate_name: String = format!("Arnis World {counter}");
|
||||
let candidate_path: PathBuf = base_path.join(&candidate_name);
|
||||
|
||||
// Check for exact match (no location suffix)
|
||||
let exact_match_exists = candidate_path.exists();
|
||||
|
||||
// Check for worlds with location suffix (Arnis World X: Location)
|
||||
let location_pattern = format!("Arnis World {counter}: ");
|
||||
let location_match_exists = fs::read_dir(base_path)
|
||||
.map(|entries| {
|
||||
entries
|
||||
.filter_map(Result::ok)
|
||||
.filter_map(|entry| entry.file_name().into_string().ok())
|
||||
.any(|name| name.starts_with(&location_pattern))
|
||||
})
|
||||
.unwrap_or(false);
|
||||
|
||||
if !exact_match_exists && !location_match_exists {
|
||||
break candidate_name;
|
||||
}
|
||||
counter += 1;
|
||||
};
|
||||
|
||||
let new_world_path: PathBuf = base_path.join(&unique_name);
|
||||
|
||||
// Create the new world directory structure
|
||||
fs::create_dir_all(new_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!("../assets/minecraft/region.template");
|
||||
let region_path = new_world_path.join("region").join("r.0.0.mca");
|
||||
fs::write(®ion_path, REGION_TEMPLATE)
|
||||
.map_err(|e| format!("Failed to create region file: {e}"))?;
|
||||
|
||||
// Add the level.dat file
|
||||
const LEVEL_TEMPLATE: &[u8] = include_bytes!("../assets/minecraft/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, LastPlayed and player position 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(unique_name.clone()));
|
||||
|
||||
// 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));
|
||||
|
||||
// Update player position and rotation
|
||||
if let Some(Value::Compound(ref mut player)) = data.get_mut("Player") {
|
||||
if let Some(Value::List(ref mut pos)) = player.get_mut("Pos") {
|
||||
if let Value::Double(ref mut x) = pos.get_mut(0).unwrap() {
|
||||
*x = -5.0;
|
||||
}
|
||||
if let Value::Double(ref mut y) = pos.get_mut(1).unwrap() {
|
||||
*y = -61.0;
|
||||
}
|
||||
if let Value::Double(ref mut z) = pos.get_mut(2).unwrap() {
|
||||
*z = -5.0;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(Value::List(ref mut rot)) = player.get_mut("Rotation") {
|
||||
if let Value::Float(ref mut x) = rot.get_mut(0).unwrap() {
|
||||
*x = -45.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/// Creates a new Java Edition world in the given base save directory.
|
||||
/// Called when the user clicks "Create World".
|
||||
#[tauri::command]
|
||||
fn gui_create_world(save_path: String) -> Result<String, i32> {
|
||||
let trimmed = save_path.trim();
|
||||
if trimmed.is_empty() {
|
||||
return Err(3);
|
||||
}
|
||||
let base = PathBuf::from(trimmed);
|
||||
if !base.is_dir() {
|
||||
return Err(3); // Error code 3: Failed to create new world
|
||||
}
|
||||
create_new_world(&base).map_err(|_| 3)
|
||||
}
|
||||
|
||||
// Serialize the updated NBT data back to bytes
|
||||
let serialized_level_data: Vec<u8> = 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}"))?;
|
||||
|
||||
// Write the level.dat file
|
||||
fs::write(new_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!("../assets/minecraft/icon.png");
|
||||
fs::write(new_world_path.join("icon.png"), ICON_TEMPLATE)
|
||||
.map_err(|e| format!("Failed to create icon.png file: {e}"))?;
|
||||
|
||||
Ok(new_world_path.display().to_string())
|
||||
fn create_new_world(base_path: &Path) -> Result<String, String> {
|
||||
crate::world_utils::create_new_world(base_path)
|
||||
}
|
||||
|
||||
/// Adds localized area name to the world name in level.dat
|
||||
@@ -412,6 +317,7 @@ fn add_localized_world_name(world_path: PathBuf, bbox: &LLBBox) -> PathBuf {
|
||||
if let Ok(compressed_data) = encoder.finish() {
|
||||
if let Err(e) = std::fs::write(&level_path, compressed_data) {
|
||||
eprintln!("Failed to update level.dat with area name: {e}");
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Warning,
|
||||
"Failed to update level.dat with area name",
|
||||
@@ -430,36 +336,20 @@ fn add_localized_world_name(world_path: PathBuf, bbox: &LLBBox) -> PathBuf {
|
||||
world_path
|
||||
}
|
||||
|
||||
// Function to update player position in level.dat based on spawn point coordinates
|
||||
fn update_player_position(
|
||||
/// Calculates the default spawn point at X=1, Z=1 relative to the world origin.
|
||||
/// This is used when no spawn point is explicitly selected by the user.
|
||||
fn calculate_default_spawn(xzbbox: &XZBBox) -> (i32, i32) {
|
||||
(xzbbox.min_x() + 1, xzbbox.min_z() + 1)
|
||||
}
|
||||
|
||||
/// Sets the player spawn point in level.dat using Minecraft XZ coordinates.
|
||||
/// The Y coordinate is set to a temporary value (150) and will be updated
|
||||
/// after terrain generation by `update_player_spawn_y_after_generation`.
|
||||
fn set_player_spawn_in_level_dat(
|
||||
world_path: &str,
|
||||
spawn_point: Option<(f64, f64)>,
|
||||
bbox_text: String,
|
||||
scale: f64,
|
||||
spawn_x: i32,
|
||||
spawn_z: i32,
|
||||
) -> Result<(), String> {
|
||||
use crate::coordinate_system::transformation::CoordTransformer;
|
||||
|
||||
let Some((lat, lng)) = spawn_point else {
|
||||
return Ok(()); // No spawn point selected, exit early
|
||||
};
|
||||
|
||||
// Parse geometrical point and bounding box
|
||||
let llpoint =
|
||||
LLPoint::new(lat, lng).map_err(|e| format!("Failed to parse spawn point:\n{e}"))?;
|
||||
let llbbox = LLBBox::from_str(&bbox_text)
|
||||
.map_err(|e| format!("Failed to parse bounding box for spawn point:\n{e}"))?;
|
||||
|
||||
// Check if spawn point is within the bbox
|
||||
if !llbbox.contains(&llpoint) {
|
||||
return Err("Spawn point is outside the selected area".to_string());
|
||||
}
|
||||
|
||||
// Convert lat/lng to Minecraft coordinates
|
||||
let (transformer, _) = CoordTransformer::llbbox_to_xzbbox(&llbbox, scale)
|
||||
.map_err(|e| format!("Failed to build transformation on coordinate systems:\n{e}"))?;
|
||||
|
||||
let xzpoint = transformer.transform_point(llpoint);
|
||||
|
||||
// Default y spawn position since terrain elevation cannot be determined yet
|
||||
let y = 150.0;
|
||||
|
||||
@@ -491,21 +381,24 @@ fn update_player_position(
|
||||
if let Value::Compound(ref mut root) = nbt_data {
|
||||
if let Some(Value::Compound(ref mut data)) = root.get_mut("Data") {
|
||||
// Set world spawn point
|
||||
data.insert("SpawnX".to_string(), Value::Int(xzpoint.x));
|
||||
data.insert("SpawnX".to_string(), Value::Int(spawn_x));
|
||||
data.insert("SpawnY".to_string(), Value::Int(y as i32));
|
||||
data.insert("SpawnZ".to_string(), Value::Int(xzpoint.z));
|
||||
data.insert("SpawnZ".to_string(), Value::Int(spawn_z));
|
||||
|
||||
// Update player position
|
||||
// Update player position if Player compound exists
|
||||
if let Some(Value::Compound(ref mut player)) = data.get_mut("Player") {
|
||||
if let Some(Value::List(ref mut pos)) = player.get_mut("Pos") {
|
||||
if let Value::Double(ref mut pos_x) = pos.get_mut(0).unwrap() {
|
||||
*pos_x = xzpoint.x as f64;
|
||||
}
|
||||
if let Value::Double(ref mut pos_y) = pos.get_mut(1).unwrap() {
|
||||
*pos_y = y;
|
||||
}
|
||||
if let Value::Double(ref mut pos_z) = pos.get_mut(2).unwrap() {
|
||||
*pos_z = xzpoint.z as f64;
|
||||
// Safely update position values with bounds checking
|
||||
if pos.len() >= 3 {
|
||||
if let Some(Value::Double(ref mut pos_x)) = pos.get_mut(0) {
|
||||
*pos_x = spawn_x as f64;
|
||||
}
|
||||
if let Some(Value::Double(ref mut pos_y)) = pos.get_mut(1) {
|
||||
*pos_y = y;
|
||||
}
|
||||
if let Some(Value::Double(ref mut pos_z)) = pos.get_mut(2) {
|
||||
*pos_z = spawn_z as f64;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -537,19 +430,15 @@ fn update_player_position(
|
||||
}
|
||||
|
||||
// Function to update player spawn Y coordinate based on terrain height after generation
|
||||
// This updates the spawn Y coordinate to be at terrain height + 3 blocks
|
||||
pub fn update_player_spawn_y_after_generation(
|
||||
world_path: &Path,
|
||||
spawn_point: Option<(f64, f64)>,
|
||||
bbox_text: String,
|
||||
scale: f64,
|
||||
ground: &Ground,
|
||||
) -> Result<(), String> {
|
||||
use crate::coordinate_system::transformation::CoordTransformer;
|
||||
|
||||
let Some((_lat, _lng)) = spawn_point else {
|
||||
return Ok(()); // No spawn point selected, exit early
|
||||
};
|
||||
|
||||
// Read the current level.dat file to get existing spawn coordinates
|
||||
let level_path = PathBuf::from(world_path).join("level.dat");
|
||||
if !level_path.exists() {
|
||||
@@ -618,7 +507,7 @@ pub fn update_player_spawn_y_after_generation(
|
||||
let relative_z = existing_spawn_z - xzbbox.min_z();
|
||||
let terrain_point = XZPoint::new(relative_x, relative_z);
|
||||
|
||||
ground.level(terrain_point) + 2
|
||||
ground.level(terrain_point) + 3 // Add 3 blocks above terrain for safety
|
||||
} else {
|
||||
-61 // Default Y if no terrain
|
||||
};
|
||||
@@ -632,8 +521,8 @@ pub fn update_player_spawn_y_after_generation(
|
||||
// Update player position - only Y coordinate
|
||||
if let Some(Value::Compound(ref mut player)) = data.get_mut("Player") {
|
||||
if let Some(Value::List(ref mut pos)) = player.get_mut("Pos") {
|
||||
// Keep existing X and Z, only update Y
|
||||
if let Value::Double(ref mut pos_y) = pos.get_mut(1).unwrap() {
|
||||
// Safely update Y position with bounds checking
|
||||
if let Some(Value::Double(ref mut pos_y)) = pos.get_mut(1) {
|
||||
*pos_y = spawn_y as f64;
|
||||
}
|
||||
}
|
||||
@@ -716,12 +605,22 @@ fn gui_get_world_map_data(world_path: String) -> Result<Option<WorldMapData>, St
|
||||
.as_f64()
|
||||
.ok_or("Missing maxGeoLon in metadata")?;
|
||||
|
||||
// Extract Minecraft coordinate bounds
|
||||
let min_mc_x = metadata["minMcX"].as_i64().unwrap_or(0) as i32;
|
||||
let max_mc_x = metadata["maxMcX"].as_i64().unwrap_or(0) as i32;
|
||||
let min_mc_z = metadata["minMcZ"].as_i64().unwrap_or(0) as i32;
|
||||
let max_mc_z = metadata["maxMcZ"].as_i64().unwrap_or(0) as i32;
|
||||
|
||||
Ok(Some(WorldMapData {
|
||||
image_base64: format!("data:image/png;base64,{}", base64_image),
|
||||
min_lat,
|
||||
max_lat,
|
||||
min_lon,
|
||||
max_lon,
|
||||
min_mc_x,
|
||||
max_mc_x,
|
||||
min_mc_z,
|
||||
max_mc_z,
|
||||
}))
|
||||
}
|
||||
|
||||
@@ -733,6 +632,11 @@ struct WorldMapData {
|
||||
max_lat: f64,
|
||||
min_lon: f64,
|
||||
max_lon: f64,
|
||||
// Minecraft coordinate bounds for coordinate copying
|
||||
min_mc_x: i32,
|
||||
max_mc_x: i32,
|
||||
min_mc_z: i32,
|
||||
max_mc_z: i32,
|
||||
}
|
||||
|
||||
/// Opens the file with default application (Windows) or shows in file explorer (macOS/Linux)
|
||||
@@ -794,12 +698,12 @@ fn gui_start_generation(
|
||||
selected_world: String,
|
||||
world_scale: f64,
|
||||
ground_level: i32,
|
||||
floodfill_timeout: u64,
|
||||
terrain_enabled: bool,
|
||||
skip_osm_objects: bool,
|
||||
interior_enabled: bool,
|
||||
roof_enabled: bool,
|
||||
fillground_enabled: bool,
|
||||
city_boundaries_enabled: bool,
|
||||
is_new_world: bool,
|
||||
spawn_point: Option<(f64, f64)>,
|
||||
telemetry_consent: bool,
|
||||
@@ -814,50 +718,99 @@ fn gui_start_generation(
|
||||
// Send generation click telemetry
|
||||
telemetry::send_generation_click();
|
||||
|
||||
// If spawn point was chosen and the world is new, check and set the spawn point
|
||||
// For new Java worlds, set the spawn point in level.dat
|
||||
// Only update player position for Java worlds - Bedrock worlds don't have a pre-existing
|
||||
// level.dat to modify (the spawn point will be set when the .mcworld is created)
|
||||
if is_new_world && spawn_point.is_some() && world_format != "bedrock" {
|
||||
// Verify the spawn point is within bounds
|
||||
if let Some(coords) = spawn_point {
|
||||
let llbbox = match LLBBox::from_str(&bbox_text) {
|
||||
Ok(bbox) => bbox,
|
||||
Err(e) => {
|
||||
let error_msg = format!("Failed to parse bounding box: {e}");
|
||||
eprintln!("{error_msg}");
|
||||
emit_gui_error(&error_msg);
|
||||
return Err(error_msg);
|
||||
}
|
||||
};
|
||||
if is_new_world && world_format != "bedrock" {
|
||||
let llbbox = match LLBBox::from_str(&bbox_text) {
|
||||
Ok(bbox) => bbox,
|
||||
Err(e) => {
|
||||
let error_msg = format!("Failed to parse bounding box: {e}");
|
||||
eprintln!("{error_msg}");
|
||||
emit_gui_error(&error_msg);
|
||||
return Err(error_msg);
|
||||
}
|
||||
};
|
||||
|
||||
let (transformer, xzbbox) = match CoordTransformer::llbbox_to_xzbbox(&llbbox, world_scale) {
|
||||
Ok(result) => result,
|
||||
Err(e) => {
|
||||
let error_msg = format!("Failed to create coordinate transformer: {e}");
|
||||
eprintln!("{error_msg}");
|
||||
emit_gui_error(&error_msg);
|
||||
return Err(error_msg);
|
||||
}
|
||||
};
|
||||
|
||||
let (spawn_x, spawn_z) = if let Some(coords) = spawn_point {
|
||||
// User selected a spawn point - verify it's within bounds and convert to XZ
|
||||
let llpoint = LLPoint::new(coords.0, coords.1)
|
||||
.map_err(|e| format!("Failed to parse spawn point: {e}"))?;
|
||||
|
||||
if llbbox.contains(&llpoint) {
|
||||
// Spawn point is valid, update the player position
|
||||
update_player_position(
|
||||
&selected_world,
|
||||
spawn_point,
|
||||
bbox_text.clone(),
|
||||
world_scale,
|
||||
)
|
||||
.map_err(|e| format!("Failed to set spawn point: {e}"))?;
|
||||
let xzpoint = transformer.transform_point(llpoint);
|
||||
(xzpoint.x, xzpoint.z)
|
||||
} else {
|
||||
// Spawn point outside bounds, use default
|
||||
calculate_default_spawn(&xzbbox)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// No user-selected spawn point - use default at X=1, Z=1 relative to world origin
|
||||
calculate_default_spawn(&xzbbox)
|
||||
};
|
||||
|
||||
set_player_spawn_in_level_dat(&selected_world, spawn_x, spawn_z)
|
||||
.map_err(|e| format!("Failed to set spawn point: {e}"))?;
|
||||
}
|
||||
|
||||
tauri::async_runtime::spawn(async move {
|
||||
if let Err(e) = tokio::task::spawn_blocking(move || {
|
||||
// Acquire session lock for the world directory before starting generation
|
||||
let world_path = PathBuf::from(&selected_world);
|
||||
let _session_lock = match SessionLock::acquire(&world_path) {
|
||||
Ok(lock) => lock,
|
||||
Err(e) => {
|
||||
let error_msg = format!("Failed to acquire session lock: {e}");
|
||||
|
||||
// Determine world format from UI selection first (needed for session lock decision)
|
||||
let world_format = if world_format == "bedrock" {
|
||||
WorldFormat::BedrockMcWorld
|
||||
} else {
|
||||
WorldFormat::JavaAnvil
|
||||
};
|
||||
|
||||
// Check available disk space before starting generation (minimum 3GB required)
|
||||
const MIN_DISK_SPACE_BYTES: u64 = 3 * 1024 * 1024 * 1024; // 3 GB
|
||||
let check_path = if world_format == WorldFormat::JavaAnvil {
|
||||
world_path.clone()
|
||||
} else {
|
||||
// For Bedrock, check current directory where .mcworld will be created
|
||||
std::env::current_dir().unwrap_or_else(|_| PathBuf::from("."))
|
||||
};
|
||||
match fs2::available_space(&check_path) {
|
||||
Ok(available) if available < MIN_DISK_SPACE_BYTES => {
|
||||
let error_msg = "Not enough disk space available.".to_string();
|
||||
eprintln!("{error_msg}");
|
||||
emit_gui_error(&error_msg);
|
||||
return Err(error_msg);
|
||||
}
|
||||
Err(e) => {
|
||||
// Log warning but don't block generation if we can't check space
|
||||
eprintln!("Warning: Could not check disk space: {e}");
|
||||
}
|
||||
_ => {} // Sufficient space available
|
||||
}
|
||||
|
||||
// Acquire session lock for Java worlds only
|
||||
// Session lock prevents Minecraft from having the world open during generation
|
||||
// Bedrock worlds are generated as .mcworld files and don't need this lock
|
||||
let _session_lock: Option<SessionLock> = if world_format == WorldFormat::JavaAnvil {
|
||||
match SessionLock::acquire(&world_path) {
|
||||
Ok(lock) => Some(lock),
|
||||
Err(e) => {
|
||||
let error_msg = format!("Failed to acquire session lock: {e}");
|
||||
eprintln!("{error_msg}");
|
||||
emit_gui_error(&error_msg);
|
||||
return Err(error_msg);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
// Parse the bounding box from the text with proper error handling
|
||||
@@ -871,13 +824,6 @@ fn gui_start_generation(
|
||||
}
|
||||
};
|
||||
|
||||
// Determine world format from UI selection
|
||||
let world_format = if world_format == "bedrock" {
|
||||
WorldFormat::BedrockMcWorld
|
||||
} else {
|
||||
WorldFormat::JavaAnvil
|
||||
};
|
||||
|
||||
// Determine output path and level name based on format
|
||||
let (generation_path, level_name) = match world_format {
|
||||
WorldFormat::JavaAnvil => {
|
||||
@@ -890,18 +836,16 @@ fn gui_start_generation(
|
||||
(updated_path, None)
|
||||
}
|
||||
WorldFormat::BedrockMcWorld => {
|
||||
// Bedrock: generate .mcworld in current directory with location-based name
|
||||
let area_name = get_area_name_for_bedrock(&bbox);
|
||||
let filename = format!("Arnis {}.mcworld", area_name);
|
||||
let lvl_name = format!("Arnis World: {}", area_name);
|
||||
let output_path = std::env::current_dir()
|
||||
.unwrap_or_else(|_| PathBuf::from("."))
|
||||
.join(filename);
|
||||
// Bedrock: generate .mcworld on Desktop with location-based name
|
||||
let output_dir = crate::world_utils::get_bedrock_output_directory();
|
||||
let (output_path, lvl_name) =
|
||||
crate::world_utils::build_bedrock_output(&bbox, output_dir);
|
||||
(output_path, Some(lvl_name))
|
||||
}
|
||||
};
|
||||
|
||||
// Calculate MC spawn coordinates from lat/lng if spawn point was provided
|
||||
// Otherwise, default to X=1, Z=1 (relative to xzbbox min coordinates)
|
||||
let mc_spawn_point: Option<(i32, i32)> = if let Some((lat, lng)) = spawn_point {
|
||||
if let Ok(llpoint) = LLPoint::new(lat, lng) {
|
||||
if let Ok((transformer, _)) =
|
||||
@@ -916,7 +860,12 @@ fn gui_start_generation(
|
||||
None
|
||||
}
|
||||
} else {
|
||||
None
|
||||
// Default spawn point: X=1, Z=1 relative to world origin
|
||||
if let Ok((_, xzbbox)) = CoordTransformer::llbbox_to_xzbbox(&bbox, world_scale) {
|
||||
Some(calculate_default_spawn(&xzbbox))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
};
|
||||
|
||||
// Create generation options
|
||||
@@ -933,11 +882,12 @@ fn gui_start_generation(
|
||||
bbox,
|
||||
file: None,
|
||||
save_json_file: None,
|
||||
path: if world_format == WorldFormat::JavaAnvil {
|
||||
path: Some(if world_format == WorldFormat::JavaAnvil {
|
||||
generation_path
|
||||
} else {
|
||||
world_path
|
||||
},
|
||||
}),
|
||||
bedrock: world_format == WorldFormat::BedrockMcWorld,
|
||||
downloader: "requests".to_string(),
|
||||
scale: world_scale,
|
||||
ground_level,
|
||||
@@ -945,9 +895,9 @@ fn gui_start_generation(
|
||||
interior: interior_enabled,
|
||||
roof: roof_enabled,
|
||||
fillground: fillground_enabled,
|
||||
city_boundaries: city_boundaries_enabled,
|
||||
debug: false,
|
||||
timeout: Some(std::time::Duration::from_secs(floodfill_timeout)),
|
||||
spawn_point,
|
||||
timeout: Some(std::time::Duration::from_secs(40)),
|
||||
};
|
||||
|
||||
// If skip_osm_objects is true (terrain-only mode), skip fetching and processing OSM data
|
||||
@@ -963,17 +913,27 @@ fn gui_start_generation(
|
||||
|
||||
let _ = data_processing::generate_world_with_options(
|
||||
parsed_elements,
|
||||
xzbbox,
|
||||
xzbbox.clone(),
|
||||
args.bbox,
|
||||
ground,
|
||||
&args,
|
||||
generation_options,
|
||||
generation_options.clone(),
|
||||
);
|
||||
// Explicitly release session lock before showing Done message
|
||||
// so Minecraft can open the world immediately
|
||||
drop(_session_lock);
|
||||
emit_gui_progress_update(100.0, "Done! World generation completed.");
|
||||
println!("{}", "Done! World generation completed.".green().bold());
|
||||
|
||||
// Start map preview generation silently in background (Java only)
|
||||
if world_format == WorldFormat::JavaAnvil {
|
||||
let preview_info = data_processing::MapPreviewInfo::new(
|
||||
generation_options.path.clone(),
|
||||
&xzbbox,
|
||||
);
|
||||
data_processing::start_map_preview_generation(preview_info);
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
@@ -1006,7 +966,7 @@ fn gui_start_generation(
|
||||
|
||||
let _ = data_processing::generate_world_with_options(
|
||||
parsed_elements,
|
||||
xzbbox,
|
||||
xzbbox.clone(),
|
||||
args.bbox,
|
||||
ground,
|
||||
&args,
|
||||
@@ -1017,13 +977,22 @@ fn gui_start_generation(
|
||||
drop(_session_lock);
|
||||
emit_gui_progress_update(100.0, "Done! World generation completed.");
|
||||
println!("{}", "Done! World generation completed.".green().bold());
|
||||
|
||||
// Start map preview generation silently in background (Java only)
|
||||
if world_format == WorldFormat::JavaAnvil {
|
||||
let preview_info = data_processing::MapPreviewInfo::new(
|
||||
generation_options.path.clone(),
|
||||
&xzbbox,
|
||||
);
|
||||
data_processing::start_map_preview_generation(preview_info);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
Err(e) => {
|
||||
let error_msg = format!("Failed to fetch data: {e}");
|
||||
emit_gui_error(&error_msg);
|
||||
emit_gui_error(&e.to_string());
|
||||
// Session lock will be automatically released when _session_lock goes out of scope
|
||||
Err(error_msg)
|
||||
Err(e.to_string())
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
51
src/gui/css/bbox.css
vendored
51
src/gui/css/bbox.css
vendored
@@ -8,13 +8,9 @@ body,
|
||||
font-family: "Courier New", Courier, monospace;
|
||||
}
|
||||
|
||||
/* Hide the BBOX coordinates display at bottom of map */
|
||||
#info-box {
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: auto;
|
||||
bottom: 0;
|
||||
border: 0 0 7px 0;
|
||||
z-index: 10000;
|
||||
display: none;
|
||||
}
|
||||
|
||||
#coord-format {
|
||||
@@ -351,7 +347,8 @@ body,
|
||||
background-position: -31px -2px;
|
||||
}
|
||||
|
||||
.leaflet-draw-toolbar .leaflet-draw-edit-preview.disabled {
|
||||
.leaflet-draw-toolbar .leaflet-draw-edit-preview.disabled,
|
||||
.leaflet-draw-toolbar .leaflet-draw-edit-preview.editing-mode {
|
||||
opacity: 0.4;
|
||||
cursor: not-allowed;
|
||||
pointer-events: none;
|
||||
@@ -378,4 +375,42 @@ body,
|
||||
accent-color: #3887BE;
|
||||
display: block;
|
||||
margin: 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Context menu for coordinate copying */
|
||||
.coordinate-context-menu {
|
||||
position: fixed;
|
||||
background: white;
|
||||
border: 1px solid #ccc;
|
||||
border-radius: 4px;
|
||||
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.2);
|
||||
z-index: 10000;
|
||||
min-width: 160px;
|
||||
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif;
|
||||
font-size: 13px;
|
||||
}
|
||||
|
||||
.coordinate-context-menu-item {
|
||||
padding: 8px 12px;
|
||||
cursor: pointer;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
color: #333;
|
||||
}
|
||||
|
||||
.coordinate-context-menu-item:hover {
|
||||
background: #f0f0f0;
|
||||
}
|
||||
|
||||
.coordinate-context-menu-item svg {
|
||||
width: 16px;
|
||||
height: 16px;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.coordinate-context-menu-separator {
|
||||
height: 1px;
|
||||
background: #e0e0e0;
|
||||
margin: 4px 0;
|
||||
}
|
||||
|
||||
230
src/gui/css/styles.css
vendored
230
src/gui/css/styles.css
vendored
@@ -32,9 +32,12 @@ p {
|
||||
|
||||
.logo {
|
||||
height: 6em;
|
||||
padding: 1.5em;
|
||||
padding-top: 0.4em;
|
||||
padding-bottom: 0.5em;
|
||||
will-change: filter;
|
||||
transition: 0.75s;
|
||||
max-width: 950px;
|
||||
max-height: 600px;
|
||||
}
|
||||
|
||||
.logo.arnis:hover {
|
||||
@@ -59,11 +62,11 @@ a:hover {
|
||||
|
||||
.flex-container {
|
||||
display: flex;
|
||||
gap: 20px;
|
||||
gap: 15px;
|
||||
justify-content: center;
|
||||
align-items: stretch;
|
||||
margin-top: 5px;
|
||||
min-height: 60vh;
|
||||
min-height: 70vh;
|
||||
}
|
||||
|
||||
.section {
|
||||
@@ -75,34 +78,70 @@ a:hover {
|
||||
|
||||
.map-box,
|
||||
.controls-box {
|
||||
width: 45%;
|
||||
background: #575757;
|
||||
padding: 20px;
|
||||
border-radius: 8px;
|
||||
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.map-box {
|
||||
min-height: 400px;
|
||||
width: 63%;
|
||||
min-height: 420px;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background: #575757;
|
||||
border-radius: 8px;
|
||||
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
|
||||
}
|
||||
|
||||
.controls-box {
|
||||
width: 32%;
|
||||
background: transparent;
|
||||
padding: 0;
|
||||
border-radius: 0;
|
||||
box-shadow: none;
|
||||
}
|
||||
|
||||
.controls-content {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
height: 100%;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
.controls-box .progress-section {
|
||||
margin-top: auto;
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
.controls-top {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.bbox-selection-text {
|
||||
font-size: 0.9em;
|
||||
color: #ffffff;
|
||||
display: block;
|
||||
font-weight: bold;
|
||||
min-height: 2.5em;
|
||||
line-height: 1.25em;
|
||||
margin-top: 8px;
|
||||
}
|
||||
|
||||
.progress-info-text {
|
||||
font-size: 0.9em;
|
||||
color: #ececec;
|
||||
display: block;
|
||||
font-weight: bold;
|
||||
min-height: 1.5em;
|
||||
line-height: 1.25em;
|
||||
margin-bottom: 5px;
|
||||
}
|
||||
|
||||
.map-container {
|
||||
border: 2px solid #e0e0e0;
|
||||
border: none;
|
||||
border-radius: 8px;
|
||||
flex-grow: 1;
|
||||
min-height: 300px;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.section h2 {
|
||||
@@ -142,18 +181,25 @@ button:hover {
|
||||
margin-top: auto;
|
||||
}
|
||||
|
||||
.progress-section h2 {
|
||||
margin-bottom: 8px;
|
||||
text-align: center;
|
||||
.progress-row {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 10px;
|
||||
}
|
||||
|
||||
.progress-bar-container {
|
||||
width: 100%;
|
||||
flex: 1;
|
||||
height: 20px;
|
||||
background-color: #e0e0e0;
|
||||
border-radius: 10px;
|
||||
overflow: hidden;
|
||||
margin-top: 8px;
|
||||
}
|
||||
|
||||
#progress-detail {
|
||||
min-width: 40px;
|
||||
text-align: right;
|
||||
font-size: 0.9em;
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.progress-bar {
|
||||
@@ -163,15 +209,6 @@ button:hover {
|
||||
transition: width 0.4s;
|
||||
}
|
||||
|
||||
/* Left and right alignment for "Saving world..." text */
|
||||
.progress-status {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
font-size: 0.9em;
|
||||
margin-top: 8px;
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.footer {
|
||||
margin-top: 20px;
|
||||
text-align: center;
|
||||
@@ -190,7 +227,7 @@ button:hover {
|
||||
@media (prefers-color-scheme: dark) {
|
||||
:root {
|
||||
color: #f6f6f6;
|
||||
background-color: #2f2f2f;
|
||||
background-color: #333333;
|
||||
}
|
||||
|
||||
p {
|
||||
@@ -233,6 +270,7 @@ button:hover {
|
||||
width: 100%;
|
||||
border-radius: 8px 8px 0 0 !important;
|
||||
margin-bottom: 0 !important;
|
||||
margin-top: 0 !important;
|
||||
box-shadow: none !important;
|
||||
}
|
||||
|
||||
@@ -287,7 +325,7 @@ button:hover {
|
||||
/* Customization Settings */
|
||||
.modal {
|
||||
position: fixed;
|
||||
z-index: 1000;
|
||||
z-index: 20001;
|
||||
left: 0;
|
||||
top: 0;
|
||||
width: 100%;
|
||||
@@ -300,7 +338,7 @@ button:hover {
|
||||
}
|
||||
|
||||
.modal-content {
|
||||
background-color: #797979;
|
||||
background-color: #717171;
|
||||
padding: 20px;
|
||||
border: 1px solid #797979;
|
||||
border-radius: 10px;
|
||||
@@ -379,6 +417,10 @@ button:hover {
|
||||
margin: 15px 0;
|
||||
}
|
||||
|
||||
#city-boundaries-toggle {
|
||||
accent-color: #fecc44;
|
||||
}
|
||||
|
||||
#telemetry-toggle {
|
||||
accent-color: #fecc44;
|
||||
}
|
||||
@@ -420,6 +462,20 @@ button:hover {
|
||||
box-shadow: 0 0 5px #fecc44;
|
||||
}
|
||||
|
||||
#save-path {
|
||||
width: 100%;
|
||||
padding: 5px;
|
||||
border: 1px solid #fecc44;
|
||||
border-radius: 4px;
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
#save-path:focus {
|
||||
outline: none;
|
||||
border-color: #fecc44;
|
||||
box-shadow: 0 0 5px #fecc44;
|
||||
}
|
||||
|
||||
/* Settings Modal Layout */
|
||||
.settings-row {
|
||||
display: flex;
|
||||
@@ -431,6 +487,75 @@ button:hover {
|
||||
.settings-row label {
|
||||
text-align: left;
|
||||
flex: 1;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 6px;
|
||||
}
|
||||
|
||||
/* Tooltip icon (question mark in circle) */
|
||||
.tooltip-icon {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 16px;
|
||||
height: 16px;
|
||||
border-radius: 50%;
|
||||
background-color: rgba(254, 204, 68, 0.3);
|
||||
color: #fecc44;
|
||||
font-size: 11px;
|
||||
font-weight: bold;
|
||||
cursor: help;
|
||||
position: relative;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.tooltip-icon:hover {
|
||||
background-color: rgba(254, 204, 68, 0.5);
|
||||
}
|
||||
|
||||
/* Arnis-styled tooltip box */
|
||||
.tooltip-icon::after {
|
||||
content: attr(data-tooltip);
|
||||
position: absolute;
|
||||
left: 50%;
|
||||
bottom: calc(100% + 8px);
|
||||
transform: translateX(-50%);
|
||||
background-color: #2a2a2a;
|
||||
color: #fecc44;
|
||||
padding: 6px 14px;
|
||||
border-radius: 6px;
|
||||
font-size: 12px;
|
||||
font-weight: normal;
|
||||
white-space: nowrap;
|
||||
box-shadow: 0 2px 8px rgba(0, 0, 0, 0.3);
|
||||
border: 1px solid #fecc44;
|
||||
opacity: 0;
|
||||
visibility: hidden;
|
||||
transition: opacity 0.2s ease, visibility 0.2s ease;
|
||||
z-index: 1000;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
/* Tooltip arrow */
|
||||
.tooltip-icon::before {
|
||||
content: '';
|
||||
position: absolute;
|
||||
left: 50%;
|
||||
bottom: calc(100% + 2px);
|
||||
transform: translateX(-50%);
|
||||
border: 6px solid transparent;
|
||||
border-top-color: #fecc44;
|
||||
opacity: 0;
|
||||
visibility: hidden;
|
||||
transition: opacity 0.2s ease, visibility 0.2s ease;
|
||||
z-index: 1001;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.tooltip-icon:hover::after,
|
||||
.tooltip-icon:hover::before {
|
||||
opacity: 1;
|
||||
visibility: visible;
|
||||
}
|
||||
|
||||
.settings-control {
|
||||
@@ -453,6 +578,44 @@ button:hover {
|
||||
border: 1px solid #fecc44;
|
||||
}
|
||||
|
||||
/* Save Path Setting */
|
||||
.save-path-control {
|
||||
gap: 0;
|
||||
}
|
||||
|
||||
.save-path-input {
|
||||
max-width: 200px !important;
|
||||
font-size: 0.85em;
|
||||
border-top-right-radius: 0 !important;
|
||||
border-bottom-right-radius: 0 !important;
|
||||
border-right: none !important;
|
||||
}
|
||||
|
||||
.save-path-browse {
|
||||
background: none;
|
||||
border: 1px solid #fecc44;
|
||||
border-radius: 0 4px 4px 0;
|
||||
padding: 0 6px;
|
||||
margin-top: 0;
|
||||
box-shadow: none;
|
||||
cursor: pointer;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
align-self: stretch;
|
||||
justify-content: center;
|
||||
transition: background 0.2s ease;
|
||||
}
|
||||
|
||||
.save-path-browse:hover {
|
||||
background: rgba(254, 204, 68, 0.15);
|
||||
}
|
||||
|
||||
.save-path-browse svg {
|
||||
width: 14px;
|
||||
height: 14px;
|
||||
fill: #fecc44;
|
||||
}
|
||||
|
||||
.license-button-row {
|
||||
justify-content: center;
|
||||
margin-top: 5px;
|
||||
@@ -606,9 +769,12 @@ button:hover {
|
||||
transition: background-color 0.3s, border-color 0.3s;
|
||||
}
|
||||
|
||||
.settings-button .gear-icon::before {
|
||||
content: "⚙️";
|
||||
font-size: 18px;
|
||||
.settings-button svg {
|
||||
stroke: white;
|
||||
width: 22px;
|
||||
height: 22px;
|
||||
min-width: 22px;
|
||||
min-height: 22px;
|
||||
}
|
||||
|
||||
/* Logo Animation */
|
||||
|
||||
183
src/gui/index.html
vendored
183
src/gui/index.html
vendored
@@ -20,60 +20,52 @@
|
||||
</div>
|
||||
|
||||
<div class="flex-container">
|
||||
<!-- Left Box: Map and BBox Input -->
|
||||
<section class="section map-box" style="margin-bottom: 0; padding-bottom: 0;">
|
||||
<h2 data-localize="select_location">Select Location</h2>
|
||||
<span id="bbox-text" style="font-size: 1.0em; display: block; margin-top: -8px; margin-bottom: 3px;" data-localize="zoom_in_and_choose">
|
||||
Zoom in and choose your area using the rectangle tool
|
||||
</span>
|
||||
<iframe src="maps.html" width="100%" height="300" class="map-container" title="Map Picker"></iframe>
|
||||
|
||||
<span id="bbox-info"
|
||||
style="font-size: 0.75em; color: #7bd864; display: block; margin-bottom: 4px; font-weight: bold; min-height: 2em;"></span>
|
||||
<!-- Left Box: Map -->
|
||||
<section class="section map-box">
|
||||
<iframe src="maps.html" width="100%" height="100%" class="map-container" title="Map Picker"></iframe>
|
||||
</section>
|
||||
|
||||
<!-- Right Box: Directory Selection, Start Button, and Progress Bar -->
|
||||
<section class="section controls-box">
|
||||
<div class="controls-content">
|
||||
<h2 data-localize="select_world">Select World</h2>
|
||||
|
||||
<!-- World Selection Container -->
|
||||
<div class="world-selection-container">
|
||||
<div class="tooltip" style="width: 100%;">
|
||||
<button type="button" id="choose-world-btn" onclick="openWorldPicker()" class="choose-world-btn">
|
||||
<span id="choose_world">Choose World</span>
|
||||
<br>
|
||||
<span id="selected-world" style="font-size: 0.8em; color: #fecc44; display: block; margin-top: 4px;" data-localize="no_world_selected">
|
||||
No world selected
|
||||
</span>
|
||||
</button>
|
||||
</div>
|
||||
<!-- World Format Toggle -->
|
||||
<div class="format-toggle-container">
|
||||
<button type="button" id="format-java" class="format-toggle-btn format-active" onclick="setWorldFormat('java')">
|
||||
Java
|
||||
</button>
|
||||
<button type="button" id="format-bedrock" class="format-toggle-btn" onclick="setWorldFormat('bedrock')">
|
||||
Bedrock
|
||||
<div class="controls-top">
|
||||
<!-- World Selection Container -->
|
||||
<div class="world-selection-container">
|
||||
<div class="tooltip" style="width: 100%;">
|
||||
<button type="button" id="choose-world-btn" onclick="createWorld()" class="choose-world-btn">
|
||||
<span id="choose_world">Create World</span>
|
||||
<br>
|
||||
<span id="selected-world" style="font-size: 0.8em; color: #fecc44; display: block; margin-top: 4px;" data-localize="no_world_selected">
|
||||
No world created
|
||||
</span>
|
||||
</button>
|
||||
</div>
|
||||
<!-- World Format Toggle -->
|
||||
<div class="format-toggle-container">
|
||||
<button type="button" id="format-java" class="format-toggle-btn format-active" onclick="setWorldFormat('java')">
|
||||
Java
|
||||
</button>
|
||||
<button type="button" id="format-bedrock" class="format-toggle-btn" onclick="setWorldFormat('bedrock')">
|
||||
Bedrock
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="button-container">
|
||||
<button type="button" id="start-button" class="start-button" onclick="startGeneration()" data-localize="start_generation">Start Generation</button>
|
||||
<button type="button" class="settings-button" onclick="openSettings()" aria-label="Settings">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="22" height="22" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true"><path d="M12.22 2h-.44a2 2 0 0 0-2 2v.18a2 2 0 0 1-1 1.73l-.43.25a2 2 0 0 1-2 0l-.15-.08a2 2 0 0 0-2.73.73l-.22.38a2 2 0 0 0 .73 2.73l.15.1a2 2 0 0 1 1 1.72v.51a2 2 0 0 1-1 1.74l-.15.09a2 2 0 0 0-.73 2.73l.22.38a2 2 0 0 0 2.73.73l.15-.08a2 2 0 0 1 2 0l.43.25a2 2 0 0 1 1 1.73V20a2 2 0 0 0 2 2h.44a2 2 0 0 0 2-2v-.18a2 2 0 0 1 1-1.73l.43-.25a2 2 0 0 1 2 0l.15.08a2 2 0 0 0 2.73-.73l.22-.39a2 2 0 0 0-.73-2.73l-.15-.08a2 2 0 0 1-1-1.74v-.5a2 2 0 0 1 1-1.74l.15-.09a2 2 0 0 0 .73-2.73l-.22-.38a2 2 0 0 0-2.73-.73l-.15.08a2 2 0 0 1-2 0l-.43-.25a2 2 0 0 1-1-1.73V4a2 2 0 0 0-2-2z"></path><circle cx="12" cy="12" r="3"></circle></svg>
|
||||
</button>
|
||||
</div>
|
||||
<span id="bbox-selection-info" class="bbox-selection-text" data-localize="select_area_prompt">Select an area on the map using the tools.</span>
|
||||
</div>
|
||||
|
||||
<div class="button-container">
|
||||
<button type="button" id="start-button" class="start-button" onclick="startGeneration()" data-localize="start_generation">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 data-localize="progress">Progress</h2>
|
||||
<div class="progress-bar-container">
|
||||
<div class="progress-bar" id="progress-bar"></div>
|
||||
</div>
|
||||
<div class="progress-status">
|
||||
<span id="progress-message"></span>
|
||||
<span id="progress-info" class="progress-info-text"></span>
|
||||
<div class="progress-row">
|
||||
<div class="progress-bar-container">
|
||||
<div class="progress-bar" id="progress-bar"></div>
|
||||
</div>
|
||||
<span id="progress-detail">0%</span>
|
||||
</div>
|
||||
</div>
|
||||
@@ -81,17 +73,6 @@
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<!-- World Picker Modal -->
|
||||
<div id="world-modal" class="modal" style="display: none;">
|
||||
<div class="modal-content">
|
||||
<span class="close-button" onclick="closeWorldPicker()">×</span>
|
||||
<h2 data-localize="choose_world_modal_title">Choose World</h2>
|
||||
|
||||
<button type="button" id="select-world-button" class="select-world-button" onclick="selectWorld(false)" data-localize="select_existing_world">Select existing world</button>
|
||||
<button type="button" id="generate-world-button" class="generate-world-button" onclick="selectWorld(true)" data-localize="generate_new_world">Generate new world</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Settings Modal -->
|
||||
<div id="settings-modal" class="modal" style="display: none;">
|
||||
<div class="modal-content">
|
||||
@@ -100,7 +81,10 @@
|
||||
|
||||
<!-- Generation Mode Dropdown -->
|
||||
<div class="settings-row">
|
||||
<label for="generation-mode-select" data-localize="generation_mode">Generation Mode</label>
|
||||
<label for="generation-mode-select">
|
||||
<span data-localize="generation_mode">Generation Mode</span>
|
||||
<span class="tooltip-icon" data-tooltip="Choose what to generate: buildings/roads with terrain, just objects, or terrain only">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<select id="generation-mode-select" name="generation-mode-select" class="generation-mode-dropdown">
|
||||
<option value="geo-terrain" data-localize="mode_geo_terrain">Objects + Terrain</option>
|
||||
@@ -110,33 +94,56 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Interior Toggle Button -->
|
||||
<div class="settings-row">
|
||||
<label for="interior-toggle" data-localize="interior">Interior Generation</label>
|
||||
<div class="settings-control">
|
||||
<input type="checkbox" id="interior-toggle" name="interior-toggle" checked>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Roof Toggle Button -->
|
||||
<div class="settings-row">
|
||||
<label for="roof-toggle" data-localize="roof">Roof Generation</label>
|
||||
<label for="roof-toggle">
|
||||
<span data-localize="roof">Roof Generation</span>
|
||||
<span class="tooltip-icon" data-tooltip="Generate roofs on buildings">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<input type="checkbox" id="roof-toggle" name="roof-toggle" checked>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Interior Toggle Button -->
|
||||
<div class="settings-row">
|
||||
<label for="interior-toggle">
|
||||
<span data-localize="interior">Interior Generation</span>
|
||||
<span class="tooltip-icon" data-tooltip="Generate interior details inside buildings">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<input type="checkbox" id="interior-toggle" name="interior-toggle">
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Fill ground Toggle Button -->
|
||||
<div class="settings-row">
|
||||
<label for="fillground-toggle" data-localize="fillground">Fill Ground</label>
|
||||
<label for="fillground-toggle">
|
||||
<span data-localize="fillground">Fill Ground</span>
|
||||
<span class="tooltip-icon" data-tooltip="Fill the ground below the surface">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<input type="checkbox" id="fillground-toggle" name="fillground-toggle">
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- City Ground Toggle Button -->
|
||||
<div class="settings-row">
|
||||
<label for="city-boundaries-toggle">
|
||||
<span data-localize="city_boundaries">City Ground</span>
|
||||
<span class="tooltip-icon" data-tooltip="Detect urban areas and place smooth stone ground where cities are located.">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<input type="checkbox" id="city-boundaries-toggle" name="city-boundaries-toggle" checked>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- World Scale Slider -->
|
||||
<div class="settings-row">
|
||||
<label for="scale-value-slider" data-localize="world_scale">World Scale</label>
|
||||
<label for="scale-value-slider">
|
||||
<span data-localize="world_scale">World Scale</span>
|
||||
<span class="tooltip-icon" data-tooltip="Scale factor for the generated world (1.0 = real-world scale)">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<input type="range" id="scale-value-slider" name="scale-value-slider" min="0.30" max="2.5" step="0.1" value="1">
|
||||
<span id="slider-value">1.00</span>
|
||||
@@ -145,23 +152,21 @@
|
||||
|
||||
<!-- Bounding Box Input -->
|
||||
<div class="settings-row">
|
||||
<label for="bbox-coords" data-localize="custom_bounding_box">Custom Bounding Box</label>
|
||||
<label for="bbox-coords">
|
||||
<span data-localize="custom_bounding_box">Custom Bounding Box</span>
|
||||
<span class="tooltip-icon" data-tooltip="Manually enter coordinates (lat,lng,lat,lng) or use map selection">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<input type="text" id="bbox-coords" name="bbox-coords" maxlength="55" placeholder="Format: lat,lng,lat,lng">
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Floodfill Timeout Input -->
|
||||
<div class="settings-row">
|
||||
<label for="floodfill-timeout" data-localize="floodfill_timeout">Floodfill Timeout (sec)</label>
|
||||
<div class="settings-control">
|
||||
<input type="number" id="floodfill-timeout" name="floodfill-timeout" min="0" step="1" value="20" placeholder="Seconds">
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Map Theme Selector -->
|
||||
<div class="settings-row">
|
||||
<label for="tile-theme-select" data-localize="map_theme">Map Theme</label>
|
||||
<label for="tile-theme-select">
|
||||
<span data-localize="map_theme">Map Theme</span>
|
||||
<span class="tooltip-icon" data-tooltip="Visual style of the map picker">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<select id="tile-theme-select" name="tile-theme-select" class="theme-dropdown">
|
||||
<option value="osm">Standard</option>
|
||||
@@ -173,9 +178,26 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Save Path -->
|
||||
<div class="settings-row">
|
||||
<label for="save-path-input">
|
||||
<span data-localize="save_path">Save Path</span>
|
||||
<span class="tooltip-icon" data-tooltip="Directory where new Minecraft Java worlds are created">?</span>
|
||||
</label>
|
||||
<div class="settings-control save-path-control">
|
||||
<input type="text" id="save-path-input" name="save-path-input" class="save-path-input" placeholder="Minecraft saves directory">
|
||||
<button type="button" id="save-path-browse" class="save-path-browse" title="Browse...">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><path d="M10 4H4a2 2 0 0 0-2 2v12a2 2 0 0 0 2 2h16a2 2 0 0 0 2-2V8a2 2 0 0 0-2-2h-8l-2-2z"/></svg>
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Language Selector -->
|
||||
<div class="settings-row">
|
||||
<label for="language-select" data-localize="language">Language</label>
|
||||
<label for="language-select">
|
||||
<span data-localize="language">Language</span>
|
||||
<span class="tooltip-icon" data-tooltip="Interface language">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<select id="language-select" name="language-select" class="language-dropdown">
|
||||
<option value="en">English</option>
|
||||
@@ -199,7 +221,10 @@
|
||||
|
||||
<!-- Telemetry Consent Toggle -->
|
||||
<div class="settings-row">
|
||||
<label for="telemetry-toggle">Anonymous Crash Reports</label>
|
||||
<label for="telemetry-toggle" style="white-space: nowrap;">
|
||||
<span>Anonymous Crash Reports</span>
|
||||
<span class="tooltip-icon" data-tooltip="Send anonymous crash data to help improve Arnis">?</span>
|
||||
</label>
|
||||
<div class="settings-control">
|
||||
<input type="checkbox" id="telemetry-toggle" name="telemetry-toggle">
|
||||
</div>
|
||||
|
||||
235
src/gui/js/bbox.js
vendored
235
src/gui/js/bbox.js
vendored
@@ -564,6 +564,7 @@ $(document).ready(function () {
|
||||
var worldOverlayEnabled = false;
|
||||
var worldPreviewAvailable = false;
|
||||
var sliderControl = null;
|
||||
var worldOverlayHiddenForEdit = false; // Track if we hid the overlay for edit/delete mode
|
||||
|
||||
// Create the opacity slider as a proper Leaflet control
|
||||
var SliderControl = L.Control.extend({
|
||||
@@ -722,6 +723,214 @@ $(document).ready(function () {
|
||||
}
|
||||
}
|
||||
|
||||
// Temporarily hide the overlay (for edit/delete mode)
|
||||
function hideWorldOverlayTemporarily() {
|
||||
if (worldOverlay && worldOverlayEnabled) {
|
||||
worldOverlayHiddenForEdit = true;
|
||||
map.removeLayer(worldOverlay);
|
||||
}
|
||||
// Also visually disable the preview button during edit/delete mode
|
||||
var btn = document.getElementById('world-preview-btn');
|
||||
if (btn) {
|
||||
btn.classList.add('editing-mode');
|
||||
}
|
||||
}
|
||||
|
||||
// Restore the overlay after edit/delete mode ends
|
||||
function restoreWorldOverlay() {
|
||||
if (worldOverlayHiddenForEdit && worldOverlay && worldOverlayEnabled) {
|
||||
worldOverlay.addTo(map);
|
||||
worldOverlayHiddenForEdit = false;
|
||||
}
|
||||
// Re-enable the preview button
|
||||
var btn = document.getElementById('world-preview-btn');
|
||||
if (btn) {
|
||||
btn.classList.remove('editing-mode');
|
||||
}
|
||||
}
|
||||
|
||||
// ========== Context Menu for Coordinate Copying ==========
|
||||
var contextMenuElement = null;
|
||||
|
||||
// Create the context menu element
|
||||
function createContextMenu() {
|
||||
if (contextMenuElement) return contextMenuElement;
|
||||
|
||||
contextMenuElement = document.createElement('div');
|
||||
contextMenuElement.className = 'coordinate-context-menu';
|
||||
contextMenuElement.style.display = 'none';
|
||||
contextMenuElement.innerHTML = `
|
||||
<div class="coordinate-context-menu-item" id="copy-coords-item">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">
|
||||
<rect x="9" y="9" width="13" height="13" rx="2" ry="2"></rect>
|
||||
<path d="M5 15H4a2 2 0 0 1-2-2V4a2 2 0 0 1 2-2h9a2 2 0 0 1 2 2v1"></path>
|
||||
</svg>
|
||||
<span id="copy-coords-text">Copy coordinates</span>
|
||||
</div>
|
||||
`;
|
||||
document.body.appendChild(contextMenuElement);
|
||||
|
||||
// Handle click on the copy coordinates item
|
||||
var copyItem = contextMenuElement.querySelector('#copy-coords-item');
|
||||
copyItem.addEventListener('click', function(e) {
|
||||
e.preventDefault();
|
||||
e.stopPropagation();
|
||||
copyMinecraftCoordinates();
|
||||
hideContextMenu();
|
||||
});
|
||||
|
||||
return contextMenuElement;
|
||||
}
|
||||
|
||||
// Show context menu at position
|
||||
function showContextMenu(x, y, latLng) {
|
||||
if (!worldPreviewAvailable || !worldOverlayData) return;
|
||||
|
||||
var menu = createContextMenu();
|
||||
|
||||
// Position the menu, ensuring it stays within viewport
|
||||
var menuWidth = 180;
|
||||
var menuHeight = 40;
|
||||
var viewportWidth = window.innerWidth;
|
||||
var viewportHeight = window.innerHeight;
|
||||
|
||||
var posX = x;
|
||||
var posY = y;
|
||||
|
||||
// Adjust if menu would go off-screen
|
||||
if (x + menuWidth > viewportWidth) {
|
||||
posX = viewportWidth - menuWidth - 10;
|
||||
}
|
||||
if (y + menuHeight > viewportHeight) {
|
||||
posY = viewportHeight - menuHeight - 10;
|
||||
}
|
||||
|
||||
menu.style.left = posX + 'px';
|
||||
menu.style.top = posY + 'px';
|
||||
menu.style.display = 'block';
|
||||
|
||||
// Store the latLng for copying
|
||||
menu.dataset.lat = latLng.lat;
|
||||
menu.dataset.lng = latLng.lng;
|
||||
}
|
||||
|
||||
// Hide context menu
|
||||
function hideContextMenu() {
|
||||
if (contextMenuElement) {
|
||||
contextMenuElement.style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate Minecraft coordinates from lat/lng
|
||||
function calculateMinecraftCoords(lat, lng) {
|
||||
if (!worldOverlayData) return null;
|
||||
|
||||
var data = worldOverlayData;
|
||||
|
||||
// Check if Minecraft coordinate bounds are available (not all zeros)
|
||||
if (data.min_mc_x === 0 && data.max_mc_x === 0 &&
|
||||
data.min_mc_z === 0 && data.max_mc_z === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
// Calculate the relative position within the geo bounds (0 to 1)
|
||||
// Note: Latitude increases northward, but Minecraft Z increases southward
|
||||
var relX = (lng - data.min_lon) / (data.max_lon - data.min_lon);
|
||||
var relZ = (data.max_lat - lat) / (data.max_lat - data.min_lat);
|
||||
|
||||
// Clamp to 0-1 range
|
||||
relX = Math.max(0, Math.min(1, relX));
|
||||
relZ = Math.max(0, Math.min(1, relZ));
|
||||
|
||||
// Calculate Minecraft X and Z coordinates
|
||||
var mcX = Math.round(data.min_mc_x + relX * (data.max_mc_x - data.min_mc_x));
|
||||
var mcZ = Math.round(data.min_mc_z + relZ * (data.max_mc_z - data.min_mc_z));
|
||||
|
||||
// Default Y coordinate (ground level, typically around 64-70)
|
||||
var mcY = 100;
|
||||
|
||||
return { x: mcX, y: mcY, z: mcZ };
|
||||
}
|
||||
|
||||
// Copy Minecraft coordinates to clipboard
|
||||
function copyMinecraftCoordinates() {
|
||||
if (!contextMenuElement) return;
|
||||
|
||||
var lat = parseFloat(contextMenuElement.dataset.lat);
|
||||
var lng = parseFloat(contextMenuElement.dataset.lng);
|
||||
|
||||
var coords = calculateMinecraftCoords(lat, lng);
|
||||
if (!coords) return;
|
||||
|
||||
var tpCommand = '/tp ' + coords.x + ' ' + coords.y + ' ' + coords.z;
|
||||
|
||||
// Copy to clipboard using modern API with fallback
|
||||
if (navigator.clipboard && navigator.clipboard.writeText) {
|
||||
navigator.clipboard.writeText(tpCommand).catch(function(err) {
|
||||
// Fallback for clipboard API failure
|
||||
fallbackCopyToClipboard(tpCommand);
|
||||
});
|
||||
} else {
|
||||
// Fallback for older browsers
|
||||
fallbackCopyToClipboard(tpCommand);
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback clipboard copy method for older browsers
|
||||
function fallbackCopyToClipboard(text) {
|
||||
var textArea = document.createElement('textarea');
|
||||
textArea.value = text;
|
||||
textArea.style.position = 'fixed';
|
||||
textArea.style.left = '-9999px';
|
||||
textArea.style.top = '-9999px';
|
||||
document.body.appendChild(textArea);
|
||||
textArea.focus();
|
||||
textArea.select();
|
||||
|
||||
try {
|
||||
document.execCommand('copy');
|
||||
} catch (err) {
|
||||
console.error('Failed to copy coordinates:', err);
|
||||
}
|
||||
|
||||
document.body.removeChild(textArea);
|
||||
}
|
||||
|
||||
// Check if Minecraft coordinate bounds are available
|
||||
function hasMinecraftCoords() {
|
||||
if (!worldOverlayData) return false;
|
||||
var data = worldOverlayData;
|
||||
return !(data.min_mc_x === 0 && data.max_mc_x === 0 &&
|
||||
data.min_mc_z === 0 && data.max_mc_z === 0);
|
||||
}
|
||||
|
||||
// Handle right-click on the map
|
||||
map.on('contextmenu', function(e) {
|
||||
// Only show context menu if world preview is available and has Minecraft coords
|
||||
if (worldPreviewAvailable && worldOverlayData && hasMinecraftCoords()) {
|
||||
// Check if the click is within the world bounds
|
||||
var data = worldOverlayData;
|
||||
var lat = e.latlng.lat;
|
||||
var lng = e.latlng.lng;
|
||||
|
||||
if (lat >= data.min_lat && lat <= data.max_lat &&
|
||||
lng >= data.min_lon && lng <= data.max_lon) {
|
||||
showContextMenu(e.originalEvent.clientX, e.originalEvent.clientY, e.latlng);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Hide context menu on any click or map interaction
|
||||
document.addEventListener('click', function(e) {
|
||||
if (contextMenuElement && !contextMenuElement.contains(e.target)) {
|
||||
hideContextMenu();
|
||||
}
|
||||
});
|
||||
|
||||
map.on('movestart', hideContextMenu);
|
||||
map.on('zoomstart', hideContextMenu);
|
||||
// ========== End Context Menu ==========
|
||||
|
||||
// Listen for messages from parent window
|
||||
window.addEventListener('message', function(event) {
|
||||
if (event.data && event.data.type === 'changeTileTheme') {
|
||||
@@ -899,6 +1108,15 @@ $(document).ready(function () {
|
||||
});
|
||||
}
|
||||
|
||||
// If it's a rectangle, remove any existing rectangles first
|
||||
if (e.layerType === 'rectangle') {
|
||||
drawnItems.eachLayer(function(layer) {
|
||||
if (layer instanceof L.Rectangle) {
|
||||
drawnItems.removeLayer(layer);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Check if it's a rectangle and set proper styles before adding it to the layer
|
||||
if (e.layerType === 'rectangle') {
|
||||
e.layer.setStyle({
|
||||
@@ -990,6 +1208,23 @@ $(document).ready(function () {
|
||||
map.fitBounds(bounds.getBounds());
|
||||
});
|
||||
|
||||
// Hide world preview overlay when entering edit or delete mode
|
||||
map.on('draw:editstart', function() {
|
||||
hideWorldOverlayTemporarily();
|
||||
});
|
||||
|
||||
map.on('draw:deletestart', function() {
|
||||
hideWorldOverlayTemporarily();
|
||||
});
|
||||
|
||||
// Restore world preview overlay when exiting edit or delete mode
|
||||
map.on('draw:editstop', function() {
|
||||
restoreWorldOverlay();
|
||||
});
|
||||
|
||||
map.on('draw:deletestop', function() {
|
||||
restoreWorldOverlay();
|
||||
});
|
||||
function display() {
|
||||
$('#boxbounds').text(formatBounds(bounds.getBounds(), '4326'));
|
||||
$('#boxboundsmerc').text(formatBounds(bounds.getBounds(), currentproj));
|
||||
|
||||
324
src/gui/js/main.js
vendored
324
src/gui/js/main.js
vendored
@@ -12,14 +12,33 @@ if (window.__TAURI__) {
|
||||
|
||||
const DEFAULT_LOCALE_PATH = `./locales/en.json`;
|
||||
|
||||
// Track current bbox selection info localization key for language changes
|
||||
let currentBboxSelectionKey = "select_area_prompt";
|
||||
let currentBboxSelectionColor = "#ffffff";
|
||||
|
||||
// Helper function to set bbox selection info text and track it for language changes
|
||||
async function setBboxSelectionInfo(bboxSelectionElement, localizationKey, color) {
|
||||
currentBboxSelectionKey = localizationKey;
|
||||
currentBboxSelectionColor = color;
|
||||
|
||||
// Ensure localization is available
|
||||
let localization = window.localization;
|
||||
if (!localization) {
|
||||
localization = await getLocalization();
|
||||
}
|
||||
|
||||
localizeElement(localization, { element: bboxSelectionElement }, localizationKey);
|
||||
bboxSelectionElement.style.color = color;
|
||||
}
|
||||
|
||||
// Initialize elements and start the demo progress
|
||||
window.addEventListener("DOMContentLoaded", async () => {
|
||||
registerMessageEvent();
|
||||
window.selectWorld = selectWorld;
|
||||
window.createWorld = createWorld;
|
||||
window.startGeneration = startGeneration;
|
||||
setupProgressListener();
|
||||
await initSavePath();
|
||||
initSettings();
|
||||
initWorldPicker();
|
||||
initTelemetryConsent();
|
||||
handleBboxInput();
|
||||
const localization = await getLocalization();
|
||||
@@ -66,7 +85,7 @@ async function localizeElement(json, elementObject, localizedStringKey) {
|
||||
const attribute = localizedStringKey.startsWith("placeholder_") ? "placeholder" : "textContent";
|
||||
|
||||
if (element) {
|
||||
if (localizedStringKey in json) {
|
||||
if (json && localizedStringKey in json) {
|
||||
element[attribute] = json[localizedStringKey];
|
||||
} else {
|
||||
// Fallback to default (English) string
|
||||
@@ -78,39 +97,32 @@ async function localizeElement(json, elementObject, localizedStringKey) {
|
||||
|
||||
async function applyLocalization(localization) {
|
||||
const localizationElements = {
|
||||
"h2[data-localize='select_location']": "select_location",
|
||||
"#bbox-text": "zoom_in_and_choose",
|
||||
"h2[data-localize='select_world']": "select_world",
|
||||
"span[id='choose_world']": "choose_world",
|
||||
"span[id='choose_world']": "create_world",
|
||||
"#selected-world": "no_world_selected",
|
||||
"#start-button": "start_generation",
|
||||
"h2[data-localize='progress']": "progress",
|
||||
"h2[data-localize='choose_world_modal_title']": "choose_world_modal_title",
|
||||
"button[data-localize='select_existing_world']": "select_existing_world",
|
||||
"button[data-localize='generate_new_world']": "generate_new_world",
|
||||
"h2[data-localize='customization_settings']": "customization_settings",
|
||||
"label[data-localize='world_scale']": "world_scale",
|
||||
"label[data-localize='custom_bounding_box']": "custom_bounding_box",
|
||||
"label[data-localize='floodfill_timeout']": "floodfill_timeout",
|
||||
"span[data-localize='world_scale']": "world_scale",
|
||||
"span[data-localize='custom_bounding_box']": "custom_bounding_box",
|
||||
// DEPRECATED: Ground level localization removed
|
||||
// "label[data-localize='ground_level']": "ground_level",
|
||||
"label[data-localize='language']": "language",
|
||||
"label[data-localize='generation_mode']": "generation_mode",
|
||||
"span[data-localize='language']": "language",
|
||||
"span[data-localize='generation_mode']": "generation_mode",
|
||||
"option[data-localize='mode_geo_terrain']": "mode_geo_terrain",
|
||||
"option[data-localize='mode_geo_only']": "mode_geo_only",
|
||||
"option[data-localize='mode_terrain_only']": "mode_terrain_only",
|
||||
"label[data-localize='terrain']": "terrain",
|
||||
"label[data-localize='interior']": "interior",
|
||||
"label[data-localize='roof']": "roof",
|
||||
"label[data-localize='fillground']": "fillground",
|
||||
"label[data-localize='map_theme']": "map_theme",
|
||||
"span[data-localize='terrain']": "terrain",
|
||||
"span[data-localize='interior']": "interior",
|
||||
"span[data-localize='roof']": "roof",
|
||||
"span[data-localize='fillground']": "fillground",
|
||||
"span[data-localize='city_boundaries']": "city_boundaries",
|
||||
"span[data-localize='map_theme']": "map_theme",
|
||||
"span[data-localize='save_path']": "save_path",
|
||||
".footer-link": "footer_text",
|
||||
"button[data-localize='license_and_credits']": "license_and_credits",
|
||||
"h2[data-localize='license_and_credits']": "license_and_credits",
|
||||
|
||||
// Placeholder strings
|
||||
"input[id='bbox-coords']": "placeholder_bbox",
|
||||
"input[id='floodfill-timeout']": "placeholder_floodfill",
|
||||
// DEPRECATED: Ground level placeholder removed
|
||||
// "input[id='ground-level']": "placeholder_ground"
|
||||
};
|
||||
@@ -119,6 +131,13 @@ async function applyLocalization(localization) {
|
||||
localizeElement(localization, { selector: selector }, localizationElements[selector]);
|
||||
}
|
||||
|
||||
// Re-apply current bbox selection info text with new language
|
||||
const bboxSelectionInfo = document.getElementById("bbox-selection-info");
|
||||
if (bboxSelectionInfo && currentBboxSelectionKey) {
|
||||
localizeElement(localization, { element: bboxSelectionInfo }, currentBboxSelectionKey);
|
||||
bboxSelectionInfo.style.color = currentBboxSelectionColor;
|
||||
}
|
||||
|
||||
// Update error messages
|
||||
window.localization = localization;
|
||||
}
|
||||
@@ -167,7 +186,7 @@ async function checkForUpdates() {
|
||||
updateMessage.style.textDecoration = "none";
|
||||
|
||||
localizeElement(window.localization, { element: updateMessage }, "new_version_available");
|
||||
footer.style.marginTop = "15px";
|
||||
footer.style.marginTop = "10px";
|
||||
footer.appendChild(updateMessage);
|
||||
}
|
||||
} catch (error) {
|
||||
@@ -190,7 +209,7 @@ function registerMessageEvent() {
|
||||
// Function to set up the progress bar listener
|
||||
function setupProgressListener() {
|
||||
const progressBar = document.getElementById("progress-bar");
|
||||
const progressMessage = document.getElementById("progress-message");
|
||||
const progressInfo = document.getElementById("progress-info");
|
||||
const progressDetail = document.getElementById("progress-detail");
|
||||
|
||||
window.__TAURI__.event.listen("progress-update", (event) => {
|
||||
@@ -202,16 +221,16 @@ function setupProgressListener() {
|
||||
}
|
||||
|
||||
if (message != "") {
|
||||
progressMessage.textContent = message;
|
||||
progressInfo.textContent = message;
|
||||
|
||||
if (message.startsWith("Error!")) {
|
||||
progressMessage.style.color = "#fa7878";
|
||||
progressInfo.style.color = "#fa7878";
|
||||
generationButtonEnabled = true;
|
||||
} else if (message.startsWith("Done!")) {
|
||||
progressMessage.style.color = "#7bd864";
|
||||
progressInfo.style.color = "#7bd864";
|
||||
generationButtonEnabled = true;
|
||||
} else {
|
||||
progressMessage.style.color = "";
|
||||
progressInfo.style.color = "#ececec";
|
||||
}
|
||||
}
|
||||
});
|
||||
@@ -252,6 +271,20 @@ function initSettings() {
|
||||
settingsModal.style.display = "none";
|
||||
}
|
||||
|
||||
// Close settings and license modals on escape key
|
||||
document.addEventListener("keydown", (event) => {
|
||||
if (event.key === "Escape") {
|
||||
if (settingsModal.style.display === "flex") {
|
||||
closeSettings();
|
||||
}
|
||||
|
||||
const licenseModal = document.getElementById("license-modal");
|
||||
if (licenseModal && licenseModal.style.display === "flex") {
|
||||
closeLicense();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
window.openSettings = openSettings;
|
||||
window.closeSettings = closeSettings;
|
||||
|
||||
@@ -263,6 +296,9 @@ function initSettings() {
|
||||
// World format toggle (Java/Bedrock)
|
||||
initWorldFormatToggle();
|
||||
|
||||
// Save path setting
|
||||
initSavePathSetting();
|
||||
|
||||
// Language selector
|
||||
const languageSelect = document.getElementById("language-select");
|
||||
const availableOptions = Array.from(languageSelect.options).map(opt => opt.value);
|
||||
@@ -301,6 +337,14 @@ function initSettings() {
|
||||
// Reload localization with the new language
|
||||
const localization = await fetchLanguage(selectedLanguage);
|
||||
await applyLocalization(localization);
|
||||
|
||||
// Restore correct #selected-world text after localization overwrites it
|
||||
updateFormatToggleUI(selectedWorldFormat);
|
||||
// If a world was already created, show its name
|
||||
if (worldPath) {
|
||||
const lastSegment = worldPath.split(/[\\/]/).pop();
|
||||
document.getElementById('selected-world').textContent = lastSegment;
|
||||
}
|
||||
});
|
||||
|
||||
// Tile theme selector
|
||||
@@ -396,22 +440,22 @@ function updateFormatToggleUI(format) {
|
||||
if (format === 'java') {
|
||||
javaBtn.classList.add('format-active');
|
||||
bedrockBtn.classList.remove('format-active');
|
||||
// Enable Choose World button for Java
|
||||
// Enable Create World button for Java
|
||||
if (chooseWorldBtn) {
|
||||
chooseWorldBtn.disabled = false;
|
||||
chooseWorldBtn.style.opacity = '1';
|
||||
chooseWorldBtn.style.cursor = 'pointer';
|
||||
}
|
||||
// Show default text (world was cleared when switching to Bedrock)
|
||||
if (selectedWorldText) {
|
||||
const noWorldText = window.localization?.no_world_selected || 'No world selected';
|
||||
// Show appropriate text based on whether a world was already created
|
||||
if (selectedWorldText && !worldPath) {
|
||||
const noWorldText = window.localization?.no_world_selected || 'No world created';
|
||||
selectedWorldText.textContent = noWorldText;
|
||||
selectedWorldText.style.color = '#fecc44';
|
||||
}
|
||||
} else {
|
||||
javaBtn.classList.remove('format-active');
|
||||
bedrockBtn.classList.add('format-active');
|
||||
// Disable Choose World button for Bedrock and clear any selected world
|
||||
// Disable Create World button for Bedrock
|
||||
if (chooseWorldBtn) {
|
||||
chooseWorldBtn.disabled = true;
|
||||
chooseWorldBtn.style.opacity = '0.5';
|
||||
@@ -419,9 +463,8 @@ function updateFormatToggleUI(format) {
|
||||
}
|
||||
// Clear world selection and show Bedrock info message
|
||||
worldPath = "";
|
||||
isNewWorld = false;
|
||||
if (selectedWorldText) {
|
||||
const bedrockText = window.localization?.bedrock_use_java || 'Use Java to select worlds';
|
||||
const bedrockText = window.localization?.bedrock_auto_generated || 'Bedrock world is auto-generated';
|
||||
selectedWorldText.textContent = bedrockText;
|
||||
selectedWorldText.style.color = '#fecc44';
|
||||
}
|
||||
@@ -474,24 +517,86 @@ function initTelemetryConsent() {
|
||||
};
|
||||
}
|
||||
|
||||
function initWorldPicker() {
|
||||
// World Picker
|
||||
const worldPickerModal = document.getElementById("world-modal");
|
||||
/// Save path management
|
||||
let savePath = "";
|
||||
|
||||
// Open world picker modal
|
||||
function openWorldPicker() {
|
||||
worldPickerModal.style.display = "flex";
|
||||
worldPickerModal.style.justifyContent = "center";
|
||||
worldPickerModal.style.alignItems = "center";
|
||||
async function initSavePath() {
|
||||
// Check if user has a saved path in localStorage
|
||||
const saved = localStorage.getItem('arnis-save-path');
|
||||
if (saved) {
|
||||
// Validate the saved path still exists (handles upgrades / moved directories)
|
||||
try {
|
||||
const normalized = await invoke('gui_set_save_path', { path: saved });
|
||||
savePath = normalized;
|
||||
localStorage.setItem('arnis-save-path', savePath);
|
||||
} catch (_) {
|
||||
// Saved path is no longer valid – re-detect
|
||||
console.warn("Stored save path no longer valid, re-detecting...");
|
||||
localStorage.removeItem('arnis-save-path');
|
||||
try {
|
||||
savePath = await invoke('gui_get_default_save_path');
|
||||
localStorage.setItem('arnis-save-path', savePath);
|
||||
} catch (error) {
|
||||
console.error("Failed to detect save path:", error);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Auto-detect on first run
|
||||
try {
|
||||
savePath = await invoke('gui_get_default_save_path');
|
||||
localStorage.setItem('arnis-save-path', savePath);
|
||||
} catch (error) {
|
||||
console.error("Failed to detect save path:", error);
|
||||
}
|
||||
}
|
||||
|
||||
// Close world picker modal
|
||||
function closeWorldPicker() {
|
||||
worldPickerModal.style.display = "none";
|
||||
// Populate the save path input in settings
|
||||
const savePathInput = document.getElementById('save-path-input');
|
||||
if (savePathInput) {
|
||||
savePathInput.value = savePath;
|
||||
}
|
||||
}
|
||||
|
||||
window.openWorldPicker = openWorldPicker;
|
||||
window.closeWorldPicker = closeWorldPicker;
|
||||
function initSavePathSetting() {
|
||||
const savePathInput = document.getElementById('save-path-input');
|
||||
if (!savePathInput) return;
|
||||
|
||||
savePathInput.value = savePath;
|
||||
|
||||
// Manual text input – validate on change, revert if invalid
|
||||
savePathInput.addEventListener('change', async () => {
|
||||
const newPath = savePathInput.value.trim();
|
||||
if (!newPath) {
|
||||
savePathInput.value = savePath;
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
const validated = await invoke('gui_set_save_path', { path: newPath });
|
||||
savePath = validated;
|
||||
localStorage.setItem('arnis-save-path', savePath);
|
||||
} catch (_) {
|
||||
// Invalid path – silently revert to previous value
|
||||
savePathInput.value = savePath;
|
||||
}
|
||||
});
|
||||
|
||||
// Folder picker button
|
||||
const browseBtn = document.getElementById('save-path-browse');
|
||||
if (browseBtn) {
|
||||
browseBtn.addEventListener('click', async () => {
|
||||
try {
|
||||
const picked = await invoke('gui_pick_save_directory', { startPath: savePath });
|
||||
if (picked) {
|
||||
savePath = picked;
|
||||
savePathInput.value = savePath;
|
||||
localStorage.setItem('arnis-save-path', savePath);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error("Folder picker failed:", error);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -501,7 +606,7 @@ function initWorldPicker() {
|
||||
*/
|
||||
function handleBboxInput() {
|
||||
const inputBox = document.getElementById("bbox-coords");
|
||||
const bboxInfo = document.getElementById("bbox-info");
|
||||
const bboxSelectionInfo = document.getElementById("bbox-selection-info");
|
||||
|
||||
inputBox.addEventListener("input", function () {
|
||||
const input = inputBox.value.trim();
|
||||
@@ -513,11 +618,12 @@ function handleBboxInput() {
|
||||
|
||||
// Clear the info text only if no map selection exists
|
||||
if (!mapSelectedBBox) {
|
||||
bboxInfo.textContent = "";
|
||||
bboxInfo.style.color = "";
|
||||
setBboxSelectionInfo(bboxSelectionInfo, "select_area_prompt", "#ffffff");
|
||||
} else {
|
||||
// Restore map selection display
|
||||
displayBboxInfoText(mapSelectedBBox);
|
||||
// Restore map selection info display but don't update input field
|
||||
const [lng1, lat1, lng2, lat2] = mapSelectedBBox.split(" ").map(Number);
|
||||
const selectedSize = calculateBBoxSize(lng1, lat1, lng2, lat2);
|
||||
displayBboxSizeStatus(bboxSelectionInfo, selectedSize);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -553,8 +659,7 @@ function handleBboxInput() {
|
||||
// Update the info text and mark custom input as valid
|
||||
customBBoxValid = true;
|
||||
selectedBBox = bboxText.replace(/,/g, ' '); // Convert to space format for consistency
|
||||
localizeElement(window.localization, { element: bboxInfo }, "custom_selection_confirmed");
|
||||
bboxInfo.style.color = "#7bd864";
|
||||
setBboxSelectionInfo(bboxSelectionInfo, "custom_selection_confirmed", "#7bd864");
|
||||
} else {
|
||||
// Valid numbers but invalid order or range
|
||||
customBBoxValid = false;
|
||||
@@ -564,8 +669,7 @@ function handleBboxInput() {
|
||||
} else {
|
||||
selectedBBox = mapSelectedBBox;
|
||||
}
|
||||
localizeElement(window.localization, { element: bboxInfo }, "error_coordinates_out_of_range");
|
||||
bboxInfo.style.color = "#fecc44";
|
||||
setBboxSelectionInfo(bboxSelectionInfo, "error_coordinates_out_of_range", "#fecc44");
|
||||
}
|
||||
} else {
|
||||
// Input doesn't match the required format
|
||||
@@ -576,8 +680,7 @@ function handleBboxInput() {
|
||||
} else {
|
||||
selectedBBox = mapSelectedBBox;
|
||||
}
|
||||
localizeElement(window.localization, { element: bboxInfo }, "invalid_format");
|
||||
bboxInfo.style.color = "#fecc44";
|
||||
setBboxSelectionInfo(bboxSelectionInfo, "invalid_format", "#fecc44");
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -626,6 +729,21 @@ let selectedBBox = "";
|
||||
let mapSelectedBBox = ""; // Tracks bbox from map selection
|
||||
let customBBoxValid = false; // Tracks if custom input is valid
|
||||
|
||||
/**
|
||||
* Displays the appropriate bbox size status message based on area thresholds
|
||||
* @param {HTMLElement} bboxSelectionElement - The element to display the message in
|
||||
* @param {number} selectedSize - The calculated bbox area in square meters
|
||||
*/
|
||||
function displayBboxSizeStatus(bboxSelectionElement, selectedSize) {
|
||||
if (selectedSize > threshold2) {
|
||||
setBboxSelectionInfo(bboxSelectionElement, "area_too_large", "#fa7878");
|
||||
} else if (selectedSize > threshold1) {
|
||||
setBboxSelectionInfo(bboxSelectionElement, "area_extensive", "#fecc44");
|
||||
} else {
|
||||
setBboxSelectionInfo(bboxSelectionElement, "selection_confirmed", "#7bd864");
|
||||
}
|
||||
}
|
||||
|
||||
// Function to handle incoming bbox data
|
||||
function displayBboxInfoText(bboxText) {
|
||||
let [lng1, lat1, lng2, lat2] = bboxText.split(" ").map(Number);
|
||||
@@ -639,11 +757,13 @@ function displayBboxInfoText(bboxText) {
|
||||
selectedBBox = mapSelectedBBox;
|
||||
customBBoxValid = false;
|
||||
|
||||
const bboxInfo = document.getElementById("bbox-info");
|
||||
const bboxSelectionInfo = document.getElementById("bbox-selection-info");
|
||||
const bboxCoordsInput = document.getElementById("bbox-coords");
|
||||
|
||||
// Reset the info text if the bbox is 0,0,0,0
|
||||
if (lng1 === 0 && lat1 === 0 && lng2 === 0 && lat2 === 0) {
|
||||
bboxInfo.textContent = "";
|
||||
setBboxSelectionInfo(bboxSelectionInfo, "select_area_prompt", "#ffffff");
|
||||
bboxCoordsInput.value = "";
|
||||
mapSelectedBBox = "";
|
||||
if (!customBBoxValid) {
|
||||
selectedBBox = "";
|
||||
@@ -651,73 +771,41 @@ function displayBboxInfoText(bboxText) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Update the custom bbox input with the map selection (comma-separated format)
|
||||
bboxCoordsInput.value = `${lng1},${lat1},${lng2},${lat2}`;
|
||||
|
||||
// Calculate the size of the selected bbox
|
||||
const selectedSize = calculateBBoxSize(lng1, lat1, lng2, lat2);
|
||||
|
||||
if (selectedSize > threshold2) {
|
||||
localizeElement(window.localization, { element: bboxInfo }, "area_too_large");
|
||||
bboxInfo.style.color = "#fa7878";
|
||||
} else if (selectedSize > threshold1) {
|
||||
localizeElement(window.localization, { element: bboxInfo }, "area_extensive");
|
||||
bboxInfo.style.color = "#fecc44";
|
||||
} else {
|
||||
localizeElement(window.localization, { element: bboxInfo }, "selection_confirmed");
|
||||
bboxInfo.style.color = "#7bd864";
|
||||
}
|
||||
displayBboxSizeStatus(bboxSelectionInfo, selectedSize);
|
||||
}
|
||||
|
||||
let worldPath = "";
|
||||
let isNewWorld = false;
|
||||
|
||||
async function selectWorld(generate_new_world) {
|
||||
async function createWorld() {
|
||||
// Don't create if format is Bedrock (button should be disabled)
|
||||
if (selectedWorldFormat === 'bedrock') return;
|
||||
|
||||
// Don't create if save path hasn't been initialized
|
||||
if (!savePath) {
|
||||
console.warn("Cannot create world: save path not set");
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
const worldName = await invoke('gui_select_world', { generateNew: generate_new_world });
|
||||
const worldName = await invoke('gui_create_world', { savePath: savePath });
|
||||
if (worldName) {
|
||||
worldPath = worldName;
|
||||
isNewWorld = generate_new_world;
|
||||
const lastSegment = worldName.split(/[\\/]/).pop();
|
||||
document.getElementById('selected-world').textContent = lastSegment;
|
||||
document.getElementById('selected-world').style.color = "#fecc44";
|
||||
|
||||
// Notify that world changed (reset preview)
|
||||
notifyWorldChanged();
|
||||
|
||||
// If selecting an existing world, check for existing map data
|
||||
if (!generate_new_world) {
|
||||
await loadExistingWorldMapData();
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
handleWorldSelectionError(error);
|
||||
}
|
||||
|
||||
closeWorldPicker();
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads existing world map data if available (for existing worlds)
|
||||
* This will zoom to the location and auto-enable the preview
|
||||
*/
|
||||
async function loadExistingWorldMapData() {
|
||||
if (!worldPath) return;
|
||||
|
||||
try {
|
||||
const mapData = await invoke('gui_get_world_map_data', { worldPath: worldPath });
|
||||
if (mapData) {
|
||||
currentWorldMapData = mapData;
|
||||
|
||||
// Send data to the map iframe with instruction to zoom and auto-enable
|
||||
const mapFrame = document.querySelector('.map-container');
|
||||
if (mapFrame && mapFrame.contentWindow) {
|
||||
mapFrame.contentWindow.postMessage({
|
||||
type: 'loadExistingWorldMap',
|
||||
data: mapData
|
||||
}, '*');
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.log("No existing world map data found:", error);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -753,16 +841,15 @@ async function startGeneration() {
|
||||
}
|
||||
|
||||
if (!selectedBBox || selectedBBox == "0.000000 0.000000 0.000000 0.000000") {
|
||||
const bboxInfo = document.getElementById('bbox-info');
|
||||
localizeElement(window.localization, { element: bboxInfo }, "select_location_first");
|
||||
bboxInfo.style.color = "#fa7878";
|
||||
const bboxSelectionInfo = document.getElementById('bbox-selection-info');
|
||||
setBboxSelectionInfo(bboxSelectionInfo, "select_location_first", "#fa7878");
|
||||
return;
|
||||
}
|
||||
|
||||
// Only require world selection for Java format (Bedrock generates a new .mcworld file)
|
||||
// Only require world creation for Java format (Bedrock generates a new .mcworld file)
|
||||
if (selectedWorldFormat === 'java' && (!worldPath || worldPath === "")) {
|
||||
const selectedWorld = document.getElementById('selected-world');
|
||||
localizeElement(window.localization, { element: selectedWorld }, "select_minecraft_world_first");
|
||||
localizeElement(window.localization, { element: selectedWorld }, "create_world_first");
|
||||
selectedWorld.style.color = "#fa7878";
|
||||
return;
|
||||
}
|
||||
@@ -790,15 +877,14 @@ async function startGeneration() {
|
||||
var interior = document.getElementById("interior-toggle").checked;
|
||||
var roof = document.getElementById("roof-toggle").checked;
|
||||
var fill_ground = document.getElementById("fillground-toggle").checked;
|
||||
var city_boundaries = document.getElementById("city-boundaries-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);
|
||||
// DEPRECATED: Ground level input removed from UI
|
||||
var ground_level = -62;
|
||||
|
||||
// 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;
|
||||
// Validate ground_level
|
||||
ground_level = isNaN(ground_level) || ground_level < -62 ? -62 : ground_level;
|
||||
|
||||
// Get telemetry consent (defaults to false if not set)
|
||||
const telemetryConsent = window.getTelemetryConsent ? window.getTelemetryConsent() : false;
|
||||
@@ -809,13 +895,13 @@ async function startGeneration() {
|
||||
selectedWorld: worldPath,
|
||||
worldScale: scale,
|
||||
groundLevel: ground_level,
|
||||
floodfillTimeout: floodfill_timeout,
|
||||
terrainEnabled: terrain,
|
||||
skipOsmObjects: skipOsmObjects,
|
||||
interiorEnabled: interior,
|
||||
roofEnabled: roof,
|
||||
fillgroundEnabled: fill_ground,
|
||||
isNewWorld: isNewWorld,
|
||||
cityBoundariesEnabled: city_boundaries,
|
||||
isNewWorld: true,
|
||||
spawnPoint: spawnPoint,
|
||||
telemetryConsent: telemetryConsent || false,
|
||||
worldFormat: selectedWorldFormat
|
||||
|
||||
4
src/gui/js/maps/wkt.parser.js
vendored
4
src/gui/js/maps/wkt.parser.js
vendored
@@ -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
|
||||
*/
|
||||
|
||||
18
src/gui/locales/ar.json
vendored
18
src/gui/locales/ar.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "اختيار موقع",
|
||||
"zoom_in_and_choose": "قم بالتكبير واختر منطقتك باستخدام أداة المستطيل",
|
||||
"select_world": "تحديد عالم",
|
||||
"choose_world": "اختيار عالم",
|
||||
"no_world_selected": "لم يتم تحديد عالم",
|
||||
"create_world": "إنشاء عالم",
|
||||
"no_world_selected": "لم يتم إنشاء عالم",
|
||||
"start_generation": "بدء البناء",
|
||||
"progress": "التقدم",
|
||||
"custom_selection_confirmed": "تم تأكيد التحديد المخصص!",
|
||||
"error_coordinates_out_of_range": "خطأ: الإحداثيات خارج النطاق أو مرتبة بشكل غير صحيح (مطلوب خط العرض قبل خط الطول).",
|
||||
"invalid_format": "تنسيق غير صالح. استخدم 'lat,lng,lat,lng' أو 'lat lng lat lng'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "مربع الحدود المخصص",
|
||||
"floodfill_timeout": "مهلة ملء الفيضان (ثواني)",
|
||||
"ground_level": "مستوى الأرض",
|
||||
"choose_world_modal_title": "اختيار عالم",
|
||||
"select_existing_world": "اختيار عالم موجود مسبقًا",
|
||||
"generate_new_world": "إنشاء عالم جديد",
|
||||
"customization_settings": "إعدادات التخصيص",
|
||||
"footer_text": "© {year} Arnis v{version} من louis-e",
|
||||
"new_version_available": "هناك نسخة جديدة متاحة! انقر هنا لتنزيلها.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "العالم المحدد قيد الاستخدام حاليًا",
|
||||
"failed_to_create_world": "حدث خطأ عند محاولة إنشاء عالم جديد",
|
||||
"no_world_selected_error": "لم يتم تحديد عالم",
|
||||
"select_minecraft_world_first": "يرجى تحديد عالم ماين كرافت أولاً!",
|
||||
"create_world_first": "أنشئ عالمًا أولاً!",
|
||||
"select_location_first": "يرجى اختيار موقع أولاً!",
|
||||
"area_too_large": "تُعتبر هذه المنطقة كبيرة جدًا وقد تتجاوز حدود الحوسبة النموذجية.",
|
||||
"area_extensive": "المنطقة واسعة جدًا وقد تتطلب الكثير من الوقت والموارد.",
|
||||
"selection_confirmed": "تم تأكيد التحديد!",
|
||||
"select_area_prompt": "حدد منطقة على الخريطة باستخدام الأدوات.",
|
||||
"unknown_error": "خطأ غير معروف",
|
||||
"license_and_credits": "الرخصة والمساهمون",
|
||||
"placeholder_bbox": "الصيغة: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "توليد الداخلية",
|
||||
"roof": "توليد السقف",
|
||||
"fillground": "ملء الأرض",
|
||||
"bedrock_use_java": "استخدم Java لاختيار العوالم"
|
||||
"city_boundaries": "أرضية المدينة",
|
||||
"bedrock_auto_generated": "يتم إنشاء عالم Bedrock تلقائيًا",
|
||||
"save_path": "مسار الحفظ"
|
||||
}
|
||||
|
||||
18
src/gui/locales/de.json
vendored
18
src/gui/locales/de.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Standort auswählen",
|
||||
"zoom_in_and_choose": "Zoome hinein und wähle dein Gebiet aus",
|
||||
"select_world": "Welt auswählen",
|
||||
"choose_world": "Welt wählen",
|
||||
"no_world_selected": "Keine Welt ausgewählt",
|
||||
"create_world": "Welt erstellen",
|
||||
"no_world_selected": "Keine Welt erstellt",
|
||||
"start_generation": "Generierung starten",
|
||||
"progress": "Fortschritt",
|
||||
"custom_selection_confirmed": "Benutzerdefinierte Auswahl bestätigt!",
|
||||
"error_coordinates_out_of_range": "Fehler: Koordinaten sind außerhalb des Bereichs oder falsch geordnet (Lat vor Lng erforderlich).",
|
||||
"invalid_format": "Ungültiges Format. Bitte verwende 'lat,lng,lat,lng' oder 'lat lng lat lng'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Benutzerdefinierte BBOX",
|
||||
"floodfill_timeout": "Floodfill-Timeout (Sek)",
|
||||
"ground_level": "Bodenhöhe",
|
||||
"choose_world_modal_title": "Welt wählen",
|
||||
"select_existing_world": "Vorhandene Welt auswählen",
|
||||
"generate_new_world": "Neue Welt generieren",
|
||||
"customization_settings": "Einstellungen",
|
||||
"footer_text": "© {year} Arnis v{version} von louis-e",
|
||||
"new_version_available": "Eine neue Version ist verfügbar! Klicke hier, um sie herunterzuladen.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Die ausgewählte Welt ist gerade in Benutzung",
|
||||
"failed_to_create_world": "Neue Welt konnte nicht erstellt werden",
|
||||
"no_world_selected_error": "Keine Welt ausgewählt",
|
||||
"select_minecraft_world_first": "Wähle zuerst eine Minecraft Welt aus!",
|
||||
"create_world_first": "Erstelle zuerst eine Welt!",
|
||||
"select_location_first": "Wähle zuerst einen Standort aus!",
|
||||
"area_too_large": "Dieses Gebiet ist sehr groß und könnte das Berechnungslimit überschreiten.",
|
||||
"area_extensive": "Diese Gebietsgröße könnte längere Zeit für die Generierung benötigen.",
|
||||
"selection_confirmed": "Auswahl bestätigt!",
|
||||
"select_area_prompt": "Wähle einen Bereich auf der Karte aus.",
|
||||
"unknown_error": "Unbekannter Fehler",
|
||||
"license_and_credits": "Lizenz und Credits",
|
||||
"placeholder_bbox": "Format: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Innenraum Generierung",
|
||||
"roof": "Dach Generierung",
|
||||
"fillground": "Boden füllen",
|
||||
"bedrock_use_java": "Java für Weltauswahl nutzen"
|
||||
"city_boundaries": "Stadtboden",
|
||||
"bedrock_auto_generated": "Bedrock-Welt wird automatisch generiert",
|
||||
"save_path": "Speicherpfad"
|
||||
}
|
||||
18
src/gui/locales/en-US.json
vendored
18
src/gui/locales/en-US.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Select Location",
|
||||
"zoom_in_and_choose": "Zoom in and choose your area using the rectangle tool",
|
||||
"select_world": "Select World",
|
||||
"choose_world": "Choose World",
|
||||
"no_world_selected": "No world selected",
|
||||
"create_world": "Create World",
|
||||
"no_world_selected": "No world created",
|
||||
"start_generation": "Start Generation",
|
||||
"progress": "Progress",
|
||||
"custom_selection_confirmed": "Custom selection confirmed!",
|
||||
"error_coordinates_out_of_range": "Error: Coordinates are out of range or incorrectly ordered (Lat before Lng required).",
|
||||
"invalid_format": "Invalid format. Please use 'lat,lng,lat,lng' or 'lat lng lat lng'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Custom Bounding Box",
|
||||
"floodfill_timeout": "Floodfill Timeout (sec)",
|
||||
"ground_level": "Ground Level",
|
||||
"choose_world_modal_title": "Choose World",
|
||||
"select_existing_world": "Select existing world",
|
||||
"generate_new_world": "Generate new world",
|
||||
"customization_settings": "Customization Settings",
|
||||
"footer_text": "© {year} Arnis v{version} by louis-e",
|
||||
"new_version_available": "There's a new version available! Click here to download it.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "The selected world is currently in use",
|
||||
"failed_to_create_world": "Failed to create new world",
|
||||
"no_world_selected_error": "No world selected",
|
||||
"select_minecraft_world_first": "Select a Minecraft world first!",
|
||||
"create_world_first": "Create a world first!",
|
||||
"select_location_first": "Select a location first!",
|
||||
"area_too_large": "This area is very large and could exceed typical computing limits.",
|
||||
"area_extensive": "The area is quite extensive and may take significant time and resources.",
|
||||
"selection_confirmed": "Selection confirmed!",
|
||||
"select_area_prompt": "Select an area on the map using the tools.",
|
||||
"unknown_error": "Unknown error",
|
||||
"license_and_credits": "License and Credits",
|
||||
"placeholder_bbox": "Format: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Interior Generation",
|
||||
"roof": "Roof Generation",
|
||||
"fillground": "Fill Ground",
|
||||
"bedrock_use_java": "Use Java to select worlds"
|
||||
"city_boundaries": "City Ground",
|
||||
"bedrock_auto_generated": "Bedrock world is auto-generated",
|
||||
"save_path": "Save Path"
|
||||
}
|
||||
18
src/gui/locales/es.json
vendored
18
src/gui/locales/es.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Seleccionar ubicación",
|
||||
"zoom_in_and_choose": "Acércate y elige tu área usando la herramienta de rectángulo",
|
||||
"select_world": "Seleccionar mundo",
|
||||
"choose_world": "Elegir mundo",
|
||||
"no_world_selected": "Ningún mundo seleccionado",
|
||||
"create_world": "Crear mundo",
|
||||
"no_world_selected": "Ningún mundo creado",
|
||||
"start_generation": "Iniciar generación",
|
||||
"progress": "Progreso",
|
||||
"custom_selection_confirmed": "¡Selección personalizada confirmada!",
|
||||
"error_coordinates_out_of_range": "Error: Las coordenadas están fuera de rango o están ordenadas incorrectamente (Lat antes de Lng requerido).",
|
||||
"invalid_format": "Formato inválido. Por favor, use 'lat,lng,lat,lng' o 'lat lng lat lng'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Caja delimitadora personalizada",
|
||||
"floodfill_timeout": "Tiempo de espera de relleno (seg)",
|
||||
"ground_level": "Nivel del suelo",
|
||||
"choose_world_modal_title": "Elegir mundo",
|
||||
"select_existing_world": "Seleccionar mundo existente",
|
||||
"generate_new_world": "Generar nuevo mundo",
|
||||
"customization_settings": "Configuración de personalización",
|
||||
"footer_text": "© {year} Arnis v{version} por louis-e",
|
||||
"new_version_available": "¡Hay una nueva versión disponible! Haga clic aquí para descargarla.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "El mundo seleccionado está en uso",
|
||||
"failed_to_create_world": "No se pudo crear un nuevo mundo",
|
||||
"no_world_selected_error": "Ningún mundo seleccionado",
|
||||
"select_minecraft_world_first": "¡Seleccione un mundo de Minecraft primero!",
|
||||
"create_world_first": "¡Crea un mundo primero!",
|
||||
"select_location_first": "¡Seleccione una ubicación primero!",
|
||||
"area_too_large": "Esta área es muy grande y podría exceder los límites típicos de computación.",
|
||||
"area_extensive": "El área es bastante extensa y puede requerir mucho tiempo y recursos.",
|
||||
"selection_confirmed": "¡Selección confirmada!",
|
||||
"select_area_prompt": "Selecciona un área en el mapa usando las herramientas.",
|
||||
"unknown_error": "Unknown error",
|
||||
"license_and_credits": "License and Credits",
|
||||
"placeholder_bbox": "Format: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Generación Interior",
|
||||
"roof": "Generación de Tejado",
|
||||
"fillground": "Rellenar Suelo",
|
||||
"bedrock_use_java": "Usa Java para elegir mundos"
|
||||
"city_boundaries": "Suelo Urbano",
|
||||
"bedrock_auto_generated": "El mundo Bedrock se genera automáticamente",
|
||||
"save_path": "Ruta de guardado"
|
||||
}
|
||||
18
src/gui/locales/fi.json
vendored
18
src/gui/locales/fi.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Valitse paikka",
|
||||
"zoom_in_and_choose": "Zoomaa ja valitse paikka käyttämällä suorakulmatyökalua.",
|
||||
"select_world": "Valitse maailma",
|
||||
"choose_world": "Valitse maailma",
|
||||
"no_world_selected": "Maailmaa ei valittu",
|
||||
"create_world": "Luo maailma",
|
||||
"no_world_selected": "Maailmaa ei luotu",
|
||||
"start_generation": "Aloita generointi",
|
||||
"progress": "Edistys",
|
||||
"custom_selection_confirmed": "Mukautettu valinta vahvistettu!",
|
||||
"error_coordinates_out_of_range": "Virhe: Koordinaatit ovat kantaman ulkopuolella tai vääriin aseteltu (Lat ennen Lng vaadittu).",
|
||||
"invalid_format": "Väärä formaatti. Käytä 'lat,lng,lat,lng' tai 'lat lng lat lng'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Mukautettu rajoituslaatikko",
|
||||
"floodfill_timeout": "Täytön aikakatkaisu (sec)",
|
||||
"ground_level": "Maataso",
|
||||
"choose_world_modal_title": "Valitse maailma",
|
||||
"select_existing_world": "Valitse olemassa oleva maailma",
|
||||
"generate_new_world": "Luo uusi maailma",
|
||||
"customization_settings": "Kustomisaatio-asetukset",
|
||||
"footer_text": "© {year} Arnis v{version} tekijänä louis-e",
|
||||
"new_version_available": "Uusi versio on saatavilla! Paina tästä ladataksesi sen.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Valittu maailma käytössä.",
|
||||
"failed_to_create_world": "Uuden maailman luonti epäonnistui",
|
||||
"no_world_selected_error": "Maailmaa ei valittu",
|
||||
"select_minecraft_world_first": "Valitse Minecraft-maailma ensin!",
|
||||
"create_world_first": "Luo ensin maailma!",
|
||||
"select_location_first": "Valitse paikka ensin!",
|
||||
"area_too_large": "Tämä alue on todella iso ja voi ylittää tyypilliset laskentarajat.",
|
||||
"area_extensive": "Alue on aika laaja ja voi viedä pitkän ajan ja resursseja.",
|
||||
"selection_confirmed": "Valinta vahvistettu!",
|
||||
"select_area_prompt": "Valitse alue kartalta työkaluilla.",
|
||||
"unknown_error": "Tuntematon virhe",
|
||||
"license_and_credits": "Lisenssi ja krediitit",
|
||||
"placeholder_bbox": "Formaatti: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Sisätilan luonti",
|
||||
"roof": "Katon luonti",
|
||||
"fillground": "Täytä maa",
|
||||
"bedrock_use_java": "Käytä Javaa maailmojen valintaan"
|
||||
"city_boundaries": "Kaupungin maa",
|
||||
"bedrock_auto_generated": "Bedrock-maailma luodaan automaattisesti",
|
||||
"save_path": "Tallennuspolku"
|
||||
}
|
||||
|
||||
18
src/gui/locales/fr-FR.json
vendored
18
src/gui/locales/fr-FR.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Sélectionner une localisation",
|
||||
"zoom_in_and_choose": "Zoomez et choisissez votre zone avec l'outil rectangle",
|
||||
"select_world": "Sélectionner un monde",
|
||||
"choose_world": "Choisir un monde",
|
||||
"no_world_selected": "Aucun monde sélectionné",
|
||||
"create_world": "Créer un monde",
|
||||
"no_world_selected": "Aucun monde créé",
|
||||
"start_generation": "Commencer la génération",
|
||||
"progress": "Progrès",
|
||||
"custom_selection_confirmed": "Sélection personnalisée confirmée !",
|
||||
"error_coordinates_out_of_range": "Erreur: Coordonnées hors de portée ou dans un ordre incorrect (besoin de la latitude avant la longitude).",
|
||||
"invalid_format": "Format invalide. Utilisez 'lat,lng,lat,lng' ou 'lat lng lat lng'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Cadre de délimitation personnalisé",
|
||||
"floodfill_timeout": "Expiration du délai de remplissage (en secondes)",
|
||||
"ground_level": "Niveau du sol",
|
||||
"choose_world_modal_title": "Choisir un monde",
|
||||
"select_existing_world": "Sélectionner un monde existant",
|
||||
"generate_new_world": "Générer un nouveau monde",
|
||||
"customization_settings": "Paramètres de personnalisation",
|
||||
"footer_text": "© {year} Arnis v{version} par louis-e",
|
||||
"new_version_available": "Une nouvelle version est disponible ! Cliquez ici pour la télécharger.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Le monde sélectionné est en cours d'utilisation",
|
||||
"failed_to_create_world": "Échec de la création du nouveau monde",
|
||||
"no_world_selected_error": "Aucun monde sélectionné",
|
||||
"select_minecraft_world_first": "Sélectionnez d'abord un monde Minecraft !",
|
||||
"create_world_first": "Créez d'abord un monde !",
|
||||
"select_location_first": "Sélectionnez d'abord une localisation !",
|
||||
"area_too_large": "Cette zone est très grande et pourrait dépasser les limites de calcul courantes.",
|
||||
"area_extensive": "Cette zone est très étendue et pourrait nécessiter beaucoup de ressources et de temps.",
|
||||
"selection_confirmed": "Sélection confirmée !",
|
||||
"select_area_prompt": "Sélectionnez une zone sur la carte avec les outils.",
|
||||
"unknown_error": "Erreur inconnue",
|
||||
"license_and_credits": "Licence et crédits",
|
||||
"placeholder_bbox": "Format: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Génération d'intérieur",
|
||||
"roof": "Génération de toit",
|
||||
"fillground": "Remplir le sol",
|
||||
"bedrock_use_java": "Utilisez Java pour les mondes"
|
||||
"city_boundaries": "Sol urbain",
|
||||
"bedrock_auto_generated": "Le monde Bedrock est généré automatiquement",
|
||||
"save_path": "Chemin de sauvegarde"
|
||||
}
|
||||
|
||||
18
src/gui/locales/hu.json
vendored
18
src/gui/locales/hu.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Hely kiválasztása",
|
||||
"zoom_in_and_choose": "Nagyíts és jelöld ki a területet a kijelölő eszközzel",
|
||||
"select_world": "Világ kijelölése",
|
||||
"choose_world": "Világ kiválasztása",
|
||||
"no_world_selected": "Nincs világ kiválasztva",
|
||||
"create_world": "Világ létrehozása",
|
||||
"no_world_selected": "Nincs világ létrehozva",
|
||||
"start_generation": "Generálás indítása",
|
||||
"progress": "Haladás",
|
||||
"custom_selection_confirmed": "Egyéni kiválasztás megerősítve",
|
||||
"error_coordinates_out_of_range": "Hiba: A koordináták tartományon kívül vannak vagy hibásan rendezettek (a szélességi foknak a hosszúsági fok előtt kell lennie)",
|
||||
"invalid_format": "Érvénytelen formátum. Kérjük, használja a 'lat,lng,lat,lng' vagy a 'lat lng lat lng' formátumot.'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Egyéni határoló keret",
|
||||
"floodfill_timeout": "Floodfill Timeout (sec)",
|
||||
"ground_level": "Földszint",
|
||||
"choose_world_modal_title": "Világ kiválasztása",
|
||||
"select_existing_world": "Már létező világ kiválasztása",
|
||||
"generate_new_world": "Új világ generálása",
|
||||
"customization_settings": "Testreszabási lehetőségek",
|
||||
"footer_text": "© {year} Arnis v{version} by louis-e",
|
||||
"new_version_available": "Egy új verzió elérhető kattints ide hogy letöltsd",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "A kiválasztott világ már használatban van",
|
||||
"failed_to_create_world": "Nem sikerült új világot létrehozni",
|
||||
"no_world_selected_error": "Nincs kiválasztott világ",
|
||||
"select_minecraft_world_first": "Válassz ki egy Minecraft világot először!",
|
||||
"create_world_first": "Először hozz létre egy világot!",
|
||||
"select_location_first": "Válassz egy helyet először!",
|
||||
"area_too_large": "Ez a terület nagyon nagy, és meghaladhatja a szokásos számítási korlátokat.",
|
||||
"area_extensive": "A terület meglehetősen kiterjedt, és jelentős időt és erőforrásokat igényelhet.",
|
||||
"selection_confirmed": "Kiválasztás megerősítve",
|
||||
"select_area_prompt": "Jelölj ki egy területet a térképen az eszközökkel.",
|
||||
"unknown_error": "Ismeretlen hiba",
|
||||
"license_and_credits": "Licenc és elismerés.",
|
||||
"placeholder_bbox": "Formátum: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Belső generálás",
|
||||
"roof": "Tető generálás",
|
||||
"fillground": "Talaj feltöltése",
|
||||
"bedrock_use_java": "Java világválasztáshoz"
|
||||
"city_boundaries": "Városi talaj",
|
||||
"bedrock_auto_generated": "A Bedrock világ automatikusan generálódik",
|
||||
"save_path": "Mentési útvonal"
|
||||
}
|
||||
20
src/gui/locales/ko.json
vendored
20
src/gui/locales/ko.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "장소 선택",
|
||||
"zoom_in_and_choose": "줌 인하고 직사각형 도구를 사용하여 영역을 선택하세요.",
|
||||
"select_world": "세계 선택",
|
||||
"choose_world": "세계 선택",
|
||||
"no_world_selected": "선택된 세계 없음",
|
||||
"create_world": "월드 만들기",
|
||||
"no_world_selected": "생성된 월드 없음",
|
||||
"start_generation": "생성 시작",
|
||||
"progress": "진행",
|
||||
"custom_selection_confirmed": "사용자 지정 선택이 확인되었습니다!",
|
||||
"error_coordinates_out_of_range": "오류: 좌표가 범위를 벗어나거나 잘못된 순서입니다 (Lat이 Lng보다 먼저 필요합니다).",
|
||||
"invalid_format": "잘못된 형식입니다. 'lat,lng,lat,lng' 또는 'lat lng lat lng' 형식을 사용하세요.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "사용자 지정 경계 상자",
|
||||
"floodfill_timeout": "채우기 시간 초과 (초)",
|
||||
"ground_level": "지면 레벨",
|
||||
"choose_world_modal_title": "세계 선택",
|
||||
"select_existing_world": "이미 존재하는 세계 선택",
|
||||
"generate_new_world": "새 세계 생성",
|
||||
"customization_settings": "사용자 지정 설정",
|
||||
"footer_text": "© {year} Arnis v{version} by louis-e",
|
||||
"new_version_available": "새로운 버전이 있습니다! 여기를 클릭하여 다운로드하세요.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "선택한 세계가 현재 사용 중입니다",
|
||||
"failed_to_create_world": "새 세계 생성에 실패했습니다",
|
||||
"no_world_selected_error": "선택된 세계 없음 오류",
|
||||
"select_minecraft_world_first": "먼저 마인크래프트 세계를 선택하세요!",
|
||||
"create_world_first": "먼저 월드를 만드세요!",
|
||||
"select_location_first": "먼저 위치를 선택하세요!",
|
||||
"area_too_large": "이 지역은 매우 크고, 일반적인 계산 한계를 초과할 수 있습니다.",
|
||||
"area_extensive": "이 지역은 꽤 광범위하여 значитель한 시간과 자원이 필요할 수 있습니다.",
|
||||
"area_extensive": "이 지역은 꽤 광범위하여 상당한 시간과 자원이 필요할 수 있습니다.",
|
||||
"selection_confirmed": "선택이 확인되었습니다!",
|
||||
"select_area_prompt": "도구를 사용하여 지도에서 영역을 선택하세요.",
|
||||
"unknown_error": "Unknown error",
|
||||
"license_and_credits": "License and Credits",
|
||||
"placeholder_bbox": "Format: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "내부 생성",
|
||||
"roof": "지붕 생성",
|
||||
"fillground": "지면 채우기",
|
||||
"bedrock_use_java": "Java로 세계 선택"
|
||||
"city_boundaries": "도시 지면",
|
||||
"bedrock_auto_generated": "Bedrock 월드는 자동 생성됩니다",
|
||||
"save_path": "저장 경로"
|
||||
}
|
||||
18
src/gui/locales/lt.json
vendored
18
src/gui/locales/lt.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Vietos pasirinkimas",
|
||||
"zoom_in_and_choose": "Pasididinkite žemėlapį ir pasirinkite plotą su kvadrato įrankiu",
|
||||
"select_world": "Pasaulio pasirinkimas",
|
||||
"choose_world": "Pasirinkti pasaulį",
|
||||
"no_world_selected": "Pasaulis nepasirinktas",
|
||||
"create_world": "Sukurti pasaulį",
|
||||
"no_world_selected": "Pasaulis nesukurtas",
|
||||
"start_generation": "Pradėti generaciją",
|
||||
"progress": "Progresas",
|
||||
"custom_selection_confirmed": "Rėmo pasirinkimas patvirtintas!",
|
||||
"error_coordinates_out_of_range": "Klaida: Koordinatės yra už ribų arba neteisingai išdėstytos (plat turi būti prieš ilg).",
|
||||
"invalid_format": "Neteisingas formatas. Prašome naudoti 'plat,ilg,plat,ilg' arba 'plat ilg plat ilg'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Pasirinktinis ribos rėmas",
|
||||
"floodfill_timeout": "Užpildymo laiko limitas (sek.)",
|
||||
"ground_level": "Žemės lygis",
|
||||
"choose_world_modal_title": "Pasaulio pasirinkimas",
|
||||
"select_existing_world": "Pasirinkti esamą pasaulį",
|
||||
"generate_new_world": "Sugeneruoti naują pasaulį",
|
||||
"customization_settings": "Generacijos nustatymai",
|
||||
"footer_text": "© {year} „Arnis“ v{version} sukurta louis-e",
|
||||
"new_version_available": "Surasta nauja versija! Spauskite čia kad ją atsisiųstumėte.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Pasirinktas pasaulis dabar užimtas",
|
||||
"failed_to_create_world": "Klaida sukuriant naują pasaulį",
|
||||
"no_world_selected_error": "Nėra pasirinktas pasaulis",
|
||||
"select_minecraft_world_first": "Pirma pasirinkite „Minecraft“ pasaulį!",
|
||||
"create_world_first": "Pirmiausia sukurkite pasaulį!",
|
||||
"select_location_first": "Pirma pasirinkite vietą!",
|
||||
"area_too_large": "Šis plotas yra labai didelis ir gali viršyti tipinius resursų limitus.",
|
||||
"area_extensive": "Šis plotas yra pakankamai didelis kuriam reikėtų daug laiko ir resursų.",
|
||||
"selection_confirmed": "Pasirinkimas patvirtintas!",
|
||||
"select_area_prompt": "Pasirinkite plotą žemėlapyje naudodami įrankius.",
|
||||
"unknown_error": "Nežinoma klaida",
|
||||
"license_and_credits": "Licencija ir padėkos",
|
||||
"placeholder_bbox": "Formatas: plat,lyg,plat,lyg",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Interjero generavimas",
|
||||
"roof": "Stogo generavimas",
|
||||
"fillground": "Užpildyti pagrindą",
|
||||
"bedrock_use_java": "Naudok Java pasauliams"
|
||||
"city_boundaries": "Miesto žemė",
|
||||
"bedrock_auto_generated": "Bedrock pasaulis generuojamas automatiškai",
|
||||
"save_path": "Išsaugojimo kelias"
|
||||
}
|
||||
18
src/gui/locales/lv.json
vendored
18
src/gui/locales/lv.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Izvēlēties atrašanās vietu",
|
||||
"zoom_in_and_choose": "Pietuviniet un izvēlieties apgabalu",
|
||||
"select_world": "Izvēlēties pasauli",
|
||||
"choose_world": "Izvēlēties pasauli",
|
||||
"no_world_selected": "Pasaulē nav izvēlēta",
|
||||
"create_world": "Izveidot pasauli",
|
||||
"no_world_selected": "Pasaule nav izveidota",
|
||||
"start_generation": "Sākt ģenerēšanu",
|
||||
"progress": "Progress",
|
||||
"custom_selection_confirmed": "Pielāgota izvēle apstiprināta!",
|
||||
"error_coordinates_out_of_range": "Kļūda: koordinātas ir ārpus darbības zonas vai norādītas nepareizā secībā (vispirms platums, tad garums)",
|
||||
"invalid_format": "Nederīgs formāts. Izmantojiet 'platums,garums,platums,garums' vai 'platums garums platums garums'",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Pielāgota ierobežojošā rāmja zona",
|
||||
"floodfill_timeout": "Aizpildes noildze (sek.)",
|
||||
"ground_level": "Zemes līmenis",
|
||||
"choose_world_modal_title": "Izvēlēties pasauli",
|
||||
"select_existing_world": "Izvēlēties esošu pasauli",
|
||||
"generate_new_world": "Izveidot jaunu pasauli",
|
||||
"customization_settings": "Personalizācijas iestatījumi",
|
||||
"footer_text": "© {year} Arnis v{version} no louis-e",
|
||||
"new_version_available": "Pieejama jauna versija! Noklikšķiniet šeit, lai lejupielādētu",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Izvēlētā pasaule jau tiek izmantota",
|
||||
"failed_to_create_world": "Neizdevās izveidot jaunu pasauli",
|
||||
"no_world_selected_error": "Pasaulē nav izvēlēta",
|
||||
"select_minecraft_world_first": "Vispirms izvēlieties Minecraft pasauli!",
|
||||
"create_world_first": "Vispirms izveidojiet pasauli!",
|
||||
"select_location_first": "Vispirms izvēlieties atrašanās vietu!",
|
||||
"area_too_large": "Šis apgabals ir pārāk liels un var pārsniegt tipiskos aprēķina ierobežojumus",
|
||||
"area_extensive": "Apgabals ir diezgan plašs un var prasīt ievērojamu laiku un resursus",
|
||||
"selection_confirmed": "Izvēle apstiprināta!",
|
||||
"select_area_prompt": "Izvēlieties apgabalu kartē, izmantojot rīkus.",
|
||||
"unknown_error": "Nezināma kļūda",
|
||||
"license_and_credits": "Licence un autori",
|
||||
"placeholder_bbox": "Formāts: platums,garums,platums,garums",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Interjera ģenerēšana",
|
||||
"roof": "Jumta ģenerēšana",
|
||||
"fillground": "Aizpildīt zemi",
|
||||
"bedrock_use_java": "Izmanto Java pasaulēm"
|
||||
"city_boundaries": "Pilsētas zeme",
|
||||
"bedrock_auto_generated": "Bedrock pasaule tiek ģenerēta automātiski",
|
||||
"save_path": "Saglabāšanas ceļš"
|
||||
}
|
||||
18
src/gui/locales/pl.json
vendored
18
src/gui/locales/pl.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Wybierz lokalizację",
|
||||
"zoom_in_and_choose": "Przybliż i zaznacz obszar za pomocą prostokąta",
|
||||
"select_world": "Wybierz świat",
|
||||
"choose_world": "Wybierz świat",
|
||||
"no_world_selected": "Nie wybrano świata",
|
||||
"create_world": "Utwórz świat",
|
||||
"no_world_selected": "Nie utworzono świata",
|
||||
"start_generation": "Rozpocznij generowanie",
|
||||
"progress": "Postęp",
|
||||
"custom_selection_confirmed": "Niestandardowy wybór potwierdzony!",
|
||||
"error_coordinates_out_of_range": "Błąd: Współrzędne są poza zakresem lub w złej kolejności (wymagana szerokość przed długością).",
|
||||
"invalid_format": "Nieprawidłowy format. Użyj 'szer.,dł.,szer.,dł.' lub 'szer. dł. szer. dł.'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Niestandardowy obszar",
|
||||
"floodfill_timeout": "Limit czasu wypełniania (sek)",
|
||||
"ground_level": "Wysokość obszaru",
|
||||
"choose_world_modal_title": "Wybierz świat",
|
||||
"select_existing_world": "Wybierz istniejący świat",
|
||||
"generate_new_world": "Generuj nowy świat",
|
||||
"customization_settings": "Ustawienia personalizacji",
|
||||
"footer_text": "© {year} Arnis v{version} autorstwa louis-e",
|
||||
"new_version_available": "Dostępna jest nowa wersja! Kliknij tutaj, aby ją pobrać.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Wybrany świat jest obecnie używany",
|
||||
"failed_to_create_world": "Nie udało się utworzyć świata",
|
||||
"no_world_selected_error": "Nie wybrano świata",
|
||||
"select_minecraft_world_first": "Najpierw wybierz świat Minecrafta!",
|
||||
"create_world_first": "Najpierw utwórz świat!",
|
||||
"select_location_first": "Najpierw wybierz lokalizację!",
|
||||
"area_too_large": "Ten obszar jest bardzo duży i może przekroczyć limity obliczeniowe.",
|
||||
"area_extensive": "Ten obszar jest rozległy i może pochłonąć dużo czasu oraz zasobów.",
|
||||
"selection_confirmed": "Wybór potwierdzony!",
|
||||
"select_area_prompt": "Zaznacz obszar na mapie za pomocą narzędzi.",
|
||||
"unknown_error": "Nieznany błąd",
|
||||
"license_and_credits": "Licencja i autorzy",
|
||||
"placeholder_bbox": "Format: szer,dł,szer,dł",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Generowanie wnętrza",
|
||||
"roof": "Generowanie dachu",
|
||||
"fillground": "Wypełnij podłoże",
|
||||
"bedrock_use_java": "Użyj Java do wyboru światów"
|
||||
"city_boundaries": "Podłoże miejskie",
|
||||
"bedrock_auto_generated": "Świat Bedrock jest generowany automatycznie",
|
||||
"save_path": "Ścieżka zapisu"
|
||||
}
|
||||
18
src/gui/locales/ru.json
vendored
18
src/gui/locales/ru.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Выбрать местоположение",
|
||||
"zoom_in_and_choose": "Приблизьте и выберите область",
|
||||
"select_world": "Выбрать мир",
|
||||
"choose_world": "Выбрать мир",
|
||||
"no_world_selected": "Мир не выбран",
|
||||
"create_world": "Создать мир",
|
||||
"no_world_selected": "Мир не создан",
|
||||
"start_generation": "Начать генерацию",
|
||||
"progress": "Прогресс",
|
||||
"custom_selection_confirmed": "Пользовательский выбор подтвержден!",
|
||||
"error_coordinates_out_of_range": "Ошибка: Координаты находятся вне зоны действия или указаны в неправильном порядке (сначала широта, затем долгота)",
|
||||
"invalid_format": "Неверный формат. Используйте 'широта,долгота,широта,долгота' или 'широта долгота широта долгота'",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Пользовательская ограничивающая рамка",
|
||||
"floodfill_timeout": "Тайм-аут заливки (сек)",
|
||||
"ground_level": "Уровень земли",
|
||||
"choose_world_modal_title": "Выбрать мир",
|
||||
"select_existing_world": "Выбрать существующий мир",
|
||||
"generate_new_world": "Создать новый мир",
|
||||
"customization_settings": "Настройки персонализации",
|
||||
"footer_text": "© {year} Arnis v{version} от louis-e",
|
||||
"new_version_available": "Доступна новая версия! Нажмите здесь, чтобы скачать",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Выбранный мир уже используется",
|
||||
"failed_to_create_world": "Не удалось создать новый мир",
|
||||
"no_world_selected_error": "Мир не выбран",
|
||||
"select_minecraft_world_first": "Сначала выберите мир Minecraft!",
|
||||
"create_world_first": "Сначала создайте мир!",
|
||||
"select_location_first": "Сначала выберите местоположение!",
|
||||
"area_too_large": "Эта область слишком велика и может превысить типичные вычислительные ограничения",
|
||||
"area_extensive": "Область довольно обширна и может потребовать значительного времени и ресурсов",
|
||||
"selection_confirmed": "Выбор подтвержден!",
|
||||
"select_area_prompt": "Выберите область на карте с помощью инструментов.",
|
||||
"unknown_error": "Неизвестная ошибка",
|
||||
"license_and_credits": "Лицензия и авторы",
|
||||
"placeholder_bbox": "Формат: широта,долгота,широта,долгота",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Генерация Интерьера",
|
||||
"roof": "Генерация Крыши",
|
||||
"fillground": "Заполнить Землю",
|
||||
"bedrock_use_java": "Используйте Java для миров"
|
||||
"city_boundaries": "Городской грунт",
|
||||
"bedrock_auto_generated": "Мир Bedrock генерируется автоматически",
|
||||
"save_path": "Путь сохранения"
|
||||
}
|
||||
|
||||
18
src/gui/locales/sv.json
vendored
18
src/gui/locales/sv.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Välj plats",
|
||||
"zoom_in_and_choose": "Zooma in och välj ditt område med rektangulärt verktyg",
|
||||
"select_world": "Välj värld",
|
||||
"choose_world": "Välj värld",
|
||||
"no_world_selected": "Ingen värld vald",
|
||||
"create_world": "Skapa värld",
|
||||
"no_world_selected": "Ingen värld skapad",
|
||||
"start_generation": "Starta generering",
|
||||
"progress": "Framsteg",
|
||||
"custom_selection_confirmed": "Anpassad markering bekräftad!",
|
||||
"error_coordinates_out_of_range": "Fel: Koordinater är utanför området eller felaktigt ordnade (Lat före Lng krävs).",
|
||||
"invalid_format": "Ogiltigt format. Använd 'lat,lng,lat,lng' eller 'lat lng lat lng'.",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Anpassad begränsningsram",
|
||||
"floodfill_timeout": "Floodfill-tidsgräns (sek)",
|
||||
"ground_level": "Marknivå",
|
||||
"choose_world_modal_title": "Välj värld",
|
||||
"select_existing_world": "Välj existerande värld",
|
||||
"generate_new_world": "Generera ny värld",
|
||||
"customization_settings": "Anpassningsinställningar",
|
||||
"footer_text": "© {year} Arnis v{version} by louis-e",
|
||||
"new_version_available": "Det finns en ny version tillgänglig! Klicka här för att ladda ner den.",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Den valda världen används just nu",
|
||||
"failed_to_create_world": "Misslyckades att skapa ny värld",
|
||||
"no_world_selected_error": "Ingen värld vald fel",
|
||||
"select_minecraft_world_first": "Välj Minecraft-värld först!",
|
||||
"create_world_first": "Skapa en värld först!",
|
||||
"select_location_first": "Välj plats först!",
|
||||
"area_too_large": "Detta område är mycket stort och kan överskrida vanliga beräkningsgränser.",
|
||||
"area_extensive": "Området är ganska extensivt och kan ta betydande tid och resurser.",
|
||||
"selection_confirmed": "Val bekräftat!",
|
||||
"select_area_prompt": "Välj ett område på kartan med verktygen.",
|
||||
"unknown_error": "Unknown error",
|
||||
"license_and_credits": "License and Credits",
|
||||
"placeholder_bbox": "Format: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Interiörgenerering",
|
||||
"roof": "Takgenerering",
|
||||
"fillground": "Fyll mark",
|
||||
"bedrock_use_java": "Använd Java för världar"
|
||||
"city_boundaries": "Stadsmark",
|
||||
"bedrock_auto_generated": "Bedrock-världen genereras automatiskt",
|
||||
"save_path": "Sökväg"
|
||||
}
|
||||
18
src/gui/locales/ua.json
vendored
18
src/gui/locales/ua.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "Обрати локацію",
|
||||
"zoom_in_and_choose": "Збільште і оберіть область за допомогою прямокутника",
|
||||
"select_world": "Обрати світ",
|
||||
"choose_world": "Обрати світ",
|
||||
"no_world_selected": "Світ не обрано",
|
||||
"create_world": "Створити світ",
|
||||
"no_world_selected": "Світ не створено",
|
||||
"start_generation": "Почати генерацію",
|
||||
"progress": "Прогрес",
|
||||
"custom_selection_confirmed": "Користувацький вибір підтверджено!",
|
||||
"error_coordinates_out_of_range": "Помилка: Координати поза діапазоном або неправильно впорядковані (потрібно широта перед довгота)",
|
||||
"invalid_format": "Неправильний формат. Будь ласка, використовуйте 'широта,довгота,широта,довгота' або 'широта довгота широта довгота'",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "Користувацька обмежувальна рамка",
|
||||
"floodfill_timeout": "Тайм-аут заливки (сек)",
|
||||
"ground_level": "Рівень землі",
|
||||
"choose_world_modal_title": "Обрати світ",
|
||||
"select_existing_world": "Обрати наявний світ",
|
||||
"generate_new_world": "Створити новий світ",
|
||||
"customization_settings": "Налаштування параметрів",
|
||||
"footer_text": "© {year} Arnis v{version} від louis-e",
|
||||
"new_version_available": "Доступна нова версія! Натисніть тут, щоб завантажити її",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "Вибраний світ зараз використовується",
|
||||
"failed_to_create_world": "Не вдалося створити новий світ",
|
||||
"no_world_selected_error": "Світ не обрано",
|
||||
"select_minecraft_world_first": "Спочатку виберіть світ Minecraft!",
|
||||
"create_world_first": "Спочатку створіть світ!",
|
||||
"select_location_first": "Спочатку виберіть місцезнаходження!",
|
||||
"area_too_large": "Ця область дуже велика і може перевищити типові обчислювальні межі",
|
||||
"area_extensive": "Область досить велика і може вимагати значного часу та ресурсів",
|
||||
"selection_confirmed": "Вибір підтверджено!",
|
||||
"select_area_prompt": "Виберіть область на карті за допомогою інструментів.",
|
||||
"unknown_error": "Unknown error",
|
||||
"license_and_credits": "License and Credits",
|
||||
"placeholder_bbox": "Format: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "Генерація інтер'єру",
|
||||
"roof": "Генерація даху",
|
||||
"fillground": "Заповнити землю",
|
||||
"bedrock_use_java": "Використовуй Java для світів"
|
||||
"city_boundaries": "Міська земля",
|
||||
"bedrock_auto_generated": "Bedrock світ генерується автоматично",
|
||||
"save_path": "Шлях збереження"
|
||||
}
|
||||
18
src/gui/locales/zh-CN.json
vendored
18
src/gui/locales/zh-CN.json
vendored
@@ -1,11 +1,7 @@
|
||||
{
|
||||
"select_location": "选择位置",
|
||||
"zoom_in_and_choose": "放大并使用矩形工具选择您的区域",
|
||||
"select_world": "选择世界",
|
||||
"choose_world": "选择世界",
|
||||
"no_world_selected": "未选择世界",
|
||||
"create_world": "创建世界",
|
||||
"no_world_selected": "未创建世界",
|
||||
"start_generation": "开始生成",
|
||||
"progress": "进度",
|
||||
"custom_selection_confirmed": "自定义选择已确认!",
|
||||
"error_coordinates_out_of_range": "错误:坐标超出范围或顺序不正确(需要先纬度后经度)。",
|
||||
"invalid_format": "格式无效。请使用 'lat,lng,lat,lng' 或 'lat lng lat lng'。",
|
||||
@@ -15,9 +11,6 @@
|
||||
"custom_bounding_box": "自定义边界框",
|
||||
"floodfill_timeout": "填充超时(秒)",
|
||||
"ground_level": "地面高度",
|
||||
"choose_world_modal_title": "选择世界",
|
||||
"select_existing_world": "选择现有世界",
|
||||
"generate_new_world": "生成新世界",
|
||||
"customization_settings": "自定义设置",
|
||||
"footer_text": "© {year} Arnis v{version} 由 louis-e 提供",
|
||||
"new_version_available": "有新版本可用!点击这里下载。",
|
||||
@@ -25,11 +18,12 @@
|
||||
"world_in_use": "所选世界正在使用中",
|
||||
"failed_to_create_world": "无法创建新世界",
|
||||
"no_world_selected_error": "未选择世界",
|
||||
"select_minecraft_world_first": "请先选择一个 Minecraft 世界!",
|
||||
"create_world_first": "请先创建一个世界!",
|
||||
"select_location_first": "请先选择一个位置!",
|
||||
"area_too_large": "该区域非常大,可能会超出典型的计算限制。",
|
||||
"area_extensive": "该区域相当广泛,可能需要大量时间和资源。",
|
||||
"selection_confirmed": "选择已确认!",
|
||||
"select_area_prompt": "使用工具在地图上选择一个区域。",
|
||||
"unknown_error": "未知错误",
|
||||
"license_and_credits": "许可证和致谢",
|
||||
"placeholder_bbox": "格式: lat,lng,lat,lng",
|
||||
@@ -45,5 +39,7 @@
|
||||
"interior": "内部生成",
|
||||
"roof": "屋顶生成",
|
||||
"fillground": "填充地面",
|
||||
"bedrock_use_java": "使用Java选择世界"
|
||||
"city_boundaries": "城市地面",
|
||||
"bedrock_auto_generated": "Bedrock 世界自动生成",
|
||||
"save_path": "存档路径"
|
||||
}
|
||||
2
src/gui/maps.html
vendored
2
src/gui/maps.html
vendored
@@ -26,7 +26,7 @@
|
||||
<div id="search-container">
|
||||
<div id="search-box">
|
||||
<input type="text" id="city-search" placeholder="Search for a city..." autocomplete="off" />
|
||||
<button id="search-btn">🔍</button>
|
||||
<button id="search-btn" aria-label="Search"><svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true"><circle cx="11" cy="11" r="8"></circle><path d="m21 21-4.3-4.3"></path></svg></button>
|
||||
</div>
|
||||
<div id="search-results"></div>
|
||||
</div>
|
||||
|
||||
90
src/main.rs
90
src/main.rs
@@ -9,9 +9,11 @@ mod clipping;
|
||||
mod colors;
|
||||
mod coordinate_system;
|
||||
mod data_processing;
|
||||
mod deterministic_rng;
|
||||
mod element_processing;
|
||||
mod elevation_data;
|
||||
mod floodfill;
|
||||
mod floodfill_cache;
|
||||
mod ground;
|
||||
mod map_renderer;
|
||||
mod map_transformation;
|
||||
@@ -23,12 +25,15 @@ mod retrieve_data;
|
||||
mod telemetry;
|
||||
#[cfg(test)]
|
||||
mod test_utilities;
|
||||
mod urban_ground;
|
||||
mod version_check;
|
||||
mod world_editor;
|
||||
mod world_utils;
|
||||
|
||||
use args::Args;
|
||||
use clap::Parser;
|
||||
use colored::*;
|
||||
use std::path::PathBuf;
|
||||
use std::{env, fs, io::Write};
|
||||
|
||||
#[cfg(feature = "gui")]
|
||||
@@ -49,6 +54,12 @@ mod progress {
|
||||
use windows::Win32::System::Console::{AttachConsole, FreeConsole, ATTACH_PARENT_PROCESS};
|
||||
|
||||
fn run_cli() {
|
||||
// Configure thread pool with 90% CPU cap to keep system responsive
|
||||
floodfill_cache::configure_rayon_thread_pool(0.9);
|
||||
|
||||
// Clean up old cached elevation tiles on startup
|
||||
elevation_data::cleanup_old_cached_tiles();
|
||||
|
||||
let version: &str = env!("CARGO_PKG_VERSION");
|
||||
let repository: &str = env!("CARGO_PKG_REPOSITORY");
|
||||
println!(
|
||||
@@ -82,6 +93,54 @@ fn run_cli() {
|
||||
// Parse input arguments
|
||||
let args: Args = Args::parse();
|
||||
|
||||
// Validate arguments (path requirements differ between Java and Bedrock)
|
||||
if let Err(e) = args::validate_args(&args) {
|
||||
eprintln!("{}: {}", "Error".red().bold(), e);
|
||||
std::process::exit(1);
|
||||
}
|
||||
|
||||
// Early guard: --bedrock requires the bedrock cargo feature
|
||||
if args.bedrock && !cfg!(feature = "bedrock") {
|
||||
eprintln!(
|
||||
"{}: The --bedrock flag requires the 'bedrock' feature. Rebuild with: cargo build --features bedrock",
|
||||
"Error".red().bold()
|
||||
);
|
||||
std::process::exit(1);
|
||||
}
|
||||
|
||||
// Determine world format and output path
|
||||
let world_format = if args.bedrock {
|
||||
world_editor::WorldFormat::BedrockMcWorld
|
||||
} else {
|
||||
world_editor::WorldFormat::JavaAnvil
|
||||
};
|
||||
|
||||
// Build the generation output path and level name
|
||||
let (generation_path, level_name) = if args.bedrock {
|
||||
// Bedrock: generate .mcworld file in user-specified path or Desktop
|
||||
let output_dir = args
|
||||
.path
|
||||
.clone()
|
||||
.unwrap_or_else(world_utils::get_bedrock_output_directory);
|
||||
let (output_path, lvl_name) = world_utils::build_bedrock_output(&args.bbox, output_dir);
|
||||
(output_path, Some(lvl_name))
|
||||
} else {
|
||||
// Java: create a new world in the provided output directory
|
||||
let base_dir = args.path.clone().unwrap();
|
||||
let world_path = match world_utils::create_new_world(&base_dir) {
|
||||
Ok(path) => PathBuf::from(path),
|
||||
Err(e) => {
|
||||
eprintln!("{} {}", "Error:".red().bold(), e);
|
||||
std::process::exit(1);
|
||||
}
|
||||
};
|
||||
println!(
|
||||
"Created new world at: {}",
|
||||
world_path.display().to_string().bright_white().bold()
|
||||
);
|
||||
(world_path, None)
|
||||
};
|
||||
|
||||
// Fetch data
|
||||
let raw_data = match &args.file {
|
||||
Some(file) => retrieve_data::fetch_data_from_file(file),
|
||||
@@ -122,8 +181,37 @@ fn run_cli() {
|
||||
// Transform map (parsed_elements). Operations are defined in a json file
|
||||
map_transformation::transform_map(&mut parsed_elements, &mut xzbbox, &mut ground);
|
||||
|
||||
// Build generation options
|
||||
let generation_options = data_processing::GenerationOptions {
|
||||
path: generation_path.clone(),
|
||||
format: world_format,
|
||||
level_name,
|
||||
spawn_point: None,
|
||||
};
|
||||
|
||||
// Generate world
|
||||
let _ = data_processing::generate_world(parsed_elements, xzbbox, args.bbox, ground, &args);
|
||||
match data_processing::generate_world_with_options(
|
||||
parsed_elements,
|
||||
xzbbox,
|
||||
args.bbox,
|
||||
ground,
|
||||
&args,
|
||||
generation_options,
|
||||
) {
|
||||
Ok(_) => {
|
||||
if args.bedrock {
|
||||
println!(
|
||||
"{} Bedrock world saved to: {}",
|
||||
"Done!".green().bold(),
|
||||
generation_path.display()
|
||||
);
|
||||
}
|
||||
}
|
||||
Err(e) => {
|
||||
eprintln!("{} {}", "Error:".red().bold(), e);
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
|
||||
@@ -5,8 +5,8 @@ use crate::coordinate_system::transformation::CoordTransformer;
|
||||
use crate::progress::emit_gui_progress_update;
|
||||
use colored::Colorize;
|
||||
use serde::Deserialize;
|
||||
use serde_json::Value;
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
|
||||
// Raw data from OSM
|
||||
|
||||
@@ -29,9 +29,18 @@ struct OsmElement {
|
||||
pub members: Vec<OsmMember>,
|
||||
}
|
||||
|
||||
#[derive(Deserialize)]
|
||||
struct OsmData {
|
||||
pub elements: Vec<OsmElement>,
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct OsmData {
|
||||
elements: Vec<OsmElement>,
|
||||
#[serde(default)]
|
||||
pub remark: Option<String>,
|
||||
}
|
||||
|
||||
impl OsmData {
|
||||
/// Returns true if there are no elements in the OSM data
|
||||
pub fn is_empty(&self) -> bool {
|
||||
self.elements.is_empty()
|
||||
}
|
||||
}
|
||||
|
||||
struct SplitOsmData {
|
||||
@@ -68,11 +77,6 @@ impl SplitOsmData {
|
||||
}
|
||||
}
|
||||
|
||||
fn parse_raw_osm_data(json_data: Value) -> Result<SplitOsmData, serde_json::Error> {
|
||||
let osm_data: OsmData = serde_json::from_value(json_data)?;
|
||||
Ok(SplitOsmData::from_raw_osm_data(osm_data))
|
||||
}
|
||||
|
||||
// End raw data
|
||||
|
||||
// Normalized data that we can use
|
||||
@@ -107,12 +111,13 @@ pub struct ProcessedWay {
|
||||
pub enum ProcessedMemberRole {
|
||||
Outer,
|
||||
Inner,
|
||||
Part,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
pub struct ProcessedMember {
|
||||
pub role: ProcessedMemberRole,
|
||||
pub way: ProcessedWay,
|
||||
pub way: Arc<ProcessedWay>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
@@ -164,7 +169,7 @@ impl ProcessedElement {
|
||||
}
|
||||
|
||||
pub fn parse_osm_data(
|
||||
json_data: Value,
|
||||
osm_data: OsmData,
|
||||
bbox: LLBBox,
|
||||
scale: f64,
|
||||
debug: bool,
|
||||
@@ -174,7 +179,7 @@ pub fn parse_osm_data(
|
||||
emit_gui_progress_update(5.0, "Parsing data...");
|
||||
|
||||
// Deserialize the JSON data into the OSMData structure
|
||||
let data = parse_raw_osm_data(json_data).expect("Failed to parse OSM data");
|
||||
let data = SplitOsmData::from_raw_osm_data(osm_data);
|
||||
|
||||
let (coord_transformer, xzbbox) = CoordTransformer::llbbox_to_xzbbox(&bbox, scale)
|
||||
.unwrap_or_else(|e| {
|
||||
@@ -189,7 +194,7 @@ pub fn parse_osm_data(
|
||||
}
|
||||
|
||||
let mut nodes_map: HashMap<u64, ProcessedNode> = HashMap::new();
|
||||
let mut ways_map: HashMap<u64, ProcessedWay> = HashMap::new();
|
||||
let mut ways_map: HashMap<u64, Arc<ProcessedWay>> = HashMap::new();
|
||||
|
||||
let mut processed_elements: Vec<ProcessedElement> = Vec::new();
|
||||
|
||||
@@ -238,17 +243,15 @@ pub fn parse_osm_data(
|
||||
let tags = element.tags.clone().unwrap_or_default();
|
||||
|
||||
// Store unclipped way for relation assembly (clipping happens after ring merging)
|
||||
ways_map.insert(
|
||||
element.id,
|
||||
ProcessedWay {
|
||||
id: element.id,
|
||||
tags: tags.clone(),
|
||||
nodes: nodes.clone(),
|
||||
},
|
||||
);
|
||||
let way = Arc::new(ProcessedWay {
|
||||
id: element.id,
|
||||
tags,
|
||||
nodes,
|
||||
});
|
||||
ways_map.insert(element.id, Arc::clone(&way));
|
||||
|
||||
// Clip way nodes for standalone way processing (not relations)
|
||||
let clipped_nodes = clip_way_to_bbox(&nodes, &xzbbox);
|
||||
let clipped_nodes = clip_way_to_bbox(&way.nodes, &xzbbox);
|
||||
|
||||
// Skip ways that are completely outside the bbox (empty after clipping)
|
||||
if clipped_nodes.is_empty() {
|
||||
@@ -257,8 +260,8 @@ pub fn parse_osm_data(
|
||||
|
||||
let processed: ProcessedWay = ProcessedWay {
|
||||
id: element.id,
|
||||
tags: tags.clone(),
|
||||
nodes: clipped_nodes.clone(),
|
||||
tags: way.tags.clone(),
|
||||
nodes: clipped_nodes,
|
||||
};
|
||||
|
||||
processed_elements.push(ProcessedElement::Way(processed));
|
||||
@@ -270,13 +273,24 @@ pub fn parse_osm_data(
|
||||
continue;
|
||||
};
|
||||
|
||||
// Only process multipolygons for now
|
||||
if tags.get("type").map(|x: &String| x.as_str()) != Some("multipolygon") {
|
||||
// Process multipolygons and building relations
|
||||
let relation_type = tags.get("type").map(|x: &String| x.as_str());
|
||||
if relation_type != Some("multipolygon") && relation_type != Some("building") {
|
||||
continue;
|
||||
};
|
||||
|
||||
let is_building_relation = relation_type == Some("building")
|
||||
|| tags.contains_key("building")
|
||||
|| tags.contains_key("building:part");
|
||||
|
||||
// Water relations require unclipped ways for ring merging in water_areas.rs
|
||||
// Building multipolygon relations also need unclipped ways so that
|
||||
// open outer-way segments can be merged into closed rings before clipping
|
||||
let is_water_relation = is_water_element(tags);
|
||||
let is_building_multipolygon = (tags.contains_key("building")
|
||||
|| tags.contains_key("building:part"))
|
||||
&& relation_type == Some("multipolygon");
|
||||
let keep_unclipped = is_water_relation || is_building_multipolygon;
|
||||
|
||||
let members: Vec<ProcessedMember> = element
|
||||
.members
|
||||
@@ -287,35 +301,50 @@ pub fn parse_osm_data(
|
||||
return None;
|
||||
}
|
||||
|
||||
let role = match mem.role.as_str() {
|
||||
"outer" => ProcessedMemberRole::Outer,
|
||||
"inner" => ProcessedMemberRole::Inner,
|
||||
_ => return None,
|
||||
let trimmed_role = mem.role.trim();
|
||||
let role = if trimmed_role.eq_ignore_ascii_case("outer")
|
||||
|| trimmed_role.eq_ignore_ascii_case("outline")
|
||||
{
|
||||
ProcessedMemberRole::Outer
|
||||
} else if trimmed_role.eq_ignore_ascii_case("inner") {
|
||||
ProcessedMemberRole::Inner
|
||||
} else if trimmed_role.eq_ignore_ascii_case("part") {
|
||||
if relation_type == Some("building") {
|
||||
// "part" role only applies to type=building relations.
|
||||
ProcessedMemberRole::Part
|
||||
} else {
|
||||
// For multipolygon relations, "part" is not a valid role, skip.
|
||||
return None;
|
||||
}
|
||||
} else if is_building_relation {
|
||||
ProcessedMemberRole::Outer
|
||||
} else {
|
||||
return None;
|
||||
};
|
||||
|
||||
// Check if the way exists in ways_map
|
||||
let way: ProcessedWay = match ways_map.get(&mem.r#ref) {
|
||||
Some(w) => w.clone(),
|
||||
let way = match ways_map.get(&mem.r#ref) {
|
||||
Some(w) => Arc::clone(w),
|
||||
None => {
|
||||
// Way was likely filtered out because it was completely outside the bbox
|
||||
return None;
|
||||
}
|
||||
};
|
||||
|
||||
// Water relations: keep unclipped for ring merging
|
||||
// Non-water relations: clip member ways now
|
||||
let final_way = if is_water_relation {
|
||||
// If keep_unclipped is true (e.g., certain water or building multipolygon
|
||||
// relations), keep member ways unclipped for ring merging; otherwise clip now.
|
||||
let final_way = if keep_unclipped {
|
||||
way
|
||||
} else {
|
||||
let clipped_nodes = clip_way_to_bbox(&way.nodes, &xzbbox);
|
||||
if clipped_nodes.is_empty() {
|
||||
return None;
|
||||
}
|
||||
ProcessedWay {
|
||||
Arc::new(ProcessedWay {
|
||||
id: way.id,
|
||||
tags: way.tags,
|
||||
tags: way.tags.clone(),
|
||||
nodes: clipped_nodes,
|
||||
}
|
||||
})
|
||||
};
|
||||
|
||||
Some(ProcessedMember {
|
||||
@@ -334,7 +363,10 @@ pub fn parse_osm_data(
|
||||
}
|
||||
}
|
||||
|
||||
emit_gui_progress_update(15.0, "");
|
||||
emit_gui_progress_update(14.0, "");
|
||||
|
||||
drop(nodes_map);
|
||||
drop(ways_map);
|
||||
|
||||
(processed_elements, xzbbox)
|
||||
}
|
||||
|
||||
@@ -1,12 +1,16 @@
|
||||
use crate::coordinate_system::geographic::LLBBox;
|
||||
use crate::osm_parser::OsmData;
|
||||
use crate::progress::{emit_gui_error, emit_gui_progress_update, is_running_with_gui};
|
||||
#[cfg(feature = "gui")]
|
||||
use crate::telemetry::{send_log, LogLevel};
|
||||
use colored::Colorize;
|
||||
use rand::seq::SliceRandom;
|
||||
use rand::prelude::IndexedRandom;
|
||||
use reqwest::blocking::Client;
|
||||
use reqwest::blocking::ClientBuilder;
|
||||
use serde::Deserialize;
|
||||
use serde_json::Value;
|
||||
use std::fs::File;
|
||||
use std::io::{self, BufReader, Write};
|
||||
use std::io::{self, BufReader, Cursor, Write};
|
||||
use std::process::Command;
|
||||
use std::time::Duration;
|
||||
|
||||
@@ -34,19 +38,22 @@ fn download_with_reqwest(url: &str, query: &str) -> Result<String, Box<dyn std::
|
||||
}
|
||||
Err(e) => {
|
||||
if e.is_timeout() {
|
||||
eprintln!(
|
||||
"{}",
|
||||
"Error! Request timed out. Try selecting a smaller area."
|
||||
.red()
|
||||
.bold()
|
||||
);
|
||||
emit_gui_error("Request timed out. Try selecting a smaller area.");
|
||||
let msg = "Request timed out. Try selecting a smaller area.";
|
||||
eprintln!("{}", format!("Error! {msg}").red().bold());
|
||||
Err(msg.into())
|
||||
} else if e.is_connect() {
|
||||
let msg = "No internet connection.";
|
||||
eprintln!("{}", format!("Error! {msg}").red().bold());
|
||||
Err(msg.into())
|
||||
} else {
|
||||
#[cfg(feature = "gui")]
|
||||
send_log(
|
||||
LogLevel::Error,
|
||||
&format!("Request error in download_with_reqwest: {e}"),
|
||||
);
|
||||
eprintln!("{}", format!("Error! {e:.52}").red().bold());
|
||||
emit_gui_error(&format!("{:.52}", e.to_string()));
|
||||
Err(format!("{e:.52}").into())
|
||||
}
|
||||
// Always propagate errors
|
||||
Err(e.into())
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -79,13 +86,14 @@ fn download_with_wget(url: &str, query: &str) -> io::Result<String> {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn fetch_data_from_file(file: &str) -> Result<Value, Box<dyn std::error::Error>> {
|
||||
pub fn fetch_data_from_file(file: &str) -> Result<OsmData, Box<dyn std::error::Error>> {
|
||||
println!("{} Loading data from file...", "[1/7]".bold());
|
||||
emit_gui_progress_update(1.0, "Loading data from file...");
|
||||
|
||||
let file: File = File::open(file)?;
|
||||
let reader: BufReader<File> = BufReader::new(file);
|
||||
let data: Value = serde_json::from_reader(reader)?;
|
||||
let mut deserializer = serde_json::Deserializer::from_reader(reader);
|
||||
let data: OsmData = OsmData::deserialize(&mut deserializer)?;
|
||||
Ok(data)
|
||||
}
|
||||
|
||||
@@ -95,7 +103,7 @@ pub fn fetch_data_from_overpass(
|
||||
debug: bool,
|
||||
download_method: &str,
|
||||
save_file: Option<&str>,
|
||||
) -> Result<Value, Box<dyn std::error::Error>> {
|
||||
) -> Result<OsmData, Box<dyn std::error::Error>> {
|
||||
println!("{} Fetching data...", "[1/7]".bold());
|
||||
emit_gui_progress_update(1.0, "Fetching data...");
|
||||
|
||||
@@ -109,13 +117,14 @@ pub fn fetch_data_from_overpass(
|
||||
];
|
||||
let fallback_api_servers: Vec<&str> =
|
||||
vec!["https://maps.mail.ru/osm/tools/overpass/api/interpreter"];
|
||||
let mut url: &&str = api_servers.choose(&mut rand::thread_rng()).unwrap();
|
||||
let mut url: &&str = api_servers.choose(&mut rand::rng()).unwrap();
|
||||
|
||||
// Generate Overpass API query for bounding box
|
||||
let query: String = format!(
|
||||
r#"[out:json][timeout:360][bbox:{},{},{},{}];
|
||||
(
|
||||
nwr["building"];
|
||||
nwr["building:part"];
|
||||
nwr["highway"];
|
||||
nwr["landuse"];
|
||||
nwr["natural"];
|
||||
@@ -126,9 +135,17 @@ pub fn fetch_data_from_overpass(
|
||||
nwr["tourism"];
|
||||
nwr["bridge"];
|
||||
nwr["railway"];
|
||||
nwr["roller_coaster"];
|
||||
nwr["barrier"];
|
||||
nwr["entrance"];
|
||||
nwr["door"];
|
||||
nwr["power"];
|
||||
nwr["historic"];
|
||||
nwr["emergency"];
|
||||
nwr["advertising"];
|
||||
nwr["man_made"];
|
||||
nwr["aeroway"];
|
||||
way["place"];
|
||||
way;
|
||||
)->.relsinbbox;
|
||||
(
|
||||
@@ -168,9 +185,7 @@ pub fn fetch_data_from_overpass(
|
||||
}
|
||||
|
||||
println!("Request failed. Switching to fallback url...");
|
||||
url = fallback_api_servers
|
||||
.choose(&mut rand::thread_rng())
|
||||
.unwrap();
|
||||
url = fallback_api_servers.choose(&mut rand::rng()).unwrap();
|
||||
attempt += 1;
|
||||
}
|
||||
}
|
||||
@@ -182,14 +197,12 @@ pub fn fetch_data_from_overpass(
|
||||
println!("API response saved to: {save_file}");
|
||||
}
|
||||
|
||||
let data: Value = serde_json::from_str(&response)?;
|
||||
let mut deserializer =
|
||||
serde_json::Deserializer::from_reader(Cursor::new(response.as_bytes()));
|
||||
let data: OsmData = OsmData::deserialize(&mut deserializer)?;
|
||||
|
||||
if data["elements"]
|
||||
.as_array()
|
||||
.map_or(0, |elements: &Vec<Value>| elements.len())
|
||||
== 0
|
||||
{
|
||||
if let Some(remark) = data["remark"].as_str() {
|
||||
if data.is_empty() {
|
||||
if let Some(remark) = data.remark.as_deref() {
|
||||
// Check if the remark mentions memory or other runtime errors
|
||||
if remark.contains("runtime error") && remark.contains("out of memory") {
|
||||
eprintln!("{}", "Error! The query ran out of memory on the Overpass API server. Try using a smaller area.".red().bold());
|
||||
@@ -211,7 +224,7 @@ pub fn fetch_data_from_overpass(
|
||||
}
|
||||
|
||||
if debug {
|
||||
println!("Additional debug information: {data}");
|
||||
println!("Additional debug information: {data:?}");
|
||||
}
|
||||
|
||||
if !is_running_with_gui() {
|
||||
|
||||
@@ -7,9 +7,8 @@ use crate::retrieve_data;
|
||||
// this is copied from main.rs
|
||||
pub fn generate_example(llbbox: LLBBox) -> (XZBBox, Vec<ProcessedElement>) {
|
||||
// Fetch data
|
||||
let raw_data: serde_json::Value =
|
||||
retrieve_data::fetch_data_from_overpass(llbbox, false, "requests", None)
|
||||
.expect("Failed to fetch data");
|
||||
let raw_data = retrieve_data::fetch_data_from_overpass(llbbox, false, "requests", None)
|
||||
.expect("Failed to fetch data");
|
||||
|
||||
// Parse raw data
|
||||
let (mut parsed_elements, xzbbox) = osm_parser::parse_osm_data(raw_data, llbbox, 1.0, false);
|
||||
|
||||
848
src/urban_ground.rs
Normal file
848
src/urban_ground.rs
Normal file
@@ -0,0 +1,848 @@
|
||||
//! Urban ground detection and generation based on building clusters.
|
||||
//!
|
||||
//! This module computes urban areas by analyzing building density and clustering,
|
||||
//! then generates appropriate ground blocks (smooth stone) for those areas.
|
||||
//!
|
||||
//! # Algorithm Overview
|
||||
//!
|
||||
//! 1. **Grid-based density analysis**: Divide the world into cells and count buildings per cell
|
||||
//! 2. **Connected component detection**: Find clusters of dense cells using flood fill
|
||||
//! 3. **Cluster filtering**: Only keep clusters with enough buildings to be considered "urban"
|
||||
//! 4. **Concave hull computation**: Compute a tight-fitting boundary around each cluster
|
||||
//! 5. **Ground filling**: Fill the hull area with stone blocks
|
||||
//!
|
||||
//! This approach handles various scenarios:
|
||||
//! - Full city coverage: Large connected cluster
|
||||
//! - Multiple cities: Separate clusters, each gets its own hull
|
||||
//! - Rural areas: No clusters meet threshold, no stone placed
|
||||
//! - Isolated buildings: Don't meet cluster threshold, remain on grass
|
||||
|
||||
use crate::coordinate_system::cartesian::XZBBox;
|
||||
use crate::floodfill::flood_fill_area;
|
||||
use geo::{ConcaveHull, ConvexHull, MultiPoint, Point, Polygon, Simplify};
|
||||
use std::collections::{HashMap, HashSet, VecDeque};
|
||||
use std::time::Duration;
|
||||
|
||||
/// Configuration for urban ground detection.
|
||||
///
|
||||
/// These parameters control how building clusters are identified and
|
||||
/// how the urban ground boundary is computed.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct UrbanGroundConfig {
|
||||
/// Grid cell size for density analysis (in blocks).
|
||||
/// Smaller = more precise but slower. Default: 64 blocks (4 chunks).
|
||||
pub cell_size: i32,
|
||||
|
||||
/// Minimum buildings per cell to consider it potentially urban.
|
||||
/// Cells below this threshold are ignored. Default: 1.
|
||||
pub min_buildings_per_cell: usize,
|
||||
|
||||
/// Minimum total buildings in a connected cluster to be considered urban.
|
||||
/// Small clusters (villages, isolated buildings) won't get stone ground. Default: 5.
|
||||
pub min_buildings_for_cluster: usize,
|
||||
|
||||
/// Concavity parameter for hull computation (used in legacy hull-based method).
|
||||
/// Lower = tighter fit to buildings (more concave), Higher = smoother (more convex).
|
||||
/// Range: 1.0 (very tight) to 10.0 (almost convex). Default: 2.0.
|
||||
pub concavity: f64,
|
||||
|
||||
/// Whether to expand the hull slightly beyond building boundaries (used in legacy method).
|
||||
/// This creates a small buffer zone around the urban area. Default: true.
|
||||
pub expand_hull: bool,
|
||||
|
||||
/// Base number of cells to expand the urban region.
|
||||
/// This helps fill small gaps between buildings. Adaptive expansion may increase this.
|
||||
/// Default: 2.
|
||||
pub cell_expansion: i32,
|
||||
}
|
||||
|
||||
impl Default for UrbanGroundConfig {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
cell_size: 64, // Smaller cells for better granularity (4 chunks instead of 6)
|
||||
min_buildings_per_cell: 1,
|
||||
min_buildings_for_cluster: 5,
|
||||
concavity: 2.0,
|
||||
expand_hull: true,
|
||||
cell_expansion: 2, // Larger expansion to connect spread-out buildings
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents a detected urban cluster with its buildings and computed boundary.
|
||||
#[derive(Debug)]
|
||||
#[allow(dead_code)]
|
||||
pub struct UrbanCluster {
|
||||
/// Grid cells that belong to this cluster
|
||||
cells: Vec<(i32, i32)>,
|
||||
/// Building centroids within this cluster
|
||||
building_centroids: Vec<(i32, i32)>,
|
||||
/// Total number of buildings in the cluster
|
||||
building_count: usize,
|
||||
}
|
||||
|
||||
/// A compact lookup structure for checking if a coordinate is in an urban area.
|
||||
///
|
||||
/// Instead of storing millions of individual coordinates, this stores only
|
||||
/// the cell indices (thousands) and performs O(1) lookups. This reduces
|
||||
/// memory usage by ~4000x compared to storing all coordinates.
|
||||
///
|
||||
/// # Memory Usage
|
||||
/// - 7.8 km² area: ~17K cells × 16 bytes = ~270 KB (vs ~560 MB for coordinates)
|
||||
/// - 100 km² area: ~220K cells × 16 bytes = ~3.5 MB (vs ~7 GB for coordinates)
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct UrbanGroundLookup {
|
||||
/// Set of cell indices (cx, cz) that are urban
|
||||
urban_cells: HashSet<(i32, i32)>,
|
||||
/// Cell size used for coordinate-to-cell conversion
|
||||
cell_size: i32,
|
||||
/// Bounding box origin for coordinate conversion
|
||||
bbox_min_x: i32,
|
||||
bbox_min_z: i32,
|
||||
}
|
||||
|
||||
impl UrbanGroundLookup {
|
||||
/// Creates an empty lookup (no urban areas).
|
||||
pub fn empty() -> Self {
|
||||
Self {
|
||||
urban_cells: HashSet::new(),
|
||||
cell_size: 64,
|
||||
bbox_min_x: 0,
|
||||
bbox_min_z: 0,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the given world coordinate is in an urban area.
|
||||
#[inline]
|
||||
pub fn is_urban(&self, x: i32, z: i32) -> bool {
|
||||
if self.urban_cells.is_empty() {
|
||||
return false;
|
||||
}
|
||||
let cx = (x - self.bbox_min_x) / self.cell_size;
|
||||
let cz = (z - self.bbox_min_z) / self.cell_size;
|
||||
self.urban_cells.contains(&(cx, cz))
|
||||
}
|
||||
|
||||
/// Returns the number of urban cells.
|
||||
#[allow(dead_code)]
|
||||
pub fn cell_count(&self) -> usize {
|
||||
self.urban_cells.len()
|
||||
}
|
||||
|
||||
/// Returns true if there are no urban areas.
|
||||
pub fn is_empty(&self) -> bool {
|
||||
self.urban_cells.is_empty()
|
||||
}
|
||||
}
|
||||
|
||||
/// Computes urban ground areas from building locations.
|
||||
pub struct UrbanGroundComputer {
|
||||
config: UrbanGroundConfig,
|
||||
building_centroids: Vec<(i32, i32)>,
|
||||
xzbbox: XZBBox,
|
||||
}
|
||||
|
||||
impl UrbanGroundComputer {
|
||||
/// Creates a new urban ground computer with the given world bounds and configuration.
|
||||
pub fn new(xzbbox: XZBBox, config: UrbanGroundConfig) -> Self {
|
||||
Self {
|
||||
config,
|
||||
building_centroids: Vec::new(),
|
||||
xzbbox,
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a new urban ground computer with default configuration.
|
||||
pub fn with_defaults(xzbbox: XZBBox) -> Self {
|
||||
Self::new(xzbbox, UrbanGroundConfig::default())
|
||||
}
|
||||
|
||||
/// Adds a building centroid to be considered for urban area detection.
|
||||
#[inline]
|
||||
pub fn add_building_centroid(&mut self, x: i32, z: i32) {
|
||||
// Only add if within bounds
|
||||
if x >= self.xzbbox.min_x()
|
||||
&& x <= self.xzbbox.max_x()
|
||||
&& z >= self.xzbbox.min_z()
|
||||
&& z <= self.xzbbox.max_z()
|
||||
{
|
||||
self.building_centroids.push((x, z));
|
||||
}
|
||||
}
|
||||
|
||||
/// Adds multiple building centroids from an iterator.
|
||||
pub fn add_building_centroids<I>(&mut self, centroids: I)
|
||||
where
|
||||
I: IntoIterator<Item = (i32, i32)>,
|
||||
{
|
||||
for (x, z) in centroids {
|
||||
self.add_building_centroid(x, z);
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the number of buildings added.
|
||||
#[allow(dead_code)]
|
||||
pub fn building_count(&self) -> usize {
|
||||
self.building_centroids.len()
|
||||
}
|
||||
|
||||
/// Computes all urban ground coordinates.
|
||||
///
|
||||
/// Returns a list of (x, z) coordinates that should have stone ground.
|
||||
/// The coordinates are clipped to the world bounding box.
|
||||
///
|
||||
/// Performance: Uses cell-based filling for O(cells) complexity instead of
|
||||
/// flood-filling complex hulls which would be O(area). For a city with 1000
|
||||
/// buildings in 100 cells, this is ~100x faster than flood fill.
|
||||
///
|
||||
/// NOTE: For better performance and memory usage, prefer `compute_lookup()`.
|
||||
#[allow(dead_code)]
|
||||
pub fn compute(&self, _timeout: Option<&Duration>) -> Vec<(i32, i32)> {
|
||||
// Not enough buildings for any urban area
|
||||
if self.building_centroids.len() < self.config.min_buildings_for_cluster {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Step 1: Create density grid (cell -> buildings in that cell)
|
||||
let grid = self.create_density_grid();
|
||||
|
||||
// Step 2: Find connected urban regions and get their expanded cells
|
||||
let clusters = self.find_urban_clusters(&grid);
|
||||
|
||||
if clusters.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Step 3: Fill cells directly instead of using expensive flood fill on hulls
|
||||
// This is much faster: O(cells × cell_size²) vs O(hull_area) for flood fill
|
||||
let mut all_coords = Vec::new();
|
||||
for cluster in clusters {
|
||||
let coords = self.fill_cluster_cells(&cluster);
|
||||
all_coords.extend(coords);
|
||||
}
|
||||
|
||||
all_coords
|
||||
}
|
||||
|
||||
/// Computes urban ground and returns a compact lookup structure.
|
||||
///
|
||||
/// This is the preferred method for production use. Instead of returning
|
||||
/// millions of coordinates (high memory), it returns a lookup structure
|
||||
/// that stores only cell indices (~4000x less memory) and provides O(1)
|
||||
/// coordinate lookups.
|
||||
///
|
||||
/// # Memory Comparison
|
||||
/// - `compute()`: ~560 MB for 7.8 km² area
|
||||
/// - `compute_lookup()`: ~270 KB for same area
|
||||
pub fn compute_lookup(&self) -> UrbanGroundLookup {
|
||||
// Not enough buildings for any urban area
|
||||
if self.building_centroids.len() < self.config.min_buildings_for_cluster {
|
||||
return UrbanGroundLookup::empty();
|
||||
}
|
||||
|
||||
// Step 1: Create density grid (cell -> buildings in that cell)
|
||||
let grid = self.create_density_grid();
|
||||
|
||||
// Step 2: Find connected urban regions and get their expanded cells
|
||||
let clusters = self.find_urban_clusters(&grid);
|
||||
|
||||
if clusters.is_empty() {
|
||||
return UrbanGroundLookup::empty();
|
||||
}
|
||||
|
||||
// Step 3: Collect all expanded cells from all clusters into a HashSet
|
||||
let mut urban_cells = HashSet::new();
|
||||
for cluster in clusters {
|
||||
urban_cells.extend(cluster.cells.iter().copied());
|
||||
}
|
||||
|
||||
UrbanGroundLookup {
|
||||
urban_cells,
|
||||
cell_size: self.config.cell_size,
|
||||
bbox_min_x: self.xzbbox.min_x(),
|
||||
bbox_min_z: self.xzbbox.min_z(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Fills all cells in a cluster directly, returning coordinates.
|
||||
/// This is much faster than computing a hull and flood-filling it.
|
||||
fn fill_cluster_cells(&self, cluster: &UrbanCluster) -> Vec<(i32, i32)> {
|
||||
let mut coords = Vec::new();
|
||||
let cell_size = self.config.cell_size;
|
||||
|
||||
// Pre-calculate bounds once
|
||||
let bbox_min_x = self.xzbbox.min_x();
|
||||
let bbox_max_x = self.xzbbox.max_x();
|
||||
let bbox_min_z = self.xzbbox.min_z();
|
||||
let bbox_max_z = self.xzbbox.max_z();
|
||||
|
||||
for &(cx, cz) in &cluster.cells {
|
||||
// Calculate cell bounds in world coordinates
|
||||
let cell_min_x = (bbox_min_x + cx * cell_size).max(bbox_min_x);
|
||||
let cell_max_x = (bbox_min_x + (cx + 1) * cell_size - 1).min(bbox_max_x);
|
||||
let cell_min_z = (bbox_min_z + cz * cell_size).max(bbox_min_z);
|
||||
let cell_max_z = (bbox_min_z + (cz + 1) * cell_size - 1).min(bbox_max_z);
|
||||
|
||||
// Skip if cell is entirely outside bbox
|
||||
if cell_min_x > bbox_max_x
|
||||
|| cell_max_x < bbox_min_x
|
||||
|| cell_min_z > bbox_max_z
|
||||
|| cell_max_z < bbox_min_z
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Fill all coordinates in this cell
|
||||
for x in cell_min_x..=cell_max_x {
|
||||
for z in cell_min_z..=cell_max_z {
|
||||
coords.push((x, z));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
coords
|
||||
}
|
||||
|
||||
/// Creates a density grid mapping cell coordinates to buildings in that cell.
|
||||
fn create_density_grid(&self) -> HashMap<(i32, i32), Vec<(i32, i32)>> {
|
||||
let mut grid: HashMap<(i32, i32), Vec<(i32, i32)>> = HashMap::new();
|
||||
|
||||
for &(x, z) in &self.building_centroids {
|
||||
let cell_x = (x - self.xzbbox.min_x()) / self.config.cell_size;
|
||||
let cell_z = (z - self.xzbbox.min_z()) / self.config.cell_size;
|
||||
grid.entry((cell_x, cell_z)).or_default().push((x, z));
|
||||
}
|
||||
|
||||
grid
|
||||
}
|
||||
|
||||
/// Finds connected clusters of urban cells.
|
||||
fn find_urban_clusters(
|
||||
&self,
|
||||
grid: &HashMap<(i32, i32), Vec<(i32, i32)>>,
|
||||
) -> Vec<UrbanCluster> {
|
||||
// Step 1: Identify cells that meet minimum density threshold
|
||||
let dense_cells: HashSet<(i32, i32)> = grid
|
||||
.iter()
|
||||
.filter(|(_, buildings)| buildings.len() >= self.config.min_buildings_per_cell)
|
||||
.map(|(&cell, _)| cell)
|
||||
.collect();
|
||||
|
||||
if dense_cells.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Step 2: Calculate adaptive expansion based on building density
|
||||
// For spread-out cities, we need more expansion to connect buildings
|
||||
let adaptive_expansion = self.calculate_adaptive_expansion(&dense_cells, grid);
|
||||
|
||||
// Step 3: Expand dense cells to connect nearby clusters
|
||||
let expanded_cells = self.expand_cells_adaptive(&dense_cells, adaptive_expansion);
|
||||
|
||||
// Step 4: Find connected components using flood fill
|
||||
let mut visited = HashSet::new();
|
||||
let mut clusters = Vec::new();
|
||||
|
||||
for &cell in &expanded_cells {
|
||||
if visited.contains(&cell) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// BFS to find connected component
|
||||
let mut component_cells = Vec::new();
|
||||
let mut queue = VecDeque::new();
|
||||
queue.push_back(cell);
|
||||
visited.insert(cell);
|
||||
|
||||
while let Some(current) = queue.pop_front() {
|
||||
component_cells.push(current);
|
||||
|
||||
// Check 8-connected neighbors (including diagonals for better connectivity)
|
||||
for dz in -1..=1 {
|
||||
for dx in -1..=1 {
|
||||
if dx == 0 && dz == 0 {
|
||||
continue;
|
||||
}
|
||||
let neighbor = (current.0 + dx, current.1 + dz);
|
||||
if expanded_cells.contains(&neighbor) && !visited.contains(&neighbor) {
|
||||
visited.insert(neighbor);
|
||||
queue.push_back(neighbor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Collect buildings from the original dense cells only (not expanded empty cells)
|
||||
let mut cluster_buildings = Vec::new();
|
||||
for &cell in &component_cells {
|
||||
if let Some(buildings) = grid.get(&cell) {
|
||||
cluster_buildings.extend(buildings.iter().copied());
|
||||
}
|
||||
}
|
||||
|
||||
let building_count = cluster_buildings.len();
|
||||
|
||||
// Only keep clusters with enough buildings
|
||||
if building_count >= self.config.min_buildings_for_cluster {
|
||||
clusters.push(UrbanCluster {
|
||||
cells: component_cells,
|
||||
building_centroids: cluster_buildings,
|
||||
building_count,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
clusters
|
||||
}
|
||||
|
||||
/// Calculates adaptive expansion based on building density.
|
||||
///
|
||||
/// For spread-out cities (low density), we need more expansion to connect
|
||||
/// buildings that are farther apart. For dense cities, less expansion is needed.
|
||||
fn calculate_adaptive_expansion(
|
||||
&self,
|
||||
dense_cells: &HashSet<(i32, i32)>,
|
||||
grid: &HashMap<(i32, i32), Vec<(i32, i32)>>,
|
||||
) -> i32 {
|
||||
if dense_cells.is_empty() {
|
||||
return self.config.cell_expansion;
|
||||
}
|
||||
|
||||
// Calculate total buildings and average per occupied cell
|
||||
let total_buildings: usize = dense_cells
|
||||
.iter()
|
||||
.filter_map(|cell| grid.get(cell))
|
||||
.map(|buildings| buildings.len())
|
||||
.sum();
|
||||
|
||||
let avg_buildings_per_cell = total_buildings as f64 / dense_cells.len() as f64;
|
||||
|
||||
// Calculate the "spread" of cells - how far apart are occupied cells?
|
||||
// Find bounding box of occupied cells
|
||||
if dense_cells.len() < 2 {
|
||||
return self.config.cell_expansion;
|
||||
}
|
||||
|
||||
let min_x = dense_cells.iter().map(|(x, _)| x).min().unwrap();
|
||||
let max_x = dense_cells.iter().map(|(x, _)| x).max().unwrap();
|
||||
let min_z = dense_cells.iter().map(|(_, z)| z).min().unwrap();
|
||||
let max_z = dense_cells.iter().map(|(_, z)| z).max().unwrap();
|
||||
|
||||
let grid_span_x = (max_x - min_x + 1) as f64;
|
||||
let grid_span_z = (max_z - min_z + 1) as f64;
|
||||
let total_possible_cells = grid_span_x * grid_span_z;
|
||||
|
||||
// Cell occupancy ratio: what fraction of the bounding box has buildings?
|
||||
let occupancy = dense_cells.len() as f64 / total_possible_cells;
|
||||
|
||||
// Adaptive expansion logic:
|
||||
// - High density (many buildings per cell) AND high occupancy = dense city, use base expansion
|
||||
// - Low density OR low occupancy = spread-out city, need more expansion
|
||||
|
||||
let base_expansion = self.config.cell_expansion;
|
||||
|
||||
// Scale factor: lower density = higher factor
|
||||
// avg_buildings_per_cell < 2 → spread out
|
||||
// occupancy < 0.3 → sparse grid with gaps
|
||||
let density_factor = if avg_buildings_per_cell < 3.0 {
|
||||
1.5
|
||||
} else {
|
||||
1.0
|
||||
};
|
||||
let occupancy_factor = if occupancy < 0.4 {
|
||||
1.5
|
||||
} else if occupancy < 0.6 {
|
||||
1.25
|
||||
} else {
|
||||
1.0
|
||||
};
|
||||
|
||||
let adaptive = (base_expansion as f64 * density_factor * occupancy_factor).ceil() as i32;
|
||||
|
||||
// Cap at reasonable maximum (4 cells = 256 blocks with 64-block cells)
|
||||
adaptive.min(4).max(base_expansion)
|
||||
}
|
||||
|
||||
/// Expands the set of cells by adding neighbors within expansion distance.
|
||||
fn expand_cells_adaptive(
|
||||
&self,
|
||||
cells: &HashSet<(i32, i32)>,
|
||||
expansion: i32,
|
||||
) -> HashSet<(i32, i32)> {
|
||||
if expansion <= 0 {
|
||||
return cells.clone();
|
||||
}
|
||||
|
||||
let mut expanded = cells.clone();
|
||||
|
||||
for &(cx, cz) in cells {
|
||||
for dz in -expansion..=expansion {
|
||||
for dx in -expansion..=expansion {
|
||||
expanded.insert((cx + dx, cz + dz));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
expanded
|
||||
}
|
||||
|
||||
/// Expands the set of cells by adding neighbors within expansion distance.
|
||||
#[allow(dead_code)]
|
||||
fn expand_cells(&self, cells: &HashSet<(i32, i32)>) -> HashSet<(i32, i32)> {
|
||||
self.expand_cells_adaptive(cells, self.config.cell_expansion)
|
||||
}
|
||||
|
||||
/// Computes ground coordinates for a single urban cluster.
|
||||
///
|
||||
/// NOTE: This hull-based method is kept for reference but not used in production.
|
||||
/// The cell-based `fill_cluster_cells` method is much faster.
|
||||
#[allow(dead_code)]
|
||||
fn compute_cluster_ground(
|
||||
&self,
|
||||
cluster: &UrbanCluster,
|
||||
grid: &HashMap<(i32, i32), Vec<(i32, i32)>>,
|
||||
timeout: Option<&Duration>,
|
||||
) -> Vec<(i32, i32)> {
|
||||
// Need at least 3 points for a hull
|
||||
if cluster.building_centroids.len() < 3 {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Collect points for hull computation
|
||||
// Include building centroids plus cell corner points for better coverage
|
||||
let mut hull_points: Vec<(f64, f64)> = cluster
|
||||
.building_centroids
|
||||
.iter()
|
||||
.map(|&(x, z)| (x as f64, z as f64))
|
||||
.collect();
|
||||
|
||||
// Add cell boundary points if expand_hull is enabled
|
||||
// This ensures the hull extends slightly beyond buildings
|
||||
if self.config.expand_hull {
|
||||
for &(cx, cz) in &cluster.cells {
|
||||
// Only add corners for cells that actually have buildings
|
||||
if grid.get(&(cx, cz)).map(|b| !b.is_empty()).unwrap_or(false) {
|
||||
let base_x = (self.xzbbox.min_x() + cx * self.config.cell_size) as f64;
|
||||
let base_z = (self.xzbbox.min_z() + cz * self.config.cell_size) as f64;
|
||||
let size = self.config.cell_size as f64;
|
||||
|
||||
// Add cell corners with small padding
|
||||
let pad = size * 0.1; // 10% padding
|
||||
hull_points.push((base_x - pad, base_z - pad));
|
||||
hull_points.push((base_x + size + pad, base_z - pad));
|
||||
hull_points.push((base_x - pad, base_z + size + pad));
|
||||
hull_points.push((base_x + size + pad, base_z + size + pad));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Convert to geo MultiPoint
|
||||
let multi_point: MultiPoint<f64> =
|
||||
hull_points.iter().map(|&(x, z)| Point::new(x, z)).collect();
|
||||
|
||||
// Compute hull based on point count
|
||||
let hull: Polygon<f64> = if hull_points.len() < 10 {
|
||||
// Too few points for concave hull, use convex
|
||||
multi_point.convex_hull()
|
||||
} else {
|
||||
// Use concave hull for better fit
|
||||
multi_point.concave_hull(self.config.concavity)
|
||||
};
|
||||
|
||||
// Simplify the hull to reduce vertex count (improves flood fill performance)
|
||||
let hull = hull.simplify(2.0);
|
||||
|
||||
// Convert hull to integer coordinates for flood fill
|
||||
self.fill_hull_polygon(&hull, timeout)
|
||||
}
|
||||
|
||||
/// Fills a hull polygon and returns all interior coordinates.
|
||||
///
|
||||
/// NOTE: This method is kept for reference but not used in production.
|
||||
/// The cell-based approach is much faster.
|
||||
#[allow(dead_code)]
|
||||
fn fill_hull_polygon(
|
||||
&self,
|
||||
polygon: &Polygon<f64>,
|
||||
timeout: Option<&Duration>,
|
||||
) -> Vec<(i32, i32)> {
|
||||
// Convert polygon exterior to integer coordinates
|
||||
let exterior: Vec<(i32, i32)> = polygon
|
||||
.exterior()
|
||||
.coords()
|
||||
.map(|c| (c.x.round() as i32, c.y.round() as i32))
|
||||
.collect();
|
||||
|
||||
if exterior.len() < 3 {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Remove duplicate consecutive points (can cause flood fill issues)
|
||||
let mut clean_exterior = Vec::with_capacity(exterior.len());
|
||||
for point in exterior {
|
||||
if clean_exterior.last() != Some(&point) {
|
||||
clean_exterior.push(point);
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure the polygon is closed
|
||||
if clean_exterior.first() != clean_exterior.last() && !clean_exterior.is_empty() {
|
||||
clean_exterior.push(clean_exterior[0]);
|
||||
}
|
||||
|
||||
if clean_exterior.len() < 4 {
|
||||
// Need at least 3 unique points + closing point
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Use existing flood fill, clipping to bbox
|
||||
let filled = flood_fill_area(&clean_exterior, timeout);
|
||||
|
||||
// Filter to only include points within world bounds
|
||||
filled
|
||||
.into_iter()
|
||||
.filter(|&(x, z)| {
|
||||
x >= self.xzbbox.min_x()
|
||||
&& x <= self.xzbbox.max_x()
|
||||
&& z >= self.xzbbox.min_z()
|
||||
&& z <= self.xzbbox.max_z()
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
}
|
||||
|
||||
/// Computes the centroid of a set of coordinates.
|
||||
///
|
||||
/// Returns None if the slice is empty.
|
||||
#[inline]
|
||||
#[allow(dead_code)]
|
||||
pub fn compute_centroid(coords: &[(i32, i32)]) -> Option<(i32, i32)> {
|
||||
if coords.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let sum_x: i64 = coords.iter().map(|(x, _)| i64::from(*x)).sum();
|
||||
let sum_z: i64 = coords.iter().map(|(_, z)| i64::from(*z)).sum();
|
||||
let len = coords.len() as i64;
|
||||
Some(((sum_x / len) as i32, (sum_z / len) as i32))
|
||||
}
|
||||
|
||||
/// Convenience function to compute urban ground from building centroids.
|
||||
///
|
||||
/// NOTE: This function is kept for backward compatibility and tests.
|
||||
/// For production use, prefer `compute_urban_ground_lookup` which uses
|
||||
/// ~4000x less memory.
|
||||
#[allow(dead_code)]
|
||||
pub fn compute_urban_ground(
|
||||
building_centroids: Vec<(i32, i32)>,
|
||||
xzbbox: &XZBBox,
|
||||
timeout: Option<&Duration>,
|
||||
) -> Vec<(i32, i32)> {
|
||||
let mut computer = UrbanGroundComputer::with_defaults(xzbbox.clone());
|
||||
computer.add_building_centroids(building_centroids);
|
||||
computer.compute(timeout)
|
||||
}
|
||||
|
||||
/// Computes urban ground and returns a compact lookup structure.
|
||||
///
|
||||
/// This is the preferred entry point for production use. Returns a lookup
|
||||
/// structure that uses ~270 KB instead of ~560 MB for a typical city area.
|
||||
pub fn compute_urban_ground_lookup(
|
||||
building_centroids: Vec<(i32, i32)>,
|
||||
xzbbox: &XZBBox,
|
||||
) -> UrbanGroundLookup {
|
||||
let mut computer = UrbanGroundComputer::with_defaults(xzbbox.clone());
|
||||
computer.add_building_centroids(building_centroids);
|
||||
computer.compute_lookup()
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn create_test_bbox() -> XZBBox {
|
||||
XZBBox::rect_from_xz_lengths(1000.0, 1000.0).unwrap()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_no_buildings() {
|
||||
let computer = UrbanGroundComputer::with_defaults(create_test_bbox());
|
||||
let result = computer.compute(None);
|
||||
assert!(result.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_few_scattered_buildings() {
|
||||
let mut computer = UrbanGroundComputer::with_defaults(create_test_bbox());
|
||||
// Add a few scattered buildings (not enough for a cluster)
|
||||
computer.add_building_centroid(100, 100);
|
||||
computer.add_building_centroid(500, 500);
|
||||
computer.add_building_centroid(900, 900);
|
||||
|
||||
let result = computer.compute(None);
|
||||
assert!(
|
||||
result.is_empty(),
|
||||
"Scattered buildings should not form urban area"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_dense_cluster() {
|
||||
let mut computer = UrbanGroundComputer::with_defaults(create_test_bbox());
|
||||
|
||||
// Add a dense cluster of buildings
|
||||
for i in 0..30 {
|
||||
for j in 0..30 {
|
||||
if (i + j) % 3 == 0 {
|
||||
// Add building every 3rd position
|
||||
computer.add_building_centroid(100 + i * 10, 100 + j * 10);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let result = computer.compute(None);
|
||||
assert!(
|
||||
!result.is_empty(),
|
||||
"Dense cluster should produce urban area"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_compute_centroid() {
|
||||
let coords = vec![(0, 0), (10, 0), (10, 10), (0, 10)];
|
||||
let centroid = compute_centroid(&coords);
|
||||
assert_eq!(centroid, Some((5, 5)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_compute_centroid_empty() {
|
||||
let coords: Vec<(i32, i32)> = vec![];
|
||||
let centroid = compute_centroid(&coords);
|
||||
assert_eq!(centroid, None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_spread_out_buildings() {
|
||||
// Simulate a spread-out city like Erding where buildings are farther apart
|
||||
// This should still be detected as urban due to adaptive expansion
|
||||
let mut computer = UrbanGroundComputer::with_defaults(create_test_bbox());
|
||||
|
||||
// Add buildings spread across a larger area with gaps
|
||||
// Buildings are ~100-150 blocks apart (would fail with small expansion)
|
||||
let building_positions = [
|
||||
(100, 100),
|
||||
(250, 100),
|
||||
(400, 100),
|
||||
(100, 250),
|
||||
(250, 250),
|
||||
(400, 250),
|
||||
(100, 400),
|
||||
(250, 400),
|
||||
(400, 400),
|
||||
// Add a few more to ensure cluster threshold is met
|
||||
(175, 175),
|
||||
(325, 175),
|
||||
(175, 325),
|
||||
(325, 325),
|
||||
];
|
||||
|
||||
for (x, z) in building_positions {
|
||||
computer.add_building_centroid(x, z);
|
||||
}
|
||||
|
||||
let result = computer.compute(None);
|
||||
assert!(
|
||||
!result.is_empty(),
|
||||
"Spread-out buildings should still form urban area with adaptive expansion"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_adaptive_expansion_calculated() {
|
||||
let bbox = create_test_bbox();
|
||||
let computer = UrbanGroundComputer::with_defaults(bbox);
|
||||
|
||||
// Create a sparse grid with low occupancy
|
||||
let mut dense_cells = HashSet::new();
|
||||
// Only 4 cells in a 10x10 potential grid = 4% occupancy
|
||||
dense_cells.insert((0, 0));
|
||||
dense_cells.insert((5, 0));
|
||||
dense_cells.insert((0, 5));
|
||||
dense_cells.insert((5, 5));
|
||||
|
||||
let mut grid = HashMap::new();
|
||||
// Only 1 building per cell (low density)
|
||||
grid.insert((0, 0), vec![(10, 10)]);
|
||||
grid.insert((5, 0), vec![(330, 10)]);
|
||||
grid.insert((0, 5), vec![(10, 330)]);
|
||||
grid.insert((5, 5), vec![(330, 330)]);
|
||||
|
||||
let expansion = computer.calculate_adaptive_expansion(&dense_cells, &grid);
|
||||
|
||||
// Should be higher than base (2) due to low occupancy and density
|
||||
assert!(
|
||||
expansion > 2,
|
||||
"Sparse grid should trigger higher expansion, got {}",
|
||||
expansion
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_lookup_empty() {
|
||||
let lookup = UrbanGroundLookup::empty();
|
||||
assert!(lookup.is_empty());
|
||||
assert!(!lookup.is_urban(100, 100));
|
||||
assert_eq!(lookup.cell_count(), 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_lookup_membership() {
|
||||
let mut computer = UrbanGroundComputer::with_defaults(create_test_bbox());
|
||||
|
||||
// Create a dense cluster of buildings
|
||||
for x in 0..10 {
|
||||
for z in 0..10 {
|
||||
computer.add_building_centroid(100 + x * 10, 100 + z * 10);
|
||||
}
|
||||
}
|
||||
|
||||
let lookup = computer.compute_lookup();
|
||||
assert!(!lookup.is_empty());
|
||||
|
||||
// Points inside the cluster should be urban
|
||||
assert!(
|
||||
lookup.is_urban(150, 150),
|
||||
"Center of cluster should be urban"
|
||||
);
|
||||
|
||||
// Points far outside the cluster should not be urban
|
||||
assert!(
|
||||
!lookup.is_urban(900, 900),
|
||||
"Point far from cluster should not be urban"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_lookup_vs_compute_consistency() {
|
||||
let mut computer = UrbanGroundComputer::with_defaults(create_test_bbox());
|
||||
|
||||
// Create a medium-sized cluster
|
||||
for x in 0..5 {
|
||||
for z in 0..5 {
|
||||
computer.add_building_centroid(200 + x * 20, 200 + z * 20);
|
||||
}
|
||||
}
|
||||
|
||||
let coords = computer.compute(None);
|
||||
let lookup = computer.compute_lookup();
|
||||
|
||||
// Every coordinate from compute() should be marked urban in lookup
|
||||
for (x, z) in &coords {
|
||||
assert!(
|
||||
lookup.is_urban(*x, *z),
|
||||
"Coordinate ({}, {}) should be urban in lookup",
|
||||
x,
|
||||
z
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,16 +14,20 @@ 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};
|
||||
use std::io::{Cursor, Write as IoWrite};
|
||||
use std::path::PathBuf;
|
||||
use std::sync::Arc;
|
||||
use vek::Vec2;
|
||||
use zip::write::FileOptions;
|
||||
use zip::CompressionMethod;
|
||||
@@ -81,6 +85,8 @@ impl From<serde_json::Error> for BedrockSaveError {
|
||||
}
|
||||
}
|
||||
|
||||
const DEFAULT_BEDROCK_COMPRESSION_LEVEL: u8 = 6;
|
||||
|
||||
/// Metadata for Bedrock worlds
|
||||
#[derive(Serialize)]
|
||||
struct BedrockMetadata {
|
||||
@@ -122,7 +128,7 @@ pub struct BedrockWriter {
|
||||
output_dir: PathBuf,
|
||||
level_name: String,
|
||||
spawn_point: Option<(i32, i32)>,
|
||||
ground: Option<Box<Ground>>,
|
||||
ground: Option<Arc<Ground>>,
|
||||
}
|
||||
|
||||
impl BedrockWriter {
|
||||
@@ -131,7 +137,7 @@ impl BedrockWriter {
|
||||
output_path: PathBuf,
|
||||
level_name: String,
|
||||
spawn_point: Option<(i32, i32)>,
|
||||
ground: Option<Box<Ground>>,
|
||||
ground: Option<Arc<Ground>>,
|
||||
) -> Self {
|
||||
// If the path ends with .mcworld, use it as the final archive path
|
||||
// and create a temp directory without that extension for working files
|
||||
@@ -214,8 +220,11 @@ impl BedrockWriter {
|
||||
.ground
|
||||
.as_ref()
|
||||
.map(|ground| {
|
||||
let coord = crate::coordinate_system::cartesian::XZPoint::new(spawn_x, spawn_z);
|
||||
ground.level(coord) + 2 // Add 2 blocks above ground for safety
|
||||
// Ground elevation data expects coordinates relative to the XZ bbox origin
|
||||
let rel_x = spawn_x - xzbbox.min_x();
|
||||
let rel_z = spawn_z - xzbbox.min_z();
|
||||
let coord = crate::coordinate_system::cartesian::XZPoint::new(rel_x, rel_z);
|
||||
ground.level(coord) + 3 // Add 3 blocks above ground for safety
|
||||
})
|
||||
.unwrap_or(64);
|
||||
|
||||
@@ -398,7 +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
|
||||
@@ -412,63 +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 ®ion.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 (§ion_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 ®ion.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 (§ion_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(())
|
||||
}
|
||||
@@ -589,7 +663,7 @@ impl BedrockWriter {
|
||||
for z in 0..16usize {
|
||||
for y in 0..16usize {
|
||||
let internal_idx = y * 256 + z * 16 + x;
|
||||
let block = section.blocks[internal_idx];
|
||||
let block = section.get_block_at_index(internal_idx);
|
||||
|
||||
// Get stored properties for this block position (if any)
|
||||
let properties = section.properties.get(&internal_idx);
|
||||
@@ -733,6 +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)]
|
||||
|
||||
@@ -4,6 +4,11 @@
|
||||
//! before they are written to either Java or Bedrock format.
|
||||
|
||||
use crate::block_definitions::*;
|
||||
|
||||
/// Minimum Y coordinate in Minecraft (1.18+)
|
||||
const MIN_Y: i32 = -64;
|
||||
/// Maximum Y coordinate in Minecraft (1.18+)
|
||||
const MAX_Y: i32 = 319;
|
||||
use fastnbt::{LongArray, Value};
|
||||
use fnv::FnvHashMap;
|
||||
use serde::{Deserialize, Serialize};
|
||||
@@ -22,7 +27,7 @@ pub(crate) struct Chunk {
|
||||
}
|
||||
|
||||
/// Section within a chunk (16x16x16 blocks)
|
||||
#[derive(Serialize, Deserialize)]
|
||||
#[derive(Serialize, Deserialize, Clone)]
|
||||
pub(crate) struct Section {
|
||||
pub block_states: Blockstates,
|
||||
#[serde(rename = "Y")]
|
||||
@@ -32,7 +37,7 @@ pub(crate) struct Section {
|
||||
}
|
||||
|
||||
/// Block states within a section
|
||||
#[derive(Serialize, Deserialize)]
|
||||
#[derive(Serialize, Deserialize, Clone)]
|
||||
pub(crate) struct Blockstates {
|
||||
pub palette: Vec<PaletteItem>,
|
||||
pub data: Option<LongArray>,
|
||||
@@ -41,7 +46,7 @@ pub(crate) struct Blockstates {
|
||||
}
|
||||
|
||||
/// Palette item for block state encoding
|
||||
#[derive(Serialize, Deserialize)]
|
||||
#[derive(Serialize, Deserialize, Clone)]
|
||||
pub(crate) struct PaletteItem {
|
||||
#[serde(rename = "Name")]
|
||||
pub name: String,
|
||||
@@ -49,9 +54,118 @@ pub(crate) struct PaletteItem {
|
||||
pub properties: Option<Value>,
|
||||
}
|
||||
|
||||
/// Block storage strategy for a 16×16×16 section.
|
||||
///
|
||||
/// **Memory optimisation**: instead of always allocating a 4 096-byte array,
|
||||
/// we distinguish two cases:
|
||||
///
|
||||
/// * `Uniform(block)` – every position holds the same block (1 byte).
|
||||
/// This covers freshly-created (all-AIR) sections, and sections that were
|
||||
/// entirely filled with one type (e.g. STONE underground with `--fillground`).
|
||||
///
|
||||
/// * `Full(Vec<Block>)` – the general case, equivalent to the old `[Block; 4096]`
|
||||
/// but heap-allocated via `Vec` so the *inline* size inside the parent
|
||||
/// `FnvHashMap` entry is only 24 bytes (pointer + length + capacity) instead
|
||||
/// of 4 096 bytes. This eliminates huge HashMap-slot waste from unused
|
||||
/// capacity slots.
|
||||
pub(crate) enum BlockStorage {
|
||||
/// Every position is the same block (commonly AIR).
|
||||
Uniform(Block),
|
||||
/// Mixed blocks – always exactly 4 096 entries.
|
||||
Full(Vec<Block>),
|
||||
}
|
||||
|
||||
impl BlockStorage {
|
||||
/// Read block at flat `index` (0..4095).
|
||||
#[inline(always)]
|
||||
pub fn get(&self, index: usize) -> Block {
|
||||
match self {
|
||||
BlockStorage::Uniform(b) => *b,
|
||||
BlockStorage::Full(v) => v[index],
|
||||
}
|
||||
}
|
||||
|
||||
/// Write block at flat `index`.
|
||||
/// Promotes `Uniform` → `Full` on the first differing write.
|
||||
#[inline]
|
||||
pub fn set(&mut self, index: usize, block: Block) {
|
||||
match self {
|
||||
BlockStorage::Uniform(b) if *b == block => {
|
||||
// No-op – writing the same value.
|
||||
}
|
||||
BlockStorage::Uniform(base) => {
|
||||
let base = *base;
|
||||
let mut v = vec![base; 4096];
|
||||
v[index] = block;
|
||||
*self = BlockStorage::Full(v);
|
||||
}
|
||||
BlockStorage::Full(v) => {
|
||||
v[index] = block;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Iterate over all 4 096 blocks.
|
||||
#[inline]
|
||||
pub fn iter(&self) -> BlockStorageIter<'_> {
|
||||
match self {
|
||||
BlockStorage::Uniform(b) => BlockStorageIter::Uniform(*b, 0),
|
||||
BlockStorage::Full(v) => BlockStorageIter::Full(v.iter()),
|
||||
}
|
||||
}
|
||||
|
||||
/// Try to collapse a `Full` vec back to `Uniform` if every entry
|
||||
/// is the same block. Frees the 4 KiB heap allocation.
|
||||
pub fn try_compact(&mut self) {
|
||||
if let BlockStorage::Full(v) = self {
|
||||
if let Some(&first) = v.first() {
|
||||
if v.iter().all(|&b| b == first) {
|
||||
*self = BlockStorage::Uniform(first);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Iterator returned by [`BlockStorage::iter`].
|
||||
pub(crate) enum BlockStorageIter<'a> {
|
||||
Uniform(Block, usize),
|
||||
Full(std::slice::Iter<'a, Block>),
|
||||
}
|
||||
|
||||
impl<'a> Iterator for BlockStorageIter<'a> {
|
||||
type Item = Block;
|
||||
|
||||
#[inline]
|
||||
fn next(&mut self) -> Option<Block> {
|
||||
match self {
|
||||
BlockStorageIter::Uniform(b, count) => {
|
||||
if *count < 4096 {
|
||||
*count += 1;
|
||||
Some(*b)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
BlockStorageIter::Full(it) => it.next().copied(),
|
||||
}
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn size_hint(&self) -> (usize, Option<usize>) {
|
||||
let rem = match self {
|
||||
BlockStorageIter::Uniform(_, c) => 4096 - *c,
|
||||
BlockStorageIter::Full(it) => it.len(),
|
||||
};
|
||||
(rem, Some(rem))
|
||||
}
|
||||
}
|
||||
|
||||
impl ExactSizeIterator for BlockStorageIter<'_> {}
|
||||
|
||||
/// A section being modified (16x16x16 blocks)
|
||||
pub(crate) struct SectionToModify {
|
||||
pub blocks: [Block; 4096],
|
||||
pub storage: BlockStorage,
|
||||
/// Store properties for blocks that have them, indexed by the same index as blocks array
|
||||
pub properties: FnvHashMap<usize, Value>,
|
||||
}
|
||||
@@ -59,7 +173,7 @@ pub(crate) struct SectionToModify {
|
||||
impl SectionToModify {
|
||||
#[inline]
|
||||
pub fn get_block(&self, x: u8, y: u8, z: u8) -> Option<Block> {
|
||||
let b = self.blocks[Self::index(x, y, z)];
|
||||
let b = self.storage.get(Self::index(x, y, z));
|
||||
if b == AIR {
|
||||
return None;
|
||||
}
|
||||
@@ -68,7 +182,9 @@ impl SectionToModify {
|
||||
|
||||
#[inline]
|
||||
pub fn set_block(&mut self, x: u8, y: u8, z: u8, block: Block) {
|
||||
self.blocks[Self::index(x, y, z)] = block;
|
||||
let index = Self::index(x, y, z);
|
||||
self.storage.set(index, block);
|
||||
self.properties.remove(&index);
|
||||
}
|
||||
|
||||
#[inline]
|
||||
@@ -80,7 +196,7 @@ impl SectionToModify {
|
||||
block_with_props: BlockWithProperties,
|
||||
) {
|
||||
let index = Self::index(x, y, z);
|
||||
self.blocks[index] = block_with_props.block;
|
||||
self.storage.set(index, block_with_props.block);
|
||||
|
||||
// Store properties if they exist
|
||||
if let Some(props) = block_with_props.properties {
|
||||
@@ -91,20 +207,56 @@ impl SectionToModify {
|
||||
}
|
||||
}
|
||||
|
||||
/// Read block at a raw flat index (used by Bedrock serialiser).
|
||||
#[inline(always)]
|
||||
pub fn get_block_at_index(&self, index: usize) -> Block {
|
||||
self.storage.get(index)
|
||||
}
|
||||
|
||||
/// Calculate index from coordinates (YZX order)
|
||||
#[inline(always)]
|
||||
pub fn index(x: u8, y: u8, z: u8) -> usize {
|
||||
usize::from(y) % 16 * 256 + usize::from(z) * 16 + usize::from(x)
|
||||
}
|
||||
|
||||
/// Try to collapse the block array back to `Uniform` if every entry
|
||||
/// is the same block and there are no properties.
|
||||
pub fn compact(&mut self) {
|
||||
if self.properties.is_empty() {
|
||||
self.storage.try_compact();
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert to Java Edition section format
|
||||
pub fn to_section(&self, y: i8) -> Section {
|
||||
// Fast path: Uniform section → single palette entry, no data array needed.
|
||||
// Only valid when no per-index properties exist, otherwise we must
|
||||
// fall through to the general path so every index is checked.
|
||||
if self.properties.is_empty() {
|
||||
if let BlockStorage::Uniform(block) = &self.storage {
|
||||
let palette_item = PaletteItem {
|
||||
name: format!("{}:{}", block.namespace(), block.name()),
|
||||
properties: block.properties(),
|
||||
};
|
||||
return Section {
|
||||
block_states: Blockstates {
|
||||
palette: vec![palette_item],
|
||||
data: None,
|
||||
other: FnvHashMap::default(),
|
||||
},
|
||||
y,
|
||||
other: FnvHashMap::default(),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// General path: mixed blocks.
|
||||
// Create a map of unique block+properties combinations to palette indices
|
||||
let mut unique_blocks: Vec<(Block, Option<Value>)> = Vec::new();
|
||||
let mut palette_lookup: FnvHashMap<(Block, Option<String>), usize> = FnvHashMap::default();
|
||||
|
||||
// Build unique block combinations and lookup table
|
||||
for (i, &block) in self.blocks.iter().enumerate() {
|
||||
for (i, block) in self.storage.iter().enumerate() {
|
||||
let properties = self.properties.get(&i).cloned();
|
||||
|
||||
// Create a key for the lookup (block + properties hash)
|
||||
@@ -127,7 +279,7 @@ impl SectionToModify {
|
||||
let mut cur = 0;
|
||||
let mut cur_idx = 0;
|
||||
|
||||
for (i, &block) in self.blocks.iter().enumerate() {
|
||||
for (i, block) in self.storage.iter().enumerate() {
|
||||
let properties = self.properties.get(&i).cloned();
|
||||
let props_key = properties.as_ref().map(|p| format!("{p:?}"));
|
||||
let lookup_key = (block, props_key);
|
||||
@@ -150,7 +302,7 @@ impl SectionToModify {
|
||||
let palette = unique_blocks
|
||||
.iter()
|
||||
.map(|(block, stored_props)| PaletteItem {
|
||||
name: block.name().to_string(),
|
||||
name: format!("{}:{}", block.namespace(), block.name()),
|
||||
properties: stored_props.clone().or_else(|| block.properties()),
|
||||
})
|
||||
.collect();
|
||||
@@ -170,7 +322,7 @@ impl SectionToModify {
|
||||
impl Default for SectionToModify {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
blocks: [AIR; 4096],
|
||||
storage: BlockStorage::Uniform(AIR),
|
||||
properties: FnvHashMap::default(),
|
||||
}
|
||||
}
|
||||
@@ -186,16 +338,20 @@ pub(crate) struct ChunkToModify {
|
||||
impl ChunkToModify {
|
||||
#[inline]
|
||||
pub fn get_block(&self, x: u8, y: i32, z: u8) -> Option<Block> {
|
||||
let section_idx: i8 = (y >> 4).try_into().unwrap();
|
||||
// Clamp Y to valid Minecraft range to prevent TryFromIntError
|
||||
let y = y.clamp(MIN_Y, MAX_Y);
|
||||
let section_idx: i8 = (y >> 4) as i8;
|
||||
let section = self.sections.get(§ion_idx)?;
|
||||
section.get_block(x, (y & 15).try_into().unwrap(), z)
|
||||
section.get_block(x, (y & 15) as u8, z)
|
||||
}
|
||||
|
||||
#[inline]
|
||||
pub fn set_block(&mut self, x: u8, y: i32, z: u8, block: Block) {
|
||||
let section_idx: i8 = (y >> 4).try_into().unwrap();
|
||||
// Clamp Y to valid Minecraft range to prevent TryFromIntError
|
||||
let y = y.clamp(MIN_Y, MAX_Y);
|
||||
let section_idx: i8 = (y >> 4) as i8;
|
||||
let section = self.sections.entry(section_idx).or_default();
|
||||
section.set_block(x, (y & 15).try_into().unwrap(), z, block);
|
||||
section.set_block(x, (y & 15) as u8, z, block);
|
||||
}
|
||||
|
||||
#[inline]
|
||||
@@ -206,9 +362,11 @@ impl ChunkToModify {
|
||||
z: u8,
|
||||
block_with_props: BlockWithProperties,
|
||||
) {
|
||||
let section_idx: i8 = (y >> 4).try_into().unwrap();
|
||||
// Clamp Y to valid Minecraft range to prevent TryFromIntError
|
||||
let y = y.clamp(MIN_Y, MAX_Y);
|
||||
let section_idx: i8 = (y >> 4) as i8;
|
||||
let section = self.sections.entry(section_idx).or_default();
|
||||
section.set_block_with_properties(x, (y & 15).try_into().unwrap(), z, block_with_props);
|
||||
section.set_block_with_properties(x, (y & 15) as u8, z, block_with_props);
|
||||
}
|
||||
|
||||
pub fn sections(&self) -> impl Iterator<Item = Section> + '_ {
|
||||
@@ -234,7 +392,7 @@ impl RegionToModify {
|
||||
}
|
||||
}
|
||||
|
||||
/// The entire world being modified
|
||||
/// The entire world being modified.
|
||||
#[derive(Default)]
|
||||
pub(crate) struct WorldToModify {
|
||||
pub regions: FnvHashMap<(i32, i32), RegionToModify>,
|
||||
@@ -260,7 +418,6 @@ impl WorldToModify {
|
||||
|
||||
let region: &RegionToModify = self.get_region(region_x, region_z)?;
|
||||
let chunk: &ChunkToModify = region.get_chunk(chunk_x & 31, chunk_z & 31)?;
|
||||
|
||||
chunk.get_block(
|
||||
(x & 15).try_into().unwrap(),
|
||||
y,
|
||||
@@ -277,7 +434,6 @@ impl WorldToModify {
|
||||
|
||||
let region: &mut RegionToModify = self.get_or_create_region(region_x, region_z);
|
||||
let chunk: &mut ChunkToModify = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
|
||||
|
||||
chunk.set_block(
|
||||
(x & 15).try_into().unwrap(),
|
||||
y,
|
||||
@@ -301,7 +457,6 @@ impl WorldToModify {
|
||||
|
||||
let region: &mut RegionToModify = self.get_or_create_region(region_x, region_z);
|
||||
let chunk: &mut ChunkToModify = region.get_or_create_chunk(chunk_x & 31, chunk_z & 31);
|
||||
|
||||
chunk.set_block_with_properties(
|
||||
(x & 15).try_into().unwrap(),
|
||||
y,
|
||||
@@ -309,4 +464,100 @@ impl WorldToModify {
|
||||
block_with_props,
|
||||
);
|
||||
}
|
||||
|
||||
/// Set a block only if the position is currently empty (AIR / absent).
|
||||
///
|
||||
/// This avoids the double HashMap traversal of `get_block()` + `set_block()`
|
||||
/// which is the hot path in ground generation and many element processors.
|
||||
#[inline]
|
||||
pub fn set_block_if_absent(&mut self, x: i32, y: i32, z: i32, block: Block) {
|
||||
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.regions.entry((region_x, region_z)).or_default();
|
||||
let chunk = region
|
||||
.chunks
|
||||
.entry((chunk_x & 31, chunk_z & 31))
|
||||
.or_default();
|
||||
|
||||
// Clamp Y
|
||||
let y = y.clamp(MIN_Y, MAX_Y);
|
||||
let section_idx: i8 = (y >> 4) as i8;
|
||||
let section = chunk.sections.entry(section_idx).or_default();
|
||||
|
||||
let local_x = (x & 15) as u8;
|
||||
let local_y = (y & 15) as u8;
|
||||
let local_z = (z & 15) as u8;
|
||||
let idx = SectionToModify::index(local_x, local_y, local_z);
|
||||
|
||||
// Only write if the current block is AIR
|
||||
if section.storage.get(idx) == AIR {
|
||||
section.storage.set(idx, block);
|
||||
// Clear any stale properties from a previous block at this position
|
||||
section.properties.remove(&idx);
|
||||
}
|
||||
}
|
||||
|
||||
/// Fill an entire column (single x, z) from y_min to y_max with the same block,
|
||||
/// resolving region/chunk only once. Used by ground generation.
|
||||
#[inline]
|
||||
pub fn fill_column(
|
||||
&mut self,
|
||||
x: i32,
|
||||
z: i32,
|
||||
y_min: i32,
|
||||
y_max: i32,
|
||||
block: Block,
|
||||
skip_existing: bool,
|
||||
) {
|
||||
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.regions.entry((region_x, region_z)).or_default();
|
||||
let chunk = region
|
||||
.chunks
|
||||
.entry((chunk_x & 31, chunk_z & 31))
|
||||
.or_default();
|
||||
|
||||
let local_x = (x & 15) as u8;
|
||||
let local_z = (z & 15) as u8;
|
||||
|
||||
let y_min = y_min.clamp(MIN_Y, MAX_Y);
|
||||
let y_max = y_max.clamp(MIN_Y, MAX_Y);
|
||||
|
||||
for y in y_min..=y_max {
|
||||
let section_idx: i8 = (y >> 4) as i8;
|
||||
let section = chunk.sections.entry(section_idx).or_default();
|
||||
let local_y = (y & 15) as u8;
|
||||
let idx = SectionToModify::index(local_x, local_y, local_z);
|
||||
|
||||
if skip_existing {
|
||||
if section.storage.get(idx) == AIR {
|
||||
section.storage.set(idx, block);
|
||||
section.properties.remove(&idx);
|
||||
}
|
||||
} else {
|
||||
section.storage.set(idx, block);
|
||||
section.properties.remove(&idx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Scan every section and collapse any that are entirely one block type
|
||||
/// from `Full(Vec)` back to `Uniform(Block)`, freeing the 4 KiB allocation.
|
||||
pub fn compact_sections(&mut self) {
|
||||
for region in self.regions.values_mut() {
|
||||
for chunk in region.chunks.values_mut() {
|
||||
for section in chunk.sections.values_mut() {
|
||||
if matches!(§ion.storage, BlockStorage::Full(_)) {
|
||||
section.compact();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,6 +16,24 @@ use std::collections::HashMap;
|
||||
use std::fs::File;
|
||||
use std::io::Write;
|
||||
use std::sync::atomic::{AtomicU64, Ordering};
|
||||
use std::sync::OnceLock;
|
||||
|
||||
/// Cached base chunk sections (grass at Y=-62)
|
||||
/// Computed once on first use and reused for all empty chunks
|
||||
static BASE_CHUNK_SECTIONS: OnceLock<Vec<Section>> = OnceLock::new();
|
||||
|
||||
/// Get or create the cached base chunk sections
|
||||
fn get_base_chunk_sections() -> &'static [Section] {
|
||||
BASE_CHUNK_SECTIONS.get_or_init(|| {
|
||||
let mut chunk = ChunkToModify::default();
|
||||
for x in 0..16 {
|
||||
for z in 0..16 {
|
||||
chunk.set_block(x, -62, z, GRASS_BLOCK);
|
||||
}
|
||||
}
|
||||
chunk.sections().collect()
|
||||
})
|
||||
}
|
||||
|
||||
#[cfg(feature = "gui")]
|
||||
use crate::telemetry::{send_log, LogLevel};
|
||||
@@ -23,9 +41,11 @@ use crate::telemetry::{send_log, LogLevel};
|
||||
impl<'a> WorldEditor<'a> {
|
||||
/// Creates a region file for the given region coordinates.
|
||||
pub(super) fn create_region(&self, region_x: i32, region_z: i32) -> Region<File> {
|
||||
let out_path = self
|
||||
.world_dir
|
||||
.join(format!("region/r.{}.{}.mca", region_x, region_z));
|
||||
let region_dir = self.world_dir.join("region");
|
||||
let out_path = region_dir.join(format!("r.{}.{}.mca", region_x, region_z));
|
||||
|
||||
// Ensure region directory exists before creating region files
|
||||
std::fs::create_dir_all(®ion_dir).expect("Failed to create region directory");
|
||||
|
||||
const REGION_TEMPLATE: &[u8] = include_bytes!("../../assets/minecraft/region.template");
|
||||
|
||||
@@ -45,23 +65,18 @@ impl<'a> WorldEditor<'a> {
|
||||
}
|
||||
|
||||
/// Helper function to create a base chunk with grass blocks at Y -62
|
||||
/// Uses cached sections for efficiency - only serialization happens per chunk
|
||||
pub(super) fn create_base_chunk(abs_chunk_x: i32, abs_chunk_z: i32) -> (Vec<u8>, bool) {
|
||||
let mut chunk = ChunkToModify::default();
|
||||
// Use cached sections (computed once on first call)
|
||||
let sections = get_base_chunk_sections();
|
||||
|
||||
// Fill the bottom layer with grass blocks at Y -62
|
||||
for x in 0..16 {
|
||||
for z in 0..16 {
|
||||
chunk.set_block(x, -62, z, GRASS_BLOCK);
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare chunk data
|
||||
// Prepare chunk data with cloned sections
|
||||
let chunk_data = Chunk {
|
||||
sections: chunk.sections().collect(),
|
||||
sections: sections.to_vec(),
|
||||
x_pos: abs_chunk_x,
|
||||
z_pos: abs_chunk_z,
|
||||
is_light_on: 0,
|
||||
other: chunk.other,
|
||||
other: FnvHashMap::default(),
|
||||
};
|
||||
|
||||
// Create the Level wrapper
|
||||
@@ -75,6 +90,8 @@ impl<'a> WorldEditor<'a> {
|
||||
}
|
||||
|
||||
/// Saves the world in Java Edition Anvil format.
|
||||
///
|
||||
/// Uses parallel processing with rayon for fast region saving.
|
||||
pub(super) fn save_java(&mut self) {
|
||||
println!("{} Saving world...", "[7/7]".bold());
|
||||
emit_gui_progress_update(90.0, "Saving world...");
|
||||
@@ -104,122 +121,12 @@ impl<'a> WorldEditor<'a> {
|
||||
.regions
|
||||
.par_iter()
|
||||
.for_each(|((region_x, region_z), region_to_modify)| {
|
||||
let mut region = self.create_region(*region_x, *region_z);
|
||||
let mut ser_buffer = Vec::with_capacity(8192);
|
||||
|
||||
for (&(chunk_x, chunk_z), chunk_to_modify) in ®ion_to_modify.chunks {
|
||||
if !chunk_to_modify.sections.is_empty() || !chunk_to_modify.other.is_empty() {
|
||||
// Read existing chunk data if it exists
|
||||
let existing_data = region
|
||||
.read_chunk(chunk_x as usize, chunk_z as usize)
|
||||
.unwrap()
|
||||
.unwrap_or_default();
|
||||
|
||||
// Parse existing chunk or create new one
|
||||
let mut chunk: Chunk = if !existing_data.is_empty() {
|
||||
fastnbt::from_bytes(&existing_data).unwrap()
|
||||
} else {
|
||||
Chunk {
|
||||
sections: Vec::new(),
|
||||
x_pos: chunk_x + (region_x * 32),
|
||||
z_pos: chunk_z + (region_z * 32),
|
||||
is_light_on: 0,
|
||||
other: FnvHashMap::default(),
|
||||
}
|
||||
};
|
||||
|
||||
// Update sections while preserving existing data
|
||||
let new_sections: Vec<Section> = chunk_to_modify.sections().collect();
|
||||
for new_section in new_sections {
|
||||
if let Some(existing_section) =
|
||||
chunk.sections.iter_mut().find(|s| s.y == new_section.y)
|
||||
{
|
||||
// Merge block states
|
||||
existing_section.block_states.palette =
|
||||
new_section.block_states.palette;
|
||||
existing_section.block_states.data = new_section.block_states.data;
|
||||
} else {
|
||||
// Add new section if it doesn't exist
|
||||
chunk.sections.push(new_section);
|
||||
}
|
||||
}
|
||||
|
||||
// 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());
|
||||
}
|
||||
}
|
||||
|
||||
// Update chunk coordinates and flags
|
||||
chunk.x_pos = chunk_x + (region_x * 32);
|
||||
chunk.z_pos = chunk_z + (region_z * 32);
|
||||
|
||||
// Create Level wrapper and save
|
||||
let level_data = create_level_wrapper(&chunk);
|
||||
ser_buffer.clear();
|
||||
fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
|
||||
region
|
||||
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
// Second pass: ensure all chunks exist
|
||||
for chunk_x in 0..32 {
|
||||
for chunk_z in 0..32 {
|
||||
let abs_chunk_x = chunk_x + (region_x * 32);
|
||||
let abs_chunk_z = chunk_z + (region_z * 32);
|
||||
|
||||
// Check if chunk exists in our modifications
|
||||
let chunk_exists =
|
||||
region_to_modify.chunks.contains_key(&(chunk_x, chunk_z));
|
||||
|
||||
// If chunk doesn't exist, create it with base layer
|
||||
if !chunk_exists {
|
||||
let (ser_buffer, _) = Self::create_base_chunk(abs_chunk_x, abs_chunk_z);
|
||||
region
|
||||
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
self.save_single_region(*region_x, *region_z, region_to_modify);
|
||||
|
||||
// Update progress
|
||||
let regions_done = regions_processed.fetch_add(1, Ordering::SeqCst) + 1;
|
||||
|
||||
// Update progress at regular intervals (every ~1% or at least every 10 regions)
|
||||
// This ensures progress is visible even with many regions
|
||||
// Update progress at regular intervals (every ~10% or at least every 10 regions)
|
||||
let update_interval = (total_regions / 10).max(1);
|
||||
if regions_done.is_multiple_of(update_interval) || regions_done == total_regions {
|
||||
let progress = 90.0 + (regions_done as f64 / total_regions as f64) * 9.0;
|
||||
@@ -231,91 +138,197 @@ impl<'a> WorldEditor<'a> {
|
||||
|
||||
save_pb.finish();
|
||||
}
|
||||
|
||||
/// Saves a single region to disk.
|
||||
///
|
||||
/// Optimized for new world creation, writes chunks directly without reading existing data.
|
||||
/// This assumes we're creating a fresh world, not modifying an existing one.
|
||||
fn save_single_region(
|
||||
&self,
|
||||
region_x: i32,
|
||||
region_z: i32,
|
||||
region_to_modify: &super::common::RegionToModify,
|
||||
) {
|
||||
let mut region = self.create_region(region_x, region_z);
|
||||
let mut ser_buffer = Vec::with_capacity(8192);
|
||||
|
||||
// First pass: write all chunks that have content
|
||||
for (&(chunk_x, chunk_z), chunk_to_modify) in ®ion_to_modify.chunks {
|
||||
if !chunk_to_modify.sections.is_empty() || !chunk_to_modify.other.is_empty() {
|
||||
// Create chunk directly, we're writing to a fresh region file
|
||||
// so there's no existing data to preserve
|
||||
let chunk = Chunk {
|
||||
sections: chunk_to_modify.sections().collect(),
|
||||
x_pos: chunk_x + (region_x * 32),
|
||||
z_pos: chunk_z + (region_z * 32),
|
||||
is_light_on: 0,
|
||||
other: chunk_to_modify.other.clone(),
|
||||
};
|
||||
|
||||
// Create Level wrapper and save
|
||||
let level_data = create_level_wrapper(&chunk);
|
||||
ser_buffer.clear();
|
||||
fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
|
||||
region
|
||||
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
// Second pass: ensure all chunks exist (fill with base layer if not)
|
||||
for chunk_x in 0..32 {
|
||||
for chunk_z in 0..32 {
|
||||
let abs_chunk_x = chunk_x + (region_x * 32);
|
||||
let abs_chunk_z = chunk_z + (region_z * 32);
|
||||
|
||||
// Check if chunk exists in our modifications
|
||||
let chunk_exists = region_to_modify.chunks.contains_key(&(chunk_x, chunk_z));
|
||||
|
||||
// If chunk doesn't exist, create it with base layer
|
||||
if !chunk_exists {
|
||||
let (ser_buffer, _) = Self::create_base_chunk(abs_chunk_x, abs_chunk_z);
|
||||
region
|
||||
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Helper function to get entity coordinates
|
||||
/// Note: Currently unused since we write directly without merging, but kept for potential future use
|
||||
#[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
|
||||
#[allow(dead_code)]
|
||||
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) = §ion.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) = §ion.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))])
|
||||
}
|
||||
|
||||
/// Merge compound lists (entities, block_entities) from chunk_to_modify into chunk
|
||||
/// Note: Currently unused since we write directly without merging, but kept for potential future use
|
||||
#[allow(dead_code)]
|
||||
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());
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert NBT Value to i32
|
||||
/// Note: Currently unused since we write directly without merging, but kept for potential future use
|
||||
#[allow(dead_code)]
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,12 +27,13 @@ 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;
|
||||
use std::sync::Arc;
|
||||
|
||||
#[cfg(feature = "gui")]
|
||||
use crate::telemetry::{send_log, LogLevel};
|
||||
@@ -71,11 +72,13 @@ pub struct WorldEditor<'a> {
|
||||
world: WorldToModify,
|
||||
xzbbox: &'a XZBBox,
|
||||
llbbox: LLBBox,
|
||||
ground: Option<Box<Ground>>,
|
||||
ground: Option<Arc<Ground>>,
|
||||
format: WorldFormat,
|
||||
/// Optional level name for Bedrock worlds (e.g., "Arnis World: New York City")
|
||||
#[cfg(feature = "bedrock")]
|
||||
bedrock_level_name: Option<String>,
|
||||
/// Optional spawn point for Bedrock worlds (x, z coordinates)
|
||||
#[cfg(feature = "bedrock")]
|
||||
bedrock_spawn_point: Option<(i32, i32)>,
|
||||
}
|
||||
|
||||
@@ -92,7 +95,9 @@ impl<'a> WorldEditor<'a> {
|
||||
llbbox,
|
||||
ground: None,
|
||||
format: WorldFormat::JavaAnvil,
|
||||
#[cfg(feature = "bedrock")]
|
||||
bedrock_level_name: None,
|
||||
#[cfg(feature = "bedrock")]
|
||||
bedrock_spawn_point: None,
|
||||
}
|
||||
}
|
||||
@@ -106,8 +111,12 @@ impl<'a> WorldEditor<'a> {
|
||||
xzbbox: &'a XZBBox,
|
||||
llbbox: LLBBox,
|
||||
format: WorldFormat,
|
||||
bedrock_level_name: Option<String>,
|
||||
bedrock_spawn_point: Option<(i32, i32)>,
|
||||
#[cfg_attr(not(feature = "bedrock"), allow(unused_variables))] bedrock_level_name: Option<
|
||||
String,
|
||||
>,
|
||||
#[cfg_attr(not(feature = "bedrock"), allow(unused_variables))] bedrock_spawn_point: Option<
|
||||
(i32, i32),
|
||||
>,
|
||||
) -> Self {
|
||||
Self {
|
||||
world_dir,
|
||||
@@ -116,19 +125,21 @@ impl<'a> WorldEditor<'a> {
|
||||
llbbox,
|
||||
ground: None,
|
||||
format,
|
||||
#[cfg(feature = "bedrock")]
|
||||
bedrock_level_name,
|
||||
#[cfg(feature = "bedrock")]
|
||||
bedrock_spawn_point,
|
||||
}
|
||||
}
|
||||
|
||||
/// Sets the ground reference for elevation-based block placement
|
||||
pub fn set_ground(&mut self, ground: &Ground) {
|
||||
self.ground = Some(Box::new(ground.clone()));
|
||||
pub fn set_ground(&mut self, ground: Arc<Ground>) {
|
||||
self.ground = Some(ground);
|
||||
}
|
||||
|
||||
/// Gets a reference to the ground data if available
|
||||
pub fn get_ground(&self) -> Option<&Ground> {
|
||||
self.ground.as_ref().map(|g| g.as_ref())
|
||||
self.ground.as_deref()
|
||||
}
|
||||
|
||||
/// Returns the current world format
|
||||
@@ -150,6 +161,19 @@ impl<'a> WorldEditor<'a> {
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the ground level at a specific world coordinate (without any offset)
|
||||
#[inline(always)]
|
||||
pub fn get_ground_level(&self, x: i32, z: i32) -> i32 {
|
||||
if let Some(ground) = &self.ground {
|
||||
ground.level(XZPoint::new(
|
||||
x - self.xzbbox.min_x(),
|
||||
z - self.xzbbox.min_z(),
|
||||
))
|
||||
} else {
|
||||
0 // Default ground level if no terrain data
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the minimum world coordinates
|
||||
pub fn get_min_coords(&self) -> (i32, i32) {
|
||||
(self.xzbbox.min_x(), self.xzbbox.min_z())
|
||||
@@ -229,6 +253,212 @@ 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.
|
||||
@@ -384,45 +614,6 @@ impl<'a> WorldEditor<'a> {
|
||||
}
|
||||
}
|
||||
|
||||
/// Fills a cuboid area with the specified block between two coordinates using absolute Y values.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
#[inline]
|
||||
pub fn fill_blocks_absolute(
|
||||
&mut self,
|
||||
block: Block,
|
||||
x1: i32,
|
||||
y1_absolute: i32,
|
||||
z1: i32,
|
||||
x2: i32,
|
||||
y2_absolute: i32,
|
||||
z2: i32,
|
||||
override_whitelist: Option<&[Block]>,
|
||||
override_blacklist: Option<&[Block]>,
|
||||
) {
|
||||
let (min_x, max_x) = if x1 < x2 { (x1, x2) } else { (x2, x1) };
|
||||
let (min_y, max_y) = if y1_absolute < y2_absolute {
|
||||
(y1_absolute, y2_absolute)
|
||||
} else {
|
||||
(y2_absolute, y1_absolute)
|
||||
};
|
||||
let (min_z, max_z) = if z1 < z2 { (z1, z2) } else { (z2, z1) };
|
||||
|
||||
for x in min_x..=max_x {
|
||||
for absolute_y in min_y..=max_y {
|
||||
for z in min_z..=max_z {
|
||||
self.set_block_absolute(
|
||||
block,
|
||||
x,
|
||||
absolute_y,
|
||||
z,
|
||||
override_whitelist,
|
||||
override_blacklist,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Checks for a block at the given coordinates.
|
||||
#[inline]
|
||||
pub fn check_for_block(&self, x: i32, y: i32, z: i32, whitelist: Option<&[Block]>) -> bool {
|
||||
@@ -486,6 +677,40 @@ impl<'a> WorldEditor<'a> {
|
||||
self.world.get_block(x, absolute_y, z).is_some()
|
||||
}
|
||||
|
||||
/// Sets a block only if no modification has been recorded yet at this
|
||||
/// position (i.e. the in-memory overlay still holds AIR).
|
||||
///
|
||||
/// This is faster than `set_block_absolute` with `None` whitelists/blacklists
|
||||
/// because it avoids the double HashMap traversal.
|
||||
#[inline]
|
||||
pub fn set_block_if_absent_absolute(&mut self, block: Block, x: i32, absolute_y: i32, z: i32) {
|
||||
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
|
||||
return;
|
||||
}
|
||||
self.world.set_block_if_absent(x, absolute_y, z, block);
|
||||
}
|
||||
|
||||
/// Fills an entire column from y_min to y_max with one block type.
|
||||
///
|
||||
/// Resolves region/chunk once instead of per-Y-level, making underground
|
||||
/// fill (`--fillground`) dramatically faster.
|
||||
#[inline]
|
||||
pub fn fill_column_absolute(
|
||||
&mut self,
|
||||
block: Block,
|
||||
x: i32,
|
||||
z: i32,
|
||||
y_min: i32,
|
||||
y_max: i32,
|
||||
skip_existing: bool,
|
||||
) {
|
||||
if !self.xzbbox.contains(&XZPoint::new(x, z)) {
|
||||
return;
|
||||
}
|
||||
self.world
|
||||
.fill_column(x, z, y_min, y_max, block, skip_existing);
|
||||
}
|
||||
|
||||
/// Saves all changes made to the world by writing to the appropriate format.
|
||||
pub fn save(&mut self) {
|
||||
println!(
|
||||
@@ -496,6 +721,10 @@ impl<'a> WorldEditor<'a> {
|
||||
}
|
||||
);
|
||||
|
||||
// Compact sections before saving: collapses uniform Full(Vec) sections
|
||||
// (e.g. all-STONE from --fillground) back to Uniform, freeing ~4 KiB each.
|
||||
self.world.compact_sections();
|
||||
|
||||
match self.format {
|
||||
WorldFormat::JavaAnvil => self.save_java(),
|
||||
WorldFormat::BedrockMcWorld => self.save_bedrock(),
|
||||
@@ -585,3 +814,30 @@ 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
|
||||
}
|
||||
|
||||
207
src/world_utils.rs
Normal file
207
src/world_utils.rs
Normal file
@@ -0,0 +1,207 @@
|
||||
use crate::coordinate_system::geographic::LLBBox;
|
||||
use crate::retrieve_data;
|
||||
use fastnbt::Value;
|
||||
use flate2::read::GzDecoder;
|
||||
use std::io::Read;
|
||||
use std::path::{Path, PathBuf};
|
||||
use std::{fs, io::Write};
|
||||
|
||||
/// Returns the Desktop directory for Bedrock .mcworld file output.
|
||||
/// Falls back to home directory, then current directory.
|
||||
pub fn get_bedrock_output_directory() -> PathBuf {
|
||||
dirs::desktop_dir()
|
||||
.or_else(dirs::home_dir)
|
||||
.unwrap_or_else(|| PathBuf::from("."))
|
||||
}
|
||||
|
||||
/// Gets the area name for a given bounding box using the center point.
|
||||
pub fn get_area_name_for_bedrock(bbox: &LLBBox) -> String {
|
||||
let center_lat = (bbox.min().lat() + bbox.max().lat()) / 2.0;
|
||||
let center_lon = (bbox.min().lng() + bbox.max().lng()) / 2.0;
|
||||
|
||||
match retrieve_data::fetch_area_name(center_lat, center_lon) {
|
||||
Ok(Some(name)) => name,
|
||||
_ => "Unknown Location".to_string(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Sanitizes an area name for safe use in filesystem paths.
|
||||
/// Replaces characters that are invalid on Windows/macOS/Linux, trims whitespace,
|
||||
/// and limits length to prevent excessively long filenames.
|
||||
pub fn sanitize_for_filename(name: &str) -> String {
|
||||
let invalid_chars = ['<', '>', ':', '"', '/', '\\', '|', '?', '*'];
|
||||
let mut sanitized: String = name
|
||||
.chars()
|
||||
.map(|c| {
|
||||
if c.is_control() || invalid_chars.contains(&c) {
|
||||
'_'
|
||||
} else {
|
||||
c
|
||||
}
|
||||
})
|
||||
.collect();
|
||||
sanitized = sanitized.trim().to_string();
|
||||
|
||||
// Limit length to avoid excessively long filenames
|
||||
const MAX_LEN: usize = 64;
|
||||
if sanitized.len() > MAX_LEN {
|
||||
// Find a valid UTF-8 char boundary at or before MAX_LEN bytes
|
||||
let cutoff = sanitized
|
||||
.char_indices()
|
||||
.take_while(|(idx, _)| *idx < MAX_LEN)
|
||||
.last()
|
||||
.map(|(idx, ch)| idx + ch.len_utf8())
|
||||
.unwrap_or(0);
|
||||
sanitized.truncate(cutoff);
|
||||
sanitized = sanitized.trim_end().to_string();
|
||||
}
|
||||
|
||||
if sanitized.is_empty() {
|
||||
"Unknown Location".to_string()
|
||||
} else {
|
||||
sanitized
|
||||
}
|
||||
}
|
||||
|
||||
/// Builds the Bedrock output path and level name for a given bounding box.
|
||||
/// Combines area name lookup, sanitization, and path construction.
|
||||
pub fn build_bedrock_output(bbox: &LLBBox, output_dir: PathBuf) -> (PathBuf, String) {
|
||||
let area_name = get_area_name_for_bedrock(bbox);
|
||||
let safe_name = sanitize_for_filename(&area_name);
|
||||
let filename = format!("Arnis {safe_name}.mcworld");
|
||||
let lvl_name = format!("Arnis World: {safe_name}");
|
||||
(output_dir.join(&filename), lvl_name)
|
||||
}
|
||||
|
||||
/// Creates a new Java Edition world in the given base directory.
|
||||
///
|
||||
/// Generates a unique "Arnis World N" name, creates the directory structure
|
||||
/// (with a `region/` subdirectory), writes the region template, level.dat
|
||||
/// (with updated name, timestamp, and spawn position), and icon.png.
|
||||
///
|
||||
/// Returns the full path to the newly created world directory.
|
||||
pub fn create_new_world(base_path: &Path) -> Result<String, String> {
|
||||
// Generate a unique world name with proper counter
|
||||
// Check for both "Arnis World X" and "Arnis World X: Location" patterns
|
||||
let mut counter: i32 = 1;
|
||||
let unique_name: String = loop {
|
||||
let candidate_name: String = format!("Arnis World {counter}");
|
||||
let candidate_path: PathBuf = base_path.join(&candidate_name);
|
||||
|
||||
// Check for exact match (no location suffix)
|
||||
let exact_match_exists = candidate_path.exists();
|
||||
|
||||
// Check for worlds with location suffix (Arnis World X: Location)
|
||||
let location_pattern = format!("Arnis World {counter}: ");
|
||||
let location_match_exists = fs::read_dir(base_path)
|
||||
.map(|entries| {
|
||||
entries
|
||||
.filter_map(Result::ok)
|
||||
.filter_map(|entry| entry.file_name().into_string().ok())
|
||||
.any(|name| name.starts_with(&location_pattern))
|
||||
})
|
||||
.unwrap_or(false);
|
||||
|
||||
if !exact_match_exists && !location_match_exists {
|
||||
break candidate_name;
|
||||
}
|
||||
counter += 1;
|
||||
};
|
||||
|
||||
let new_world_path: PathBuf = base_path.join(&unique_name);
|
||||
|
||||
// Create the new world directory structure
|
||||
fs::create_dir_all(new_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!("../assets/minecraft/region.template");
|
||||
let region_path = new_world_path.join("region").join("r.0.0.mca");
|
||||
fs::write(®ion_path, REGION_TEMPLATE)
|
||||
.map_err(|e| format!("Failed to create region file: {e}"))?;
|
||||
|
||||
// Add the level.dat file
|
||||
const LEVEL_TEMPLATE: &[u8] = include_bytes!("../assets/minecraft/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, LastPlayed and player position 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(unique_name.clone()));
|
||||
|
||||
// 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));
|
||||
|
||||
// Update player position and rotation
|
||||
if let Some(Value::Compound(ref mut player)) = data.get_mut("Player") {
|
||||
if let Some(Value::List(ref mut pos)) = player.get_mut("Pos") {
|
||||
if pos.len() < 3 {
|
||||
return Err(
|
||||
"Invalid level.dat template: Player Pos list has fewer than 3 elements"
|
||||
.to_string(),
|
||||
);
|
||||
}
|
||||
if let Value::Double(ref mut x) = pos[0] {
|
||||
*x = -5.0;
|
||||
}
|
||||
if let Value::Double(ref mut y) = pos[1] {
|
||||
*y = -61.0;
|
||||
}
|
||||
if let Value::Double(ref mut z) = pos[2] {
|
||||
*z = -5.0;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(Value::List(ref mut rot)) = player.get_mut("Rotation") {
|
||||
if rot.is_empty() {
|
||||
return Err(
|
||||
"Invalid level.dat template: Player Rotation list is empty".to_string()
|
||||
);
|
||||
}
|
||||
if let Value::Float(ref mut x) = rot[0] {
|
||||
*x = -45.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Serialize the updated NBT data back to bytes
|
||||
let serialized_level_data: Vec<u8> = 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}"))?;
|
||||
|
||||
// Write the level.dat file
|
||||
fs::write(new_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!("../assets/minecraft/icon.png");
|
||||
fs::write(new_world_path.join("icon.png"), ICON_TEMPLATE)
|
||||
.map_err(|e| format!("Failed to create icon.png file: {e}"))?;
|
||||
|
||||
Ok(new_world_path.display().to_string())
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"$schema": "https://schema.tauri.app/config/2",
|
||||
"productName": "Arnis",
|
||||
"version": "2.4.0",
|
||||
"version": "2.5.0",
|
||||
"identifier": "com.louisdev.arnis",
|
||||
"build": {
|
||||
"frontendDist": "src/gui"
|
||||
@@ -16,7 +16,7 @@
|
||||
"minWidth": 1000,
|
||||
"minHeight": 650,
|
||||
"resizable": true,
|
||||
"transparent": true,
|
||||
"transparent": false,
|
||||
"center": true,
|
||||
"theme": "Dark",
|
||||
"additionalBrowserArgs": "--disable-features=VizDisplayCompositor"
|
||||
|
||||
Reference in New Issue
Block a user