Files
arnis/src/element_processing/tree.rs
2026-02-07 20:42:16 +01:00

452 lines
13 KiB
Rust

use crate::block_definitions::*;
use crate::deterministic_rng::coord_rng;
use crate::floodfill_cache::BuildingFootprintBitmap;
use crate::world_editor::WorldEditor;
use rand::Rng;
type Coord = (i32, i32, i32);
// TODO all this data would probably be better suited in a TOML file or something.
/// A circular pattern around a central point.
#[rustfmt::skip]
const ROUND1_PATTERN: [Coord; 8] = [
(-2, 0, 0),
(2, 0, 0),
(0, 0, -2),
(0, 0, 2),
(-1, 0, -1),
(1, 0, 1),
(1, 0, -1),
(-1, 0, 1),
];
/// A wider circular pattern.
const ROUND2_PATTERN: [Coord; 12] = [
(3, 0, 0),
(2, 0, -1),
(2, 0, 1),
(1, 0, -2),
(1, 0, 2),
(-3, 0, 0),
(-2, 0, -1),
(-2, 0, 1),
(-1, 0, 2),
(-1, 0, -2),
(0, 0, -3),
(0, 0, 3),
];
/// A more scattered circular pattern.
const ROUND3_PATTERN: [Coord; 12] = [
(3, 0, -1),
(3, 0, 1),
(2, 0, -2),
(2, 0, 2),
(1, 0, -3),
(1, 0, 3),
(-3, 0, -1),
(-3, 0, 1),
(-2, 0, -2),
(-2, 0, 2),
(-1, 0, 3),
(-1, 0, -3),
];
/// Used for iterating over each of the round patterns
const ROUND_PATTERNS: [&[Coord]; 3] = [&ROUND1_PATTERN, &ROUND2_PATTERN, &ROUND3_PATTERN];
//////////////////////////////////////////////////
const OAK_LEAVES_FILL: [(Coord, Coord); 5] = [
((-1, 3, 0), (-1, 9, 0)),
((1, 3, 0), (1, 9, 0)),
((0, 3, -1), (0, 9, -1)),
((0, 3, 1), (0, 9, 1)),
((0, 9, 0), (0, 10, 0)),
];
const SPRUCE_LEAVES_FILL: [(Coord, Coord); 6] = [
((-1, 3, 0), (-1, 10, 0)),
((0, 3, -1), (0, 10, -1)),
((1, 3, 0), (1, 10, 0)),
((0, 3, -1), (0, 10, -1)),
((0, 3, 1), (0, 10, 1)),
((0, 11, 0), (0, 11, 0)),
];
const BIRCH_LEAVES_FILL: [(Coord, Coord); 5] = [
((-1, 2, 0), (-1, 7, 0)),
((1, 2, 0), (1, 7, 0)),
((0, 2, -1), (0, 7, -1)),
((0, 2, 1), (0, 7, 1)),
((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.
fn round(editor: &mut WorldEditor, material: Block, (x, y, z): Coord, block_pattern: &[Coord]) {
for (i, j, k) in block_pattern {
editor.set_block(material, x + i, y + j, z + k, None, None);
}
}
#[derive(Clone, Copy)]
pub enum TreeType {
Oak,
Spruce,
Birch,
DarkOak,
Jungle,
Acacia,
}
// TODO what should be moved in, and what should be referenced?
pub struct Tree<'a> {
// kind: TreeType, // NOTE: Not actually necessary to store!
log_block: Block,
log_height: i32,
leaves_block: Block,
leaves_fill: &'a [(Coord, Coord)],
round_ranges: [Vec<i32>; 3],
}
impl Tree<'_> {
/// 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.gen_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());
blacklist.extend(Self::get_structural_blocks());
blacklist.extend(Self::get_functional_blocks());
blacklist.push(WATER);
let tree = Self::get_tree(tree_type);
// Build the logs
editor.fill_blocks(
tree.log_block,
x,
y,
z,
x,
y + tree.log_height,
z,
None,
Some(&blacklist),
);
// Fill in the leaves
for ((i1, j1, k1), (i2, j2, k2)) in tree.leaves_fill {
editor.fill_blocks(
tree.leaves_block,
x + i1,
y + j1,
z + k1,
x + i2,
y + j2,
z + k2,
None,
None,
);
}
// Do the three rounds
for (round_range, round_pattern) in tree.round_ranges.iter().zip(ROUND_PATTERNS) {
for offset in round_range {
round(editor, tree.leaves_block, (x, y + offset, z), round_pattern);
}
}
}
fn get_tree(kind: TreeType) -> Self {
match kind {
TreeType::Oak => Self {
// kind,
log_block: OAK_LOG,
log_height: 8,
leaves_block: OAK_LEAVES,
leaves_fill: &OAK_LEAVES_FILL,
round_ranges: [
(3..=8).rev().collect(),
(4..=7).rev().collect(),
(5..=6).rev().collect(),
],
},
TreeType::Spruce => Self {
// kind,
log_block: SPRUCE_LOG,
log_height: 9,
leaves_block: SPRUCE_LEAVES,
leaves_fill: &SPRUCE_LEAVES_FILL,
// Conical shape: wide at bottom, narrow at top
round_ranges: [vec![9, 7, 6, 4, 3], vec![6, 3], vec![]],
},
TreeType::Birch => Self {
// kind,
log_block: BIRCH_LOG,
log_height: 6,
leaves_block: BIRCH_LEAVES,
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
/// Get all possible building wall blocks
fn get_building_wall_blocks() -> Vec<Block> {
vec![
BLACKSTONE,
BLACK_TERRACOTTA,
BRICK,
BROWN_CONCRETE,
BROWN_TERRACOTTA,
DEEPSLATE_BRICKS,
END_STONE_BRICKS,
GRAY_CONCRETE,
GRAY_TERRACOTTA,
LIGHT_BLUE_TERRACOTTA,
LIGHT_GRAY_CONCRETE,
MUD_BRICKS,
NETHER_BRICK,
NETHERITE_BLOCK,
POLISHED_ANDESITE,
POLISHED_BLACKSTONE,
POLISHED_BLACKSTONE_BRICKS,
POLISHED_DEEPSLATE,
POLISHED_GRANITE,
QUARTZ_BLOCK,
QUARTZ_BRICKS,
SANDSTONE,
SMOOTH_SANDSTONE,
SMOOTH_STONE,
STONE_BRICKS,
WHITE_CONCRETE,
WHITE_TERRACOTTA,
ORANGE_TERRACOTTA,
GREEN_STAINED_HARDENED_CLAY,
BLUE_TERRACOTTA,
YELLOW_TERRACOTTA,
BLACK_CONCRETE,
WHITE_CONCRETE,
GRAY_CONCRETE,
LIGHT_GRAY_CONCRETE,
BROWN_CONCRETE,
RED_CONCRETE,
ORANGE_TERRACOTTA,
YELLOW_CONCRETE,
LIME_CONCRETE,
GREEN_STAINED_HARDENED_CLAY,
CYAN_CONCRETE,
LIGHT_BLUE_CONCRETE,
BLUE_CONCRETE,
PURPLE_CONCRETE,
MAGENTA_CONCRETE,
RED_TERRACOTTA,
]
}
/// Get all possible building floor blocks
fn get_building_floor_blocks() -> Vec<Block> {
vec![
GRAY_CONCRETE,
LIGHT_GRAY_CONCRETE,
WHITE_CONCRETE,
SMOOTH_STONE,
POLISHED_ANDESITE,
STONE_BRICKS,
]
}
/// Get structural blocks (fences, walls, stairs, slabs, rails, etc.)
fn get_structural_blocks() -> Vec<Block> {
vec![
// Fences
OAK_FENCE,
// Walls
COBBLESTONE_WALL,
ANDESITE_WALL,
STONE_BRICK_WALL,
// Stairs
OAK_STAIRS,
// Slabs
OAK_SLAB,
STONE_BLOCK_SLAB,
STONE_BRICK_SLAB,
// Rails
RAIL,
RAIL_NORTH_SOUTH,
RAIL_EAST_WEST,
RAIL_ASCENDING_EAST,
RAIL_ASCENDING_WEST,
RAIL_ASCENDING_NORTH,
RAIL_ASCENDING_SOUTH,
RAIL_NORTH_EAST,
RAIL_NORTH_WEST,
RAIL_SOUTH_EAST,
RAIL_SOUTH_WEST,
// Doors and trapdoors
OAK_DOOR,
DARK_OAK_DOOR_LOWER,
DARK_OAK_DOOR_UPPER,
OAK_TRAPDOOR,
// Ladders
LADDER,
]
}
/// Get functional blocks (furniture, decorative items, etc.)
fn get_functional_blocks() -> Vec<Block> {
vec![
// Furniture and functional blocks
CHEST,
CRAFTING_TABLE,
FURNACE,
ANVIL,
BREWING_STAND,
NOTE_BLOCK,
BOOKSHELF,
CAULDRON,
// Beds
RED_BED_NORTH_HEAD,
RED_BED_NORTH_FOOT,
RED_BED_EAST_HEAD,
RED_BED_EAST_FOOT,
RED_BED_SOUTH_HEAD,
RED_BED_SOUTH_FOOT,
RED_BED_WEST_HEAD,
RED_BED_WEST_FOOT,
// Pressure plates and signs
OAK_PRESSURE_PLATE,
SIGN,
// Glass blocks (windows)
GLASS,
WHITE_STAINED_GLASS,
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,
RED_CARPET,
// Other structural/building blocks
IRON_BARS,
IRON_BLOCK,
SCAFFOLDING,
BEDROCK,
]
}
} // impl Tree