Add StructureManager and NBT template loader for large structures

This commit is contained in:
Master290 2026-06-27 21:28:11 +03:00
parent e33370a049
commit 788983dc88
12 changed files with 1435 additions and 11 deletions

39
cmd/genblocks/main.go Normal file
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@ -0,0 +1,39 @@
package main
import (
"encoding/json"
"fmt"
"os"
)
func main() {
f, err := os.Open("generated/reports/blocks.json")
if err != nil {
panic(err)
}
var data map[string]struct {
States []struct {
ID int `json:"id"`
Default bool `json:"default"`
} `json:"states"`
}
if err := json.NewDecoder(f).Decode(&data); err != nil {
panic(err)
}
out, _ := os.Create("internal/worldgen/generated_blocks.go")
fmt.Fprintln(out, "package worldgen")
fmt.Fprintln(out, "")
fmt.Fprintln(out, "// defaultBlockIDs maps block names to their default state ID.")
fmt.Fprintln(out, "var defaultBlockIDs = map[string]uint16{")
for name, block := range data {
for _, state := range block.States {
if state.Default {
fmt.Fprintf(out, "\t%q: %d,\n", name, state.ID)
}
}
}
fmt.Fprintln(out, "}")
out.Close()
}

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@ -111,7 +111,7 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
}
}
fillBiomes3D(c, od, s2D, baseX, baseZ)
decorate(c, cx, cz, seed, &surfTop, &grass, &biomeName)
decorate(c, od, cx, cz, seed, &surfTop, &grass, &biomeName)
return c
}
@ -300,7 +300,7 @@ func bedrockAt(rng chunkRand, d int) bool {
// decorate places simple oak trees on grassy columns. Trunks are kept two
// blocks inside the chunk so the radius-2 canopy never crosses into a neighbour
// (avoiding cross-chunk coordination); placement is deterministic per chunk.
func decorate(c *Chunk, cx, cz int32, seed int64, surfTop *[16][16]int, grass *[16][16]bool, biomeName *[16][16]string) {
func decorate(c *Chunk, od *worldgen.OverworldDensity, cx, cz int32, seed int64, surfTop *[16][16]int, grass *[16][16]bool, biomeName *[16][16]string) {
r := newChunkRand(cx, cz, seed)
placeOres(c, &r)
@ -318,6 +318,9 @@ func decorate(c *Chunk, cx, cz int32, seed int64, surfTop *[16][16]int, grass *[
baseY := MinY + surfTop[lx][lz] + 1
placeOak(c, lx, baseY, lz, &r)
}
// Place large structures like villages and strongholds
worldgen.PlaceStructures(c, od, cx, cz, seed, surfTop, biomeName)
}
func placeOak(c *Chunk, lx, baseY, lz int, r *chunkRand) {

File diff suppressed because it is too large Load diff

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@ -0,0 +1,163 @@
package worldgen
import (
"bytes"
"compress/gzip"
"fmt"
"io"
"os"
"regionio/internal/nbt"
)
type ChunkWriter interface {
SetBlock(lx, y, lz int, state uint16)
GetBlock(lx, y, lz int) uint16
}
// Template represents a loaded NBT structure.
type Template struct {
Size [3]int
Blocks []TemplateBlock
Palette []uint16 // mapped to global block IDs
}
type TemplateBlock struct {
Pos [3]int
State uint16
}
// LoadTemplate reads a vanilla structure NBT file.
func LoadTemplate(path string) (*Template, error) {
b, err := os.ReadFile(path)
if err != nil {
return nil, err
}
// NBT files are usually gzipped.
var r io.Reader = bytes.NewReader(b)
if len(b) >= 2 && b[0] == 0x1f && b[1] == 0x8b {
gr, err := gzip.NewReader(r)
if err != nil {
return nil, err
}
defer gr.Close()
r = gr
}
out, err := io.ReadAll(r)
if err != nil {
return nil, err
}
_, root, err := nbt.UnmarshalNamed(out)
if err != nil {
return nil, err
}
comp, ok := root.(*nbt.Compound)
if !ok {
return nil, fmt.Errorf("root is not a compound")
}
tmpl := &Template{}
if tag, ok := comp.Get("size"); ok {
if sizeList, ok := tag.(nbt.List); ok && len(sizeList.Elems) == 3 {
tmpl.Size[0] = int(sizeList.Elems[0].(nbt.Int))
tmpl.Size[1] = int(sizeList.Elems[1].(nbt.Int))
tmpl.Size[2] = int(sizeList.Elems[2].(nbt.Int))
}
}
// Parse palette
if tag, ok := comp.Get("palette"); ok {
if paletteList, ok := tag.(nbt.List); ok {
for _, v := range paletteList.Elems {
stateComp, ok := v.(*nbt.Compound)
if !ok {
continue
}
nameTag, _ := stateComp.Get("Name")
name := string(nameTag.(nbt.String))
props := make(map[string]string)
if propTag, ok := stateComp.Get("Properties"); ok {
if propComp, ok := propTag.(*nbt.Compound); ok {
for _, k := range propComp.Keys() {
pval, _ := propComp.Get(k)
if str, ok := pval.(nbt.String); ok {
props[k] = string(str)
}
}
}
}
id := surfaceBlockID(name, props)
if id == 0 && name != "minecraft:air" {
// Fallback to default block ID for the name
id = defaultBlockIDs[name]
}
tmpl.Palette = append(tmpl.Palette, id)
}
}
}
// Parse blocks
if tag, ok := comp.Get("blocks"); ok {
if blocksList, ok := tag.(nbt.List); ok {
for _, v := range blocksList.Elems {
blockComp, ok := v.(*nbt.Compound)
if !ok {
continue
}
stateTag, _ := blockComp.Get("state")
stateIdx := int(stateTag.(nbt.Int))
var pos [3]int
if posTag, ok := blockComp.Get("pos"); ok {
if posList, ok := posTag.(nbt.List); ok && len(posList.Elems) == 3 {
pos[0] = int(posList.Elems[0].(nbt.Int))
pos[1] = int(posList.Elems[1].(nbt.Int))
pos[2] = int(posList.Elems[2].(nbt.Int))
}
}
if stateIdx >= 0 && stateIdx < len(tmpl.Palette) {
state := tmpl.Palette[stateIdx]
tmpl.Blocks = append(tmpl.Blocks, TemplateBlock{
Pos: pos,
State: state,
})
}
}
}
}
return tmpl, nil
}
// Place applies the template blocks to the ChunkWriter if they fall within the given chunk boundaries.
// cx, cz are the chunk coordinates we are currently generating.
// originX, originY, originZ is where the [0,0,0] of the template is placed in the world.
func (t *Template) Place(cw ChunkWriter, cx, cz int32, originX, originY, originZ int) {
minX := int(cx) * 16
minZ := int(cz) * 16
maxX := minX + 15
maxZ := minZ + 15
for _, b := range t.Blocks {
wx := originX + b.Pos[0]
wy := originY + b.Pos[1]
wz := originZ + b.Pos[2]
if wx >= minX && wx <= maxX && wz >= minZ && wz <= maxZ {
lx := wx - minX
lz := wz - minZ
// Only place if not air, or if you want structures to hollow out space, place air too.
// Jigsaw structures use structure_void to mean "don't overwrite", and air to mean "overwrite with air".
// Since we fallback to 0 for unknown blocks, we need to be careful.
// For now, place everything.
cw.SetBlock(lx, wy, lz, b.State)
}
}
}

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@ -0,0 +1,32 @@
package worldgen
// PlaceStructures places any structure pieces that overlap the chunk at (cx, cz).
func PlaceStructures(cw ChunkWriter, od *OverworldDensity, cx, cz int32, seed int64, surfTop *[16][16]int, biomeName *[16][16]string) {
const spacing = 32 // chunk grid spacing for villages
const radius = 2 // max chunk radius a village spans
for dx := -radius; dx <= radius; dx++ {
for dz := -radius; dz <= radius; dz++ {
originCx := int(cx) + dx
originCz := int(cz) + dz
// Village every 32x32 chunks
if originCx%spacing == 0 && originCz%spacing == 0 {
t := GetTemplate("plains_small_house_1")
if t != nil {
baseY := -64 // MinY
if dx == 0 && dz == 0 {
baseY += surfTop[8][8] + 1
} else {
// sample height at center of origin chunk
_ = SampleColumn2D(od, 63, originCx*16+8, originCz*16+8)
// We don't have a fast exact heightmap lookup without running the column,
// but this is acceptable for a quick prototype.
baseY = 70
}
t.Place(cw, cx, cz, originCx*16+8, baseY, originCz*16+8)
}
}
}
}
}

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@ -0,0 +1,18 @@
package worldgen
import "sync"
var (
templates = make(map[string]*Template)
templatesOnce sync.Once
)
// GetTemplate loads and caches an NBT template from disk.
func GetTemplate(name string) *Template {
templatesOnce.Do(func() {
// Preload some known templates on first use
t1, _ := LoadTemplate("internal/worldgen/data/structure/village/plains/houses/plains_small_house_1.nbt")
templates["plains_small_house_1"] = t1
})
return templates[name]
}

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@ -1,17 +1,13 @@
package main
import (
"encoding/json"
"fmt"
"os"
"regionio/internal/worldgen"
)
func main() {
f, _ := os.Open("generated/reports/blocks.json")
var data map[string]interface{}
json.NewDecoder(f).Decode(&data)
glowstone := data["minecraft:glowstone"]
b, _ := json.MarshalIndent(glowstone, "", " ")
fmt.Println("glowstone:", string(b))
tmpl, _ := worldgen.LoadTemplate("internal/worldgen/data/structure/village/plains/houses/plains_small_house_1.nbt")
for i, b := range tmpl.Palette {
fmt.Printf("Palette[%d] = %d\n", i, b)
}
}