Fix structures tearing apart and floating due to inconsistent baseY calculations

This commit is contained in:
Master290 2026-06-27 21:54:08 +03:00
parent 788983dc88
commit 8f7cacf9d9
7 changed files with 33 additions and 27 deletions

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@ -153,10 +153,11 @@ func (t *Template) Place(cw ChunkWriter, cx, cz int32, originX, originY, originZ
if wx >= minX && wx <= maxX && wz >= minZ && wz <= maxZ { if wx >= minX && wx <= maxX && wz >= minZ && wz <= maxZ {
lx := wx - minX lx := wx - minX
lz := wz - minZ lz := wz - minZ
// Only place if not air, or if you want structures to hollow out space, place air too. // 14851 = minecraft:structure_void
// Jigsaw structures use structure_void to mean "don't overwrite", and air to mean "overwrite with air". // 21736 = minecraft:jigsaw
// Since we fallback to 0 for unknown blocks, we need to be careful. if b.State == 14851 || b.State == 21736 {
// For now, place everything. continue
}
cw.SetBlock(lx, wy, lz, b.State) cw.SetBlock(lx, wy, lz, b.State)
} }
} }

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@ -14,19 +14,37 @@ func PlaceStructures(cw ChunkWriter, od *OverworldDensity, cx, cz int32, seed in
if originCx%spacing == 0 && originCz%spacing == 0 { if originCx%spacing == 0 && originCz%spacing == 0 {
t := GetTemplate("plains_small_house_1") t := GetTemplate("plains_small_house_1")
if t != nil { if t != nil {
baseY := -64 // MinY // Deterministically evaluate the surface height at the origin so the structure
if dx == 0 && dz == 0 { // is flush with the ground and consistent across all chunks.
baseY += surfTop[8][8] + 1 baseY := EvaluateHeight(od, originCx*16+8, originCz*16+8)
} else {
// sample height at center of origin chunk // Only place if it's above sea level (so we don't spawn houses in the ocean)
_ = SampleColumn2D(od, 63, originCx*16+8, originCz*16+8) if baseY >= 63 {
// We don't have a fast exact heightmap lookup without running the column, // Offset by -1 so the floor embeds into the grass, rather than floating on it.
// but this is acceptable for a quick prototype. t.Place(cw, cx, cz, originCx*16+8, baseY-1, originCz*16+8)
baseY = 70
} }
t.Place(cw, cx, cz, originCx*16+8, baseY, originCz*16+8)
} }
} }
} }
} }
} }
// EvaluateHeight computes the top solid block Y coordinate at (wx, wz).
func EvaluateHeight(od *OverworldDensity, wx, wz int) int {
interp := make([]float64, len(od.Interpolated))
// Binary search or linear scan. A linear scan from 120 down to 0 is fast enough.
for y := 120; y >= -64; y-- {
ctx := FunctionContext{X: float64(wx), Y: float64(y), Z: float64(wz)}
// Since we don't have the cell grid, we just evaluate the interpolated nodes directly!
for n, node := range od.Interpolated {
interp[n] = node.Inner.Compute(ctx)
}
ctx = ctx.WithInterp(interp)
if od.Final.Compute(ctx) > 0 {
return y
}
}
return 64
}

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@ -1,13 +0,0 @@
package main
import (
"fmt"
"regionio/internal/worldgen"
)
func main() {
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)
}
}

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