RegionIO/internal/worldgen/structure.go

163 lines
3.9 KiB
Go

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)
}
}
}