Tree generation

This commit is contained in:
2026-09-25 17:41:36 -03:00
parent ea9d821047
commit fdd236071e
7 changed files with 305 additions and 7 deletions
+4 -3
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@@ -714,7 +714,7 @@ produce identical terrain. So worldgen scripts must be **deterministic**.
Each chunk is generated in three passes:
1. **Terrain.** One terrain generator fills in the ground and water.
1. **Terrain.** One terrain generator fills in the ground, water and trees.
2. **Ores.** Every mod's `worldgen/ores.json`, in load order.
3. **Features.** Every mod's registered features, in load order.
@@ -724,8 +724,9 @@ the Terralith datapack: continentalness, erosion and weirdness noises feed neste
height, jaggedness and roughness, a 3D density around that height is sampled on a coarse grid and interpolated, and
caves are cut out of it. On top of that come Terralith-style shapes: terraced plateaus, shattered hills, river valleys
and gorges, jagged peaks and rare sky islands. Its biome ids (`biome_at`) are the keys of `BIOMES` in
`common/worldgen/overworld.ts`, like `bworld:yosemite_cliffs` or `bworld:skylands`. It places no trees or other
features yet. `deno run -A tools/worldgen_preview.ts [seed]` renders it to PNG files.
`common/worldgen/overworld.ts`, like `bworld:yosemite_cliffs` or `bworld:skylands`. Trees
(`common/worldgen/trees.ts`) are spread out like Poisson disk sampling, never closer than 4 blocks, and each biome sets
how many grow and which kinds. `deno run -A tools/worldgen_preview.ts [seed]` renders it to PNG files.
### Terrain generators
+27 -2
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@@ -38,6 +38,9 @@ export interface Chunk {
meshes: Partial<Record<RenderLayer, ChunkMesh>>;
// only for translucent meshes that have to be sorted again as the camera moves
translucent_sort?: TranslucentSort;
// blocks its generation put in neighboring chunks (leaves), as x, y, z, numeric id. kept so a neighbor that
// generates later, or unloads and comes back, still gets them
spills?: Int32Array;
}
export interface ChunkMesh {
@@ -491,7 +494,7 @@ export class ClientLevel {
let chunk = this.chunks.get(key);
if (chunk) {
// a placeholder made by a neighbor's feature, keep its blocks where generation left air
// blocks placed here before it generated, keep them where generation left air
const existing = chunk.blocks;
for (let i = 0; i < blocks.length; i++) {
if (blocks[i] !== AIR) {
@@ -503,7 +506,16 @@ export class ClientLevel {
}
chunk.generated = true;
chunk.dirty = true;
chunk.spills = spills;
// the same rules as the server (server/game/world.ts): a chunk's own blocks, then what its neighbors'
// features put in it, only where it has air. both ways, since the neighbors may have generated first
for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
const neighbor_spills = this.get_chunk(cx + dx, cz + dz)?.spills;
if (neighbor_spills) {
this.#apply_spills(neighbor_spills, chunk);
}
}
for (let i = 0; i < spills.length; i += 4) {
this.#set_block_raw(spills[i], spills[i + 1], spills[i + 2], spills[i + 3]);
}
@@ -583,7 +595,11 @@ export class ClientLevel {
}
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(chunk_x, chunk_z) ?? this.add_chunk(chunk_x, chunk_z);
const chunk = this.get_chunk(chunk_x, chunk_z);
// a chunk that isn't generated yet takes it from our spills when it is
if (!chunk?.generated) {
return;
}
const lx = x - chunk_x * CHUNK_SIZE;
const lz = z - chunk_z * CHUNK_SIZE;
const index = y * CHUNK_AREA + lz * CHUNK_SIZE + lx;
@@ -594,6 +610,15 @@ export class ClientLevel {
}
}
// the spills that land in chunk
#apply_spills(spills: Int32Array, chunk: Chunk) {
for (let i = 0; i < spills.length; i += 4) {
if (Math.floor(spills[i] / CHUNK_SIZE) === chunk.x && Math.floor(spills[i + 2] / CHUNK_SIZE) === chunk.z) {
this.#set_block_raw(spills[i], spills[i + 1], spills[i + 2], spills[i + 3]);
}
}
}
delete_chunk_mesh(chunk: Chunk) {
for (const mesh of Object.values(chunk.meshes)) {
destroy_buffer(mesh.vertex_buffer);
+3 -1
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@@ -77,7 +77,9 @@ export function generate_raw_chunk(
sand: id("bworld:sand"),
snow: id("bworld:snow"),
water: id("bworld:water"),
});
log: id("bworld:log"),
leaves: id("bworld:leaves"),
}, (x, y, z, block) => spills.push(x, y, z, block));
generate_ores(blocks, chunk_x, chunk_z, seed, block_ids, BASE_ORES, default_values);
if (worldgen) {
+40 -1
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@@ -3,6 +3,7 @@
import { CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, SEA_LEVEL } from "$/common/constants.ts";
import { OctaveNoise2D } from "./noise.ts";
import { OverworldTerrain, TerrainColumn } from "./terrain.ts";
import { BIOME_TREES, grow_tree, tree_sites } from "./trees.ts";
// density is sampled every CELL_WIDTH blocks across and CELL_HEIGHT up, caves every CAVE_CELL_HEIGHT up since
// tunnels are thinner than terrain features
@@ -28,6 +29,8 @@ export interface OverworldBlocks {
sand: number;
snow: number;
water: number;
log: number;
leaves: number;
}
type Palette = "stone" | "dirt" | "grass" | "sand" | "snow";
@@ -183,7 +186,8 @@ function generators_for(seed: string): SeedGenerators {
return found;
}
// fills blocks (indexed y * CHUNK_AREA + z * CHUNK_SIZE + x) and each column's surface height and biome
// fills blocks (indexed y * CHUNK_AREA + z * CHUNK_SIZE + x) and each column's surface height and biome.
// blocks trees put in other chunks go to spill
export function generate_overworld(
blocks: Uint32Array,
heights: Int32Array,
@@ -192,6 +196,7 @@ export function generate_overworld(
chunk_z: number,
seed: string,
ids: OverworldBlocks,
spill: (x: number, y: number, z: number, block: number) => void,
) {
const { terrain, snow_line, strata } = generators_for(seed);
const x0 = chunk_x * CHUNK_SIZE;
@@ -236,6 +241,40 @@ export function generate_overworld(
fill_column(x, z);
}
}
grow_trees();
function grow_trees() {
const place = (x: number, y: number, z: number, block: "log" | "leaves") => {
if (y < 0 || y >= CHUNK_HEIGHT) return;
const lx = x - x0;
const lz = z - z0;
if (lx < 0 || lx >= CHUNK_SIZE || lz < 0 || lz >= CHUNK_SIZE) {
// the other chunk only takes it where it has air
spill(x, y, z, ids[block]);
return;
}
const i = y * CHUNK_AREA + lz * CHUNK_SIZE + lx;
const current = blocks[i];
if (current === 0 || (block === "log" && current === ids.leaves)) {
blocks[i] = ids[block];
}
};
for (const site of tree_sites(seed, chunk_x, chunk_z)) {
const column = (site.z - z0) * CHUNK_SIZE + (site.x - x0);
const trees = BIOME_TREES[biomes[column]];
if (!trees || site.rng.next() >= trees.chance) continue;
// on soil with air above it, so never under water or on bare rock
const ground_y = heights[column];
const ground = blocks[ground_y * CHUNK_AREA + column];
const above = blocks[(ground_y + 1) * CHUNK_AREA + column];
if ((ground !== ids.grass && ground !== ids.dirt && ground !== ids.snow) || above !== 0) continue;
const kind = trees.kinds[Math.floor(site.rng.next() * trees.kinds.length)];
grow_tree(kind, site.x, ground_y + 1, site.z, site.rng, place);
}
}
function fill_column(x: number, z: number) {
const cell_x = Math.min(Math.floor(x / CELL_WIDTH), CORNERS - 2);
+192
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@@ -0,0 +1,192 @@
// trees, part of the terrain pass. where they grow can't depend on which chunk generates first, so it only
// depends on the seed: every CELL x CELL cell has one candidate spot and a random priority, and a candidate becomes a
// tree only if no other candidate within MIN_DISTANCE has a higher priority (then its biome may still say no). that
// spreads trees out like poisson disk sampling: never closer than MIN_DISTANCE, but without lining up in a grid.
// a tree is placed by the chunk its trunk is in, leaves that reach into the next chunk go through the spills like any
// other block there
import { Alea } from "@paulaboks/rng";
import { CHUNK_HEIGHT, CHUNK_SIZE } from "$/common/constants.ts";
const CELL = 4;
// trunks are at least this far apart
const MIN_DISTANCE = 4;
// how many cells out a candidate can be and still be within MIN_DISTANCE
const REACH = Math.ceil(MIN_DISTANCE / CELL);
// the widest a canopy layer gets
const MAX_CANOPY = 3;
export type TreeKind = "oak" | "big_oak" | "spruce" | "jungle" | "acacia";
// how likely each biome's cells are to have a tree, and which kinds grow there
export const BIOME_TREES: Record<string, { chance: number; kinds: TreeKind[] }> = {
"bworld:forest": { chance: 0.85, kinds: ["oak", "oak", "big_oak"] },
"bworld:dark_forest": { chance: 1, kinds: ["big_oak", "big_oak", "oak"] },
"bworld:plains": { chance: 0.05, kinds: ["oak"] },
"bworld:meadow": { chance: 0.04, kinds: ["oak"] },
"bworld:swamp": { chance: 0.4, kinds: ["big_oak"] },
"bworld:river": { chance: 0.05, kinds: ["oak"] },
"bworld:taiga": { chance: 0.75, kinds: ["spruce"] },
"bworld:snowy_taiga": { chance: 0.6, kinds: ["spruce"] },
"bworld:snowy_plains": { chance: 0.03, kinds: ["spruce"] },
"bworld:snowy_slopes": { chance: 0.06, kinds: ["spruce"] },
"bworld:snowy_cliffs": { chance: 0.1, kinds: ["spruce"] },
"bworld:alpine_highlands": { chance: 0.2, kinds: ["spruce", "spruce", "oak"] },
"bworld:yosemite_cliffs": { chance: 0.2, kinds: ["spruce", "oak"] },
"bworld:stony_spires": { chance: 0.12, kinds: ["spruce"] },
"bworld:savanna": { chance: 0.15, kinds: ["acacia", "acacia", "oak"] },
"bworld:shattered_savanna": { chance: 0.12, kinds: ["acacia"] },
"bworld:jungle": { chance: 1, kinds: ["jungle", "jungle", "big_oak"] },
"bworld:skylands": { chance: 0.3, kinds: ["oak", "big_oak"] },
};
export interface TreeSite {
x: number;
z: number;
// seeded from the cell, what's left of it picks the tree
rng: Alea;
}
interface Candidate extends TreeSite {
priority: number;
}
// every cell's candidate, from the seed and the cell alone
function candidate(seed: string, cell_x: number, cell_z: number): Candidate {
const rng = new Alea(`${seed}_tree_${cell_x}_${cell_z}`);
const x = cell_x * CELL + Math.floor(rng.next() * CELL);
const z = cell_z * CELL + Math.floor(rng.next() * CELL);
return { x, z, priority: rng.next(), rng };
}
// the spots in the chunk where a tree may grow, before biome and ground are checked
export function tree_sites(seed: string, chunk_x: number, chunk_z: number): TreeSite[] {
const cells = CHUNK_SIZE / CELL;
const first_x = chunk_x * cells - REACH;
const first_z = chunk_z * cells - REACH;
const size = cells + 2 * REACH;
const candidates: Candidate[] = [];
for (let cz = 0; cz < size; cz++) {
for (let cx = 0; cx < size; cx++) {
candidates.push(candidate(seed, first_x + cx, first_z + cz));
}
}
const sites: TreeSite[] = [];
for (let cz = REACH; cz < REACH + cells; cz++) {
for (let cx = REACH; cx < REACH + cells; cx++) {
const site = candidates[cz * size + cx];
let wins = true;
for (let dz = -REACH; dz <= REACH && wins; dz++) {
for (let dx = -REACH; dx <= REACH; dx++) {
const other = candidates[(cz + dz) * size + cx + dx];
if (other === site) continue;
const distance_sq = (other.x - site.x) ** 2 + (other.z - site.z) ** 2;
if (distance_sq < MIN_DISTANCE * MIN_DISTANCE && other.priority > site.priority) {
wins = false;
break;
}
}
}
if (wins) sites.push(site);
}
}
return sites;
}
// log replaces anything that isn't ground, leaves only fill air
export type PlaceBlock = (x: number, y: number, z: number, block: "log" | "leaves") => void;
// grows a tree with its trunk's bottom at x, y, z. returns false when it wouldn't fit under the top of the world
export function grow_tree(kind: TreeKind, x: number, y: number, z: number, rng: Alea, place: PlaceBlock) {
const random = (min: number, max: number) => min + Math.floor(rng.next() * (max - min + 1));
const trunk = (height: number) => {
for (let i = 0; i < height; i++) place(x, y + i, z, "log");
};
// a square layer of leaves, its corners left out at random like minecraft's
const layer = (ly: number, radius: number, corners: boolean) => {
for (let dx = -radius; dx <= radius; dx++) {
for (let dz = -radius; dz <= radius; dz++) {
const corner = Math.abs(dx) === radius && Math.abs(dz) === radius;
if (corner && radius > 0 && (!corners || rng.next() < 0.5)) continue;
place(x + dx, ly, z + dz, "leaves");
}
}
};
let top: number;
switch (kind) {
case "oak": {
const height = random(4, 6);
top = y + height + 1;
if (top >= CHUNK_HEIGHT - 1) return false;
trunk(height);
layer(y + height - 2, 2, true);
layer(y + height - 1, 2, true);
layer(y + height, 1, true);
layer(y + height + 1, 1, false);
break;
}
case "big_oak": {
const height = random(6, 8);
top = y + height + 1;
if (top >= CHUNK_HEIGHT - 1) return false;
trunk(height);
layer(y + height - 3, 2, true);
layer(y + height - 2, 3, false);
layer(y + height - 1, 3, true);
layer(y + height, 2, true);
layer(y + height + 1, 1, false);
break;
}
case "spruce": {
const height = random(7, 10);
top = y + height + 1;
if (top >= CHUNK_HEIGHT - 1) return false;
trunk(height);
// a cone of layers getting wider going down, every other one narrower, like minecraft's spruce
place(x, y + height + 1, z, "leaves");
layer(y + height, 1, false);
let radius = 1;
for (let ly = y + height - 1; ly >= y + 2; ly--) {
radius = radius >= 2 + Math.floor((y + height - ly) / 4) ? 1 : radius + 1;
layer(ly, Math.min(radius, MAX_CANOPY), false);
}
break;
}
case "jungle": {
const height = random(9, 13);
top = y + height + 1;
if (top >= CHUNK_HEIGHT - 1) return false;
trunk(height);
layer(y + height - 2, 3, false);
layer(y + height - 1, 3, true);
layer(y + height, 2, true);
layer(y + height + 1, 1, false);
break;
}
case "acacia": {
// a short trunk that leans one way at the top, under a flat, wide canopy
const height = random(4, 5);
top = y + height + 2;
if (top >= CHUNK_HEIGHT - 1) return false;
trunk(height);
const lean_x = random(-1, 1);
const lean_z = lean_x === 0 ? (rng.next() < 0.5 ? -1 : 1) : 0;
const cx = x + lean_x;
const cz = z + lean_z;
place(cx, y + height, cz, "log");
for (let dx = -MAX_CANOPY; dx <= MAX_CANOPY; dx++) {
for (let dz = -MAX_CANOPY; dz <= MAX_CANOPY; dz++) {
if (Math.abs(dx) + Math.abs(dz) <= 4 && !(Math.abs(dx) === 3 && Math.abs(dz) === 3)) {
place(cx + dx, y + height + 1, cz + dz, "leaves");
}
if (Math.abs(dx) + Math.abs(dz) <= 2) {
place(cx + dx, y + height + 2, cz + dz, "leaves");
}
}
}
break;
}
}
return true;
}
+35
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@@ -38,3 +38,38 @@ Deno.test("new players spawn on dry land, all in the same place", async () => {
// the same place for the next new player
assertEquals(join(2, "bob").spawn, joined.spawn);
});
Deno.test("trees grow on the ground, never closer than 4 blocks, even across chunk borders", async () => {
const { game } = await test_game("mods");
const ids = game.world.block_ids;
const log = ids["bworld:log"];
const ground = new Set([ids["bworld:grass"], ids["bworld:dirt"], ids["bworld:snow"]]);
// the bottom log of every trunk, in world coordinates
const trunks: [number, number][] = [];
let spilled_leaves = 0;
for (let cx = -6; cx < 6; cx++) {
for (let cz = -6; cz < 6; cz++) {
const { blocks, spills } = generate_raw_chunk(cx, cz, "trees-test", ids);
blocks.forEach((block, i) => {
if (block === log && ground.has(blocks[i - CHUNK_AREA])) {
const x = cx * 16 + (i % 16);
const z = cz * 16 + Math.floor(i / 16) % 16;
trunks.push([x, z]);
}
});
for (let i = 3; i < spills.length; i += 4) {
if (spills[i] === ids["bworld:leaves"]) spilled_leaves++;
}
}
}
assert(trunks.length > 50, `only ${trunks.length} trees`);
assert(spilled_leaves > 0, "leaves reach into neighboring chunks");
for (let a = 0; a < trunks.length; a++) {
for (let b = a + 1; b < trunks.length; b++) {
const distance = Math.hypot(trunks[a][0] - trunks[b][0], trunks[a][1] - trunks[b][1]);
assert(distance >= 4, `trees at ${trunks[a]} and ${trunks[b]} are ${distance.toFixed(1)} apart`);
}
}
});
+4
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@@ -23,6 +23,8 @@ const NAMES = [
"bworld:tin_ore",
"bworld:iron_ore",
"bworld:gold_ore",
"bworld:log",
"bworld:leaves",
];
const block_ids: Record<string, number> = Object.fromEntries(NAMES.map((name, i) => [name, i + 1]));
const COLORS: Record<number, [number, number, number]> = {
@@ -38,6 +40,8 @@ const COLORS: Record<number, [number, number, number]> = {
9: [200, 200, 200],
10: [216, 175, 147],
11: [250, 220, 60],
12: [100, 70, 40],
13: [45, 110, 35],
};
const BIOME_COLORS: Record<string, [number, number, number]> = {