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